Hi everyone
Hi @molp and @Counterpoint
I finally took time to write down all my thoughts regarding PrUn. Some of these thoughts I have shared briefly before others are new.
I know it’s a lot of text, but the good thing is it’s not one big wall.
Some of these sections belong together, even reference each other while others are standalone.
I tried to group them as best as possible
Take what you want from it and if there are any questions, please let me know, so I have a chance to go into detail.
Trace Elements
- allow Resource Extractors extraction of more than one material.
- One Main Material at a time
- all other trace materials (below certain concentration level) of the same type (Mineral, Liquid, Gas)
Universe layout
- most of the universe seems useless.
- more MCG/AEF, SEA, MGC, BL planets with useful material / trace element combinations
- this would incentivize players spreading out after the initial settling of the core worlds.
Currency Injection
- Waste Generation to replace regular MM Bids
- every production generates Waste
- Only MM Bids for waste generate Currency
- Generates Logistical gameplay -> incentive for Pro license to issue shipping contracts
- possible integration into future Energy System (Waste burning)
- possible integration into POPI -> Waste Generation?
- new industry -> recycling
Currency Ejection
- Remove Market Maker Ask
- Introduce more NPC fees that are realistic that at the same time counter excessive “misuse” of game mechanics. Examples: Store items as orders unlimited free of charge on CX. Store Items unlimited in contracts from CX. These things could be fined after x days.
Security of Basic Consumables aka keeping the universe alive (real reason why MM exist)
- I recognize the intention behind the MM’s, but it feels this universe they were only needed in the first week, tops. After this they actually hindered trade.
- Yes without MM Moria would dominate really hard. The Constructor profession would be “king” because no one else would get b-fabs. This points to a deeper design flaw and the MM is just a band-aid.
- Regardless, how can some sort of security be achieved for new companies that they get basic consumables? Idea: HQ gets a function to request “Subsidies”. This safety net provides a support package for companies that went belly up. The older the company is the smaller this safety net is. Repeated use of COLIQ has an impact as well. What is provided: Basic Consumables for current workforce for x days. Either input material (point system “shop” from account creation, only materials selectable that current base buildings can process) or cash to spend on CX. The feature has cooldown or limited amount of uses. Abuse can be countered by imposing delayed taxes or disabling HQ bonus or efficiency reduction.
Adjust Start Packages
- All start packages should have a variance in starting ships, fit for the package or chooseable by the player.
- Example of options (if not mentioned different small SF/FF tanks and BHP):
- 2x 250m³/t.
- 1x 100m³/t 1x 500m³/t
- 1x 500m³/t with medium SF/FF tanks
- 1x 3000m³/1000t with LHP
- 1x 1000m³/3000m³ with LHP
- Example of options (if not mentioned different small SF/FF tanks and BHP):
- Resource Extraction Starter (could replace Carbon Farmer?). Package for extracting raw materials. Material for at least 2 Resource Extractors + 2 HB1, more basic consumables than the other packages.
- Trader Starter. Option to start at a CX. No CMK, more fuel, 3rd ship or cash in two currencies.
Overhauled Company Start (replacement for fixed start packages))
- Customizable start that allows an individual start package. Similar to EdB Prepare Carefully (Mod for Rimworld). Point based customization. With templates for recommend starts (Rat/DW Producer, Mineral Extractor, Gas Extractor, Manufacturer, Constructor, Smelter, …) new customizable items unlock with universe age or tech progression by other players. This would allow the introduction of smaller ships or bigger ships. For players to choose from for their start. Or simply more cash or consumables.
HQ
- I don’t like it that we can “feed” a couple dozen or more materials to the HQ and then instantly transfer the HQ across the universe. It makes no sense and breaks the immersion.
- Idea: The HQ is an actual “kit” that needs to be assembled and disassembled and moved as cargo. Its size and mass/weight grows based on the upgrade level. Changing the location of the HQ now comes with a cost, time and fuel. Remove the 30-day limit. This would give smaller but faster courier ships a meaningful job.
- who, or what works in the HQ, and why do the need no material to work with? Idea: Boost HQ Bonus when supplied with materials. (UTS, OFF, SUN, SP, POW, …) Different materials give different boost or boost duration. They are not required for the baseline bonus. Just for a bit extra. Required material could even change depending on where the HQ is located (Planet type)
- Have the Location of HQ actually matter besides for the type of Bonus. Idea: HQ allows to employ an extra expert. A high level HQ has loading vehicles, little tug boats, that allow loading from and to orbit but consume SF/Hull plates.
Thank you for reading.