Mod or game feature idea:
New crew named scientists which work in Academy modules which now produce research points (if training crew it produces less).
Scientists have to be trained in the academy they will work (can't be trained elsewhere and be transported).
industrial:
factory/craft module unlocks
resource processing (For example by default you can process iron and titanium. Everything else needs to be researched.)
module upgrades
economy:
passive credit income locked under this tree
Scientists also speed up the training if there is no ongoing research.
Distinct type of research data can be acquired from combat/exploration which speeds up distinct type of research.
Stations no longer built for only one job. There are station modules that require TW(1000GW) to run and fixed minimal size and therefore not recommended to put on regular ships. Ships/stations with such modules can jump but after each jump there is a certain % of disintegration and it could destroy modules and all of it's content.
For example a resource processing module with 5000 built in cargo space full of ore will lose 5000 of ores if destroyed. Much more modular weapons. Weapons can be crafted with functionality that is calculated by scripts.
This started out as a mod idea. For now it is only a plan.
If anybody thinks it is a good idea and wants to help me please do not hesitate to reach me out on discord (tret#8541) or on my e-mail address: tret2100@gmail.com.
I am in need of graphical designers (for all the icons and ui) and 1 or 2 developers.
The main source of this idea was the rush of progress at the mid-game. You get to a point where you can farm everything just from salvaging. This mod is designed to stop that and give more focus to stations.
Suggestion
Tret
Mod or game feature idea:
New crew named scientists which work in Academy modules which now produce research points (if training crew it produces less).
Scientists have to be trained in the academy they will work (can't be trained elsewhere and be transported).
Research tree:
fleet size scaling
weapon quality scaling
fighter specs
factory/craft module unlocks
resource processing (For example by default you can process iron and titanium. Everything else needs to be researched.)
module upgrades
station/craft agricultural module unlocks
food processing
agricultural module upgrades
passive credit income locked under this tree
Scientists also speed up the training if there is no ongoing research.
Distinct type of research data can be acquired from combat/exploration which speeds up distinct type of research.
Stations no longer built for only one job. There are station modules that require TW(1000GW) to run and fixed minimal size and therefore not recommended to put on regular ships. Ships/stations with such modules can jump but after each jump there is a certain % of disintegration and it could destroy modules and all of it's content.
For example a resource processing module with 5000 built in cargo space full of ore will lose 5000 of ores if destroyed. Much more modular weapons. Weapons can be crafted with functionality that is calculated by scripts.
This started out as a mod idea. For now it is only a plan.
If anybody thinks it is a good idea and wants to help me please do not hesitate to reach me out on discord (tret#8541) or on my e-mail address: tret2100@gmail.com.
I am in need of graphical designers (for all the icons and ui) and 1 or 2 developers.
The main source of this idea was the rush of progress at the mid-game. You get to a point where you can farm everything just from salvaging. This mod is designed to stop that and give more focus to stations.
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