Welcome aboard Visitor...

Daily Screenshot

Server Costs Target


Target met!

Latest Topics

- Anyone still playing from a decade ago or longer? »
- Game still active. NICE! »
- Password resett »
- Darkspace Idea/Opinion Submission Thread »
- Rank Bug maybe? »
- Next patch .... »
- Nobody will remember me...but. »
- 22 years...asking for help from one community to another »
- DS on Ubuntu? »
- Medal Breakpoints »

Development Blog

- Roadmap »
- Hello strangers, it’s been a while... »
- State of DarkSpace Development »
- Potential planetary interdictor changes! »
- The Silent Cartographer »

Combat Kills

Combat kills in last 24 hours:
No kills today... yet.

Upcoming Events

- Weekly DarkSpace
05/04/24 +4.7 Days

Search

Anniversaries

21th - Chubba

Social Media

Why not join us on Discord for a chat, or follow us on Twitter or Facebook for more information and fan updates?

Network

DarkSpace
DarkSpace - Beta
Palestar

[FAQ
Forum Index » » Developer Feedback » » Resource Distribution in the New MV.
 Author Resource Distribution in the New MV.
Sandals
Fleet Admiral
Agents

Joined: January 21, 2002
Posts: 2001
From: Redmond,WA,USA
Posted: 2003-07-26 06:17   
With the (happy, good) change that adv resources are not needed for ships, some liberties can be taken with resource distribution.

I propose that instead of artificial limits on the production of none-faction items, that each faction's item be specifically dependent on a certain kind or kinds of resource. Let's take some examples.

The ICC's special devices and buildings (pulse waves, pulse beams, adv shields, planetary shields, ICC DBs etc) use Darkmatter.

The UGTO's special devices and buildings(flux, emp, UGTO DBs etc.) use Urdanium

The K'luth's special devices (ELF, AMJs, AMEs, K'luth DBs, etc. ) use Hypermatter.

(this is just for example. Better resources could be picked.)
Now.

ICC space (their 'third' of the galaxy) is seeded primarily with Darkmatter, the other two 'special' resources being extremely rare.

UGTO space, mainly Urdanium

K'luth space, mainly Hypermatter.

This would mean that it is far easier to maintain self-faction-tech planets in faction-space than it is to maintain enemy-faction-tech.

Other, none-faction-specific mods, would use the more 'uncommon' materials. For example Fusion Reactors would use Hydrogen, Cyrometals, etc.


This idea struck me out of the blue when looking at the Non Faction Ships post...

_________________


Barthezzz
Fleet Admiral

Joined: May 31, 2001
Posts: 5630
From: The Netherlands
Posted: 2003-07-26 06:35   
I like the idea but this shouldnt be added untill the Trade System is back in.
Because then the players that liked to fly around with trannies can actually become traders again and make profit and transporting these resources.

Heck we move a lot faster then those silly AIs
_________________


  Goto the website of Barthezzz
Page created in 0.007949 seconds.


Copyright © 2000 - 2024 Palestar Inc. All rights reserved worldwide.
Terms of use - DarkSpace is a Registered Trademark of PALESTAR