Dead Planets

I was reading some posts and updates planned for the games. One was on how to make dead planets functional and the other was on starbases.  Why not make it so most star bases need to be on or connected to a dead planet. So that way they have functionality.  This would also make the expansion of the universe more along the lines of jumping from system to system in early game which would give more combat opportunities. Then late game would would be able to bypass the systems because of increased range. 

Not that I want to base the use of star bases in reality. But it doesn't make sense that a base in the middle of star systems being able to provide much in terms of extending a ships range. If they were connected to a planet  they would be "utilizing" the resources of that planet to allow ships to extend range. 
You could make a separate range extending starbase. I would think that this would  have some downside. Like high maintenance or a fairly small range, or large mass. So if you wanted to sneak around an empire and hit them from the back you could but it would be costly. 

I'm sure this has been discussed and dismissed. But I thought it would be a nice usage for dead worlds and stop the spamming of starbases. 

 

Thoughts?

11,616 views 12 replies
Reply #1 Top


I was reading some posts and updates planned for the games. One was on how to make dead planets functional and the other was on starbases.  Why not make it so most star bases need to be on or connected to a dead planet. So that way they have functionality.  This would also make the expansion of the universe more along the lines of jumping from system to system in early game which would give more combat opportunities. Then late game would would be able to bypass the systems because of increased range.
End of quote

Well, that'd make Tight Cluster large maps even more isolated, I suppose.  If one couldn't put out starbases to extend range to "bridge" between the far-flung clusters, that is.  Perhaps impossibly so, even with the greatest range extending techs one could think of.

Reply #2 Top

Like with any idea it needs adjustments and to be fine-tuned. You could still have a space station that extends range. I would just make it have very high maintenance and a smaller expansion range. 

So as your example on large tight clustered maps it would be more like defending entry points to your cluster rather than  trying to defend all areas. Just thought it sounded like it added more strategy and larger conflicts.

Reply #3 Top

Or you can have it so that to build another starbase you need another starbase already in its area of effect. So the first one needs a planet, then you can daisychain them one after the other.

Sounds interesting but then it might add to some frustration and maintainance costs when you only want that elerium near a nebula!

Reply #4 Top

Still holding out hope for the race that makes use of 0 dead worlds ;), or just for them to give modders a trait they can add to a race. Think of it like a race in reverse, and perhaps a final tech to each tree for others to make use of them eventually with outposts. Perhaps an ability which makes them into class 5 for the purposes of colonisation?

Reply #5 Top

Quoting markmid, reply 4

Still holding out hope for the race that makes use of 0 dead worlds ;) , or just for them to give modders a trait they can add to a race. Think of it like a race in reverse, and perhaps a final tech to each tree for others to make use of them eventually with outposts. Perhaps an ability which makes them into class 5 for the purposes of colonisation?
End of markmid's quote

Well now that there is a specific merc that can colonize a dead world (to a Class 16 planet) it shouldn't be impossible to reverse engineer that for modding purposes (while setting it to another class setting).  That is, make a Dead World Colony Ship dependant on a ship component, using that merc component as a template.  Then tie the ship component into some tech at the end of the tech tree/a new tech added somewhere at the end of the tree.

Though given the vast number of dead worlds out there I'm not sure even I would want to see this on anything larger than a small map!  8C

And if the mooted ship component was tied to a modded race trait (shouldn't be impossible to do), I'd want to make sure that Dead Worlds could never get too high of a class.  Way too OP otherwise, even on small maps, IMO.

Reply #6 Top

IMO dead planets are essential. In Civ games you can't colonise water, mountains etc. Also not all positions are suitable for city founding. This is it in this game.

Reply #7 Top

Quoting Achronous, reply 6

IMO dead planets are essential. In Civ games you can't colonise water, mountains etc. Also not all positions are suitable for city founding. This is it in this game.
End of Achronous's quote


What about all the space surrounding planets? Seems odd you can't for example put defensive installations on them, missiles etc.

 

Quoting BuckGodot, reply 5

Well now that there is a specific merc that can colonize a dead world (to a Class 16 planet) it shouldn't be impossible to reverse engineer that for modding purposes (while setting it to another class setting).  That is, make a Dead World Colony Ship dependant on a ship component, using that merc component as a template.  Then tie the ship component into some tech at the end of the tech tree/a new tech added somewhere at the end of the tree.

Though given the vast number of dead worlds out there I'm not sure even I would want to see this on anything larger than a small map!  8C  

And if the mooted ship component was tied to a modded race trait (shouldn't be impossible to do), I'd want to make sure that Dead Worlds could never get too high of a class.  Way too OP otherwise, even on small maps, IMO.

End of BuckGodot's quote


Clever idea with the merc, I agree the simplest way is to make the dead world go from 0 to class X. On the issue of the number of planets it depends how many tiles.  Better though to make it certain planets, 1 in 5 for example that are viable outposts, maybe they have resources there that can be used or some such to make it profitable.

Reply #8 Top

Quoting Achronous, reply 6

IMO dead planets are essential. In Civ games you can't colonise water, mountains etc. Also not all positions are suitable for city founding. This is it in this game.
End of Achronous's quote

Big difference between Civ and this though. The mountains and water in civ act as major obstacles on pathing. But in this game its mostly open. Having 1 or 2 planets scattered around really doesn't make much of a difference on the path you take to another system. 

I don't agree on colonizing dead planets. It just seems to me that with how many of them there are you would end up with way too many planets. I guess if the tech was super expensive to research and even more expensive to produce. Maybe taking like 50 turns to make a module at a space station then it wouldn't be too bad because you would only be able to convert a couple of dead planets. 

It would be nice to use them as stepping stones for planned invasion though. 

 

Reply #9 Top

I like the idea of dead planets having function, like a resource.  One could even envision a tech tree of uses to unlock, like a research facility, a weapons testing center, raw material miner, which could include gas giants.  Each could provide bonuses so it wouldn't be over powered but add an additional level.

Reply #10 Top

Well you cannot use dead planets because the technology to build and enclosed sealed space doesn't exist.... it has not existed ever since submarines were first never invented. and it has not existed ever since space craft were first never invented.

Reply #11 Top

Quoting Mystikmind, reply 10

Well you cannot use dead planets because the technology to build and enclosed sealed space doesn't exist.... it has not existed ever since submarines were first never invented. and it has not existed ever since space craft were first never invented.
End of Mystikmind's quote

 

I agree. XD

Reply #12 Top

Quoting Ericridge, reply 11


Quoting Mystikmind,

Well you cannot use dead planets because the technology to build and enclosed sealed space doesn't exist.... it has not existed ever since submarines were first never invented. and it has not existed ever since space craft were first never invented.



 

I agree. XD

End of Ericridge's quote

 

lol,

 

An outpost on a dead world is possible at our current level of technology right now... so it is perfectly understandable that primitive space aged races would not be able to do it.

 

Sarcasm aside, i will ad a more constructive comment as well and say that you could make 'outposts' possible for dead worlds in the game. These outposts would add mining support to starbases, and a little bit of science output.... since there will always be things to study on foreign worlds dead or alive.

I guess it would function like a starbase, and you can add more mining and science modules, even military, but not economic, influence or morale.... no one wants to visit a crappy mining colony on a dead world! lol