If you're interested, I could use some help with a mod.
I created the Simple Resource Mod as a first step towards larger things. First, remove the fluff, then add something more interesting. You can find it here, along with SVN details: http://forums.blind-mind.com/index.php?topic=4385.0
These are the next items my todo list:
(small) I don't have smart governors for my mod yet, but I'd rather just fix the bug which makes smart governors so important. Metal Mines use a population multiplier, but Star Ports do not. Can you can figure out how to change that?
Other peoeple's AI is a really fun task, so I'll leave this for later.
(medium) I'd like to make the galactic bank more concrete. I want to store goods in orbital stations. This means planets export to the stations, and vice versa. These stations are more discoverable than specialized lux/goods planets ever were, and makes blockades more interesting.
How about mega-storage structures on planets as well as mega-orbital structures that all store stuff? Same difference, more eloquent and probable.
(medium) I'd like to make ore more concrete. Right now planets have unlimited ore, which seems wrong. Also, planets can be killed by a million small potshots, which seems unrealistic. Instead I'd like to have planets heal hitpoints up to the amount of ore they have. Mining removes ore, eventually leaving the planet a large, mined out husk for shipbuilding/farming/research. Husks are very weak against attack.
Sounds fun, does mining that ore increase the amount of slots on the planet too?
You'll need to come up with some other way to generate ore after a planet runs out, if running out means an end to ore, some sort of tech or building, otherwise the games will stall if they last very long at all.
(large) I want to add fuel/energy as a more real resource. I've never built a fuel depot in this game, so fuel seems rather fake. I want to create several tiers of energy production and storage. I'll detail that below.
Production facilities will be, in order, planet chemical extractors, planet fission extractors, and ship solar concentrators. All facilities are available at every tech level, but lower tech production facilities have higher production rates at level 1. The level-up curves are different based on different multipliers (e.g. chemical could be ^1.3, fission ^1.35, solar ^1.4) so that higher tech facilities make more sense over time.
Making this easier to understand for me(We can change all the names later to something else) planets will make A and B, spaceships and stations can produce C, the can all be used to
Ship energy storage will be unlocked in a more traditional manner. In order they are chemical storage (+ chemical engine), fission storage (+ reactor), antimatter storage (+ reactor).
So different types of planet and/or space produced materials are used by their corresponding type of engine/reactors?
So movement is made from type A, type B and C produce energy for the ship?
Why not just simplify it a bit and have them all use a generic 'energy' quanta with differing pluses/minuses for the different reactors and batteries? Hey, why not let's do away with the fuel/energy paradigm entirely. In line with this mod's flavor, we could just have everything use 'energy' and allocate differing sizes of reactors to different systems. A weapon for instance would need a reactor to function above a very minimal level, and there would be several with different effects and powers at different tech levels and tech paths.
So putting it all togther, you'd attach a reactor to damn near everything, the type/size of which would be a factor in how well the thing preformed. A huge reactor on a small weapon would make it more effective, or longer range, or something, and a small or no reactor on a large weapon would make it less powerful, or fire less often, or something.
Reactors would use 'energy' which would come directly from component X, which would be recharged either in orbit via another system attached to it, or via taking the resource from a structure on a planet that generates it.
Just an idea to make things more streamlined.
These technologies don't scale down very well, so batteries are also available for smaller ships. Batteries store less energy, require a reactor, and don't have 'production rates'. They are thus good for local defense but not for long range exploration. Energy from any production facility may be used in any storage, in an abstract way because I don't care for that level of detail.
This sounds to me like re-inventing the wheel of in-flight fuel regeneration. It already works like this in game with bussard ramjets and scoops. If you want it to stay the same, leave it the same:D
Capitols would have some energy production and storage, and energy is very cheap for import and export.
The reason for all of this energy work is to really change how weapons work. I want some very deadly weapons which require massive reactors and limited by fuel. Other less flashy weapons would do more damage over time, and use fuel more efficiently. I want to match these weapons up against existing armors to make combat more interesting.
It is certainly possible to have rock-paper-scissors going on, among all the other trade-offs which make the game interesting, not going to argue that that wouldn't improve things. But don't current armors already do that with their vulnerable-to and strong-against beams/explosions mechana?
I think something that would be more interesting is to have a more streamlines way to affect the output of a weapon. Instead of 'different weapons for different strokes' turn the system into a 'build-a-weapon' out of smaller modules type thing. So you'd have an emitter, a damage type lens, a delay circut, and a power source size....All of this is of course pointless if you can only attach 2 modules together, something I haven't looked at yet.
Can anyone tell me if this is all just wishful thinking, or if you can actually attach 3+ modules together if you want to?