'Precious Metal' Resource Extractor - Idea for a new kind of Neutral Extractor

So the thought just came to mind: A new kind of neutral extractor that gives a slight increase in credits instead of metal or crystal.

The lore would be that precious metals or some other commodity would be mined from these asteroids/moons what-have-you, and, having no value in military or research-based applications, are sold straight to the market for a quick cash influx.

Im not going to make any of those grand gestures saying i think this will really improve gameplay etc.

Just a simple thing, adding one more item to the involvement and tactical options of the game.

46,343 views 20 replies
Reply #1 Top

So, its basically a capturable trading post...

Reply #2 Top

I like it. Maybe there should be more neutral structures that can be captured. Neutral frigate factory, neutral turret etc. Maybe in the next expansion?

Reply #3 Top

So... that gives us

 

Sins: Entrenchment

Sins: Alliance (diplomacy)

Sins: <insert name here>

 

But at any rate, you would not want a capturable turret, but I could see a frig factory...

Reply #4 Top

So, its basically a capturable trading post...

Yeah, more or less... it acts like a resource asteroid, can be refined with orbital refineries for higher profit, but gives you credits instead of resources

yeah, capturable frig factory could be good on larger maps, but instead of just the standard factory, make it a new structure that looks like 2 frig factories strapped together (im thinking of TEC factories, with support struts etc on the top joining the two of them) and can build 2 frigs at once, maybe with a slightly faster rate than normal?

Maybe not a capturable turret... but a new structure something like a starbase but much less health, maybe no shields, no abilities, maybe 1-2 squadrons of SC and some weapons platforms, maybe a repair bay?

Reply #5 Top

yay... now vasari can not only get rediculous metal and crystal income... but they can get extra $$$ income, and can use it to build frigs right next to my homeworld! yay!

 

vasari scouts can do wonders already... expecially if they are mircoed... 5 or so scouts can capture all three of those metal extracters at that gas gaint.... and now you need to send a few ships there to clear them out... then a colony ship... and have it regen enough antimatter... by which time they had moved on and captured another few grav wells of neutrals...and most skilled vasari on random maps generally spend their first 100 fleet supply on nothing but their free space egg of doom and scouts.

Reply #6 Top

Quoting Pbhead, reply 5
yay... now vasari can not only get rediculous metal and crystal income... but they can get extra $$$ income, and can use it to build frigs right next to my homeworld! yay!

yeah... because the 3-5 neutrals you find in maybe 10% of maps is going to make a MASSIVE difference to income. you are right, i was so stupid, it was obviously so muh more OP than even Missile Barrage, thanks for pointing me in the right direction with your COMPLETELY UNNECESSARY SARCASM!

and if you have a UCGW with a neutral frig factory right next to your homeworld... and cant manage to maintain control of it, meaning you cant defeat a few scouts... then i wonder how you manage to win games at all?

 

vasari scouts can do wonders already... expecially if they are mircoed... 5 or so scouts can capture all three of those metal extracters at that gas gaint.... and now you need to send a few ships there to clear them out... then a colony ship... and have it regen enough antimatter... by which time they had moved on and captured another few grav wells of neutrals...and most skilled vasari on random maps generally spend their first 100 fleet supply on nothing but their free space egg of doom and scouts.

spending fleet supply on Egg and scouts... how is that any different from any other vasari player on any other map anywhere else? and yeah, so they are capturing neutrals... while you are out capturing planets... who cares? thats a much bigger balance issue (if its even an issue, i dont think so) and i dont think adding 1 more neutral extractor is going to kill the game.

But, hey, if you prefer that nothing changes, we can all go back to playing Vanilla, how does that sound, sport?

Reply #7 Top

Quoting TheRezonator, reply 6

... thanks for pointing me in the right direction with your COMPLETELY UNNECESSARY SARCASM! XO

 

Hissy fit?  lol.  Anyways, I don't think it'll be all that much of a problem...

 

And for the record, that isn't how I play... I just use the egg like any other colonizing cap ship...  It is good for terran worlds though as it can destroy those pesky kodiaks...

 

Sure... I could stand vanilla.  After all, I haven't got entrenchment.  People always complain about how OP the illums and MB are, so let's shut them up and all go back to it.  *sarcasm*

Reply #8 Top

Quoting Volt_Cruelerz, reply 7



Quoting TheRezonator,
reply 6

... thanks for pointing me in the right direction with your COMPLETELY UNNECESSARY SARCASM!




 

Hissy fit?  lol.  Anyways, I don't think it'll be all that much of a problem...

 

And for the record, that isn't how I play... I just use the egg like any other colonizing cap ship...  It is good for terran worlds though as it can destroy those pesky kodiaks...

 

Sure... I could stand vanilla.  After all, I haven't got entrenchment.  People always complain about how OP the illums and MB are, so let's shut them up and all go back to it.  *sarcasm*

yeah, just had a bit of a brain snap, i do hate it when people come in and give a negative opinion (which is fine by itself) by being a smartass and being sarcastic unecessarily, there is no point... but i guess we are just a hostile, aggressive civilisation so i guess some people just cant handle it

Reply #9 Top

meh. Perhaps I should not have been sarcastic... but The point i was trying to make was that even more neutrals would mean vasari have an even better advantage.... and it would take no more than 5 scouts to capture that neutral frig factory long enough for them to start building a fleet... which would not have to travel 1/2 way accross the map to reach me, like it would if they built thier fleet at their home planet.  (say... if the vasari was in an economic position)

Reply #10 Top

Quoting Pbhead, reply 9
meh. Perhaps I should not have been sarcastic... but The point i was trying to make was that even more neutrals would mean vasari have an even better advantage.... and it would take no more than 5 scouts to capture that neutral frig factory long enough for them to start building a fleet... which would not have to travel 1/2 way accross the map to reach me, like it would if they built thier fleet at their home planet.  (say... if the vasari was in an economic position)

yeah... or they could use the kostura cannon temporary phase stabiliser ability to jump to any enemy planet anywhere on the map... given, thats much later game, but, considering the speed at which the Vasari build ships, a single frigate factory wont unbalance the game all that much.

i mean, the TEC have research that greatly boosts ship build speeds, so they could theoretically capture a neutral frig factory inside an enemy empire, quickly build a fleet and game over. but if you cant protect assets within your own empire...

i think it adds another strategic level to the game, so you have to protect your territoy and assets. Even if you dont use the factory, you have to capture it and keep it to secure your supply lines, and to deny it to your enemy.

Reply #11 Top

More capturable neutral structures is a great idea, but most of them should probably replace a normal extractor in a grav well.  Also, any new neutral structure should probably give more mid-late game benefit rather than the (sometimes crazy) early benefits that extractors give.  Maybe there should even be neutral capturable artifacts floating around making certain grav wells extreme hot-spots for fleet battles.  If this proves to be too unbalancing in the early game, it could be locked behind a tech that needs to be researched.  Maybe tier 3 or so... "Improved Commando Crew" or something.

Reply #12 Top

You could have a planet type like that...  Perhaps you could refer to it as "Ancient Ruins."  Such a planet would guarantee the existance of an artifact.  This could potentially make them a very valuable.

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Reply #13 Top

yeah, i like that idea. you could have an "Ancient Ruins" planet, with maybe the same slots as a volcanic planet. Or you could have a Debris Field UCGW, where a destroyed ships hulk would house an advanced piece of tech you can capture

great ideas, and yeah, extra research to delay capture until late game would be good... it would/should be pretty close together on all races tech trees though, maybe a bit later on Advent (since they have the cheap research ability) and the Vasari (who are already buffed because of their scouts)...

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Reply #14 Top

Quoting Volt_Cruelerz, reply 12
You could have a planet type like that...  Perhaps you could refer to it as "Ancient Ruins."  Such a planet would guarantee the existance of an artifact.  This could potentially make them a very valuable.

That is a great idea! I really like it. You and Razonator deserve a little bit of love for those brilliant ideas (although I have to say that a capturable Frig Factory would probably unbalance the game, so I'm oppose to it). But the additional "capturable tradeport" and the ancient ruin planet sounds great! Kudos to you guys!

Reply #15 Top

Kudos to you guys!

not to sound materialistic... but... Kudos or Karma? *wink wink* =P

Jokes, but thanks for the support in any case =)

Reply #16 Top

Well.. this might just be the reason that we are making a mod lol.

 

(What's one more thing to add to an already massive undertaking...[I was referring to the Ancient Ruins because the asteroids are hard-coded])

Reply #17 Top

(What's one more thing to add to an already massive undertaking...[I was referring to the Ancient Ruins because the asteroids are hard-coded])

You cant take a TEC trade post and assign capturable attributes to it? Sure, its a blunt, hackney solution but...

On second thoughts... i wouldnt like a hackney solution... forget i said anything =D

Reply #18 Top

Ehh... I could check the exact coding tomorrow, but I don't think it would work...  You MIGHT able to add in another one and use the TP's mesh to make it look right...  By then adjusting the income to credits, it could potentially work...

 

Then why did you post it?

Reply #19 Top

I like to put an idea out there, even if i decided against it in the end, someone else might like it...

Thing was i was thinking that for the trade port to work, it would need actual trade ships to travel to and from it... and if its in hostile territory, or somewhere not easily defended then...

Given, an asteroid could have refinery ships traveling back and forth, but neutral asteroids generate income regardless of whether there are refineries nearby or not...

Idn, if someone thinks its a good idea, go for it. ill send you the bill... i mean, um, congratulations... =P

Reply #20 Top

The topic of capturable structures reminds me of the ones in Rise of Legends. There were ones that would let you build unique units from them, ones for extra resources, ones that would heal friendly units around them, ones that would spawn units from it for free (sometimes capped to 1 unit alive at a time), ones that would let you hire mercenarys to fight for you for a small amount of time(much like replicate forces does), a few small turrets, some that grant special bonueses for different races or give more research points or something(like a research building). Many of these could be upgraded to give more income, make stronger units, do more damage to enemys, etc.

What made capturing these different, and imo, better than soase capturable structures, was that inorder to capture a structure you had to remove all its health or storm it with infantry. This stops lone scouts capping everything quickly.

Lots of neat ideas that arnt too far outa reach for soase if anyone wants to try an use some of these.