Amaranthine schrieb:
> This topic has come up before, but usually as a tangent to some other
> discussion, and thus doesn't really get much attention. I thought I'd
> try it again.
>
> Contraband has been reduced to a generally minor aspect of the game.
> Contra found on a planet's surface is really only of use early in the
> game. With the small stockpile (<1000kt) on most worlds and the low
> price of most Contra (~3-4 MC for most), it generally isn't worth going
> out of your way for it. A couple thousand MC just isn't usually worth
> the several turns it will take to move the population to gather and
> sell it. It's a nice bonus if you already have, or plan to have,
> several hundred thousand colonists move there, but not worth it if you
> don't.
>
> One suggestion is to make the Contraband useful for something other
> than just selling. The Ghips' love of Kerria and the Worms' love of
> Spice is one such use that has been in the game for quite some time.
> Robots using Kerria like Food for High Guard training is a fairly
> recent addition. The happiness boost Robots get from Emotion Chips is
> even more recent and may be an indication that Tim is taking Contraband
> in this direction.
>
> Perhaps Alpha Wave Floggers would give a (very) slight increase in
> population growth, or perhaps a larger bonus, but it only applies to
> Troop and High Guard "back-breeding" rates. Or maybe it just increases
> Training Rates.
>
> Stim Bright Pills and Illegal Books might both generate a small bonus
> (flat increase, not %) to MCs sent to the Galactic account to represent
> increased accademic prowess, but the Growth rate may go down for that
> world. Require that at least an equal amount of MCs to be sent via the
> Gov Center, to gain the bonus.
>
> Handguns and Vaggen War Hounds might give a small bonus to Combat stats
> (perhaps only to those races with low stats to begin with).
>
> Maybe Ghips require Kerria for them to build their Engines. Either as
> a stockpile or they actively use up the Kerria (perhaps using 1kt per
> 5,000 or 10,000 Ghips). Maybe "tame" Worms need a Spice stockpile as a
> Catalyst to produce their own Spice. Frawgs (Amphibians), might need
> to be "bribed" to build their engines, accepting as payment kt's of
> Grecken Blood Wine or Illegal Music CDs (same ratio as Ghip and
> Kerria).
>
> Perhaps tame Repterrian Psi-Geese eggs can be harvested for food,
> generating SQRT(Geese) kt of Food every turn. 100 Geese produce 10
> Food, but it takes 10,000 to produce 100 Food. Perhaps the Geese to
> slightly nuts when confined in large numbers and tend to destroy their
> own eggs.
>
> Ideas? Approval? Disapproval? Alpha Wave Flogged Vaggen War Hounds
> enraged by implanted Emotion Chips and hopped up on Stim-Bright Pills
> must be given my scent as punishment?
1
Von: Gabor Törö - Profil anzeigen
Datum: Di 14 Jan. 2003 18:33
E-Mail: Gabor Törö <gtoe... RemoveThis @gmx.com>
Gruppen: alt.games.vgaplanets4
Noch nicht bewertet
Bewertung:
Optionen anzeigen
Antwort an Autor | Weiterleiten | Drucken | Einzelne Nachricht |
Original anzeigen | Missbrauch melden | Nachrichten dieses Autors
suchen
Hi!
I know he would never asked me and even my voice is small but
when Tim would ask me hoe I wish the contrabands to be I would say
1) Introduce two new buildings
(a) "contraband house": Gives access to the contraband market. But
only unlimited orders are posibble. Tech level: 2-3 and not
expensive
(b) "trading house": Allow limited orders and distribution to local
planetary systems, colonists and natives possible. tech level: 4-6 and
expensive
Maybe all stuff is tradable. So you could sell and buy minerals, ord,
transwarp engines, tech once it is reached(!), hull plans(!) etc.
Even selling and buying mc at offered interest rates could be
possible. If someone can´t pay the percentages then he first looses
the credit and must pay it back with stuff at the actual prices
from the local base where he bought the credit. If this is not enough
then the first ship with a value due to the actual prices of the
parts and the hull is taken recycled at the nearest base and selled.
2) Let the natives take part in the market as a random element and to
have enough limited orders for price building especially in the
early game when nobody has build a trading house turns
3) Make the price building like this:
(a) The price is set so that the most of the offered and ordered
contraband sort can change the owner.
(b) then the unlimited orders are executed.
(c) if still sell and buy orders are left then the limited orders are
executed
(d) most times there are in (b) or/and (C) excesses between buy and
sell orders
then the orders are executed due to the ratio between the single
order and the total orders so that everyone gets a little.
(e) if there are no orders at all then the last price is taken. But
this should be very seldom because native also trade randomly.
4) give the contrabands an intrinsic "value" like
Illegal Books: increase leader ship
VR-6x Holochips: decrease point defens odds for ord weapons if on a
ship
Stim-Bright Pills: increase mining abilities
Grecken Blood Wine: Makes colonists and natives very happy but
decreasing tax and mining rate if consumpted
Kerria Crystal Artifacts: increase joining rate and happynes of
ghipsodals
Alpha Wave Floggers: parts upgrader if in a base, accuracy increase
for beam weapons( 10kt flogger + 5 heavylaser -> 1 blaster
cannon)
Repterrian Psi - Geese: increase psi rating
Vaggen War Hounds:???
Handguns: gives ground combat to the colonist's
Illegal Music CDs: Make colonists and natives happy
Lerchin Spices: increase joining rate and happyness of amorphous
Emotion Chips: gives happyness to Borg and Bots(???)
Introduce a consumtion if you distribute contraband to planetary
systems, clononists, natives or ship systems.
Maybe this is race dependend
5) Exclude Borg and maybe the Bot from market. But let them take
part if the Borg capture a contraband house base AND a trading house
base and if the Bot capture a contraband or trading house.
6) Maybe the Borg must build an new structure called "assimilation
center" at higher techs which allows him to use the concept of
trading. (Maybe he also must bring captured ships with special
devices to a base with a assimilation center and recycle it and must
asiimilate some colonists of a race that already uses that device to
understand a special devices or special race abilities)
It becomes now more and more exotic but my mind plays crazy:
7) Introduce a stock market:
(a) introduce a new building called "Inc. center" at higher techs.
(b) at a amount of say 10,000mc and 1,000,000 colonists the base can
form to an Incorporation by an initial transfer of 10,000mc to the
galactical bank.
And introduce a stock count number for that base.
(C) After this 25% of the stocks are automatically offered on the
market and 90% remains on the Inc. base.Inc. center itself can offer
max. 750 stocks at a price at your will on the market. Also you can
buy your stocks back.
(d) The state of Inc. doubles the all abilities of that
base(scanning, taxing, mining,farming and factories, smelter,special
buildings,etc, money producing ship over the base) for the first
2,000,000 colonists. Then it falls.
increase_factor=(col+2mill.)/(4*col). So there is a need to build
severals Inc. bases.
(e) If someone buys for example buys 40% of all the stocks of the
Inc. bases then he gets 20% of the total cash income of that bases
(inclusive selling income and gc income and money producing ships over
the base).
(f) For every 1,000 colonists bases can offer one more stock.
(g) If someone have a base stock count of 1500 and removes colonists
from 1,500,000 to 1,000,000 then the income of this bases is
falling to 1/1,5=66% of the normal (without Inc. state), looses the
doubled abilities and all his colonists become unhappy.
(h) If someone gets have stocks that are 51% of the emitted stocks of
a single Inc. base then you see that base. At 75% the base change
owner ship.
(i) if the Inc. base is destroyed all stocks vanish.
(j) if the Inc. base is given away nothing serious happens.
(k) if a base is destroyed where you have bought stocks then the
stocks are transferred to the next base with a trading center. If
there is no trading center then they are transefered to the base
with the lowest ID (HW) as untradable stocks as soon you have a
trading center there.
(l) Also exclude Borg and Bot from market and from forming an Inc.
center on their own. But let them take part if they capture these
buildings. The Borg should have build his assimilation center to
understand the stock market.
So now its enough.
GFM GToeroe
>> Stay informed about: Other uses for Contraband