Industry: Difference between revisions
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Buildings: quarry, refinery (both with variants per resource), storage (bigger after research), lab, some kind of team(?) scoring building (when researched) | Buildings: quarry, refinery (both with variants per resource), storage (bigger after research), lab, some kind of team(?) scoring building (when researched) | ||
=== Resources === | |||
Resources must be at the same location if you scan several times. Therefore thay must follow a pattern. The pattern change once per month(?). | Resources must be at the same location if you scan several times. Therefore thay must follow a pattern. The pattern change once per month(?). |
Revision as of 17:51, 5 September 2019
Structures
- Built by player on the location
- Not visible to other players.
- Minimum distance between them
Connections
- Built by player on the location, start building near one Structure and finish near the other.
- Not visible to other players
- May build connections between structures
- Has a maximum distance
- They allow a flow of something between the 2 structures
"Modules" that may be build in the Structures
- Quarrying/Mining/Extraction(from ground)
- Crushing/Scrubbing/Separation - Refining in maybe several steps
- Storage
- Some kinds of team bonus things, using the stuff produced
- Some kind of user bonus thing, maybe a scorer (needing all 5 kinds), produces one per time unit or something.
- Laboratory allowing you to research for more tech and maybe some bonuses
- Producer of bonus items (using the resources)
- Network node (visible to all). May be used to connect to other players.... unsure what the gain is but having connections directs and indirect should give some advantage.
"Resources" in the ground
- On the ground, dust (low concentration)
- Veins
- Lakes
They only last for some time.
Player Actions
- Scan for veins and lakes
- Build structure
- Build pipeline (start and end or just one action?)
- Build "module" in the structures
- Move a module from a structure to a nearby structure.
- Activate a module (a cost here so that the movement is okay in cost)
- Set direction of a pipeline
- Collect crystals (or other items?) from storage
- Insert crystals in a storage?
- Recycle "module"
- Recycle pipeline
- Recycle structure
My text from 2019-07-27
My ideas (right now at least)
User may build structures and pumping stations (cheap) on the ground.
Minimum distance between any of structure or pumping station is 250m.
Other players structures etc does NOT affect the distance between yours.
User may build ONE building in an empty structure.
Buildings may be moved to nearby structures (some cost), when user is near. (Maybe free when user is very near?)
User may build pipes between structures and/pumping stations.
A pipe may be between 250 and 500(?) meters.
Structures and buildings never expire.
Buildings: quarry, refinery (both with variants per resource), storage (bigger after research), lab, some kind of team(?) scoring building (when researched)
Resources
Resources must be at the same location if you scan several times. Therefore thay must follow a pattern. The pattern change once per month(?).
A resource runs out after some time, no matter if used or not. This time is visible to the user. The time starts ticking after a user first scans for it.
A resource has a volume and may run out when user uses it... Or maybe this can be ignored and just the time matters. This way several players could use the same...
A resource found by a user will be visible to the user until the resource runs out.
A "lake" is one circular resource around one point. A "vein" are just several (8?) circles in a line/arc.
Harvesting
A quarry/drillhole/whatever gets it up, has a fee to drill the hole. I.e. you can move it around and then there is a fee to start it.
Refining
There must be a direct contact (pumping stations are ok) with the expected source. For example a refinery must have connect to the quarry(name?) or a storage.
A pipe may only have one direction. The user may set/alter it.
Upgrades/Tech tree
some levels of resources as in initial idea. First you can only get one of them and refine, later more. Storage capacity
Effects
User needs to scan and build and play a bit of 15-game every month to keep it running.