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Structures | Structures | ||
* | * Built by player on the location | ||
* Not visible to other players. | * Not visible to other players. | ||
* Minimum distance between them | * Minimum distance between them | ||
Connections | 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" | "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. | |||
** Some bonus is two players that are connected do something at the same time they get some bonus. Note: They must be at least X meters apart. To stop the same player from using several devices. (Thanks @Haddock) | |||
"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 | |||
Toggle what is displayed on the map | |||
* A setting for those kind of stuff | |||
== 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. |