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Industry: Difference between revisions

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* Producer of bonus items (using the resources)
* 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.
* 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
"Resources" in the ground
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* Recycle structure
* Recycle structure


Toggle what is displayed on the map
* A setting for those kind of stuff


My text from 2019-07-27
== My text from 2019-07-27 ==
My ideas (right now at least)  
=== My ideas (right now at least) ===
User may build structures and pumping stations (cheap) on the ground.
User may build structures and pumping stations (cheap) on the ground.


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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 ===


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(?).
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A "vein" are just several (8?) circles in a line/arc.
A "vein" are just several (8?) circles in a line/arc.


Harvesting  
=== 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.
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  
=== 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.
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.
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Upgrades/Tech tree  
=== Upgrades/Tech tree ===


some levels of resources as in initial idea. First you can only get one of them and refine, later more.
some levels of resources as in initial idea. First you can only get one of them and refine, later more.
Storage capacity
Storage capacity


Effects  
=== Effects ===
---
User needs to scan and build and play a bit of 15-game every month to keep it running.
* Use need to scan and build and play a bit of 15-game every month.