Cities on planets with players contributions/influences
I tried my best to explain myself clearly. Please, understand that english is not my native language. I hope that it will not make my ideas less interesting. Thanks.
UPDATE: i've change some details so it would not imply that a city would be owned by a player or a group of players.
I would love to see many different cities to explore (cities on mountains, cities in valleys, small hidden towns in canyons etc...)
I just want to think of the best way to make this happen, and I'm afraid procedural could not give us as much varieties as people could create together.
What is space exploration without the ability to explore new worlds, unique cities and civilisations? I know Frontier might have projects for that, but I'd like to share my ideas.
This suggestion implies that we would be able to get out of our spaceship by feet.
So yeah, let's start...
We would be able to start building a city by settling a colony on a planet. It would cost credits and different materials to build a building, and players could contribute together to build a huge city (with maybe some limitations).
It would basically work like a strategy game.
The players will just have to choose from a list of different type of buildings which would be upgradeable, giving the buildings more content and higher quality merchs.
BUILDINGS:
Starter building:
-City/Colony Hall:
The first Building of the colony, where building permit are delivered.
We would chose where to place it on the planet, with limitations(check "How it would work -> Colony Placement")
It will come with enough defense systems(ground and air) to protect the colony from a small group of attackers.
Players will be able to store minerals and materials for themselves or to prepare construction of others buildings.
If not a fortress city but a small colony, people would park around the colony, they will be directly vulnerable to attacks (I don't know how this will be handled in Horizon actually). More defense systems can still be added though.
There would be a wall in the city hall with the name(s) of the founder(s) of the colony, just like it is said who discovered each interstellar object in the galaxy.
Upgradable:
to be able to unlock some type of buildings,
City/Colony Hall get higher with upgrades.
Buildings:
-Armory:
The place to buy guns and others lethal(mines,grenades,etc...) and non lethal(tranquilizer, traps??) weapons for your character.
Upgradable:for more variety and quality
-Body Armor shop:
The place to buy body armors/suits and different kind of equipments/clothes/implants
Upgradable:for more variety and quality
-Bar:
The place to hire npc crew for your big spaceships(?), or to have npc control your different weapons, to boost your spaceship stats:
-engineers: repairing, stabilising system?
-co-pilote: manoeuvrability,
-Gunmans: control turret, or add more damage(yes, a gunman knows how to fire a weapon to make higher damage) and precision
etc....
Upgradable: size only to find more npc crew, by association of 1 to X buildings as seen in Fallout Shelter for instance)
-Residence:
Have more population, more/different NPC in bars, unlock some buildings.
Upgradable: Make them higher and add more capacity
-Market
-Defense system:
Weapons to defend the city, from the air, and the land
Ability to change the weapons of the different defense "towers"
Optional buildings for Fortress City:
-Docks:
Docks are used to protect visitors's spaceship during their visit, while docked, they are not directly vulnerable to pirates/mercenaries attack.
1 dock would store many spaceship with an elevator system that already exist in starports.
People will be able to buy new spaceships and improve spaceship as it is possible now in starports.
Option to leave city (launch) or enter city (by feet)
The more you'll have the more you'll be able to proceed conccurent landings(less waiting time to get a permission or to launch while waiting for others while they're leaving)
Upgradable: 1 / 2 / 4 / 8 / 16 storage per dock (makes the building higher)
-Walls:
Upgradable: Walls and building resistance
-City Entrance and underground parking:
For people who landed outside and coming from the lands with their SRV or by feet
Upgradable: Parking capability / City entrance size to proceed more people by feet
Ideas of buildings:
? Factories
To build everything you would like to sell:
-Weapon factory
-Body Armor factory
-Spaceship Factory
-Power Generator for the city?
-Mineral Factory to be placed outside the cities next to mines of ressources.
...etc
And much more type of buildings...
HOW IT WOULD WORK:
Colony Placement:
I'm really not sure about this, but a Colony could only be placed on a planet of an anarchy system. Maybe it would cost more money to build on a non anarchy system planet.
You could have multiple cities on the same planet within a minimum range(so cities would have enough room around but especially so our computers would not have to display too much data and overheat and lag)
A colony could be placed on water, but it would cost a lot more.
? Non atmospheric:
Gravity body armor/suit to walk around normally, helmet on
special entrance to buildings for depressurization and air conditionning, helmet goes off.
City skins:
Depending on what kind of planet the city has been built on:
- rock (metal): industrial / mining look / metallic buildings
- rock (sand): scify-far west look / sand on buildings
- ice: icing on buildings
- water...
Colony development:
My first idea was that we couldn't place buildings, we would only be able to choose from a list what building we want to implement to the city, but then i realised that all cities would then look the same.
So I figured out that there should be a placement system, on a grid with smart limitations to avoid funny and unrealistic structuration of a city.
This would give the opportunity to build great variety of cities.
Maybe there could be different type of grid (in circle or squared)
NPC crew:
To boost your spaceship stats.
They would cost credits every week. If you don't have enough credits, they will stop working until they receive payment and/or will leave the next time you land in a station.
I love this idea, because a spaceship efficiency is not only measured by the qualities of its commander, but also by its crew's quality.
So it would make sense that NPC crew would boost your spaceship stats.
? City and Building limitations:
Each kind of building will have a limitation to avoid abuses and to limit risks of breaking realism.
City expansion would be limited too?
? City Balance:
Building and upgrades would cost a lot, so colony couldn't have it all, and would have to specialize.
? City Investments:
Players who would help building a city would get interests and would earn credits
- per/day?/week?,
- based on how much they invested ? / how much the building is upgraded ?
This would be very interesting to build tensions between cities, for profit, and could end up creating conflicts.
? City damage:
A city could be damaged by pirates or mercenaries, group of players who want to weaken your city and others players interests.
This would imply rebuilding, which would cost money and materials.
To not create frustration, cities couldn't be totally destroyed, but would have different degrees of damages (in percent) which would make a building less functionnal or not functionnal at all depending on the damages.
? Ghost City
That would happen if all investors leave/close their buildings(which wouldn't be destroyed, just empty and closed) and no one want to buy the buildings, after some time, the city will cost more than it produce, and it would turn into a ghost city.
...
Please let me know what you think.
Things doesn't have to be exactly like stated, those are just ideas.
I tried my best to explain myself clearly. Please, understand that english is not my native language. I hope that it will not make my ideas less interesting. Thanks.
UPDATE: i've change some details so it would not imply that a city would be owned by a player or a group of players.
I would love to see many different cities to explore (cities on mountains, cities in valleys, small hidden towns in canyons etc...)
I just want to think of the best way to make this happen, and I'm afraid procedural could not give us as much varieties as people could create together.
What is space exploration without the ability to explore new worlds, unique cities and civilisations? I know Frontier might have projects for that, but I'd like to share my ideas.
This suggestion implies that we would be able to get out of our spaceship by feet.
So yeah, let's start...
We would be able to start building a city by settling a colony on a planet. It would cost credits and different materials to build a building, and players could contribute together to build a huge city (with maybe some limitations).
It would basically work like a strategy game.
The players will just have to choose from a list of different type of buildings which would be upgradeable, giving the buildings more content and higher quality merchs.
BUILDINGS:
Starter building:
-City/Colony Hall:
The first Building of the colony, where building permit are delivered.
We would chose where to place it on the planet, with limitations(check "How it would work -> Colony Placement")
It will come with enough defense systems(ground and air) to protect the colony from a small group of attackers.
Players will be able to store minerals and materials for themselves or to prepare construction of others buildings.
If not a fortress city but a small colony, people would park around the colony, they will be directly vulnerable to attacks (I don't know how this will be handled in Horizon actually). More defense systems can still be added though.
There would be a wall in the city hall with the name(s) of the founder(s) of the colony, just like it is said who discovered each interstellar object in the galaxy.
Upgradable:
to be able to unlock some type of buildings,
City/Colony Hall get higher with upgrades.
Buildings:
-Armory:
The place to buy guns and others lethal(mines,grenades,etc...) and non lethal(tranquilizer, traps??) weapons for your character.
Upgradable:for more variety and quality
-Body Armor shop:
The place to buy body armors/suits and different kind of equipments/clothes/implants
Upgradable:for more variety and quality
-Bar:
The place to hire npc crew for your big spaceships(?), or to have npc control your different weapons, to boost your spaceship stats:
-engineers: repairing, stabilising system?
-co-pilote: manoeuvrability,
-Gunmans: control turret, or add more damage(yes, a gunman knows how to fire a weapon to make higher damage) and precision
etc....
Upgradable: size only to find more npc crew, by association of 1 to X buildings as seen in Fallout Shelter for instance)
-Residence:
Have more population, more/different NPC in bars, unlock some buildings.
Upgradable: Make them higher and add more capacity
-Market
-Defense system:
Weapons to defend the city, from the air, and the land
Ability to change the weapons of the different defense "towers"
Optional buildings for Fortress City:
-Docks:
Docks are used to protect visitors's spaceship during their visit, while docked, they are not directly vulnerable to pirates/mercenaries attack.
1 dock would store many spaceship with an elevator system that already exist in starports.
People will be able to buy new spaceships and improve spaceship as it is possible now in starports.
Option to leave city (launch) or enter city (by feet)
The more you'll have the more you'll be able to proceed conccurent landings(less waiting time to get a permission or to launch while waiting for others while they're leaving)
Upgradable: 1 / 2 / 4 / 8 / 16 storage per dock (makes the building higher)
-Walls:
Upgradable: Walls and building resistance
-City Entrance and underground parking:
For people who landed outside and coming from the lands with their SRV or by feet
Upgradable: Parking capability / City entrance size to proceed more people by feet
Ideas of buildings:
? Factories
To build everything you would like to sell:
-Weapon factory
-Body Armor factory
-Spaceship Factory
-Power Generator for the city?
-Mineral Factory to be placed outside the cities next to mines of ressources.
...etc
And much more type of buildings...
HOW IT WOULD WORK:
Colony Placement:
I'm really not sure about this, but a Colony could only be placed on a planet of an anarchy system. Maybe it would cost more money to build on a non anarchy system planet.
You could have multiple cities on the same planet within a minimum range(so cities would have enough room around but especially so our computers would not have to display too much data and overheat and lag)
A colony could be placed on water, but it would cost a lot more.
? Non atmospheric:
Gravity body armor/suit to walk around normally, helmet on
special entrance to buildings for depressurization and air conditionning, helmet goes off.
City skins:
Depending on what kind of planet the city has been built on:
- rock (metal): industrial / mining look / metallic buildings
- rock (sand): scify-far west look / sand on buildings
- ice: icing on buildings
- water...
Colony development:
My first idea was that we couldn't place buildings, we would only be able to choose from a list what building we want to implement to the city, but then i realised that all cities would then look the same.
So I figured out that there should be a placement system, on a grid with smart limitations to avoid funny and unrealistic structuration of a city.
This would give the opportunity to build great variety of cities.
Maybe there could be different type of grid (in circle or squared)
NPC crew:
To boost your spaceship stats.
They would cost credits every week. If you don't have enough credits, they will stop working until they receive payment and/or will leave the next time you land in a station.
I love this idea, because a spaceship efficiency is not only measured by the qualities of its commander, but also by its crew's quality.
So it would make sense that NPC crew would boost your spaceship stats.
? City and Building limitations:
Each kind of building will have a limitation to avoid abuses and to limit risks of breaking realism.
City expansion would be limited too?
? City Balance:
Building and upgrades would cost a lot, so colony couldn't have it all, and would have to specialize.
? City Investments:
Players who would help building a city would get interests and would earn credits
- per/day?/week?,
- based on how much they invested ? / how much the building is upgraded ?
This would be very interesting to build tensions between cities, for profit, and could end up creating conflicts.
? City damage:
A city could be damaged by pirates or mercenaries, group of players who want to weaken your city and others players interests.
This would imply rebuilding, which would cost money and materials.
To not create frustration, cities couldn't be totally destroyed, but would have different degrees of damages (in percent) which would make a building less functionnal or not functionnal at all depending on the damages.
? Ghost City
That would happen if all investors leave/close their buildings(which wouldn't be destroyed, just empty and closed) and no one want to buy the buildings, after some time, the city will cost more than it produce, and it would turn into a ghost city.
...
Please let me know what you think.
Things doesn't have to be exactly like stated, those are just ideas.
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