Proposals for the extraction of materials and expanding the possibilities in the game.
These proposals have several purposes:
- Expansion of methods for the extraction of engineering materials
- Increasing the number of interactions between players
- Introduction of the real (live) component
- The introduction of collective player ownership
The essence of the proposals:
1.
Variation 1
Introduction in addition to the "consumer market" of one more trading platform - "Materials Market"
The composition of the market goods - all engineering materials, depending on the economy of the current system (raw materials, industrial, data), there are also dual markets and extremely rarely triple ones. Replenishment of goods on this market with goods is carried out exclusively by players. The market works not only for the purchase but also for the sale of all positions, including taxes. For example, one unit of iron can be sold for 1000 credits and immediately redeemed for 1100 credits.
1.
Variation 2
Introduction to the consumer market of a new group of products
All engineering materials get their analogue of a consumer product, for example, the material “Iron” is identical to the product “Pure iron”. Material merchants get a new function - the exchange of goods for materials. The exchange rate is 1 to 3 in any direction. 3 units of “Iron” from the set of materials can be exchanged for 1 unit of the product “Pure iron”, and 3 units of the product “Pure iron” can be exchanged for one unit of material “Iron”.
Raw materials get the prefix "Clean", Industrial "New", Data "Precise".
The supply of new goods to the markets can only be carried out by players.
2. Introduction of the possibility of direct extraction of raw materials
All planets for landing in “elite dangerous” have a list of materials available for extraction. There are two ways to implement direct mining - simple and complex.
2.1 The easy way
A new planetary mining module is being introduced, it is installed in the slot for planetary transport, and it requires very high energy parameters of the ship. When this module is activated from a height of 50-100 meters above the planet's surface, the hatch of the planetary transport garage opens and from there a mining laser hits the surface, knocking out materials from the planet's surface that are collected in the cargo compartment by limpets. Materials are mined in a % ratio in accordance with those available on this planet.
2.2 The complex way
In addition to the direct mining module, an additional module is being introduced to scan the surface for the distribution of materials over the planet's surface (for example, a detailed surface scanner and the distribution of zones of biological species on the planet), the area of distribution zones of materials depends on the % of available materials. Zones can overlap.
3. Introduction of the possibility of squadrons to build ground bases
Declaring squadrons of players as legal entities with the right to own common property. Entering a squadron account for the formation of the budget for ground bases.
3.1 Construction mechanics
Techno-brokers are introducing new items "seeds" of ground objects as a standard container with tha mass equal one ton, containing a set of nanorobots programmed for the construction of certain ground base objects and having additional interaction possibilities from SRV or on foot to select a construction site and start construction. The seed from the ship is placed in the selected place with the help of the SRV, after which the context menu is called up with a choice of interaction options - to deploy the object or pick up the seed in the cargo hold of the SRV. When you select the option to unfold, an external camera is turned on for spatial orientation of the placement of an object on the ground.
After confirmation, a "material loading zone" is formed at the selected location, into which, with the help of the srv, it is necessary to deliver the raw materials and consumer goods required for the construction. After reaching the level of materials required for construction, it becomes possible to start construction. After construction, which takes some time, an object appears on the surface that requires some consumer goods to function.
3.2 Composition of the base
Base construction begins with the base core, which has a base control terminal. Next, landing sites are installed that have the ability to load and unload goods and refuel ships. All types of base modules from the "Odyssey" with their functionality can also be included in the database. The various base modules consume power from the power center. The size and number of generating sets will affect the amount of energy available.
Base cores can be of three sizes: small, standard, enlarged. Depending on the size of the core the base can support 4, 8, or 16 modules, respectively.
For example, a small core supports 4 modules - a landing pad, a generator set, a warehouse and a drilling rig.
The base must include a Power Center, which provides energy to the entire base, before it is turned on, the Emergency power cell is required to maintain the base core operability.
Power plants are of two types - standard and reinforced - differ in power.
The base includes landing sites for the delivery of goods and resources.
Warehouses may be included in the base.
Warehouses come in two sizes - small and standard, for the functioning of a small one only energy is needed, for a standard one - additional workers.
The base may include a drilling rig. When energy is available, it continuously extracts raw materials and transfers them to the warehouse.
The base can include production modules on which, in the presence of energy and engineering staff, production from raw materials - industrial ones - takes place.
The type of industrial materials produced is selected in a special menu, and resource requirements are also displayed there.
A laboratory can be included in the base; in the presence of energy and scientific personnel, data is synthesized by intercepting and analyzing signals from nearby solar systems.
The type of data obtained depends on the state and type of economies of the nearest inhabited systems.
A command center is required to install security turrets and drones.
Housing modules are required for hiring and living on the basis of workers, engineers, scientists and guards.
3.3 Ground base functionality
The first and foremost function of the land base is the extraction of materials.
The second function is to trade the base with other players in the received materials.
Installing a base is only possible in anarchic worlds.
There is the possibility of an attack on the base, to counter which turrets, security drones can be installed and NPC guards can be hired. When attacking a base, all squadron members are notified. The result of a successful attack will be the possibility of stealing materials from the base warehouses, but only in open play. In all other modes, a successful attack is rewarded with a symbolic amount of resources depending on the size of the base.
In addition to security, it is possible to hire NPC pilots to purchase and deliver consumer goods to the base for its operation (food, alcohol, medicines, technical devices, etc.)
The level of hired staff affects the efficiency of the work.
A worker in a warehouse adds up to 10% capacity.
Production engineer reduces production time by up to 20%.
The scientific staff is increasing the synthesis of higher level data.
The more NPC base personnel the more goods and credits are needed for the base. Debiting takes place weekly.
The income from trading the ground base is in the base account and can be withdrawn to the squadron's account by pilots with a certain role in the squadron. Also, depending on the role, it is possible to receive the mined goods at a discount (leader 100%, senior officer 80%, officer 60%, agent 40%, newcomer 20%). A squadron can own multiple bases.
In the future, it is possible, according to the same scheme, to build orbital outposts for the production of any unique modules (for example fsd v1) but by the forces of players and their free sale to other players.
For cooperative players, the level of possible interaction with other players is increased.
Players who prefer solo mode will receive a simulation of trading with NPCs.