The following is a collection of ideas how to turn the squadrons and their carrier ships (that will come at some point?) into an interesting BGS-endgame.
How to get a fleet carrier (like Canonn has the Gnosis):
* A squadron needs to have a bank account, to which members can donate money.
* As soon as a large sum of money is in the account (100 bn Credits?), squadron leaders can trigger "construct fleet carrier". This generates a Community Goal, in which any player can donate specific resources (for the construction of a carrier, one would need large amounts of raw materials, refined ores, but also computer components, etc.). Rewards for the CG are to be paid out of the 100 bn credits.
* If enough of the require resources are collected, the fleet carrier is constructed.
What to do on the fleet carrier:
* Carrier is like a station, but can jump from system to system.
* On the carrier is a vault, to which squadron members can donate commodities (a bit like guild bank in WOW, for instance).
* Squadron leaders can use the stuff in the vault to do certain things:
x Jump to another system (e.g. requires large amounts of hydrogen fuel in the vault)
x Build ships for the NPC fleet (see below)
x Upgrade factilities on the carrier (better shipyard, outfitting, new contacts, etc.)
x Create missions: bring X amount of commodity Y, reward is Z credits. Any player can take on such a mission, and if completed, Y is transferred
to the vault, while Z has to be payed out from the squadron bank,
* Any collected exploration data increases range of the next jump of the carrier.
NPC fleet:
* Every squadron also has a fleet of NPC ships (technically we already have these, since minor factions all have their own NPC ships)
* These can patrol systems belonging to the squadron-minor faction, resource rings, and in general increase security in these systems
* The fleets gets diminished when in the state of war / civil unrest, etc.
* Has to be replenished regularly by constructing new ships (see above)
* Can be set to hostile towards a specific other minor faction -- triggers war state.
All of these things would achieve the following:
PRO:
* There is a viable endgame of squadrons fighting over the control of systems.
* It would make the economy much more interesting. Commodities would have an actual use -- you now really need Hydrogen fuel to jump the squadron carrier, you need metals and computer components to upgrade carrier facilities, etc.
* Long-term motivation for people to mine, get credits
* Built-in credit-sink within the game (building NPC ships and upgrading facilities would also cost credits, not just materials)
CON:
* Makes the game much more similar to Eve, I guess?
* Would probably be a nightmare to implement and balance properly
All of these are just ideas of course, and one could think of doing many more things, or change many of these around. Let me know what you think!
How to get a fleet carrier (like Canonn has the Gnosis):
* A squadron needs to have a bank account, to which members can donate money.
* As soon as a large sum of money is in the account (100 bn Credits?), squadron leaders can trigger "construct fleet carrier". This generates a Community Goal, in which any player can donate specific resources (for the construction of a carrier, one would need large amounts of raw materials, refined ores, but also computer components, etc.). Rewards for the CG are to be paid out of the 100 bn credits.
* If enough of the require resources are collected, the fleet carrier is constructed.
What to do on the fleet carrier:
* Carrier is like a station, but can jump from system to system.
* On the carrier is a vault, to which squadron members can donate commodities (a bit like guild bank in WOW, for instance).
* Squadron leaders can use the stuff in the vault to do certain things:
x Jump to another system (e.g. requires large amounts of hydrogen fuel in the vault)
x Build ships for the NPC fleet (see below)
x Upgrade factilities on the carrier (better shipyard, outfitting, new contacts, etc.)
x Create missions: bring X amount of commodity Y, reward is Z credits. Any player can take on such a mission, and if completed, Y is transferred
to the vault, while Z has to be payed out from the squadron bank,
* Any collected exploration data increases range of the next jump of the carrier.
NPC fleet:
* Every squadron also has a fleet of NPC ships (technically we already have these, since minor factions all have their own NPC ships)
* These can patrol systems belonging to the squadron-minor faction, resource rings, and in general increase security in these systems
* The fleets gets diminished when in the state of war / civil unrest, etc.
* Has to be replenished regularly by constructing new ships (see above)
* Can be set to hostile towards a specific other minor faction -- triggers war state.
All of these things would achieve the following:
PRO:
* There is a viable endgame of squadrons fighting over the control of systems.
* It would make the economy much more interesting. Commodities would have an actual use -- you now really need Hydrogen fuel to jump the squadron carrier, you need metals and computer components to upgrade carrier facilities, etc.
* Long-term motivation for people to mine, get credits
* Built-in credit-sink within the game (building NPC ships and upgrading facilities would also cost credits, not just materials)
CON:
* Makes the game much more similar to Eve, I guess?
* Would probably be a nightmare to implement and balance properly
All of these are just ideas of course, and one could think of doing many more things, or change many of these around. Let me know what you think!
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