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Accueil » news » forums » Space Empires V » Space Empires V General

Building Small, not Big: Why no Artificial Planets?

Soumis par rditto48801 le Mer, 2007-09-26 18:42 Space Empires V General

It's a simple question, why no artificial planets?

I'm not talking making a planet out of asteroids, I mean literally making an artificial worlds, perhaps even ones that don't have a size based on whatever asteroid field was used to make them.

Be warned, this is another long post.

Seriously, if you can build a giant hollow ball or a several thousand mile 'wide' ring, either with 150 million km/93 million miles radius, why the heck can't we build a not so big hollow ball that is only a about the size of a really big (or 'massive') planet?
Why not be able to 'build' up a planet to be bigger with the original planet at the core of a huge spherical construct?

It could be like in some sci-fi settings like Star Wars or Warhammer 40k, where some planets have been long since burried under many levels of planet covering structures.
Or like a 'small' version of a Sphere World, except it is something like a tenth of a percent of the size, and isn't built around a star.

To keep it 'balanced', it could require a 'stable' orbit, and need to be placed either on an asteroid field (size of which has no effect on the artificial planet size) or even an existing (smaller) planet.

It could require 1 Plating, 1 Cable, and also two things from my Ring/Sphere World ideas topic, with 2 'Mega-Scale Construction Resources" (1000kt each), and 1 "Mega-Scale Construction Facility" (2000kt), in addition to a "Planetary Construct" componemt, the equivilent to the ones needed to place a Ring/Sphere World.

Basic ideas for the concept.

1A: It makes a planet 1 size larger than the planet it is built with.
1B: As per 1A, but with Asteroid Fields (tiny asteroid field makes small world)
1C: Stackable effect, pile them on a few times, make a Tiny into a Huge.
1D: Allow for a new "Massive (or Artificial) Planet, with twice the population/facility capacity as a Huge planet.

2: More advanced version of 1 or a variant to the original SE V planet making component, but insteade made out of storms. Less mass means smaller planets. Tiny to Medium storm = tiny planet, Large storm = small planet, Huge storm = medium planet.

3: Possibly more advanced version, also requires 3 times as many construction resources and 2 each Plate/Cable, but automatically makes a "massive" artificial world, regardless of planet/asteroid field/storm size.

4: High end/adv tech version. Cost 2 plates/cables, 1 construction facility, 10 construction resources, and the more advanced artificial world placement component. Can built anywhere, only requirement is that it cannot be built within 2 sectors of existing celestial bodies, such as planets, asteroids and stars. Could be next to (or in?) a storm, without removing the storm. Possible some effect renders the planet immune to any damaging effects of storms.

4A: If an artificial world had everything on the 'inside', perhaps it has a thick armor skin that reduces damage done to population and facilities by orbital bombardment, or even be 'immune' to the damaging effects of a Storm it is built in. WPs would be 'exposed' in order to be able to attack, and so would not be affected by this possible damage resistance during combat.

It would give a whole new angle to gameplay, and perhaps be useful to those who are unlucky and have been stuck with few if any large or huge planets, and allow larger empires to 'invest' in expanding their power.

Edit: fixed typo.

‹ Question: How to Scrap Facilities Missile trails anyone? ›
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Re: Building Small, not Big: Why no Artificial Planets?

Soumis par Wade le Mer, 2007-09-26 19:48

I, too, have posted this idea in the past.

-ability to create planets without using asteroids, using the hyper-density cables and plates used for Ringworlds and Sphereworlds; this technology should be in the technology tree/chart between creating planets with asteroids and creating Ringworlds.

http://www.spaceempires5.com/en-US/node/78
post date: 2-23-07

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Re: Building Small, not Big: Why no Artificial Planets?

Soumis par Varek Raith le Mer, 2007-09-26 20:46

Sounds good in theory, until someone fills every sector they can with a planet. Put limits on the number of planets in system (their gravitational fields could prevent adding more) then this could work.

-----
StarCraft 2, it's about damn time!

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Mod Designer

Re: Building Small, not Big: Why no Artificial Planets?

Soumis par Fyron le Mer, 2007-09-26 23:21

Planets should never, under any circumstance, be create-able from empty space. They should always use a limited resource: asteroids, a star, another planet, etc. Virtually unbounded resource production is never a good idea. Creating them from nothing is just asking for rampant abuse. Artificial limits on how many planets can be in a system, how many planets can be in a "ring," etc., are like putting a band-aid on a severed femoral artery... The best option is the status quo, where every planet creation mechanism has a real cost in terms of stellar objects.

Quote:
Planets could require two or three spaces between each other.

I think that is an untenable idea for SE. Its a silly restriction when there is no "terrain" used by the city/planet object. It works fine for Civ, since the space between cities is actually used by the city. But in SE, you just have the planet. What's so special about artificial worlds that they can't exist in locations where planets placed by the map generation routines can legally exist? Such a restriction would kill moons, which typically exist in a one radius ring around the parent planet...


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Re: Building Small, not Big: Why no Artificial Planets?

Soumis par Wade le Mer, 2007-09-26 23:54

Borrow from Civilization IV where cities must have at least two spaces between each other. Planets could require two or three spaces between each other.
This would allow a "Ring of Planets" around a system such as in a science fiction novel series that I forget the name of.
Although, can't we do this already in a system that has a ring of asteroids? But the point of this topic is to advance to where we don't need the asteroids to form a new planet.

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Re: Building Small, not Big: Why no Artificial Planets?

Soumis par Wade le Jeu, 2007-09-27 00:05

I think these "moons" are a product of "player assumption culture". I believe that they are meant to be a double planet where one has lost it's atmosphere. Their size and lack of "typical" moons elswhere supports this.

Requiring spaces between created planets doen't have to be "artificial". It can be called the safe distance from the gravity of each planet...or what ever. Insert any "technobable". Heehee.

Ring Worlds and Sphere Worlds are created from "nothing". Well, from the components. Yes, a star is present. But these are an aside from the "typical" planets creation of which we speak.

We(If I can speak for some others too) are just expressing that first a civilization creates planets from asteroids. Later it creates Ring Worlds and Sphere Worlds from components. Between these two eras of civilization construction abilities there should be the ability to create a smaller version, a "typical" planet from a lesser amount of these components.

It wouldn't be "some thing from nothing" any more than the Ring Worlds and Sphere Worlds are. These "typical" component created planets will still require a star for orbit and energy; the same as a Ring World and Sphere World.

Any further debate I think would just be semantics. But you are welcome to respond. I'll try to continue...maybe another night though. Heehee. Pillows are calling.

-Wade

Besides...What's so wrong with filling every sector with a planet? The opponets should just keep up! The same as a system filled with a Sphere World!

I don't like artificial quantity limits. I like, instead, requiring guidelines, increasing costs, fees, maintenance, etcetera. In Civilization, and other games, there used to be artificial quantity limits. That was lame!

-Wade

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Re: Building Small, not Big: Why no Artificial Planets?

Soumis par gnosis le Jeu, 2007-09-27 05:50

I'm not gonna argue if it is a balanced idea or not.

Can we mod a component to create a random planet from thin air? (or space..)
Are the restrictions hard coded?
If they are then this should fall in the category of future feature requests.

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Re: Building Small, not Big: Why no Artificial Planets?

Soumis par rditto48801 le Jeu, 2007-09-27 07:20

I've created a Ring World from 'nothing' before...
Take 1 nebula system.
use Stellar Manipulation to clear nebula system and create an empty system, create a star at center of empty system, move in the fleet of base ships with the needed components, de-fleet them, press the right button, and poof, a Ring World from nothing. Smiling

Look at sci-fi settings, there are artificial planets (or planetoids) around.

In Star Wars, there are the Death Stars.
In Master of Orion II game, there is the Doom Star.
War Planets (a.k.a. Shadow Raiders) CGI animated TV series had the Beast Planet, a planet sized construct that makes the Death Star look small. Although I've heard that later in the storyline there are more 'artificial planets'.

I don't see how artificial planets would be very unbalancing.
Someone could take a system with a star and few or no planets (or no 'big planets'), or do my above thing with turning a nebula system into an empty system with a single star, and make a Sphere World, and the empire will suddenly have increased their potential power base by a large chunk compared to what it would have been without a Sphere World.

I once cleared tons of colonies and made a Sphere World, colonized it and dropped the population on the newly colonized Sphere World, and 'only' had 28 billion people on it, so that right there basically doubled by effective population capacity in the system, even though I had a few Huge/Large planets in the system in the first place.

I don't see why an artificial planet would be any different.

With having a limit in how close planets could be to each other, just look at Earth.
We have a "small" plantary body orbiting the Earth, and it causes all sorts of tidal movement on the planet, perhaps even effect seismic activity, all from something with 1/6th of Earth gravity.
Now imagine having another Earth sized planet in close proximity orbit wise, the two planets would probably tear each other apart over time during the times the two pass within close proximity.

All is fair in love and war and galactic empires.
You aren't going to win if you take the fair and honorable appoach, because the first person who doesn't take the same path will eventually roll right over you.

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Re: Building Small, not Big: Why no Artificial Planets?

Soumis par Rilo57 le Jeu, 2007-09-27 09:08

You Scifi examples all were ships with a task to do (attack, or what ever). The reason making planets from nothing is unbalancing is that the "produce". Basically the game would deevolve in to a race to see who can get to this technology.

Anyway, go ahead and mod it. I'll play. you might be able to set up planet creation to use nothing to start with, or maybe you could have every sector start with an "unseeable" astroid field (maybe cloaked level 50, or maybe have the astroid field graphic be black). Don't let other people tell you, you can't do it.

SEV, more than a feeling.

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Mod Designer

Re: Building Small, not Big: Why no Artificial Planets?

Soumis par Fyron le Jeu, 2007-09-27 11:19

Wade wrote:
I think these "moons" are a product of "player assumption culture". I believe that they are meant to be a double planet where one has lost it's atmosphere. Their size and lack of "typical" moons elswhere supports this.
...what? "Typical" moons? They are not "double planets," but moons... its not a "player assumption culture..."

Quote:
Requiring spaces between created planets doen't have to be "artificial".
It is intrinsically an artificial limit.

Quote:
Ring Worlds and Sphere Worlds are created from "nothing".
No, they are most certainly not created from nothing... they are created from a star, and are inherently logically limited to the number of systems/stars on the map. They have a finite, non-arbitrary limit. They are not created "from components," just with components.

Quote:
It wouldn't be "some thing from nothing" any more than the Ring Worlds and Sphere Worlds are.
Luckily, the game mechanics force RW/SW to be nothing at all like something from nothing, due to the star requirement. Its all very logical and tidy.

Quote:
Any further debate I think would just be semantics.
Semantics? What? This is a discussion of core game mechanics and balance...

Quote:
Besides...What's so wrong with filling every sector with a planet?
Unbounded, arbitrary resource production is anathema to balance and good game play mechanics. Its similar to making bases produce more resources than maintenance, without the use of asteroid mining. With asteroid mining, you have a natural limit, based on the number of asteroids (one base per asteroid). Abusing arbitrary generation abilities, you can just keep making more and more bases, producing a limitless amount of resources. Creating artificial planets from nothing, even with a "one per sector" or silly "gravity" limit, is exactly the same sort of problem.

Not to mention the stupidity and anti-logic of just whipping planets into existence without any source material... RW/SW are bad enough, but at least they eat up any planets in the space to be occupied (IIRC). But that's beside the point that it destroys game balance...

Quote:
I don't like artificial quantity limits.
Then you should be against artificial quantity limits for planets created from the ether.

gnosis wrote:
Can we mod a component to create a random planet from thin air? (or space..)
Thankfully, no.

Quote:
If they are then this should fall in the category of future feature requests.
I will continue to vigorously oppose any such request to break the current hard-coded limitations on planet creation.

rditto48801 wrote:
I've created a Ring World from 'nothing' before... Take 1 nebula system.
Considering that literally all stars are formed from large clouds of dust and gas (aka a nebula), this is hardly something from nothing...

Reality aside, that is still subject to the creation of one star per system limit, and thus 1 RW/SW in systems that are not naturally binaries (where you have a natural, logical limit of 2). Its not at all like the silly arbitrary planet creation proposed. RW/SW are big, yes, but they have finite, natural limits. They are not inherently broken, as creating arbitrary planets from nothing would be.


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Re: Building Small, not Big: Why no Artificial Planets?

Soumis par gnosis le Jeu, 2007-09-27 12:05

Fyron wrote:

Quote:
Besides...What's so wrong with filling every sector with a planet?
Unbounded, arbitrary resource production is anathema to balance and good game play mechanics. Its similar to making bases produce more resources than maintenance, without the use of asteroid mining. With asteroid mining, you have a natural limit, based on the number of asteroids (one base per asteroid). Abusing arbitrary generation abilities, you can just keep making more and more bases, producing a limitless amount of resources. Creating artificial planets from nothing, even with a "one per sector" or silly "gravity" limit, is exactly the same sort of problem.

Not to mention the stupidity and anti-logic of just whipping planets into existence without any source material... RW/SW are bad enough, but at least they eat up any planets in the space to be occupied (IIRC). But that's beside the point that it destroys game balance...

gnosis wrote:
Can we mod a component to create a random planet from thin air? (or space..)
Thankfully, no.

Quote:
If they are then this should fall in the category of future feature requests.
I will continue to vigorously oppose any such request to break the current hard-coded limitations on planet creation.

rditto48801 wrote:
I've created a Ring World from 'nothing' before... Take 1 nebula system.
Considering that literally all stars are formed from large clouds of dust and gas (aka a nebula), this is hardly something from nothing...


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Woa.. as I said I will not discuss game balance.

As far as the source of the building materials is concerned, I can provide many sources:
1. Gathered from extrasolar entities.
2. Gathered from another dimension.
3. Collected from background subatomic reactions.
4. Religion tech: from god! Faith works miracles!
And there's more technobable that can justify the creation of a planet from just a component. But that's not the point:

I just asked if we can mod it, not make it part of the stock game! Since the limit of 1 SY per colony was eliminated I hope we would get those restrictions lifted about stellar engineering and play with it a bit.

I understand the problems that such a capability will produce as far as the game software is concerned (what's the limit for objects in a system? in a quadrant?, However as it is usual with modding, one can very easily break the game balance and game code as it is, without lifting this restriction.

Besides you don't know how I plan of letting the player build a planet from nowhere in my mod. you don't know the costs or prerequisites or the way that I will enforce. Why oppose this change in the moddability of the game?!?! If you don't like the mod that I will make with it, simply don't play it. Please don't judge a proposed change by speculating on how one unwise modder would use it to break the game.

I also like the idea of stealing planets from other systems. It is trivial for a civilization that can create a star, to move an earth sized planet around, yet as it stands we can't even move a tiny moon or an asteroid field. If I can't steal my opponents terrain I would like to have the costly tools to create more land for myself.

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Re: Building Small, not Big: Why no Artificial Planets?

Soumis par rditto48801 le Jeu, 2007-09-27 13:32

I have had ideas for balancing the artificial idea planets, beyond simply limiting them to needing planets/asteroids/storms as a basis for their construction.

A limit could be in place for the total number of planetary bodies a star could 'safely' handle as far as having orbits that don't result in planets making closes passes or otherwise colliding with each other.

Another possible factor would be a total 'mass', based on the 'size' ratings for planets, asteroid fields, and to a lesser extent, storms.
A RW would take a big chunk out of it, a SW an even bigger chunk.
While it might be possible for a 'natural' star system to bypass this (creating a RW/SW in a system were many planets are 'outside' of the 6 sector radius destroyed by RW/SW placement), it would prevent someone from simply spamming artificial worlds all over the place.
Or just put in one of those 'max limit of' things so that no more than a few could simply be created 'from thin air'.
Although, if one can collect enough steller gasses to create a star (which even the smallest of will likely dwarf a huge planet), it would be another way to describe how a planet could be made using more than just a half dozen base ships crammed full of needed components.

Another possible factor for the ones simply built in space.
They would be hollow constructs, and not solid. This means they would have no 'natural' resources. This could mean a fixed 0% value for Metal and Radiactives, although it could have a fixed value of 100% or 150% for organics (via stuff like hydroponics and artificially created agricultural areas).
Organic tech might benifit since they mainly use organics, and crystalline tech could overcome it with the resource producing solar generator facilities.
Perhaps they could also have their own built in resource storage, considering there would be a lot of 'space' to put stuff, perhaps represented by 'starting' with 1-2 of each resource storage facility? if a 'homeworld' can be made to start out stuff, could it be done here also?.
If not, they would at least have enough space to spare to build a few resource storage facilities.

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Re: Building Small, not Big: Why no Artificial Planets?

Soumis par marhawkman le Jeu, 2007-09-27 19:38

this sort of thing is essentially what my mod explored. My discovery? only two ways to do it.

1: mattergravity sphere tech.
2: Stellar construction techs.

Both have decent limits. What IS a major pain, is the amount of RP required for the Stellar manipulation techs. Seriously has anyone ever managed to do the required research while actively fighting off an enemy?

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Re: Building Small, not Big: Why no Artificial Planets?

Soumis par groovyfishguy le Jeu, 2007-09-27 20:19

All we are saying is give peace a chance....

Groovy Baby Yeah!

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Re: Building Small, not Big: Why no Artificial Planets?

Soumis par groovyfishguy le Jeu, 2007-09-27 20:19

All we are saying is give peace a chance....

Groovy Baby Yeah!

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Re: Building Small, not Big: Why no Artificial Planets?

Soumis par Khemul le Jeu, 2007-09-27 21:22

Personally I don't see much of a point to creating planets. I mean why go through the trouble of building a planet when there are plenty of nice already built ones just sitting around waiting to be used/captured. Being able to build worlds competely eliminates the need for expansion and thus the need for war or research or advancement of any type. A single system could provide such a large amount of resources that it'd never come close to needing more.

Anyways, realistically speaking, why would a culture build a planet anyways? I can see RW/SW's, those are engineering feets for a ultra high-tech society (Don't fool yourself into thinking you build them for strategic reasons Sticking out tongue). But a society that could build an entire planet could just as easily build a ship the size of a planet with engines and shields and nice shiney weapons. Would be silly to go the extra length and waste resources making a planets that is immobile and requires extra buildings and defenses to be added once done.

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Re: Building Small, not Big: Why no Artificial Planets?

Soumis par Astroshak le Jeu, 2007-09-27 22:15

I've got an idea, but I'm not sure it could be modded in. I suspect it would require MM to code it for the stock game.

Only allow 1 planet per orbital.

If a system has a radius of 15 hexes, not counting the dead center hex, then allowing 2 hexes away from the sun for the size of the sun (3 or 4 for red giants) is the starting point for where a planet (or storm, gas cloud, asteroid belt) can occur. Allow additional places for stars in a system with more than 1 star.

Far as I know this is realistic (the mass for a planet came from the cosmic detrius in that orbit) and also allows for a limitation upon building artificial planets without the hassle of forcing an asteroid belt to clump together. Heck, one planet/asteroid belt per orbit around the sun(s) and it might allow (in a future SE game) the systems to actually orbit around the sun(s)! Different planets orbit at different rates, y'know - and it could be fun to contend with stationary warp points but moving planets (that drag ships and such in orbit around them along over the course of the "year").

How to tell that it is in an allowed orbit? Simple - if it is in that six sided figure X hexes out from the center, it is in that orbit. Should planets and such actually move around the system, I invision them following that hexagonal path (the best aproximation of an elipse available to a hex based map system).

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Mod Designer

Re: Building Small, not Big: Why no Artificial Planets?

Soumis par Fyron le Jeu, 2007-09-27 22:32

The game has no concept of "orbitals," unfortunately. The map generation routine can use "rings" for calculating placement of planets, but past that point, there is only location on the coordinate grid. Hopefully SE6 has orbitals and moving planets..

Quote:
Please don't judge a proposed change by speculating on how one unwise modder would use it to break the game.
Please don't waste Aaron's valuable programming time with features that are diametrically opposed to good game design.


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Re: Building Small, not Big: Why no Artificial Planets?

Soumis par Kamog le Jeu, 2007-09-27 23:54

Can we mod in the creation of artificial planets by making them into a type of star base? Add a new size of base called "artificial planet" and use a spherical model with a planet texture.

There will be a set of components that you can place on it, that will have the same functions as facilities on a real planet. We'll need to add resource-generating components, research-generating components, intel-generating components, etc which take the place of mining facilities, research centers, intel centers, and so on. However, some types of facilities probably could not be replicated as a component, depending on whether the particular ability can be assigned to a component. Also, once constructed, you can't add or remove "facility" components on the "artificial planet" unless you retrofit the whole thing to another design.

Edit:
By the way, I seem to recall that in SEIV it was possible to mod it so that you can make as many planets as you want. I never tried it myself, but the idea was to modify the tectonic bomb component so that it can destroy sphere worlds. Then you follow these steps:
(1) build a sphere world around a star.
(2) use the modded tectonic bomb to destroy the sphere world and turn it into an asteroid field.
(3) turn the asteroid field into a planet.
(4) make a new star in the system, and repeat.

I don't know if this trick would work in SEV, though.

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OT (slightly): does anybody remember Trantor?

Soumis par iou0 le Ven, 2007-09-28 07:49

> It could be like in some sci-fi settings like Star Wars or Warhammer 40k,
> where some planets have been long since burried under many levels of planet
> covering structures.

I think the idea of a planet-covering structure originated with Isaac Asimov's foundation series of books, where the galactic government is located on Trantor, a planet totally covered by administrative buildings.

To believe this idea originated with George Lucas is a common misconception. Often honor is done to the wrong man.

For instance, many people believe the idea of a Battlemech originated with some boardgame producer in 1984, when to my best knowledge it originated with a book by William Rotsler ("To the Land of the Electric Angel") in 1976.

About the original post: good idea, but as others already said, prone to be exploited. We would wind up with star-systems literally plastered with planets.

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Re: Building Small, not Big: Why no Artificial Planets?

Soumis par Khemul le Ven, 2007-09-28 09:29

Unless things have changed with the recent patches, resource generation in components doesn't work, so no research/intel components just yet. I think mineral, organic, and rad generation won't work either without something to extract them from (planet/asteroids).

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Re: Building Small, not Big: Why no Artificial Planets?

Soumis par JinXXX le Ven, 2007-09-28 10:42

well i think for this kind of discussion,

what happen if we aren't able to use such newly made worlds and mine them for resources ?
eg they are just dead world with out resources , wouldn't that fix the problem ?

the problem with SW & RW is we can mine them so in the long run will it be destroyed ? Sticking out tongue

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Re: Building Small, not Big: Why no Artificial Planets?

Soumis par Lord Shleepy le Ven, 2007-09-28 13:55

JinXXX wrote:
well i think for this kind of discussion,

what happen if we aren't able to use such newly made worlds and mine them for resources ?
eg they are just dead world with out resources , wouldn't that fix the problem ?

the problem with SW & RW is we can mine them so in the long run will it be destroyed ? :P

I was sorta thinking the same thing. Creating limitless planets seems a little silly to me...but some sort of artificial population center would be nice. It would basically be the same thing as a space station...but large numbers of people could actually live on it.

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Re: Building Small, not Big: Why no Artificial Planets?

Soumis par groovyfishguy le Ven, 2007-09-28 14:02

Khemul wrote:
Personally I don't see much of a point to creating planets. I mean why go through the trouble of building a planet when there are plenty of nice already built ones just sitting around waiting to be used/captured. Being able to build worlds competely eliminates the need for expansion and thus the need for war or research or advancement of any type. A single system could provide such a large amount of resources that it'd never come close to needing more.

Anyways, realistically speaking, why would a culture build a planet anyways? I can see RW/SW's, those are engineering feets for a ultra high-tech society (Don't fool yourself into thinking you build them for strategic reasons Sticking out tongue). But a society that could build an entire planet could just as easily build a ship the size of a planet with engines and shields and nice shiney weapons. Would be silly to go the extra length and waste resources making a planets that is immobile and requires extra buildings and defenses to be added once done.

Nailed it!

Groovy Baby Yeah!

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Re: Building Small, not Big: Why no Artificial Planets?

Soumis par rditto48801 le Ven, 2007-09-28 14:23

True, but before anyone gets anywhere near being able to make a RW/SW, a really big artificial planet might be the next thing.

Look at ancient Egypt, they built Mastabas (sp?), made of bricks, and they made them bigger and bigger before they actually had someone build a pyramid, but even those weren't that big/fancy at first, I think starting with a stepped pyramidit was some time before they made the really big pyramids that are famous today.

Even with a space empire, it should be similar, building smaller 'wonders' before they are anywhere near calable of building larger 'wonders'.

You have to learn to crawl before you learn to do a Triathalon.

@ JinXXX
As I said for ones simply made in deep space, 0% metal/radioactives (artificial, no natural resources) and 100-150% organics (hydroponics, enclosed artificial agricultural areas, population sized supply of free fertilizer, etc)

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Re: Building Small, not Big: Why no Artificial Planets?

Soumis par Fyron le Ven, 2007-09-28 19:13

Khemul wrote:
Unless things have changed with the recent patches, resource generation in components doesn't work, so no research/intel components just yet.
They do work, after a fashion. If the ship/base is in orbit of your colony, the ability values are added to the planetary production, as if they were facilities present. Pop and racial modifiers apply. Unfortunately, there is no arbitrary point generation ability like in SE4 1.91 for research/intel away from planets.


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Re: Building Small, not Big: Why no Artificial Planets?

Soumis par jjse le Sam, 2007-09-29 19:14

Fyron wrote:
Planets should never, under any circumstance, be create-able from empty space. They should always use a limited resource: asteroids, a star, another planet, etc. Virtually unbounded resource production is never a good idea.

Sorry totally disagreed. The game, using its standard settings, defaults to unlimited resources so people can mine minerals and organics and radiaoactives forever and ever without running out. There are also facilities that creates things out of nothing, such as Nature Shrine.

If 20 base ships can turn into a gigantic sphere several times the diameter of a star, which is millions of times the size of 20 ships, why is it so hard to accept that in a futuristic settings an advanced empire can create a planet? Call it dark energy to matter conversion, or scientic voodoo, or whatever, if we can accept that a little component on a ship can somehow destroy a blackhole, creating a planet is in the same vein.

Simply put a cap on the number of planets allowable in a system to deal with performance issue, and allow the players to change this cap if they have an uber machine.

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Re: Building Small, not Big: Why no Artificial Planets?

Soumis par Fyron le Sam, 2007-09-29 19:33

Yay for missing the point...


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Re: Building Small, not Big: Why no Artificial Planets?

Soumis par jjse le Sam, 2007-09-29 19:42

Yay the feeling is mutual...

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Re: Building Small, not Big: Why no Artificial Planets?

Soumis par Khemul le Sam, 2007-09-29 21:51

Fyron wrote:
gnosis wrote:
Can we mod a component to create a random planet from thin air? (or space..)
Thankfully, no.

Bah. Seems this should really end there to be honest. I mean argue logic and realism all you want but if it is not possible to do then the arguement is pointless. The only way you are getting it added as a 'feature' is to argue game balance (which those supporting the idea won't do). Saying "this would be cool!" won't cut it.

Anyways I still think it is an unrealistic idea to begin with. If a culture could build an entire planet from scratch they could do better things with their time and resources. Would be better off modding in a massive ship/station and some components with the abilities of facilities. Granted as Fyron pointed out this would only work in orbit of an exsisting colony, but in the future that may change. This way you may even be able to argue game balance through maintenance costs and such.

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Re: Building Small, not Big: Why no Artificial Planets?

Soumis par Fyron le Sam, 2007-09-29 22:00

Quote:
...allow the players to change this cap if they have an uber machine.
Having game mechanics based on how fast of a machine you are using is a horrible, horrible thing to do. Think of the childr-ahem, multiplayer... Degrading display quality, yes. Degrading game mechanics, no. Any such limit should be moddable, certainly, but not based on frame rate effects.


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Re: Building Small, not Big: Why no Artificial Planets?

Soumis par Fyron le Sam, 2007-09-29 22:08

Khemul wrote:
Would be better off modding in a massive ship/station and some components with the abilities of facilities.
Research and intel are fine from bases, since you can trade resource maintenance for them. Resources are dicey when not tied to remote mining asteroids or a planet (with a one vehicle per sector limit). You'd have to treat them more like a conversion station, such as losing X minerals to produce Y radioactives (where Y is less than X). Never want to create a situation where you have a positive flow of resources from an unbounded source (bases not tied to remote mining, creating planets from nothing)..


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Re: Building Small, not Big: Why no Artificial Planets?

Soumis par jjse le Dim, 2007-09-30 02:36

Fyron wrote:
Having game mechanics based on how fast of a machine you are using is a horrible, horrible thing to do. Think of the childr-ahem, multiplayer... Degrading display quality, yes. Degrading game mechanics, no. Any such limit should be moddable, certainly, but not based on frame rate effects.

This is no different than any number of settings in our game options, from our abilities to determine whether we want to deal with slower turn processing by choosing a larger galaxy, or fit in more players, or have greater or fewer waypoints for more complex pathfinding, etc. It is no more or less detrimental to multiplayers than any of these other *existing* choices the game gives us.

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