03-18-2017, 01:36 PM
The keys (as I see em') to job appeal are progression, gain, notoriety, and entertainment value. I'm bored, so here's some ideas people probably already said.
Disjointed ideas:
Blah one -
- Get rid of industrial armor and equipment - leave a set or two in telsci/derelict levels. Replace it with:
- Introduce industrial suit that's material/quality dependent. Helmet, mask, suit, gloves, shoes, and jetpack. Example: A heavy suit requires power-producing materials to zip around at normal speed or faster, but too much and you'll get irradiated or shocked.
- Get rid of industrial pods and standard mining-pod equipment.
- Introduce pods and pod equipment that're quality dependent. Armor, drills, lasers, etc. Example: Hardness could make drills more damaging, power production could make drills project outward, and erebite could make them explosive.
Blah two -
- Get rid of all but the most basic equipment, including pod stuff.
- Introduce a export favors. Each miner has their own favor pool, and there's also a community pool. Traders, NT scientists, and other dubious fellows send in requests to a mining console which are filled by sending said ores via special telepad. Slapping a barcode onto the crate will transfer favor to your pool. You can transfer favor from your pool to the community pool, but not vice-versa.
- Favors used to buy equipment and upgrades.
- One of the upgrades being magnet targeting for specific materials and loads. High level magnets being able to pull in chunks of other stations, even. Use at own risk: pulling in a bunch of syndicate NPCs might be bad for your health.
Blah three -
- Move mining to the mining sat - completely.
- Move the magnet to be the center of mining operations, and enlarge it greatly.
- Now make the magnet not a magnet: make it a giant wormhole that connects to a randomized mining zone. Same z level, but you can't break in or see in from the outside due to the ever present purple energy stuff - yep, ghosts included.
- Possibly combine with export favors, or add mineral research, or include some other way to upgrade the magnet to target specific ores/areas. More danger = more reward. Make zones that require beefy pods.
Blah four -
- Introduce a company reward system that allows the purchase of upgrades for good stations. Upgrades like: patrolling medbots, magic air generators, bulk gene injectors, a portacloner, 'pets' for everyone, a '''vacation''' permaportal, magical/nanomachine station remodeling like turning all windows plasma and all walls gold, a cruiser, a big bad enemy to fight, etc.
- This is a pain in the ass because metrics. Yay balancing issues.
Well that's enough for now. This is all just mental diarrhea so it's probably crap.
Disjointed ideas:
Blah one -
- Get rid of industrial armor and equipment - leave a set or two in telsci/derelict levels. Replace it with:
- Introduce industrial suit that's material/quality dependent. Helmet, mask, suit, gloves, shoes, and jetpack. Example: A heavy suit requires power-producing materials to zip around at normal speed or faster, but too much and you'll get irradiated or shocked.
- Get rid of industrial pods and standard mining-pod equipment.
- Introduce pods and pod equipment that're quality dependent. Armor, drills, lasers, etc. Example: Hardness could make drills more damaging, power production could make drills project outward, and erebite could make them explosive.
Blah two -
- Get rid of all but the most basic equipment, including pod stuff.
- Introduce a export favors. Each miner has their own favor pool, and there's also a community pool. Traders, NT scientists, and other dubious fellows send in requests to a mining console which are filled by sending said ores via special telepad. Slapping a barcode onto the crate will transfer favor to your pool. You can transfer favor from your pool to the community pool, but not vice-versa.
- Favors used to buy equipment and upgrades.
- One of the upgrades being magnet targeting for specific materials and loads. High level magnets being able to pull in chunks of other stations, even. Use at own risk: pulling in a bunch of syndicate NPCs might be bad for your health.
Blah three -
- Move mining to the mining sat - completely.
- Move the magnet to be the center of mining operations, and enlarge it greatly.
- Now make the magnet not a magnet: make it a giant wormhole that connects to a randomized mining zone. Same z level, but you can't break in or see in from the outside due to the ever present purple energy stuff - yep, ghosts included.
- Possibly combine with export favors, or add mineral research, or include some other way to upgrade the magnet to target specific ores/areas. More danger = more reward. Make zones that require beefy pods.
Blah four -
- Introduce a company reward system that allows the purchase of upgrades for good stations. Upgrades like: patrolling medbots, magic air generators, bulk gene injectors, a portacloner, 'pets' for everyone, a '''vacation''' permaportal, magical/nanomachine station remodeling like turning all windows plasma and all walls gold, a cruiser, a big bad enemy to fight, etc.
- This is a pain in the ass because metrics. Yay balancing issues.
Well that's enough for now. This is all just mental diarrhea so it's probably crap.