Welcome aboard Visitor...

Daily Screenshot

Server Costs Target


Target met!

Latest Topics

- Anyone still playing from a decade ago or longer? »
- Game still active. NICE! »
- Password resett »
- Darkspace Idea/Opinion Submission Thread »
- Rank Bug maybe? »
- Next patch .... »
- Nobody will remember me...but. »
- 22 years...asking for help from one community to another »
- DS on Ubuntu? »
- Medal Breakpoints »

Development Blog

- Roadmap »
- Hello strangers, it’s been a while... »
- State of DarkSpace Development »
- Potential planetary interdictor changes! »
- The Silent Cartographer »

Combat Kills

Combat kills in last 24 hours:
No kills today... yet.

Upcoming Events

- Weekly DarkSpace
05/04/24 +5.5 Days

Search

Anniversaries

21th - Chubba

Social Media

Why not join us on Discord for a chat, or follow us on Twitter or Facebook for more information and fan updates?

Network

DarkSpace
DarkSpace - Beta
Palestar

[FAQ
Forum Index » » Developer Announcements » » Technogy Tree / Economics...
 Author Technogy Tree / Economics...
Faustus
Marshal
Palestar


Joined: May 29, 2001
Posts: 2748
From: Austin, Texas
Posted: 2002-02-22 15:13   
We've been making some great progress with the technology tree and ecnomics design...

Firstly, we've decided to allow engineering ships to build structures on the planets. However, they may not be able to build ALL of thr available structures that a planet with a fully developed technology tree could build.

The Colony hub is one of the new very important structures that will be introduced in version 1.4. This structures is required to have a technology tree for the planet, if destroyed then the technology tree will be lost. Thus, it can sustain ALOT of damage and is very hard to destroy.

One very important change that will be happening for 1.4, is the idiot proofing of the planet economies. The budget screen will be gone, instead planets will just accumulate credits which can be spent to develop new technologies or produce units and gadgets.

A production screen will be introduced in version 1.4, which will allow you to place units and ship gadgets into a production queue, which your planet will build.

Anyway, this is the current design document that I've got so far, basically not much new, we are just working hard to clean up and refine the stuff we already have in the game.

DarkSpace Economic Design
©2002 PaleStar Inc, Richard Lyle


1 Technology Tree 2
1.1 Barracks 2
1.2 Colony Base 2
1.3 Deep Core Mining 2
1.4 Defense Base 2
1.5 Depot 3
1.6 Farming Automation 3
1.7 Fusion Power 3
1.8 Hydro Farming 3
1.9 Industrial Automation 3
1.10 Industrial Base 3
1.11 Industrial Economics 3
1.12 Interdictor Base 3
1.13 Jump Disruption Fields 4
1.14 Mining Base 4
1.15 Planetary Shield 4
1.16 Reactive Shields 4
1.17 Research Lab 4
1.18 Robotics 4
1.19 Sensor Base 4
1.20 Solar Power 5
2 Trade Goods 5
2.1 Darkmatter 5
2.2 Food 5
2.3 Heavy Metals 5
2.4 Hydrogen 5
2.5 Hypermatter 5
2.6 Metals 5
2.7 Oxygen 5
2.8 Urdanium Crystals 6
3 Structures 6
3.1 Anti-Sensor Base 6
3.2 Automated Factory 6
3.3 Automated Hydro Farm 6
3.4 Barracks 6
3.5 Colony Base 7
3.6 Factory 7
3.7 Fusion Generator 7
3.8 Deep Core Mine 7
3.9 Defense Base 7
3.10 Depot 7
3.11 Hydro Farm 8
3.12 Interdictor Base 8
3.13 Mine 8
3.14 Research Lab 8
3.15 Sensor Base 8
3.16 Shield Generator 8
3.17 Solar Generator 9


1 Technology Tree

1.1 Barracks
Training new recruits into an effective infantry unit require a structured and regimented training facility.

Structures: Barracks

1.2 Colony Base
The expansion into space and the colonization of planets in other system requires self-contained base to establish and maintain a colony.

1.3 Deep Core Mining
Deep core mining allows for the extraction of mineral resources far below the crust of the planet.

Requires: Robotics, Mining Base
Cost: 50,000 credits
Structures: Deep Core Mine

1.4 Defense Base
Defense bases allow the colony to be defended from orbital bombardment and hostile space ships.

Structures: Defense base

1.5 Depot
The depot provides supplies and repairs to orbiting space ships.

Structures: Depot

1.6 Farming Automation
The development of robotics allows for full automation and faster production of goods.

Structures: Automated Hydro Farm
1.7 Fusion Power
Fusion power provides a source of energy for the operation of most colony factories and other structures.

Structures: Fusion Power

1.8 Hydro Farming
Hydro farming allows food to be grown efficiently and in hostile environments.

Structures: Hydro Farm
1.9 Industrial Automation
The development of robotics allows for full automation and faster production of industrial goods.

Structures: Automated Factory

1.10 Industrial Base
The production of basic goods needed by a planet requires the presence of simple assembly lines and the ability to convert raw goods into usable items.

Structures: Factory

1.11 Industrial Economics
The exchange of goods between planets is vital to the economic growth.

Structures: Port

1.12 Interdictor Base
Utilizing jump disruptor technology, the interdictor base creates an area where tachyon drives will fail to generate FTL speeds.

Structures: Interdictor base
Requires: Jump Disruption Fields
1.13 Jump Disruption Fields
The jump disruptor technology creates a tachyon resonance field, which can force some tachyon drives out of jump speeds.

Gadgets: Jump disruptor
1.14 Mining Base
Extraction of minerals below the surface of the planet are essential to the development of an off world colony.

Structures: Mine

1.15 Planetary Shield
Planetary shields consume huge amounts of energy to protect the entire surface of the planet from orbital bombardment.

Requires: Reactive Shields
1.16 Reactive Shields
Reactive shields can provide protection for the ships hull against damage. Shields work by creating a quantum resonance field and reversing the flow of energy in a localized area.

1.17 Research Lab
The research lab facilitates the speedy development of new technologies and methods.

Allows: Planetary Networks
Structures: Research Lab
1.18 Robotics
The development of robotics allows many tedious and dangerous tasks to be performed by machines.


Cost: 20,000 credits
Structures: Automated Factory, Automated Hydro Farm, Automated Mine
Allows: Deep Core Mining

1.19 Sensor Base
Sensor bases provide detection and/or concealment to nearby ships.

Structures: Sensor Base, Anti-Sensor Base

1.20 Solar Power
Solar power produces no pollution, but the power produced is subject fluctuations due to planetary conditions and the proximity of the planet to the nearest star.

Structures: Solar Power
2 Trade Goods
2.1 Darkmatter
Darkmatter is extremely rare and extremely heavy. It’s the primary material used to create Reactor Cores.

Price: 400c
Requires: Darkmatter Deposits

2.2 Food
Food is needed to sustain the population of a planet.

Price: 50c

2.3 Heavy Metals
Used in some as a primary component for reactors and other industrial components.

Price: 100c
Requires: Heavy Metal deposits

2.4 Hydrogen
Fuel needed for many reactors.

Price: 25c
Requires: Hydrogen deposits
2.5 Hypermatter
Hypermatter is a unique material that can generate gravitons.

Price: 250c
Requires: Hypermatter Deposits
2.6 Metals
A primary component used in the construction of many devices.

Price: 50c
Requires: Metal deposits

2.7 Oxygen
Liquefied oxygen is often used to provide deep space stations with breathable air.

Price: 10c
Requires: Oxygen Deposits

2.8 Urdanium Crystals
Urdanium crystals are rare. This materials unique atomic structure allows it to convert energy from one form to another.

Price: 500c
Requires: Urdanium Deposits

3 Structures

3.1 Anti-Sensor Base
This base is equipped with sensitive sensor and ECM equipment, increasing the detection ability for defense bases.

Build Cost: 250 metals
Power: -5
Damage: 3000

3.2 Automated Factory
This factory is completely automated, increasing its production output.

Build Cost: 500 metals
Power: -3
Production: +50
Damage: 10000

3.3 Automated Hydro Farm
Automated hydro farm uses robotics to produce food faster and more efficiently.

Build Cost: 250 metals
Power: -2
Food: +50
Damage: 5000
3.4 Barracks
The barracks creates infantry units and trains them for combat.

Build Cost: 100 metals
Power: -2
Damage: 5000

3.5 Colony Base
Acts as the central hub for research and government. It is a self-contained structure that provides enough food, power, and production to sustain a small population.

Build Cost: 500 metals
Power: +3
Food: +3
Production: +3
Research: +3
Damage: 20,000
3.6 Factory
The factory increases the production of many needed trade goods.

Build Cost: 50 metals
Production: +10
Power: -1
Damage: 5000
3.7 Fusion Generator
The fusion generator produces power for other planetary structures.

Build Cost: 50 metals
Power: +30
Damage: 5000
3.8 Deep Core Mine
Deep core mines use robotics to extra resources from deep within the planets surface.

Build Cost: 500 metals
Production: +50
Power: -3
Damage: 30,000
3.9 Defense Base
The defense base protects the planet from enemy ships and bombardment.

Build Cost: 500 metals
Power: -10
Damage: 15,000
3.10 Depot
The depot repairs, rearms, and refuels ships in orbit around the planet.

Build Cost: 200 metals
Power: -5
Damage: 5000

3.11 Hydro Farm
The hydro farm produces food for the population of the planet.

Build Cost: 50 metals
Food: +10
Power: -1
Damage: 2500

3.12 Interdictor Base
This base is equipped with a jump disruptor, which keeps enemy ships from jumping within 1000gu of the planet.

Build Cost: 800 metals, 25 Darkmatter
Power: -20
Damage: 8000

3.13 Mine
The mine extracts the raw mineral resources of a planet and converts them into usable resources.

Build Cost: 75 metals
Power: -1
Production: +10
Damage: 5000

3.14 Research Lab
The research lab increases the rate at which new technologies can be developed.

Build Cost: 700 metals
Power: -3
Research: +10
Damage: 4000

3.15 Sensor Base
This base is equipped with sensitive sensor and ECCM equipment, increasing the detection ability for defense bases.

Build Cost: 250 metals
Power: -5
Damage: 3000

3.16 Shield Generator
The planetary shield protects the surface of the entire planet from bombardment from orbit.

Build Cost: 250 metals, 10 Darkmatter
Power: -20
Damage: 15,000

3.17 Solar Generator
Solar generators produce power by collecting solar energy from a nearby star.

Build Cost: 100 metals, 10 Urdanium
Power: +50 (perfect conditions)
Damage: 3000





_________________


  Goto the website of Faustus
Bumblebee
Cadet
Mercenaries of Andosia

Joined: May 31, 2001
Posts: 2256
From: Switzerland
Posted: 2002-02-23 01:49   
hey, superb i guess, have to take a deeper look, im a bit tired in the mom.

but - idiot-proof is allways good

[MoA] Bumblebee
Mercenaries of Andosia
MOD of the cleanest Forum in town
_________________


  Email Bumblebee
Evil Bob
Marshal
Evil Empires Inc.

Joined: September 12, 2001
Posts: 133
Posted: 2002-02-25 11:30   
This is great for the MV, but what about the scenario servers? We really need a simplified economy just like we had in 1.2 for the scenarios due to the short play time.

-Evil Bob

_________________


Faustus
Marshal
Palestar


Joined: May 29, 2001
Posts: 2748
From: Austin, Texas
Posted: 2002-02-25 11:33   
Actually, this makes the ecnomy less complex, shorter and sweeter... which is good for scenerio servers as well.

However, since technology tree developments make take some time, you won't see some of the more advanced structures on the scenerio servers.. which I feel is ok.

-Richard
_________________


  Goto the website of Faustus
Bumblebee
Cadet
Mercenaries of Andosia

Joined: May 31, 2001
Posts: 2256
From: Switzerland
Posted: 2002-02-26 05:35   
i feel the same way - BIG F

[MoA] Bumblebee
Mercenaries of Andosia
MOD of the cleanest Forum in town
_________________


  Email Bumblebee
Page created in 0.009270 seconds.


Copyright © 2000 - 2024 Palestar Inc. All rights reserved worldwide.
Terms of use - DarkSpace is a Registered Trademark of PALESTAR