Escape Atlas

New Topic: Escape Atlas
So you have Survived, Now What? Either we should be attempting to find a way to get home or communicate with a sponsor. (IMO building a space ship is beyond the capabilities of even an advanced Forge Terminal. But a communications spire? Now that seems possible.)

I understand the devs may be [i]"done"[/i] with the game save only a few more patches. I also believe they aren't even reading the forum anymore, otherwise the [b][i]"release"[/b][/i] wouldn't have game breaking bugz from version 0.9. In which case, this idea is moot. Maybe it could be scaled back. Perhaps it could be DLC. Regardless, I still wanted to finish this little project and put it out there.



[align=center][size=175]Escape Atlas?[/size][/align]
[align=center][size=150]Concise Design Document[/size][/align]
[align=center]Randall C Porter[/align]

[size=150]Premise[/size]
[spoiler=]
Due to Atlas' hostile nature, environ and species, this planet was designated as a prison colony for the worst offenders, you the player. That hasn't abated interest by Sponsors who see the potential of Atlas.

Upon arriving on Atlas the PC will have a new goal. The PC must survive long enough to establish communications with their chosen Sponsor. Then the real work can begin.

Sponsors will offer the player a Specialized Assignment (SA) that often entails building a SuperStructure (SS). These SuperStructures vary per Sponsor and are 3D models that are placed by the game engine and built by a Genie (heavy construction hover-bot). The player builds a Genie and provides it with the requisite materials to complete the various buildings of the SS.

Sponsors include: corporations, various government branches, a mysterious benefactor, or a mercenary affiliate. Sponsor projects include escaping Atlas and returning home (end game); establishing: a mining outpost, an expansion colony, an Advanced Research base, [sabotaging a rival's project?], and more.

The remainder of this document outlines the concept and optional goals for a single player or group of players to accomplish beyond surviving. Successfully completing goals provides for otherwise unattainable blueprints and other benefits. Ultimately, the objective is to aid your Sponsor.
[/spoiler]

[size=150]Introduction[/size]
[spoiler=]
Presently StarForge is played in Sandbox mode. The following concept may be considered Campaign mode and enabled on the Join/Start game dialogs. In Campaign mode after the player has connected, the Player Character (PC) will have two new Blueprints in their inventory: Superluminal Communications Spire and Command Console. Should these BPs disappear for any reason (spontaneous death, etc.) they will respawn until the PC [b]uses[/b] them.

This design document is incomplete, mostly due to the 60k limit. Play-testing would be required to balance and further define blueprint material requirements. Peer review and discussion of the overall concept would further need to be performed to refine and complete the overall concept.

In a future galactic civilization, the World Wide Web is no longer accurate nor used. Instead, worlds are connected to the InterGalactic Lattice (IGL). Often referred to as the Lattice or slang, as the Lat (refer to Definitions, "IGL" for more info).

[b]Note:[/b] Most Sponsor projects entail the construction of a SuperStructure (SS), like a new colony. These require a significant amount of land space, which is currently limited in MultiPlayer (MP) mode. If there's no space then a dozen new MP players can't choose a sponsor, then what? Go to a different server? Start a solo game? Become friends with someone? This means:
[list=1][*]The number and type of SuperStructures may need to be limited, finite, e.g. Every new player connecting to a server cannot build a new colony, etc. (Finite SSs means some players would not be able to play in campaign mode.) -OR-
[*]The amount of SS elements may need to be scaled back. This would reduce the size and requirements for completing a particular phase of an SS. -OR-
[*]The prisoner field must be removed ("Infinite" mode) and the explorable world expanded and properly defined, e.g. Not just an infinite barren expanse having no resources. Perhaps different seeds applied to different areas. [I would love to see the globe fully defined and have the ability to completely circumnavigate the globe.] -OR-
[*]Multiple prisoner fields exist on the same server/planet. Each may have its own random seed and be separate from the other areas. (The UI could be updated to include a field number. Not sure how this is any different from being on a separate server... Unless one could travel to a different area.) -OR-
[*]Campaign mode is restricted to SinglePlayer.[/list]
Items 3 and 4 seem impractical without significant client and server optimization.

[b]Note:[/b] Presently the Forging display panel only allows for 5 required materials. Some new Blueprints require more than 5 materials. A vertical scroll bar will need to be placed in the Terminal display to accommodate more than 5 material requirements.

[b]Note:[/b] Many new blueprints require more materials than the PC can carry. In these cases the PC provides the Constructor (Genie, Forge, etc.) with some or all of the requisite materials and the Constructor will begin working, if possible e.g. ??? Should the materials in the Constructors inventory be depleted before the task is complete then the construction process will be paused. The PC need only provide additional or remaining requisite materials.
[/spoiler]

[size=150]Campaign Goals and Objectives[/size]
[spoiler=Initial Goals]
Objectives, goals, tasks or Sponsor Assignments (SAs) shall have a viewable interface. The interface shall consist of active and completed goals. Tasks within goals when completed, shall be checked as complete. Individual goals may be expanded or contracted to show/hide individual tasks.

The initial campaign objectives are identical for all players. They define the steps necessary for the player to make contact with a Sponsor. Subsequent goals are defined by the Sponsor or potentially a Mayor or Governor of a completed SuperStructure (SS).

[size=125]Goal #1: Establish Communications[/size]
[b]Objectives:[/b]
[list=1][*]Build a Superluminal Communications Spire
[*]Build a Command Console[/list]

[size=125]Goal #2: Choose a Sponsor[/size]
[b]Requires:[/b]
[list][*]Goal #1 completed[/list]
[b]Objective(s):[/b]
[list=1][*]Contact and choose a Sponsor[/list]

Goal #1 objectives may be completed in any order. Friends may share access to a Superluminal Communications and/or a Command Console (grant security privileges), thus satisfying those objectives for Goal #1.
[/spoiler]

[size=150]Sponsors[/size]
[spoiler=Benefits for Services Rendered]
Sponsors are groups or individuals who have tasked the player with Specialized Assignments (new goals and objectives) that go beyond mere survival on Atlas. Sponsor agendas vary and it is possible that a competing sponsor may contact the player and offer a disparate project or side task. Sponsor projects typically require significant time and resources to complete.

Basically, the PC enters into a contract with a Sponsor of Atlas and becomes obligated to said Sponsor; regardless of whether the PC is considered an employee or just under short term contract. Sponsors have something to gain by you being there and they mean for you to honor your agreement with them. Aside from Sponsors designed to terminate the game, all others will provide the player with a unique construction project with applicable benefits.

Friends may have different Sponsors. Being a friend with a player who has a Sponsor does not make their Sponsor yours. Each player must choose their own Sponsor. Their chosen Sponsor may be the same as, or different from their friend's Sponsor. If the player chooses the same Sponsor then the SA and applicable benefits are shared. For a player to contribute to their Friends project requires nothing (give resources to their Genie) but they will not benefit unless Sponsored. Friends only receive benefits from their chosen Sponsor. Friends may grant security privileges to their Genie, thus fulfilling the "Build a Genie" objective.

Non-friends may choose the same Sponsor as players who have allied. They just risk PvP and Breach of Contract. Furthermore, they must have their own Genie(s).

Sponsors offer benefits and rewards upon completing a project. All players who have the same Sponsor share benefits. Benefits include salaries, blue prints and more. Sponsor rewards are typically monetary. Monetary rewards are split between all participants and are "value based" upon individual contribution toward the completion of a project, e.g. Three players contributed to a project and are rewarded a total of $100k Galactic Currency (GC - pick a form of currency notation). However, Player One contributed the lion share of required materials (50%) and received 50% of the reward.

Some Sponsor projects are compatible and may be combined (placed side-by-side), this is automatic. This can have the benefit of reducing the overall project costs and time. Other projects may have stricter placement requirements.

Specialized Assignments often have a Genie objective requirement. Should a player have already built a Genie then this objective will be automatically checked as complete once the genie arrives at the construction site. In other words, each project does not require a separate Genie.

[size=125]Contract Termination[/size]
Contract termination typically occurs by the Sponsor. Should the player choose to terminate a contract they may be in "Breach of contract". This results in loss of any income provided by the sponsor and a potential bounty. Sponsor projects consist of phases. A player may terminate their contract at the completion of a phase without penalty. However, when terminating during a phase that is active and incomplete they will be in Breach of Contract.

Contract termination can occur when the player is not actively and efficiently completing the SA. When a non-friend is also contracted to complete the same SA and is making significant progress. Other conditions may apply.

[size=125]Choosing a Sponsor[/size]
The player's Sponsor is chosen by activating ("e" key) a Command Console that is linked to (within range of) a Superluminal Communications Spire. A list of Sponsors will appear from which the player must chose one. After choosing a Sponsor the player will receive a communique from their Sponsor. The premise is: the player sends a message to their chosen Sponsor requesting instructions. The Sponsor then responds. Subsequent communications with the Sponsor are undesired except to report completion of the assignment ahead of schedule.

Players may only have one active Sponsor at a time. Players may choose a different Sponsor only after their contract with their current Sponsor has concluded or been terminated.

When contacting a Sponsor, information regarding current contracts with other players shall be provided, if any. The provided information shall include the SS / Project name, % of completion and the player names who are under contract. In this way, players may judge whether to be competitors of the same project, ally with some or all players or contact a different Sponsor.

[b]Note:[/b] Sponsor communiques are typically captured audio converted to text, which is then displayed on the Command Console screen. The communique may also include new Blueprints and assignments (goals).
[/spoiler]

[size=150]Sponsor List[/size]
[spoiler=Corporations]
Multiple corporations will want to have a presence on Atlas. Corporations may only have one SS per six colonies. Each corporation will have its own agenda. Some are in direct competition with others. The SSs built may vary from one corporation to another.

Some corporations "Claim" resources. These resources may be exploited by any other SA/Colony but they must pay [fees, royalties, ?]. These [fees] are incurred behind the scenes. Players exploiting claimed resources are considered by the corporation to be thieves. A bounty on their head may be assessed, which may be claimed by another player. A player employed by a corporation that has claimed a resource may mine the resource without being fined.

[Distinct Corporations, their agendas and SSs remain TBD.]

[size=125]Axion Industries:[/size]
Axion Industries designs, manufactures and maintains Hover-tanks and military turrets.

[b]Initial Communique:[/b]
Female Computer Voice: "Incoming communique."

Corporate HR Representative: "Standard employment contract rate applies. Please place your hand on the console for DNA identification." [PC places hand on console.] "ID received. Hm, criminal record noted. Please wait a moment... (whispering in background), very well. Your assignment is to complete construction of a Large Vehicle Manufacturing Facility; reference attached applicable Blueprints. Corporate resources are en route as we speak. You have 3 weeks.

[b]Phase One:[/b]
[list][*]Specialized Assignment: Build a Large Vehicle Manufacturing Facility
[list][*]Requisite Tasks:
[list][*]Build a Genie and place her in the center of the SS.
[*]Activate your Genie and choose an element of the project to complete.[/list][/list]
[list][*]Project Elements:
[list][*]Build Small Space Port
[*]Build Corporate Offices
[*]Build 1x Corporate Housing Complex
[*]Build Corporate Security Complex
[*]Build Assembly Warehouse
[*]Build Processing Plant
[*]Build Fabrication Plant[/list][/list]
[*]New BluePrints:
[list][*]Genie Mk I Constructor
[*]Medium SpacePad
[*]Corporate Offices
[*]Corporate Housing Complex
[*]Corporate Security Complex
[*]Assembly Warehouse
[*]Processing Plant
[*]Fabrication Plant
[/list][/list]

[b]Compatibiliy Placement:[/b]
May be placed adjacent to any colony. This fulfills the Corporate Housing Complex objective???

[b]Benefits:[/b]
Salary upon completion of project based upon success.

[b]Phase Two:[/b]

[b]Phase Three:[/b]

[/spoiler]
[spoiler=Government Branches]
[size=125]Government Colonization Branch:[/size]
There is only one government colony expansion branch. There is a limit of three active / simultaneous colony projects. Also there is a limit of 3 colony projects per prisoner field. If the engine land space limit has been resolved then additional colonies may be built, but still only three colonies per prisoner field.

[b]Initial Communique:[/b]
Female Computer Voice: "Incoming communique."

Government Official: "Please place your hand on the console for DNA sampling." [PC places hand on console.] "ID received. I see. I am authorized to grant a full pardon upon establishment of a fully functional colony, to be developed in 3 stages. Do you accept these conditions?

Player: Yes or No response required.

"Build a settlement; Colonists en-route; You have 1 month; New blueprints provided; Don't disappoint."

[b]Outcome:[/b]
Settlement outline placed.
[list][*]Specialized Assignment: Build a Settlement
[list][*]Requisite Tasks:
[list][*]Build a Genie and place her in the center of the designated settlement.
[*]Activate your Genie and choose an element of the project to complete.[/list][/list]
[list][*]Project Elements:
[list][*]Build Medium Space Port
[*]Build Customs and Immigration Offices
[*]Build 2x Temporary Housing
[*]Build Manufacturing Center
[*]Build a Maintenance and Transportation Bureau
[*]Build a Retail Center[/list][/list]
[*]Build Civil Security Complex
[*]New BluePrints:
[list][*]Genie Mk I Constructor[/list][/list]

[size=125]Goal #2: Take it to the Next Level[/size]
TBD

[size=125]Goal #3: Contract Completion[/size]
TBD


[size=125]Government Military Branch:[/size]
[b]Communique:[/b]
Female Computer Voice: "Incoming communique."

Text Message from ... "So you're alive... good job soldier. Your orders are to construct our military outpost on Atlas. We will begin procedures for shipping a contingent of our finest soldiers..."

[b]Outcome:[/b]
Military Base outline placed.
[list][*]New Assignment:
[list][*]Build a Settlement
[list][*]Build a Genie and place her in the center of the designated settlement. Activate your genie and choose an element of the project to complete.  [/list][/list]
[*]BluePrints:
[list][*]Construction Bot
[*]Military Tank Bot
[*]ER Laser Turret Mk I
[*]Heavy Minigun Turret
[/list][/list]

[size=125]Military Advancements Division (MAD)[/size] -OR-
[size=125]enhanced Government Advancements Division (eGAD)[/size] -OR-
[b]Communique:[/b]
Female Computer Voice: "Incoming communique."

Text Message from Lead Scientist: "It worked! "
...I want to say the following but it would need to be audio: "It worked! Hey everybody it worked. [background voice: is he alive?] Yes. Yes he's alive. [background voices cheering.] "

Female Computer Voice: "End Message."

[b]Outcome:[/b]
Outcome: Research Facility outline placed.
[/spoiler]

[size=125]Mercenary Affiliate: Red Sun[/size]
Similar to Mysterious Benefactors, this organization is more militarily aggressive when achieving their goals. What would their motives be in this game?
They want a branch/office/? located here to extend their influence. Anything else?
[b]Communique:[/b]
Female Computer Voice: "Incoming communique."

Text Message from

Female Computer Voice: "End Message."

[n]Outcome:[/b]

[size=125]Mysterious Benefactor:[/size]
These are usually wealthy and self motivated individuals sometimes groups that seek to control or manipulate ... while remaining obscured from [view, thought, sight, investigation, perusal, ]. What would their motives be in this game?

He/They first want a haven built. Hm, thinking of Mass Effect and that organization that sought advanced tech at almost any cost. The Haven would be hi-end luxury quarters, security, self-sustenance facilities, a landing dock and hanger, some hi-tech research facilities, some hi-tech communications facilities, perhaps a sophisticated storage facility for a wide range of materials, perimeter defense system, ...

[b]Communique:[/b]
Female Computer Voice: "Incoming communique."

Text Message from Unknown (visual blocked): "Ahh, good to hear from you again. I trust all is well with you.

Female Computer Voice: "End Message."

[b]Outcome:[/b]
Outcome: Research Facility outline placed.
[/spoiler]

[size=150]Command Console (CC)/ IGL OS[/size]
[spoiler=]
The CC is similar to the Forging Terminal in that it has a transparent display above the body of the device, except it has no assembly section (the part behind the terminal). Once the CC is activated ('e' key) the normally transparent display shall change to an interactive IGL OS screen. This may be achieved in a number of different ways, e.g. full screen, side screen pop-ups, the transparent display changes to an opaque interactive display.

This is a unique device that provides for interactions with Sponsors, objects and potentially allies (friends). This is accomplished by means of the IGL OS. Think of the IGL OS as a collection of apps for your cell phone and the phone is the CC. A Command Console Interaction (CCI) may be considered the IGL OS app. The "ESCAPE" key shall be defined to exit the CC, provided the PC is not in an active interaction, e.g. communicating with a sponsor. Otherwise the "ESCAPE" key may be used to terminate a CCI thus returning to the main IGL OS.

The IGL OS shall be defined to allow PC interaction with Sponsors, Construction Robots, Military Robots, Satellites and other Players. The IGL OS display may be as boring as a menu of available interactions, a graphical representation of interactions, a 3D representation of interactions, or a holographic representation. Pick one, some kind of interface needs to be designed. The interface shall make available all possible interactions regardless of availability (no robots to access/control, no friends in friend list or no friends have access to a CC, etc.). Should an interaction be impossible, a suitable response shall be displayed on the interface.

Most interactions may just result in displaying data. A scroll bar shall be included as necessary. Some CCIs may result in a graphical display, e.g. orbital data (satellite names, types and their positions) or planetary map revealing locations of resources that may have been identified. Some interactions may require the PC to chose an action or a response to a question. Actions or commands may be a simple (or elaborate) list, while responses may be presented as buttons, e.g. "Yes" or "No".

[size=125]The Player CCI[/size]
This CCI shall provide for leaving messages to friends, either individually or group. Additionally, this app may show a list of all "Current" players -OR- "Bounties" for any player (connected or not). This CCI is automatically upgraded to provide a graphical map of player locations and spires (initially only friends) when a Locator satellite is available. This satellite must be in orbit and controlled by the player. Optionally, the player may be "friends" with another who controls an applicable satellite and who has been granted security access to their CC.

[size=125]The Satellite CCI[/size]
This is a graphical display of all satellites in orbit around Atlas, including those not owned by the player or player friends. Click on an owned satellite for access to its data. Satellite data is most commonly represented graphically. Mouse-over a satellite pops-up satellite details: Owner, Type [anything else?].
[/spoiler]

[size=150]Transportation System[/size]
[spoiler=Modern Maglev Trains, Think Borderlands 2]
There are two types of railway systems. One is Inter-SuperStructure. For instance, this is how citizens move about a city, e.g. a subway, except in this future all railways are above ground, mostly. The other is Extra-SuperStructure. This is how SSs are connected to each other, e.g. a MagLev train connecting two distant cities. Inter-SS railways require a Maintenance and Transportation Bureau (MTB). Extra_SS railway systems require a Transportation Hub (TH). Railway systems may be single, dual or triple track but are mostly dual track.

As structural elements within an SS are completed, the engine shall automatically build the connecting Inter-SS railway tracks to the completed elements as defined by the 3d model (requires an MTB in the SS design, completed or not). As SuperStructures are completed, the engine shall begin building connecting railways to each SS TH (the TH in each SS must be completed). Not all SSs are connected by a railway system.

Extra-SS tracks extend out of and into each SS having a Transportation Hub structural element. Railway tracks are placed according to the location of the Transportation Hub and surrounding terrain. They my be placed at ground level or be elevated. Construction of the Extra-SS railway systems is automatic and takes time (it doesn't magically appear overnight). Maintenance bots assemble track elements (10s per track, 14s where tracks merge/diverge).

Players may not build structures in the immediate space surrounding any track element. While there could be no restriction to building under, above or to the sides provided sufficient space is allotted, whether this is allowed is debatable.
[/spoiler]

[size=150]SuperStructures[/size]
[spoiler=Massive Construction Projects]
Superstructures are massive construction projects that are normally undertaken by a specialized, well funded and properly prepared team... not individual or small groups of criminals. They are made up of structural elements like: transportation, housing and civil defense. Due to the size of SSs, the engine shall decide where the construction project is to be placed. The name of the project shall float over/in-front-of the project such that it may be easily identified. The SS appears to all players as an invisiblu outline of the overall project.

Superstructures aren't directly built by the player. Instead, the player(s) provides resources to an automated construction robot, a Genie. The player instructs the Genie as to which structural element within the project to begin constructing. This defines the material requirements for the current element to be completed.

The engine shall display construction progress of individual elements. The invisiblu outline of elements is replaced by skins, etc, as these become more complete, e.g. first in transparent wire-frame and as progress develops detailed skins that may include skeletal structural elements, girders and floors, interior walls, exterior walls, balconies, elevators, hover-pads (garages), and more. The elements are true 3D objects that are constructed on Atlas (by the Genie). Players cannot enter these elements but NPC's can. There may be an exception to this rule...

Superstructures may be constructed in multiple tiers. The initial, inner tier (circle, square, polygon, etc.), the second tier / ring and the final outer tier / ring. When placed, the engine shall consider all tiers as part of the size requirement (invisiblu outline). Players are not allowed to build bases or other structures within any tier of an SS. Attempting to do so shall display an applicable feedback message. Connecting railways are considered part of the SuperStructure and player construction within these zones is also prohibited. Construction of elements in latter tiers cannot begin until the previous, preceding tier has been completed and the Sponsor has updated, upgraded the player's contract (and subsequently provided applicable blueprints).

Structural elements are placed according to the SS plan (predetermined 3D model). The invisiblu outline of the SS consists of all the individual structural elements of the project. For instance, each element or structure within the SS has its own invisiblu outline. Structural element invisiblu outlines are only displayed for the active stage of the SS construction.

It is possible for multiple compatible SuperStructure projects to be constructed adjacent to each other; think, sister cities. When this happens, the engine will automatically place the new SS. The engine will automatically build railway tracks to connect SSs, provided a Maintenance and Transportation Bureau and/or a Transportation Hub are in the design and/or have been completed as required. For instance, three colony settlements are being constructed by three teams. The first and second teams have each completed a TH. Maintenance bots begin placement of Extra-SS Dual MagLev tracks (according to the 3d model), connecting each TH.

The devil's in the details! Truly immersive games don't skimp. It would be nice to see intelligent activity at an SS, e.g. a landing pad/spaceport. Occasional spacecraft: landing, being unloaded (passengers/cargo/etc.), being loaded (passengers/cargo/etc.) and lifting off (initially one a month). Security personnel, passengers and dock workers doing their jobs. Trains and people moving to and from THs and MTBs. Inter and Extra SS trains moving from destination to destination.

[b]Note:[/b] Superstructures are protected from Atlas erosion by a super spire. This shall be included in the list of structural elements and should be required as the first to be completed.

[b]Note:[/b] The invisiblu outline may not be placed on top of any existing player structures or elemental deposit. The invisiblu outline is continuously displayed for all "unfinished structural elements" within the SS. Compatible SS invisiblu outlines may be added/attached to the original and shall not overlap. Outlines include all stages of the SS, which may be represented by darker rings and shades of blue or different colors. The active stage includes invisiblu outlines of the structural elements for that stage of development.

[b]Note:[/b] Material requirements shall be balanced to be representative of the structural element to be assembled, length of game-play and game mode (SP/MP), e.g. A housing project may consist of multiple high-rise apartment buildings. 100 Cement blocks is [b]NOT[/b] nearly enough to build and furnish even a single apartment building. Furthermore, plastics, wood and fiber, steel and glass, and perhaps more would be required.
[/spoiler]8

[size=125]Ballistic Deck Complex[/size]
A Ballistic Deck is a compact generation two chemical rocket space program utilizing the latest generation chemical thrust engines for payload delivery. This complex attaches to an adjacent SuperStructure by means of an Extra-SS railway system that is at least 500m distant. It will only connect to a single SuperStructure; this is the parent SS of the Ballistic Deck. Structural elements are assembled ~300m distant from each other. They are connected to each other by a ground level single track Inter-SS railway system.

Structural Elements:
[list][*]Assembly Hanger
[*]Command & Control center (C&C)
[*]Launch pad
[*]Maintenance and Transportation Bureau (small)
[*]Transportation Hub[/list]

[size=125]Colony Settlements:[/size]
This is the initial stage of any colony and can be smaller than 100 individuals but have ample room for growth. While cities are commonly adjacent to each other, settlements may not be placed adjacent to each other. However, new settlements may arise of their own accord should a city be doing well. Sister cities are built entirely by the citizens of Atlas (and their Genies).

What tasks do the colonists perform?

There are 3 types of colonies: a Settlement, Township (?) and City. Each has construction requirements. These requirements are activated and materials provided to a construction bot. Assembly of each project is performed by the Genie. The design is a fixed template.

Settlement Requirements:
    Build a Construction bot (Genie).
    Landing platform and transportation terminal
    Temporary housing for 1000 colonists
    Bio-ag farm
    Marketplace (small shops where goods and services (?) are obtained including prepared foods)
    Bar/Pub/Cantina...
    Business district?
    Automated Commercial Factory
    Refinery?
    Fire and Rescue
    Triage Center
    Science Lab?
    Waste treatment
    Sewer system?
    Outer wall
    Claim Deposits: (Corporate Sponsor)
Settlement Needs (upon completion):
    Turret Defense System
    Bunker
    New and better housing to stimulate growth
    Min 10, Security Drones
Settlement Benefits (upon completion):
    Improved Spec Op helmet partial gas resistance, partial radiation resistance
    Improved Spec Op Chest, Gloves, Leggings, Boots offer partial radiation resistance
    Improved Guardian helmet better gas resistance, partial radiation resistance
    Improved Guardian Chest, Gloves, Leggings, Boots offer partial radiation resistance

Before all settlement facilities are complete they will make demands(?):
    Min 3, navigation satellites ???
    Min 2, additional Superluminal Communications Spire Gen II
    Min 3, system [communications, geo-tracking ??, ?] satellites (something a Spire can't do)

Or are we here to start up colony and mining operations?
    This would imply building a town:
        Players start by building their bases near each other with space between for roads, etc. (Maybe not).
   
        Wealth Resources: Gold, Silver, Platinum, ??? Proximity to these resources increases the towns wealth. Increased wealth does what? Attracts more colonists,
       
        Prosperity Resources: Titanium, Dark Matter Shale, Crystalis Ore,
       
        Are there any resource needs for towns? For example, a town placed in the desert would have greater need for water resources. If resource needs are implemented then when placing a town overlay the needs would be indicated in a side bar.
       
        Towns provide for an income source to all player residents. Town founders gain additional income. Income does not occur until after colonists have arrived. The amount of income is based upon the wealth of the town.
       
    The overlay has a primary ring and secondary growth ring. Any successful town needs room to grow. Depending upon the site, parts of the secondary ring may be red/reduced thus limiting potential growth.
    Towns may be placed side by side and if too close, the secondary ring of the town being placed will be reduced. The secondary ring of the existing town overlay will not be reduced by the placement of a new sister town.
   
    Factories (yes more than one) should be built. These require massive resources:
        A plot of land is dedicated to the placement of the factory.
            Either robots perform the assembly, implies a robot blueprint.
            Or a blue placement model/diagram is displayed. Players build the required block(s) and place then in the model where needed.
        Are sufficient resources available in a MP game?
        All players may contribute to the project.
    Colonial Housing projects (more than one) need to be built.
    A commercial district needs to be built.
        These provide the means to purchase just about anything. The available stock is dependant upon the size and wealth of the town.

[size=125]Township[/size]
Townships are the second stage of a colony's development.

Township Requirements:
    Astrophysics Lab?:
    Mining Rigs:
    Automated Interstellar Factory
    Automated Extrasolar Factory
    Hospital
    Medical Lab
    BioGenics Lab
Township Needs:
    Ship Traffic detection satellites
    Crashed Ship Radiation a hazard... reactor going critical... ??
    Upgrade Mining Rigs with automated defense systems.
Township Benefits:
    Armors with superior gas resistance, superior radiation resistance
    Fully enclosed armor, immunity to gasses, immunity to radiation
    Space capable armor, immunity to gasses, immunity to radiation, immunity to temperature extremes

[size=125]City[/size]
While this is the final stage of development, a colony may continue to grow beyond this boundary. One or more sister cities may spring up.

City Requirements:
City Needs:
    Asteroid detection satellites
City Benefits:
[/spoiler]

[size=150]New Characters[/size]
[spoiler=NPCs]
NPCs are non-combatants and cannot be killed, including military NPC's. Initially they may not be seen except in special cases to avoid performance hits. Otherwise they will have limited AI and almost no PC interaction. NPC AI should be sufficient to lend some aspect of believability. There apparent behavior will vary per NPC type, e.g. Go to Work, Go Shopping (food clothes, toys, etc.), Go Out to Eat, Go Out for Entertainment (Bar, Bar Hopping, Sight Seeing, Theater, Stadium, Theme Park, Visit Friends/Relatives, etc.), Panic (Invaders, Wild Beasts, Fire, Gas Bomb, etc.), Go Home, Go for a Smoke, Go for a Walk or Run, Go to a Gym, Perform Training Exercises (PT, maneuvers), Perform Marksmanship Exercises, Stare at the Night Sky, ...

[b]Citizens/Civilians:[/b]
They are here to begin their new life. This is their home now. They will perform a variety of job skills and rarely leave the confines and safety of their town.

[b]Mercs:[/b]
These are organized groups that have "a particular set of skills". ... Their motives are their own and they may not be legal. They not only seek employment but control of resources, businesses or entire areas to increase their wealth. They are often hired as military forces to gain or maintain control of a region, facility, strategic positions, etc.

[b]Scientists and Engineers:[/b]
They are rarely seen outside their respective work place but still have personal lives.

[b]Soldiers:[/b]
They are here to train and defend... Perhaps even board military transport for reassignment or training exercises elsewhere.
[/spoiler]

[size=150]Genie UI[/size]
[spoiler=Automated Constructor]
Genie's are controlled by activating ('e' key) or from the CC. Upon being activated the Player inventory is on the left and the Genie inventory on the right. The right frame does not include the player Armor section. The top of the Genie inventory includes two tabs: "Inventory" and "Control Interface". The inventory section is similar to chests in that they have limited storage slots available.

The "Control Interface" section is split in two. The top half is the command section. The bottom half is the details section. Both sections might require vertical scroll-bars.


...Ideally the Genie inventory would show only those materials needed for the individual structural element currently under construction, e.g. ... The requisite construction materials are transferred from the player inventory to the Genie inventory.

[/spoiler]

[size=150]Blueprints[/size]
There is a new inventory category, which is "Structures". The default Forging Terminal is not designed to manufacture complex and large items like ballistic rockets and satellites. An advanced and much larger Industrial Forge (blueprint) will be required. The Industrial Forge BP is available only as a Sponsor benefit.

[size=125]Structures:[/size]
[spoiler=Buildings and Complexes]
...This category exists solely in the Genie's inventory not the players.

Structures may be single buildings and/or elements of an SA project or super-structure. Structural elements may include multiple buildings. They are assembled by a Genie. Genies are instructed (activated, 'e' key) to build these and the player provides the Genie with the materials.

Super-structures are made up of smaller structural complexes and individual buildings. They are automatically equipped with a barrier field that behaves opposite of the The PC may walk around these structures but cannot enter them (exceptions?). Although NPC's can enter them as part of their daily routine. Some buildings may be activated, as they may control additional functions similar to a Forge.

[Could a Luxury Tower be built that could house players? Rent should be required... While the player may have been instrumental in the assembly of the tower that does not grant them free access. Although their rent may be reduced. Does their base then become obsolete...]

[b]Assembly Hanger:[/b]
The Assembly Hanger is an automated manufacturing facility capable of building Harbinger rockets and transferring them by means of a Gantry to the launch pad. It also acts as a hanger for assembled rockets, therefore only one Harbinger may constructed at a time. The plant is located ~250m from the Launchpad and is connected to it by a concrete runway with steel rails. This building is reinforced to better withstand accidents.

[list][*]Blueprint: Assembly Hanger
[*]Requires: Genie
[list][*]TBD[/list][/list]

[b]Command & Control Center (C&C):[/b]
The Command & Control Center is where all aspects of the rocket are controlled from assembly to launch. The C&C is ~300m distant from the launch pad and Assembly Plant. Connecting roads are included in the design. A MagLev train may also connect to the C&C from a nearby SS.

[list][*]Size: ?x?x? (LxWxH)
[*]Build Time: 12
[*]Requires: Genie
[list][*]Plastics: TBD
[*]Sand: 550
[*]Stone: TBD
[*]Saltex Powder: 50
[*]Voltorinc Ore: 100
[*]Steel Ingot: 1100
[*]Titanium Ingot: 600[/list][/list][/list]

Activating the C&C ('e' key) shall provide the player with the following options??? If an option is not available, then those options shall be grayed out, e.g. only one Harbinger at a time, no rocket built? Can't install payload, can't launch rocket, can't move rocket.

[b]C&C Options:[/b]
[list=1][*]Assemble Harbinger Rocket
[*]Install Payload
[*]Move Rocket to Launch Pad
[*]Move Rocket to Hanger
[*]Launch Rocket[/list]

[b]Civil Fire and Rescue[/b]
Depending upon the size of a colony more than one of these may be required. This also includes EMT services. Vehicles are included assembly process.

[list][*]Blueprint: Civil Fire and Rescue
[*]Build Time: TBD
[*]Requires: Genie
[list][*]TBD[/list][/list]

[b]Civil Security Complex[/b]
This building houses the officers and vehicles responsible for public safety. Depending upon the size of a colony more than one of these may be required.

[list][*]Blueprint: Civil Security Complex
[*]Requires: Genie
[list][*]TBD[/list][/list]

[b]Corporate Fire and Rescue[/b]
Accidents happen and corporations prefer to keep that information to themselves. These are staffed by corporate employees.

[list][*]Blueprint: Corporate Fire and Rescue
[*]Requires: Genie
[list][*]TBD[/list][/list]

[b]Corporate Housing Complex[/b]
Mostly space efficient and spartan but modern accommodations. Often temporary but always filled. Corporate housing complexes consist of 5 buildings. A single building may be 3 to 5 stories high. Buildings are grouped together to form a large community with ample walkways and gardens between also having connecting transportation lines.

A single building is made up of several apartments that come in different sizes to accommodate increased pay scales with the vast majority being the smallest apartment. Corporate employees must pay rent according to the size of the accommodation. Upper end directors are classified as partners. They are provided the largest accommodations and pay no rent.

[list][*]Blueprint: Corporate Housing Complex
[*]Requires: Genie
[list][*]TBD[/list][/list]

[b]Corporate Offices[/b]
Business as usual. This is a 7 - 10 story building that corporations use to manage all aspects of their business at this location.

[list][*]Blueprint: Corporate Offices
[*]Requires: Genie
[list][*]TBD[/list][/list]

[b]Corporate Security Complex[/b]
This building houses the security detachments and vehicles necessary to ensure corporate safety and privacy. Sophisticated surveillance of video, audio and IGL traffic are monitored here. These are corporate employees.

[list][*]Blueprint: Corporate Security Complex
[*]Requires: Genie
[list][*]TBD[/list][/list]

[b]Customs and Immigration Offices[/b]
Materials transfer and colony citizenship are managed here.

[list][*]Blueprint: Customs and Immigration Offices
[*]Requires: Genie
[list][*]TBD[/list][/list]

[b]Fabrication Plant[/b]
Mostly automated. Processed and some raw materials are consumed here to fabricate specialized and required items mostly for local use. Products fabricated here are non-technical???

[list][*]Blueprint: Fabrication Plant
[*]Requires: Genie
[list][*]TBD[/list][/list]

[b]Launch Pad[/b]
The launch pad is where chemical rockets are launched and includes a flame trench. Rockets are moved by means of a Gantry from and to the hanger. Can't be storin' a rocket on the launch pad in the rain...

[list][*]Blueprint: Launch Pad
[*]Requires: Genie
[list][*]TBD[/list][/list]

[b]Manufacturing Center[/b]
Much like a Fabrication Plant only larger. ...

[list][*]Blueprint: Manufacturing Center
[*]Requires: Genie
[list][*]TBD[/list][/list]

[b]Maintenance and Transportation Bureau[/b]
Staff at this facility are responsible for ensuring the proper working condition of virtually everything in a colony. They also manage and expand as necessary the public transportation system.

[list][*]Blueprint: Maintenance and Transportation Bureau
[*]Requires: Genie
[list][*]TBD[/list][/list]

[b]Processing Plant[/b]
Mostly automated. Raw materials are converted where necessary to transportable or manufacturable products. Processing plants may refine or combine materials to suit their businesses needs or the market demands.

[list][*]Blueprint: Processing Plant
[*]Requires: Genie
[list][*]TBD[/list][/list]

[b]Public Housing Project[/b]
This project is made up 8 - 9 residential towers. Towers heights (7 - 9 stories), shapes and capacity vary, adding aesthetic beauty to the project. Buildings are separated by gardens, parks, walkways and  the public transportation hub should such exist. Tower designs are classic, albeit modern construction of compact living accommodations for families. Public transportation hubs connects this neighborhood to the rest of the city, provided a Maintenance and Transportation Bureau has been constructed.

[list][*]Blueprint: Public Housing Project
[*]Requires: Genie
[list][*]TBD[/list][/list]

[b]Retail Center[/b]
Foods, goods and services are provided here. This facility is a great source for entertainment as well. You won't find a parking lot but various forms of pubic transportation doexist.

[list][*]Blueprint: Retail Center
[*]Requires: Genie
[list][*]TBD[/list][/list]

[b]Space Pad:[/b]
These are individual landing pads designed for Interstellar space craft capable of atmospheric navigation and come in three sizes: small, medium and large. Space Pads can be upgraded to the next level if required but this rarely happens. Individual space pads are intended for specialized use where space ports are impractical or not cost effective. They are typically installed by businesses or wealthy individuals, e.g. A Ship manufacturer needs a single medium launch pad for their completed vessels. A space pad will include docking for two ships of the same size as the pad.

[list][*][b]Small Space Pad[/b]
This pad is suitable for up to Corvette class space craft.

[list][*]Blueprint: Small Space Pad
[*]Requires: Genie
[list][*]TBD[/list][/list]


[*][b]Medium Space Pad[/b]
This pad is suitable for up to Frigates and Small Transport class space craft.

[list][*]Blueprint: Medium Space Pad
[*]Requires: Genie
[list][*]TBD[/list][/list]


[*][b]Large Space Pad[/b]
This pad is suitable for up to Destroyer class and small Passenger Cruise space craft.

[list][*]Blueprint: Large Space Pad
[*]Requires: Genie
[list][*]TBD[/list][/list]

[b]Space Ports[/b]
Space ports are designed to support Interstellar space craft capable of atmospheric navigation. They are hubs for commerce and transportation.

Space ports come in several sizes: small, medium, large and capital. Space ports can be upgraded to the next size provided sufficient land-space is available. All space ports passenger terminals, control towers and a security branch with applicable staff and vehicles. There is also a section devoted to Fire and Rescue. The sizes of these structures varies per the size of the port.

[list][*][b]Small Space Port[/b]
These are basically a single small landing pad with docking space for three small space vehicles (up to Corvette class). No hangers or warehouses are provided. Limited temporary storage is available in a covered space. These are common for remote facilities even when a nearby larger space port exists. These ports lend themselves to the privacy requirements of the attached facility.

[list][*]Blueprint: Small Space Port
[*]Requires: Genie
[list][*]TBD[/list][/list]
[/list]   


[*][b]Medium Space Port[/b]
These consist of three medium landing pads with docking for up to nine space ships. Only three docks are suitable for medium hull ships (Frigates, Small Transports). Three small and one medium hanger is included, which increases the number of ships to 13. Hangers provide maintenance and upgrade facilities, which increases the wealth of the SA. Performing exterior maintenance is possible but requires specialized bots and is therefore more expensive. A single warehouse provides for temporary enclosed storage.

[list][*]Blueprint: Medium Space Port
[*]Requires: Genie
[list][*]TBD[/list][/list]
[/list]   


[*][b]Large Space Port[/b]
These are common for successful colonies. They consist of 7 - 11 landing pads each capable of docking 3 medium hull ship classes. Four to five medium hangers are typical of large ports. Three warehouses also offer temporary storage of goods to be transferred from and to docked ships.

[list][*]Blueprint: Large Space Port
[*]Requires: Genie
[list][*]TBD[/list][/list]
[/list]   


[*][b]Capital Space Port[/b]
These are common in major metropolises. They handle a significant amount of traffic and materials transfer, usually to an orbiting space station. They can also be found at large military bases. They include 3 - 5 large landing pads suitable for Destroyer class and small Passenger Cruise space craft, although few space ships of this size land on the surface of a planet.

[list][*]Blueprint: Capital Space Port
[*]Requires: Genie
[list][*]TBD[/list][/list]
[/list]   

[b]Warehouse[/b]
These provide both temporary and long term enclosed storage for virtually anything.

[list][*]Blueprint: Warehouse
[*]Requires: Genie
[list][*]TBD[/list][/list]

    [b]Mining Rigs:[/b]
    These are assembled beside known deposits. One per deposit. The more rigs a township owns the more prosperous it will be. Rigs can be hacked and the ownership subverted either for personal use (Pirates, Raiders, Rivals, etc.) or by another township. Mining rigs can be upgraded with automated defense systems that will protect itself from physical attacks and hackers. Resources can be shared by different townships but multiple rigs at a single resource reduce the output capability of the rig.
[/spoiler]
[size=125]Defenses:[/size]
[spoiler=Includes Hover-Tanks]
[b]Engager Mk I:[/b]
The Axion Industries Mk I Engager is a fully autonomous military defense Hover-tank. This light tank is equipped with 2 Mk I Laser Turrets and 2 Heavy Minigun Turrets. While capable of IFF, these tanks are generally set to perimeter patrol duties and will not respond unless provoked. When they do respond it is with lethal force but they will not leave their assigned perimeter. The perimeter is defined by the linked Command Console.

[list][*]Size: 6x5x2 (LxWxH)
[*]Blueprint: Engager Mk I:
[*]Forging: Industrial Forge
[*]Requires: Command Console
[list][*]Antimatter: 30
[*]Dark Sulphur: 20
[*]Oil: 75
[*]Sand: 50
[*]Saltex Powder: 50
[*]Voltorinc Ore: 100
[*]Crystalis Ore: 100
[*]Graphene Ingot: 1100
[*]Titanium Ingot: 600[/list][/list]

[b]Security Drones[/b]
Public and corporate non-lethal law enforcement hoverbot.

[list][*]Blueprint: Security Drones
[*]Requires: Genie
[list][*]TBD[/list][/list]

[b]Turrets:[/b]
[list][b]Heavy Minigun[/b]
Extended Range and Damage

[list][*]Size: 1x1x1 (LxWxH)
[*]Blueprint: Heavy Minigun
[*]Forging: Forging Terminal, Industrial Forge
[*]Requires: 
[list][*]Sand: 25 (5)
[*]Oil: 35 (10)
[*]Crystalis Ore: 5 (Voltronic Ore: 3)
[*]Graphene Ingot: 150 (135)
[*]Dark Sulphur: 10 (5)[/list][/list]

[*][b]Laser Turret Mk I[/b]
Extended Range

[list][*]Size: 1x1x1 (LxWxH)
[*]Blueprint: Laser Turret Mk I
[*]Forging: Forging Terminal, Industrial Forge
[*]Requires:
[list][*]Sand: 25 (15)
[*]Oil: 35 (20)
[*]Crystalis Ore: 5 (Voltronic Ore: 3)
[*]Graphene Ingot: 150 (125)
[*]Antimatter: 7 (5)[/list][/list][/list]
[/spoiler]

[size=125]Doors:[/size]
[spoiler=Factory Doors]
[b]Factory Door (Small):[/b] A 6x6 door capable of allowing egress of large assemblies. This door is 6 high by 4 wide blocks in size. It can either roll up or split vertically and open horizontally.
[list][*]Size: 6x6x0.5 (HxWxD)
[*]Forging: Industrial Forge
[*]Requires:
[list][*]Type: Iron
[list][*]Iron Ingot: 60[/list]
[*]Type: Steel
[list][*]Steel Ingot: 72[/list][/list][/list]
[/spoiler]

[b]Payloads:[/b]
[spoiler=Mostly Satellites]
Payloads are typically satellites (no nukes). The legacy crew transportation module was abandoned in favor of the current space flight technologies. As such no recovery vehicle exists and reentry therefore would rely upon drag chutes and a hard or soft landing. Payloads are assembled separately and added to the rocket after it is completed by activating the C&C. At that time the payload may be dragged from the players inventory to the available slot on the C&C command screen.

[list][*]Global Surveyor Satellite
Identify resources on and under the surface of Atlas. Resources displayed on graphical representation of Atlas surface (requires Command Console), including coordinates (requires Geo-tracking satellite).
[*]Geo-tracking Satellite
    (same as Locator?)
[*]Communications Satellite
Used by the general populous for secure global interpersonal communications and commercial transmissions.
[*]Navigation Satellite (navigation? how is that different from geo-tracking?[/list]
[/spoiler]

[size=125]Utility:[/size]
[spoiler=Communications and Construction...]
[b]Command Console:[/b]
This is a sophisticated multi-purpose terminal. It provides for communications with and control of space flight vehicles from rockets to satellites. In addition, these consoles interface with autonomous Hoverbots of all classes and communications spires.

Without this console, satellites are just expensive space debris. Ballistic rockets will have no means of flight trajectory or payload delivery. Hoverbots may wander aimlessly(?). And the player will have no access to the IGL and yes pr0n. Through this terminal the status of any device under its control may be ascertained or commanded.

[list][*]Size: 3x1x2 (LxWxH)
[*]Forging: Forging Terminal
[*]Requires: Power
[list][*]Saltex Powder: 25
[*]Voltronic Ore: 20
[*]Steel Ingot: 25
[*]Titanium Ingot: 25[/list][/list]

[b]Industrial Forge:[/b]
This Forge is akin to a factory complex and capable of larger and more advanced designs; designs that cannot be built at the default Forging Terminal. ...Furthermore, the assembly platform of the Industrial Forge must be accessible to the outside. For example, typical assemblies are too large to fit through a garage door. It is possible to be built underground if a sufficiently large shaft provides access to the surface...

[list][*]Size: 8x8x2 (LxWxH)
[*]Forging: Forging Terminal
[*]Requires: Large Power Generator
[list][*]Sand: 25
[*]Saltex Powder: 25
[*]Steel Ingot: 30
[*]Titanium Ingot: 30[/list][/list]

[b]Superluminal Communications Spire (Gen 1):[/b]
Access to the IGL. Allows virtually instantaneous communication off planet and out of the solar system to any identical spire by means of Tuned Quantum Nonlocality. Only a limit number of entangled particles are possible in Gen 1 spires thus limiting the number of simultaneous connections. A Command Console is required to link with the Superluminal Communications Spire (SCS) and it is used as the communications interface.

[list][*]Size: 2.5x1.5 (HxD)
[*]Forging: Forging Terminal
[list][*]Antimatter: 25
[*]Saltex Powder: 50
[*]Crystalis Ore: 50
[*]Graphene Ingot: 100
[*]Monolithium Ingot: 100[/list][/list]

[b]Genie:[/b]
Genies are displayed on the owners (and Friends of the owner) compass.

A Genie is a sophisticated, fully autonomous, heavy lift construction Hoverbot capable of assembling virtually any structure and ascending up the tallest buildings. It need only be given a directive and the requisite materials. Genies have their own inventory space. Once a structure has been chosen the Genie will navigate to that location and begin building. Multiple Genie's will coordinate with each other to effectively increase the speed at which a structural element is assembled. Materials are shared by all Genies at the same location regardless of which Genie's inventory is used. It is possible for resources to be transferred to any Genie, as they will be shared by all, e.g. Wood in one Genie and Stone in another.

A Genie is a massive vehicle yet efficiently compact, especially when considering it's basic structure. Genies consist of five primary components: a forge, heavy lift hover engine, multiple manipulating and assembly arms, inventory storage and detachable DetailBots. Given their size, they cannot maneuver through most interior spaces. Therefore, they must assemble structures from the inside out. Alone they are incapable of finishing interiors, e.g. furniture and accessories, even most wall-paneling. Finishing tasks are handled by the Genie's DetailBots.

Genies include two or more DetailBots that are parked within the frame of the Genie when idle. DetailBots are compact Hoverbots, having collapsible manipulating arms and a compact hover-drive. Due to their efficient design their dimensions in the parked/idle state are approximately 1x1x1 (LxWxH). Their lifting capacity is minimal but when necessary the load can be shared by a second DetailBot. Their primary function is finishing interiors. They assist in the construction process but more importantly, they perform more delicate procedures and have access to locations that the Genie cannot go. They detach as necessary, perform their task, return and reattach themselves to the Genie.

[list][*][b]Genie Mk I[/b]
This Genie is the basic workhorse. It has two Detail Bots and storage slots for 10 materials.

[list][*]Size: 7x6x3 (LxWxH)
[*]Forging: Industrial Forge
[*]Requires:
[list][*]Oil: 100
[*]Voltronic Ore: 100
[*]Crystalis Ore: 100
[*]Graphene Ingot: 235
[*]Titanium Ingot: 535[/list][/list]


[*][b]Genie Mk II[/b]
A next gen construction Bot having four DetailBots, storage slots for 12 materials and a 20% efficiency increase.

[list][*]Size: 8x6x3 (LxWxH)
[*]Forging: Industrial Forge
[*]Requires:
[list][*]Oil: 100
[*]Voltorinc Ore: 100
[*]Crystalis Ore: 100
[*]Graphene Ingot: 235
[*]Titanium Ingot: 535[/list][/list]


[*][b]Genie Mk III[/b]
A top-of-the-line Construction Bot. It has six DetailBots, storage space for 14 materials and is 35% more efficient than the Mk I model.

[list][*]Size: 9x6x3 (LxWxH)
[*]Forging: Industrial Forge
[*]Requires:
[list][*]Oil: 100
[*]Voltorinc Ore: 100
[*]Crystalis Ore: 100
[*]Graphene Ingot: 235
[*]Titanium Ingot: 535[/list][/list]
[/list]
[/spoiler]
[size=125]Vehicles:[/size]
[/spoiler=Rockets!]
[b]Heavy Lift Hovership:[/b]
This vehicle is designed to transport large assemblies and heavy loads.

[b]Harbinger Rocket:[/b]
This is not a sub-orbital delivery system (13x2m) for small payloads (< 500 kg) that can be launched from a tube in a sub. This is current generation two stage ballistic delivery system capable of Lagrangian orbit, geostationary transfer orbit (GTO) or low Atlas orbit (LAO).

Payloads up to 5500 kg may be launched to Lagrange points. Payloads up to 7500 kg may be launched to GTO. Payloads up to 12500 kg may be launched to LAO. Payloads are installed and rockets Launched by using the Ballistic Deck C&C in the same manner that a Forge is used.
[list][*]Size: 30x4 (HxD)
[*]Forging: Assembly Hanger, C&C
[*]Requires:
[list][*]Dark Sulphur: 150
[*]Oil: 150
[*]Saltex Powder: 50
[*]Voltorinc Ore: 50
[*]Crystalis Ore: 25
[*]Graphene Ingot: 350
[*]Titanium Ingot: 800[/list][/list]
[/spoiler]

[size=150]New Resources:[/size]
[spoiler=Crafted]
[b]Plastics[/b]
Plastic is an easily moldable material having a wide variety of uses. One petrochemical produces 5 plastics. Plastics are grayish pellets ready for molding into virtually any product.

[list][*]Blueprint: Plastics
[*]Forging: Forging Terminal
[*]Requires:
[list][*]Petrochemicals: 1 >> 5[/list][/list]
[/spoiler]

[size=150]New Resources:[/size]
[spoiler=Processed]
[b]Petrochemicals[/b]
Petrochemicals are used in the manufacturing of plastics. One oil can be refined into 3 Petrochemicals.

[list][*]Blueprint: Plastics
[*]Requires: Refinery
[list][*]Oil: 1 >> 3[/list][/list]
[/spoiler]

[size=150]New Resources:[/size]
[spoiler=Raw]
While most of these could certainly be used as requirements for many Blueprints. That is left up to the developers to decide. In this design they are primarily used as a means to determine an SA's wealth... These could also be attributed to a players wealth.

More could be added; heavy rare earth elements (HREEs) are certainly quite valuable. Not all need be added but select few have important industrial applications: neodymium, used in permanent magnets; others are: europium, terbium, dysprosium and yttrium. Perhaps Garrison ore is an HREE.

[b]Gold[/b]
[b]Silver[/b]
[b]Platinum[/b]
[/spoiler]

* Selling goods requires a civilian business operator. It is possible to locate a trader on the IGL. However, they will pay only for goods delivered, less expenses. That means time to Atlas and back.

[size=150]Bounties[/size]
[spoiler=Collectible Rewards]
Bounties are assessed by Corporations, Colonial Mayors/Governors and ???. Bounties are posted at Colonies and using an applicable CCI
[/spoiler]

[size=150]Definitions[/size]
[spoiler=TLAs, etc.]
IGL                The InterGalactic Lattice is a network of connected Superluminal Spires providing near instantaneous communications among any solar system or interstellar space                 vessel spanning the galaxy. It's also great for pr0n. Often referred to as the Lattice or slang, as the Lat.
Invisiblu            The transparent blue image of the object to be placed on the terrain.
MagLev train            A Generation two MagLev train ala Borderlands 2. These are constructed and maintained by the Maintenance and Transportation Bureau structure.
SA                A Sponsored Specialized Assignment. A task or set of campaign goals given by Sponsors to a Player. These are typically Super-Structures.
SS                SuperStructures are combinations of individual buildings or complexes of multiple buildings that are assembled together.
TBD                To be defined
TLA                Three Letter Acronym
[/spoiler]
StarForge

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