Economics system overhaul: FARMING

jdanilovjdanilov Join Date: 2015-08-25 Member: 207459Members
Hej there!

I made this separate topic based on one of the ideas here: http://goo.gl/PtMqhY

Current economics system of SCAVENGING serves it's purpose but isn't deep enough: it's tedious, unrealistic, limited. Below is a proposal for development team to replace SCAVENGING with FARMING. Farming is a system of building, maintaining and revisiting farms that extract resources from farmspots, specific spots in a world.

How It Works
In the beginning player survives on limited scavenging by gathering all critical resources manually:
  • catching fish for food
  • distilling water with corals and salt gathered with knife (salt gathered from exposed salt vents)
  • processing scrap metal into titanium

Then player proceeds to building extractors. Extractors (I.e. Farms) are floating / seabed / seabase modules that produce and store limited amount of resources of specific type with a need of other resources or energy.

Absolutely most base resources in game have corresponding extractors. However:
  • Some are built only on strategically placed farmspots (uranium deposits in deep sea caves). Such deposits first need to be located.
  • Some extractors need another resources to convert into output (production chains) such as ore etc.
  • Some extractors require excessive amount of energy to operate.

So the next thing a player would likely to built is a chemical water distiller. Build in any place at sea (floating) much like beacon it requires no energy to operate and passively converts sea salt water into small amount of distilled water. Player visits distiller to gather generated distilled water.

More amount of water per minute can be generated with an advanced electrolysis distiller. It requires energy to operate. Energy is just another resource which can be supplied with rechargeable batteries.

Then a titanium extractor slowly extracts titanium from the titanium deposit. It has a limited storage which can be increased with modules installed. It also requires a lot of energy so better build a floating solar plant (if in shallow waters), geothermal energy extractor (if on smokers or vents) or bio-reactor otherwise and connect them with a wire.

Extractor Types
  1. Chemical distiller. Floating. Passively converts and stores small amount of salt water into distilled water.
  2. Electrolysis distiller. Seabase module. Converts more salt water into distilled water with a help of energy. Also produces salt.
  3. Fish farm. Seabase module. Requires energy to operate. Produces fish.
  4. Algae farm. Seabase module. Requires energy to operate. Produces algae parts.
  5. Corals farm. Seabed, build on coral reefs. Requires energy, slowly generates corals parts.
  6. Mushrooms farm. Seabase module. Grows shrooms, needs power.
  7. Floating solar plant. Open sea. Generates small amount of energy.
  8. Bio-power plant. Seabed. Generates small amount of energy. Requires bio material to operate.
  9. Geo-thermal power plant. Floating, high temperature zones. Generates a lot of energy.
  10. Nuclear power plant. Seabase module. Generates huge amount of energy. Needs uranium to operate.
  11. Ore extractor. Seabed. Extracts ore from ore deposits (silver, gold, titanium etc.). Slow and requires a lot of energy to operate. Some vents are rate and found only deep at sea.
  12. Ore processor. Seabase module. Processes ores into ingots. Requires a lot of energy and ore, slow, the only way to get ingots.
  13. you name it

Extractor Upgrades
Upgrades can be installed into extractors. Upgrades extend extractors capacity, production speed, provide in-place energy, allow to be docked with drones (see below).

Sea Drones
Sea drones follow player defined routes (waypoints) between dockable seabase modules and dockable extractors. Sea drones transfer input / output resources and energy. Drones also consume some energy during operation time. Building drones completely automates resources gathering.

Thank you
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