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Discussion Space Hub ideas

drakenridder

Overlord
Perk Creator
We acknowledge your anticipation for an innovative game mechanic, and we share in that ambition! Our commitment to deliver quality content remains unwavering. However, with the Space Ages, we've opted for a more measured approach. We will instead pursue the opportunity to refine and enhance the entire endgame experience, rather than partially updating the individual Space Ages.
According to the SAT announcements are the devs investigating possibilities, for a more interesting endgame mechanic. Some other players have suggested a modular system. Which I think is the best approach. As it offers more flexibility.
I'd like to open a free discussion on the topic. As to give a potential source of community inspiration for the devs.

I'd like to start off with my proposal:

Specialised modules

Much like the life support of the classic space colonies, specialised modules giving access to various benefits. Aslong sufficient points are maintained for those benefits.

Military
Concept benefits:
X% chance to inflict "spotted" effect on targeted stealth units, spotted stealth units can be attacked from a distance, the effect is removed when the affected unit moves

Daily +1 hp 1st X battles (resets 12:00 server time)

X% improvement on Kraken, Virgo, Himaji castle's, AO chance


Economic/diplomatic
X% faster productions production & goods buildings

X% chance to get +1 turn in negotiations after completing the 1st turn, for the 1st Y negotiations of the day (resets 12:00 server time)

X% improvement chance space carrier

X% improvement goods production main city buildings, except GB's, like %:fpboost:

Tourism
X% improvements all benefits settlement's reward buildings (royal bathhouse, Shinto temple, etc & time rewards)

X% improvement all benefits event buildings


Scientific
-X% costs unlocking new tech.

X%:fpboost:

+X% contribution reward (like the Arc)

Each specialised building contributes to unlock more/better benefits. It's building upon itself. However you can only max out 1 specialisation. Each specialisation requires population related to it. Which further restricts what can be unlocked at any given time. It's possible to remove specialisations and switch to another specialisation. With the only drawback is losing the benefits you had. Similar to life support.
When advancing much further, it's over time possible to combine some low level benefits. As the efficiency improves with later unlocked buildings. However maxing out remains something that can only be done with 1 specialisation. As organically further specialisation becomes possible with stronger benefits of each specific specialisation.

While this mechanic isn't fancy or very sexy, it's aimed on the long term. In which it benefits endgame players with meaningful buffs. As not only function as something to aim for to complete te TT but also to something upon which can be expended on and providing customisability for the player. As it also provides strategical value.
 

Juber

Overlord
Community Manager
I personally think the best approach would be to have one final age, where you actually don't unlock new stuff, but have infinite technologies to improve older buildings. This can also be expanded even further with more content updates.
These can provide boosts very similar to the ones above, but only requiring resources (like FPs, Goods, Coins and Supplies) to improve.
Let's say we have 5 new technologies to begin with, all costing 10% more every time you research them:
  1. +1 :att_def_attacker: per research. The first could cost like 10 FPs.
  2. +1 :att_def_defender: per research, starting with 5 random goods of the last era.
  3. 1% :fpboost: per research, starting with 10k Supplies.
  4. 1% :goods:-Boost per research, starting with 10k Coins.
  5. +1 :blueprint:-Production for the town hall per research, starting with 1000 random Space Age Goods
This could be the first content update. For the second they could just add 5 new ones, maybe some requiring the previous one being researched x times. The next batch could do stuff like "improve the attack of every unit by x", so it would feel similar to a new age, but it could also provide boosts we had with the Guild Perks.

This might sound like a "lazy" approach, but currently the development effort for every new age increases exponential with every new building released. Every building needs new and improved stats per age and as we have thousands of buildings already (remember, every level of every building needs new stats), this is a major effort every time. So this would not only take away a lot of effort, that benefits almost no Space Age player, but also free up resources for providing very unique buffs.

Of course this idea would also work with the idea to have access to previous planets again: just add a new one time research with a content update, that unlocks access to an older colony.
 

drakenridder

Overlord
Perk Creator
I'd like to give a bit more context for my proposal:

Age
The proposal is limited to space age: space hub. It would not branch off into new hypothetical ages.

Bonuses
The bonuses are largely unique. With existing buffs, it'll be like stacking more of what the endgame player base already has in abondance. Giving something reasonable unique avoids this. While also offering something that can appeal others and feels worthy to advance. Afterall if it's more of the same, why would anyone advance to the end to get more of what they already can get faster and cheaper?

Unlocking more modules
Inspired by Juber's proposal, more efficient modules can be unlocked through research. There are 4 lines of infinite research fields: military, economical, tourism and science. Each respective research improve the modules' efficiency of their respective specialisation. However modules efficiency is hard capped. Conducting more research past that point won't improve their efficiency. This is similar to GB's. For example the Arc's contribution bonus. Which is hard capped at 100%.
When this point has been reached, new modules of the next tier can be unlocked. Those modules feature an improved efficiency and are a milestone in their respective specialisation. They too can be improved through research. Until reaching the next milestone for their successor.
Higher tier modules may not exist upon release. The devs can expend them as they see fit.

Compromises
My proposal feature compromises. You can only max out 1 specialisation, or at an advanced stage, you can diverse at the costs of not obtaining advanced benefits. This reinforces strategical thinking and managing the options available.
Ultimately to choose what's enhancing the player's personal playstyle the best. Over obtaining all benefits through enough grinding.

Modules & development costs
As for the development costs. I'm aware that implementing this system can be challenging. However afterwards (premium) expansions and more modules can be added. This would be at least 4 different modules for each update. Potentially a little more when adding new benefits to each specialisation. However this is a lot cheaper than all the buildings each new space age brought in. Among the units.

I personally think the best approach would be to have one final age, where you actually don't unlock new stuff, but have infinite technologies to improve older buildings. This can also be expanded even further with more content updates.
These can provide boosts very similar to the ones above, but only requiring resources (like FPs, Goods, Coins and Supplies) to improve.
Let's say we have 5 new technologies to begin with, all costing 10% more every time you research them:
  1. +1 :att_def_attacker: per research. The first could cost like 10 FPs.
  2. +1 :att_def_defender: per research, starting with 5 random goods of the last era.
  3. 1% :fpboost: per research, starting with 10k Supplies.
  4. 1% :goods:-Boost per research, starting with 10k Coins.
  5. +1 :blueprint:-Production for the town hall per research, starting with 1000 random Space Age Goods
This could be the first content update. For the second they could just add 5 new ones, maybe some requiring the previous one being researched x times. The next batch could do stuff like "improve the attack of every unit by x", so it would feel similar to a new age, but it could also provide boosts we had with the Guild Perks.

This might sound like a "lazy" approach, but currently the development effort for every new age increases exponential with every new building released. Every building needs new and improved stats per age and as we have thousands of buildings already (remember, every level of every building needs new stats), this is a major effort every time. So this would not only take away a lot of effort, that benefits almost no Space Age player, but also free up resources for providing very unique buffs.

Of course this idea would also work with the idea to have access to previous planets again: just add a new one time research with a content update, that unlocks access to an older colony.
I like the concept of infinite research. However I'm concerned that giving more of the same would feel lacklustre. Don't get me wrong, the proposed buffs are great to have but endgame players have those in abundance, except for the %:fpboost:. Giving something useful for various play styles that isn't obtainable anywhere else in the game, or very hard/limited, gives a motive to get to the end. Otherwise players might feel it's not worth the time, effort and costs to do so. Giving the option to invest in all buffs, undercuts the opportunity to introduce a strategical element.
Imho it'll be important for the endgame to feature: a strategical element and something either unobtainable other than the endgame or very limited accessibele. Like the %:fpboost: buff. Even though at the true end fps do very little other than assisting with ever higher levels of GB's. In short I think for the endgame to appeal and lure more players to the endgame, it needs a balance between strategical elements and valuable rewards in line with the time and effort to get there. While also offering something renewable for endgame players to play around with, think about and changing their mind over while exploring various approaches to it.

It's ofc just my opinion but at the end of the game, I would greatly appreciate something that feels worth the trouble.
 

Kempo

Merchant
@Juber in Your post above you mention the Space Hub as being "the last Age of the game".... Has that been stated by those on high?
He did not say that. He answered with his personal opinion:
I personally think the best approach would be to have one final age, where you actually don't unlock new stuff, but have infinite technologies to improve older buildings. This can also be expanded even further with more content updates.
And explained what currently has to be done for new ages.
This might sound like a "lazy" approach, but currently the development effort for every new age increases exponential with every new building released.
 

angelgail

Baronet
hello will we still be able to play ? can i still help my guild ? is every thing i done since 2014 gone ?
the last 5 years more important .need answers please .why keep getting more people to play if there is no more play ?
crayon what answers.
as i tell my guild you dont ask you dont know so im asking ????????????????????????????????????????????
 

.Chris

Baronet
what dose end game mean ? sorry im not the smartes crayon in the box
Being in the endgame refers to different stages of gameplay usually (with my opinion regarding FoE, your opinion may vary)
Early Game (Bronze Age - Late Middle Age)
Mid Game (Colonial - Space Ages)
End Game (Having reached the end of the tech tree)

It does not mean the game itself is about to end ;)
 

angelgail

Baronet
Being in the endgame refers to different stages of gameplay usually (with my opinion regarding FoE, your opinion may vary)
Early Game (Bronze Age - Late Middle Age)
Mid Game (Colonial - Space Ages)
End Game (Having reached the end of the tech tree)

It does not mean the game itself is about to end ;)
thank you :)
 
we should also have an endless "map" (or just space, considering we *are* in space now) for a final age. to fight and expand on forever (and get extra stuff the further you get). if it also is somewhat randomized for every player, then it would be even better, imho :p
 

Dessire

Regent
The next age could have an infinite tech tree were events can help to develope or lvl up certain techs. Or be divided in 3 paths to allow a future age with alien civilizations and you must pick one of the 3 with its own GBs and Builginds.
 
The ability to go back on the continent map and scout mining sectors of any space age. It is absolutely awful to replace the map with those 3x3 buildings. We get to do it with the boats, it was my second biggest dissapointment moving from SAM to SAAB. The first was losing all my credits even though the same currency is used!!
 
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