Hello everyone! Welcome to the sixth issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week! If you missed the fifth issue you can view it here: https://forum.roblox.com/Forum/ShowPost.aspx?PostID=195553270 Summer vacations! Lots of us have been out with our families enjoying the Summer over the past week, so for this newsletter I will talk a bit about how stations will work in the world of RoVerse. Unlike player-made outposts which are built by wealthy pilots, stations can only be built by the 'government' of a nation, that being the leaders of a clan. When expanding into a new star system, a clan can choose from a selection of four different types of stations to construct as their economic focus in that system. The four different station types are: Refinery, Shipyard, Farm and Research stations. Each of these stations both produce and require commodities specific to their station's purpose. The commodities produced are sold cheap and commodities needed are bought high, the overall economic system works a bit like rock-paper-scissors in that each station type relies on the other to play its part in the nation's economy. Refineries buy raw ore that players mine from asteroid fields and produce construction materials. Shipyards buy construction materials and produce machinery parts. Farms buy machinery parts and produce energy cells. Research stations buy energy cells and progress research development on new technologies for the nation to use and sell to their pilots across all of their stations. Of course all station still buys all sorts of commodities but these are the ones vital to a nation's progression in the universe, both economically and technologically. An extremely important aspect of choosing which sort of station to build is the location. Refineries benefit from being in star systems with asteroid fields, as it means less distance for miners to travel to sell their mined ore. Shipyards benefit from being in star systems that are closer to your core territories where your nation's ships are safe to manufactured away from hostile raiding parties. Farms benefit from being in star systems near your shipyards where they can get a healthy supply of vital machinery parts to maintain food and energy growth. Research stations benefit from being in star systems with unusual environmental anomalies for scientists to use for study, such as ion storms, black holes, radioactive nebulae, xeno worlds and even binary or tertiary stars. Regardless of the type, all stations offer the numerous standard services to pilots who visit them: a ship dealer, equipment dealer, commodities market and clothing stores along with repair and rearm facilities at all docking ports. Also the basic station design offers (not entirely legally) a rather hazardous and challenging race track for those who pride themselves on their fine-tuned piloting skills: Clans will be able to design the unique style and architecture of their nation's stations however just like ships and equipment there will be regulations in order to maintain fair play and enjoyment for all sides. Even with developers on Summer vacations, we've still managed to make progress over the week with our space flight mechanics which I will be uploading a video of to our Twitter sometime tomorrow! We hope you enjoyed this little insight into the mechanics of RoVerse's world and we look forward to bringing you more very soon! Comments are closed.
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AuthorsVaktus: Leader of the Vaktovian Empire and head of the RoVerse Project |