So. This is really two suggestions in one, but they could partially be connected, if that is the want. The basic idea is to make more reason to target certain POIs (strategic approach to taking out a planet) This idea would simply be to assign an attribute(or several) to a POI, that specifies its role on the planet. Currently we have a drone base, which purpose is to reinforce the planet with drones, and attack the player. Now we also have a platform for SV/CV patrolling. Other concepts could be - Ammunition depot: If alive, would make all POIs have infinite ammunition for turrets (large and small), aswell as a buff for NPC's ammunition-supply (this kinda ties into my AI thread). If destroyed the turrets will have a finitie amount of ammunition. - Radar station: If alive, will provide a range boost to all anti-ship weaponry. Also would increase detection of radars on structure (another tie in to my AI thread). The basic concept is being able to detect large objects whereever on the planet. This could also be used to direct the CV/SV patrols to the player, aswell as somehow buff drones planet-wide (such as aggro-range boost) - O2 supply: If alive, will provide health boost to all NPCs, or increase the amount of healthpacks they carry (Again, AI thread). This would also, when alive, supply other bases with infinite O2 (which benefits the player. So this would be a double-sided coin to destroy) - Training ground/barracks/..: If alive, would decrease the time between spawns on spawners (another thread of mine suggests better custoomization of spawners. This could also just affect the current default), essentially making more NPCs to fight. - Fuel supply: If alive, provides infinite fuel to all POIs. If destroyed, might render some turrets inactive, some lights off, etc. (lights should also affect NPCs FOV aggro range). Shouldn't be enough to render other POIs defenses useless, but maybe reducing 1/4. others. These was hoenstly just the first that came to mind. - Shipyard: If alive, produces new SV/CV/.. that is used to patrol the planet (given the platform is operatiional) - Construction center: Repairs POIs over time (the reproduce feature) [this is mostly relevant for SP, as it will most likely always be on in MP.. this is a soft version, that only does it, while this structure is operational] - Planetary defense platform: when active, prevents CVs from entering planet / flying on planet [Essentially it would shoot them down. But that is a little aggressive. So maybe the passive buff of prevention is better] - Mining outpost: When active, will make nearby deposits (fair range), very hard to use, due to drones and troops. Also would set up miners on these. [Might drain a little over time.. But I don't think that should be their main focus. If the deposits are next to empty, they loose the initiative to be destroyed] - Jamming station: Would essentially give a "fog of war" effect on the radar, where the player can essentially not see far, map/minimap-wise. Discoveries will not be displayed nearby, aslong as it is active The second part of the suggestion is physically tieing the POIs together. For now, the POIs are mostly seperate entities, that sometimes looks completely out of place. Perhabs making connections between these, could improve the overall look of the planet? This could be Novus-inspired networks (Poles, with energy flowing inbetween) - Look up the game "Unverse at war" Or actual roads (Although this might be very difficult to do properly in randomly generated terrain). Or other forms of transportation networks, between them. The goal should be making them *feel* connected. Here's a few links for the referenced AI thread: http://empyriononline.com/threads/poi-rework-ai.11259/ Spawner thread: http://empyriononline.com/threads/6-0-feedback-spawners.10825/ Any ideas to other types, that would affect other POIs? or other thoughts?