Making Cosmo Crafter the best spacial strategy browser game is one of our top priorities. That's why we're constantly dreaming on how we can make it even more engaging for you. We've come up with some ideas that we're excited to start developing after releasing the Beth universe to you.
I'd like to share them so that we can hear your feedback and counter-ideas. Let's kick it off:
- Energy management: instead of just building buildings, or assigning unlimited workers to the extraction of certain minerals, or even building spacecrafts and defenses, all these actions will require energy in the future of Cosmo Crafter. For the effect, we will introduce new spacecraft types and new buildings that will allow you to extract solar energy from the nearby star, nuclear energy from processing the Plutonium, Xenon or other nuclear materials available in Cosmo Crafter, or even energy driven from the large oceans of our collection of ocean planets.
- Population management: you'll need available population to go on missions, to extract resources, to build new constructions, to do researches, etc… the population will be a conditioning factor while expanding your reach onto the universe of Cosmo Crafter. Population might also lead to new resources: like meat, or something alike, but we're not yet sure about this.
- Jump Portals: we want to allow players to build their jump portals throughout the universe to reduce travel times. While testing a few weeks ago, one of my fleet, sent to extract resources on the nearby star, approximately 43K units of distance, it revealed to me that it will take more than one week to travel there and back. This is precious time for spacecrafts to be in space. Reducing time is certainly one of the priorities of many of the strategists that are trying to conquer the cosmos. Jump Portals will be very particular because whoever builds them might charge a specific tax for other players to jump through with their spacecrafts. Imagine my case scenario, travelling 43K units costed me approximately 4K of Hydrogen and 4K of Xenon. This mission would end up costing me +120K in resources, but will I actually manage to extract that in resources from my mission? Probably not. But assuming there was a couple of portals that I could use to reduce, lets say even by half, my fuel expenses and travel time, and each portal charging me 10K, I'd still save some bucks. Building portals, nevertheless, won't be possible for anyone, you'll need a large amount credits to purchase your first "Building License" and you'll need a considerate amount of resources to build it. Each Building License will be progressively more expensive than the previous, in order to prevent the monopoly of Jump Portals by one player. When travelling (sending your spacecrafts on a mission), you'll be able to select the portals that you wish to travel through. Final though on this, is that Jump Portals can be set to public, only friends, or private; when set to public or only for friends, the Portal can be Running or Stopped, if stopped, spacecrafts won't be able to travel through it (even if the fleet was programmed to jump on one of these portals before the portal was stopped), this is critical for the management of your fleet. If you don't account this scenario, your trip might be shorter than expected or even get lost on the return to your settlement.
…and more! We're looking into the possibility of creating an alternative economy with Cosmo Crafter. Do you want to know more?