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[SUGGESTIONS] Sloul's list

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13 years ago
May 5, 2012, 10:43:38 PM
    Disabled buildings list

    Theory: With research and expansion comes new building options for every systems, yet many of those buildings are not relevant to some system.

    Let say I have a system with 2 planets but no moons, then all buildings which only purpose is to bring bonuses to moons are useless.

    If you're a 4x player, you would probably understand me when you feel the urge to just upgrade every system at the best and can't stand seeing that there are still constructions to be built on some of our planets.

    Well at least I'm that kind of player, and I was thinking of a ''bin'' where you can throw over some of those buildings you don't need in your systems.



    Practical: Left-click on one building and without release the click, drag it on the bin icon on the left of the building list.

    Furthermore if you want to check your bin list on any system: just click on the bin, it will then swap the default building list to the bin building list, from then, by simply left clicking on any building you'll switch from this list to the default-list.









    Privatisation - Capitalism

    As you may have noticed, there are no type of governments in the actual alpha version.

    Technically, the player's empires are based on some kind of communism currently, everything is owned by the player which means the empire.

    My idea is to bring ''privatisation - capitalism'' to the game.

    There would be the option to choose from being:

    1: totally opposed to any form of private affairs/corporations

    2: ok, but with huge restrictions, over huge inspections

    3: medium restrictions/inspections

    4: soft restrictions/inspections

    5: no restrcitions/inspections



    Restrictions and inspections are just vocabulary terms that I use so that everyone understand the logic, but they are the same in game mechanics.

    Privatisation =

    + More FIDS (researchs faster, produce faster, make more money etc.)

    + you can open trade routes between your own planets/systems and still make profit

    but

    - other empires can spy, robb or sabotage from within your planets facilities (they can then gain access to your research or simply know what you know).



    Privatisation results in faster expansion but makes you more vulnerable to enemy intelligence, even to conspiracy.



    Privatisation works like a plant, you need to seed them, and wait for them to grow and become FIDS' interesting, you'll need to wait something like 20 turns to observe income from any private affair.

    If you decide to close your doors to private associates after having made some deals with them you'll get a very bad reputation in the district and no businessman may ever come back to you after that, you'll maybe even get some nasty ennemies (pirates, bounty hunter, corsairs, spies etc.).









    Mercenaries

    It fallows a little bit the same principle than privatisation, it let you deal with every kind of mercenary corps should it be corsairs, pirates, bounty hunters...

    Bounty hunters are usually freelancers or work in small groups, you usually pay them to hunt the head of a given character (ennemy hero for example).

    Pirates: you can make deal with them so they stop attacking your colonies - ships and instead patrol near your colonies randomly attacking any other factions ships that pass by.

    Corsairs: are pirates of some sort , more adventurers , they can scout admirably and trade with you their knowledge of the galaxy.

    *Sometimes heroes may least some of those mercenaries, if you recruit those heroes, you'll get them and their band: but everything has a price.









    Recycling - Mining class vessels

    When it comes to space opera, recycling and mining ships are classicals.

    - Recycling ships are usefull to harvest materials behind space ships battles: harvesting materials takes time, more recycling ships, lesser is the time spent on any harvesting mission.

    - Mining ships usually works in the middle of asteroids where they can extract precious materials.









    Carriers - Fighters class vessels

    At the very least as much classical as recycling and mining class vessels, Carriers and Fighters are the very core of the majority of space-opera universes.

    Practical:

    - Carriers are supporting ships that help with maintenance, they passively increase the HP/turn fix output, in X not in % (which increase with research and equipments).

    - Fighters and Bombers:

    Simply non-existent in long-range, they become active in medium range and short range.

    Bombers use explosives that makes them as much dangerous as any Destroyer of the same level in technology/equipments (remember that they do not participate in long range phase).

    Fighter do not use explosives but kinetics or beams, however they do not attack larger class vessels, instead they can shoot down missiles at long, and medium range, at close range they can't shoot down missiles.

    Also, at mid range they can enter dogfight against other fighters, or hunt down bombers.

    -- you can choose or not to deploy them during fight

    -- when they are destroyed your carriers are assembling new ones automaticly, faster when in friendly system (it can take some times depending on the number of fighter-class destroyed and other factors such as weapon they use)

    -- system can host buildings that help with carriers maintenance, like fighters-class assembly which can automaticly construct/send a certain nomber of fighters to carriers.

    -- pilot HEROES can lead fighter/bomber squad, engineer heroes can serve as veteran in carriers.









    Revamps heroes

    I'm not a fan of revemp suggestions but here I am. Still, I'm pretty sure, that the actual heroes-system is not ''hard-coded''.

    I think there are too few heroes: +1 every 50 turns. Ouch.

    And I think they are too much randoms.

    I really like squad-based game let say like: any rpg like Fallout tactics, UFO, X-COM, Swat 2 what else...

    It could be really cool to increase the odds at which a veteran/scientist/governor can spawn with some facilities like universities, military camps etc.

    Those characters would not be that much awesome, but with time and training they would become better and better.

    In my opinion there are just too many flaws in the actual system, for instance if one of your heroes die during battle, well, they are not dead.

    Those ''veterans'' should be treated as a kind of resource.

    Could be really cool if some of them would try double-cross you sometimes, even more with my privatisation idea.















p.s: the LIST balise is bugged. When you set it to 1, 2, 3 etc. they keep repeating 1, if you do with the * they make up with 1, 2, 3 instead and a, b, c = a, 1, 1 etc.
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13 years ago
May 5, 2012, 11:04:03 PM
I would much rather that constructions which can NEVER be active in a system:



-Such as moon-improvements when there are no moons

simply don't show up in that system's list, ever.



Improvements which would currently have NO effect:

-Like improvements which increase arid, lava, desert planets, or something

would be greyed out in the list if they would have no effect (But not removed, because you might terraform the planet at some point)



It bothers me as well seeing a bunch of improvements possible but unconstructed. In end-game, I basically just spam click the entire list on new systems.
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13 years ago
May 5, 2012, 11:11:59 PM
Building bin:

Nice idea, could be usefull many times. I would also like some filters there-when colonising in mid-late game, finding upgrades takes time. Maybe when I get used to pictures it will be better, but well filtering buildings for (exaple) grow would be nice...



Privatisation:

Don´t know how far would you like to take this idea. As some kind of "resource" or "slider" only? I usually like games where big one can get crushed by small one if small one uses right tactics. So to expand your idea-what about creating corporations/factions inside your factions and giving them some independence? As motive to creating this factions would be increased "corruption"/"decentralization"/"overextension" of your large used to be centralised empire. It would be nice to see, those factions have their own attitude towards you, grow their power on their own and maybe, but just maybe becoming independent. Might some aditional depth to the gameplaysmiley: smile



Mercs:

Nice idea, also combined with some minor factions for example. Pawns in struggle for galaxy dominance.



Recycling/mining:

So far, I don´t see space for this in game concepted as it is. Too fast paced colonization, even colonizing asteriod belts and gas giants won´t take much research... Might be interesting concept in case game slows down.



Carriers/fighters:

well, adition of some "shipbuilding module" (capable of shipbuilding at fixed speed, with reasonable dust upkeep?) would solve this simillary: you would create lower terc ships (aka fighters/bombers) and if they are lost, you will replenish them later...



Heroes:

I like them quite as they are, except for cloning feature, don´t have tech for it yet, but from what I read, this has to be changed/rebalanced...
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13 years ago
May 5, 2012, 11:35:57 PM
Privatisation:

Yes I have had some thoughts about that and that, you can always expend an idea to something very complex, but here I tried to make it as modest as possible.

And yes, I have alsho thought about a slider. Well... I guess I am not the one in charge, we will see if the very idea get somewhere smiley: biggrin



For mining I get your point and I think I agree with the actual overall game system/speed, yet I think that recycling after each battle would be interesting even in this alpha version that we got.







Thanks for sharing your thoughts smiley: wink
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