You might consider allowing the player to pre-plan their tech path so they are purchased automatically when you have enough points available - constantly checking, or even having a notification to go buy things would get pretty annoying.
Fighters+drones would make it more like WW2 combat. In order to make territory important, WW2 naval combat with potent system based naval fighters might be a good start (and most engagements did not result in all ships from one side being destroyed, so it would work for this too). War Plan Pacific is a good exemple of semi abstract WW2 naval warfare with low casualties (the idea is that your ships are based in one harbor, and get a mission each phase, like raid, patrol, intercept, rebase. turns are resolved simultaneously).Care to extend your thought? You mean boring cards or something else?Oh, and LordArchibald please don't go the Endless Space combat route. It adds a significant luck/gambling element to it.
About combat system:
The basic info how it will work (without details).
- it will be more or less WW1 style (frigates, destroyers, battleships), it's consistent with the planet conquest system (it's a bit like WW1 trench warfare, territory is super important, you don't lose all ships in one battle, the battle might drag on, jout can't 'jump" behind enemy lines, fight on borders, you can use territory to effectively slow down the enemy, important supply lines), escort ships will protect capital ships there will be also fighters and drones.
I meant, basing the combat around stealth and detection (ie active vs passive detection, speed vs signature...).- there won't be "submarines in space" (whatever it might mean )
It is very hard to do that right, unless you want to make planets take several areas. Something like StarCraft : The board game system works pretty well, and is pretty high level ( but it treats space combat like ground combat). You play one card for each of your unit, which determines the strength of the unit (it is stronger if it matches the unit, and much weaker otherwise. For instance, a card might give 8 Att/9 Def to archons and carriers, and 5/5 to everything else, or 6/5 to Zealots and Dragoons, and 4/4 to other units). You get those cards by doing R&D actions (basically, depleting your card pool represents your supplies for the units you use the most going down).- ground combat will be important (it's not enough to win the space combat, you need to take it over by infantry - bombardment of planets will have limited use, won't be sufficient to destroy the planet), some races (The Hive) will not even have space ships (they will launch big rocks with insectoid troops inside - the player will try to intercept these rocks, a space battle when you get no casualities and all and just try to destroy as many those approaching asteroid as possible, before these crash on the surface releasing hordes if deadly incect warriors)
What I meant by facing for each ship was to assign a number of each class to screen/flank guard, core.- planetary installations ARE able to ATTACK passing by enemy ships (so typically no planet is defenceless)
- a bigger battle would be 5 squadrons 200 ships per squadron, so 1,000 ships (on player's side only), so all "direction a ship is facing" is out of the question. We are talking here about stacks of units, not individual units (althrough, each unit is simulated engine wise so there is no problem making a complex system where each single ship targets another ship - but the player will be able to see only agregated data of this, like how many ships did what)
Hmmm, maybe you are right, I should try to cut down some secondary features and instead make the game sooner... Yet, what to cut is such a traumatic choice :DHeh, this was more like a general listing of things not yet featured too much in the genre, not a laundry list of things I'd expect you to tackle in your first game. It's great anyway that you appearently plan on having something of each in your game.
I see... actually, that would greatly simplify the research notification system ("you have no techs queued in field X") also solves missclick problems. But to make it consistent there also should be a limit to 1 tech researched per turn max (which kind of half makes sense)?You might consider allowing the player to pre-plan their tech path so they are purchased automatically when you have enough points available - constantly checking, or even having a notification to go buy things would get pretty annoying.
I'm not sure I fully understood...Please, no instant point "mana" granting instant technologies. EU IV did that and Im not a fan. Make it an investment that takes time.
Gald you like it, althrough HoI is famed for one of the worst UIs (so I have heard, I have no problem with it myself).I love the interface. It looks like HoI in space.
Completelly incompatible with the game's pace and scope. Imagine you have 200 planets, assume 10 of the border ones have some sort of military operation going on (each turn). Subdividing planets into regions would simply not work with that scale (if there are 200 planets (you control, so there are also aliens planets you want to conquer) and each is divided into 5 regions it would mean 1,000 regions (and even if we take into account only border/near border planets that's still hundreds); player's mental capabilities are simply not sufficient to handle that workload :D).If you want to make planetary invasion matter, you have to make them more complex than MOO2 did (MOO3 did indeed have interesting ideas).
I would divide the planet into regions, and have anti space defense depend on regions (ie, most ground to space batteries only cover their own region). Garrisons and fortifications would also be region specific.
Something like 4 to 10 regions/planet would work.
There's an old game called Imperium where you play an emperor of a space empire, and you can personally can die. It's very old and interface looks like below so I haven't raised the courage to play it yet.
Yes... The thing is I do want you to feel like the emperor, but I do not want to turn it into Save the Queen or Imperia. I still want it to be primarily 4X. It's more like I want to remove the boring parts (moving individual ships, manual logistics, trivial choices) as "unworthy of he emperor" but keep most of the interesting parts there (except tactics which really don't fit the game). I guess it's more precise to say that there would be a focus on you being someone like an emperor and the grand admiral (the most top level one).At times it seems you're still a bit at odds with your own concept of having the player as the emperor (more like a political entity rather than somebody who decides the specifics of war or even a general battle).
Waaaa!!!! Someone other than me remembers this!!! You know, it's the FIRST forum I ever been to where people actually know what the old EA's Imperium isThere's an old game called Imperium where you play an emperor of a space empire, and you can personally can die. It's very old and interface looks like below so I haven't raised the courage to play it yet.
Sounds OK, but I'm not sure how I'm supposed to feel like an emperor unless I get a daily selection of concubines.Feel like the Emperor, not like a logistics officer
Asymmetic gameplay, truly alien aliens and challenging non cheating AI
they do not "play the game" nor try to "prevent the player from winning".
Doesn't sound worth playing. Nevermind whether or not playing against opponents who are not trying to explore, expand, exploit and exterminate (you) isn't really a 4x game. Playing against such opponents is likely to suck most of the fun out of the game. There's no real race to do the first 3 x's (explore, expand, exploit) if your opponents aren't even engaged in those activities.think of these aliens more like of "forces of nature that prevents you to establish the galactic Empire"
It's like you've never even heard of subspace.Also, submarines. In space.
Doesn't sound worth playing. Nevermind whether or not playing against opponents who are not trying to explore, expand, exploit and exterminate (you) isn't really a 4x game. Playing against such opponents is likely to suck most of the fun out of the game. There's no real race to do the first 3 x's (explore, expand, exploit) if your opponents aren't even engaged in those activities.
:DSounds OK, but I'm not sure how I'm supposed to feel like an emperor unless I get a daily selection of concubines.
It's not like that.Doesn't sound worth playing. Nevermind whether or not playing against opponents who are not trying to explore, expand, exploit and exterminate (you) isn't really a 4x game. Playing against such opponents is likely to suck most of the fun out of the game. There's no real race to do the first 3 x's (explore, expand, exploit) if your opponents aren't even engaged in those activities.
OK.So, with this alone there is a pressure
Had a few more thoughts...
Another reason you might want to provide feedback to the player (about how well they are progressing) is so they don't experience the following scenario: Build up for many hours. Then get completely stomped in a very short period of time.
Please post more of these It fuels the imagination.Since this game already looks a tiny bit like "Risk in space" it might be a nice way to have (optional?) "goal cards" for each alien species that are chosen from a random pool and thus would differ from game to game.
You could have the uber-advanced aliens that need to build research stations around 15 pulsars to advance to the next level of existence, you could have bug-aliens that need to seize control of 15 swamp worlds as breeding grounds, you could have dabbling races like the Shadows/Vorlons in Babylon 5 that prefer not to get involved DIRECTLY, the possibilities are endless.
Due to asymmetric nature of most races strength would be frequently irrelevant (like parasites will have one planet most of the time, then they will go on a breeding spree with high strength every 100 turns and then die out and go back to their homeplanet to hibernate next 100 turns) and in other cases hard to estimate at glance. Number of polanets and results of border skirmishes should be the most accurate I think...Is the strength of this alien race known to the player at the start of the game? Or maybe they get information about that strength during the game (in a timely fashion)? (I'm just wondering about how the player gauges their progress. In a typical 4x game you scout or otherwise acquire intel about your opponents, and if you are falling behind you do whatever's necessary - including acts of desperation. Of course such acts tend to be poor choices if you were already "on track".)
Yes, indeed. I was thinking of a few "survival tests" on the way. Like, you need to get 50 planets before turn 100 of face a rebelion (people see you as incompetent), it would also help in conveying the pace and the scale of the game to the player (if you know from the beginning that you are to get 50 planets during early game you know that focusing on individual planets is not the point).Another reason you might want to provide feedback to the player (about how well they are progressing) is so they don't experience the following scenario: Build up for many hours. Then get completely stomped in a very short period of time.
It's a much better gaming experience if the player can find out earlier on that they need to find and make improvements to what they're doing and that they might be better off restarting with improved strategies rather than wasting tons of time on a lost cause.
I think what he means is that the other races have some sort of objective they wish to do in your game, drawn from a pool of things they might want to do so that it differs from game to game, to give them some kind of motivation for the player to figure out and/or thwart.Also, how exactly these "goal cards" could work? You mean like a race being constructed from predefined random parts?