I'm planning a new mod for Final Frontier that will be pretty radical, but I need some ideas.
So far the game design will include discrete resources. Cities will produce metal, crystal, and at least one other resource. Power may exist, but be discrete. Hammers will still exist, but these represent the manufacturing power available. That is, there may be some labor intensive projects, but still be cheap. Likewise, there may be some projects that are expensive, but quick to build.
The first question that I need to answer for my game design is going to be how buildings and population tie into everything. I'm tempted to make the game a bit like Stars! where there is only one planet per system, mostly for simplicity's sake. But short of that, buildings will be repeatable, with increasing cost based on planetary size (which will be modified with terraforming, building habitation domes and later, planetary rings and even ringworlds even later on).
But what does population do? They could provide the base yields, much like in Civ4 and even Final Frontier, modified based on the planet and buildings. Or perhaps they are the modifier to the buildings, akin to Space Empires 5. Or I could go the MoO3 route and each building would require some population, and if a population goes below the amount required the whole city takes penalties, representing a skeleton staff in factories and such. Certain techs could reduce this requirement or provide more food to help fill the requirement.
And then there's the concept of ships. I'm tempted to add a fleet mechanic. The basic idea is a stack of units would fight another stack of units all at once. Ships would choose their target randomly and fire each "round", with the battle lasting a set number of rounds. The defender will get a chance to flee, as the battle may only end with his units at 80%. Units could very well acquire "promotions" from hits to represent damage. A significantly larger stack would suffer from some ships not firing and even a risk of friendly fire. Thus larger stacks would ideally suffer from diminishing returns, encouraging the use of multiple fleets. Also, these special damages would not be cured unless the ship is drydocked, or maybe a great engineer is put on the ship/fleet. Larger ships would likely be crippled before they are destroyed, offering a chance to capture. This battle could even be controlled manually (using a dialog system) for single player games, but the automatic one will come first.
And I do plan on bringing back great people. This shouldn't be too hard to do if I go with the one planet per system model, or significantly change how the UI works. I could very well treat the entire solar system as a single "planet" and just assume people and buildings span over the different planets.
So what are your thoughts? I need input, as this will all change how the game is designed!
So far the game design will include discrete resources. Cities will produce metal, crystal, and at least one other resource. Power may exist, but be discrete. Hammers will still exist, but these represent the manufacturing power available. That is, there may be some labor intensive projects, but still be cheap. Likewise, there may be some projects that are expensive, but quick to build.
The first question that I need to answer for my game design is going to be how buildings and population tie into everything. I'm tempted to make the game a bit like Stars! where there is only one planet per system, mostly for simplicity's sake. But short of that, buildings will be repeatable, with increasing cost based on planetary size (which will be modified with terraforming, building habitation domes and later, planetary rings and even ringworlds even later on).
But what does population do? They could provide the base yields, much like in Civ4 and even Final Frontier, modified based on the planet and buildings. Or perhaps they are the modifier to the buildings, akin to Space Empires 5. Or I could go the MoO3 route and each building would require some population, and if a population goes below the amount required the whole city takes penalties, representing a skeleton staff in factories and such. Certain techs could reduce this requirement or provide more food to help fill the requirement.
And then there's the concept of ships. I'm tempted to add a fleet mechanic. The basic idea is a stack of units would fight another stack of units all at once. Ships would choose their target randomly and fire each "round", with the battle lasting a set number of rounds. The defender will get a chance to flee, as the battle may only end with his units at 80%. Units could very well acquire "promotions" from hits to represent damage. A significantly larger stack would suffer from some ships not firing and even a risk of friendly fire. Thus larger stacks would ideally suffer from diminishing returns, encouraging the use of multiple fleets. Also, these special damages would not be cured unless the ship is drydocked, or maybe a great engineer is put on the ship/fleet. Larger ships would likely be crippled before they are destroyed, offering a chance to capture. This battle could even be controlled manually (using a dialog system) for single player games, but the automatic one will come first.
And I do plan on bringing back great people. This shouldn't be too hard to do if I go with the one planet per system model, or significantly change how the UI works. I could very well treat the entire solar system as a single "planet" and just assume people and buildings span over the different planets.
So what are your thoughts? I need input, as this will all change how the game is designed!