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You are here: Home --> Forum Home --> General Forum --> Common Room --> Space strategy game ideas...
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    Messages in Space strategy game ideas...
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Eol Fefalas
Turning Capashanese
RDI Staff
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7212 Posts




Trade was one of the reasons I thought about transports, actually; I just wasn't sure exactly how much commerce might play into your vision for the game overall. If you wanted to get complex with the whole thing, some considerations might include things like:

  • Trade routes, agreements, and or partnerships
  • From a strategic perspective, you might also consider embargos and/or blockades (to curtail an enemies supply chains and/or development/repair times)
  • And what about smugglers and pirates?
    • Would smugglers and pirates necessitate another class or two of ships or would they fall into existing proposed classes?

Again, I may be getting out in the weeds with some of this but, in the end, it's just kind of stream of consciousness brainstorming, at the moment.



Posted on 2019-06-19 at 12:31:19.

t_catt11
Fun is Mandatory
RDI Staff
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5977 Posts




Not at all into the weeds... these are precisely the sorts of discussions I want!

Here is how I had trade working in my head:

1) Build a trade port in your system to bring in income - perhaps a structure that can be upgraded?
2) Make trade agreements with other players.  Doing so means automatic income every turn from taxation on civilian trade.
3) Rather than attack a system outright, you absolutely could blockade it.  Doing so reduces trade income to zero in that system.

I have mused a bit on pirates.  If you wanted to make them "feel" right, fringe territories would be especially vulnerable to raids... would make it worth your while to keep some defenses in a given system.  Maybe even have a "patrol" order available to a fleet, where they fly back and forth to keep an eye out for pirates.

I could see pirates using corsair type ships - same class as a frigate, faster and lighter armored.  Perhaps the odd slower ship?

What do you think?



Posted on 2019-06-19 at 12:48:24.

Eol Fefalas
Turning Capashanese
RDI Staff
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7212 Posts




Sounds as if we're on the same page where trade goes. I definitely like the idea of a trade port being an upgradeable structure, as well. As it's upgraded, perhaps, it becomes able to facilitate more (or even farther reaching) trade partners?

I also like the thoughts on pirates/smugglers and their ships. "Fringe systems" would definitely be prime targets for pirates, I think, and given that we're looking at blockades, I also believe that we might find a use for them (in more of a smuggler capacity) in others. That said, would we want to give consideration to making pirates/smugglers their own faction(s)? I don't know that they'd necessarily have control of their own systems, per se, but I could envision them setting up bases of operation somewhere... Asteroid fields or space stations of some sort, maybe?



Posted on 2019-06-19 at 13:45:53.

t_catt11
Fun is Mandatory
RDI Staff
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5977 Posts




I love the idea of pirates being an NPC faction of sorts.  And it does make sense for them to have actual bases.

Upgraded structures would definitely give more income, have more traffic, etc. 

I'm not thinking that we want to actually construct and manage the trade ships themselves - I see that as a civilian function that our empires tax.  But I'm open to discussion!



Posted on 2019-06-19 at 13:53:22.

t_catt11
Fun is Mandatory
RDI Staff
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5977 Posts




Let's talk structures.

First off, you certainly need structures for fleet production - i.e. shipyards or the like.  I'm feeling like these need to be upgradeable, that you need significant upgrades/resource investment to be able to produce capital ships.  Obviosly, then, you'll want to defend these...

As mentioned, I see trade ports as a big item. 

How about orbital defenses?  A fighter station, defense cannons, that sort of thing?

Perhaps a mining structure or the like for uninhabitable planets/asteroids?

Do upgrades to planets make sense?

What else?



Posted on 2019-06-19 at 14:41:11.

Eol Fefalas
Turning Capashanese
RDI Staff
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7212 Posts


Structures

You've touched on the big ones, I believe.

  • Shipyards
  • Trade/Spaceports
  • Mining/Resource Production facilites
    • How about refineries? (convert raw resources into useable/upgraded materials)
    • And, since we're thinking about uninhabitable planets/asteroids; what about terraforming facilities? (leads into "upgrading planets," I would think)
      • I would also think that terraforming structures would require a pretty decent tech level to build, of course, not to mention copious resources
  • Definitely orbital defenses of some sort
    • Fighter stations
    • Satellite defense platforms
    • Planetary shield generator networks?

Also, as touched on above, planetary upgrades definitely make sense to me (even if we set aside the thought of terraforming). Things like infrastructure and agriculture come to mind. You can go from "land-based" transportation (i.e internal combustion engines and paved roadways) to more advanced systems (i.e. hover-vehicles, mag-lev trains, etc) that have less "environmental impact" therby improving the overall "health" and efficiency of a planet/system... Maybe, as you proceed you see production facilities like shipyards and such go from terrestrial facilities to orbital ones, again, minimizing impact on atmosphere/environment?... Then, you get into agriculture as, I imagine, feeding your systems populations and mainatining their overall health/well-being would be a consideration (moving from "samll, simple farms" to more efficient production and distribution facilities)... some sort of medical structures, perhaps, now that I've brought up health and well being?



Posted on 2019-06-19 at 15:42:59.

t_catt11
Fun is Mandatory
RDI Staff
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5977 Posts




I'm feeling you for sure.

By the way - ANYONE else, feel free to jump in at any point!

So, we've touched on another big item - terraforming. 

I feel like this is a great option to have. 

Also, one ship type I didn't mention would be akin to a trnasport - a colony ship.  Slow, no armament, needs escorts.  Can it also terrform, or does it just carry colonists and materials?

I'm thinking that the number of truly habitable planets is pretty low.  Yes, you can drop a colony on a planet that isn't too unbelievably hot or too crushing in gravity... but you'd need terraforming for it to be much more than small domes or whatever. 

But terraforming should still on'y be an option on certain types of worlds, IMO.  To me, this makes scout ships and probes incredibly vital - the ability to find habitable worlds, or at least those that qualify for terraforming, makes all the difference in truly growing your empire.  I'm thinking that certain structures/upgrade levels are only available in systems that have enough population and such to support them.

thoughts?



Posted on 2019-06-19 at 15:53:12.

Bromern Sal
A Shadow
RDI Staff
Karma: 142/11
3756 Posts




I'm a glutton for detail. As I outlined previously, I like my fingers in the whole mix, or ally players taking on different roles in the empire, etc. So, trade makes for an opportunity to negotiate between players and non-empire systems. I also like the idea that if you don't land troops, you really can't take the planet. A blockade in space can keep a people from galactic trade but not from thriving planetside.



Posted on 2019-06-19 at 16:22:07.

t_catt11
Fun is Mandatory
RDI Staff
Karma: 345/54
5977 Posts




Good, good... let the discussion flow!



Posted on 2019-06-19 at 17:10:52.

   
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