From 1905ab9611fc7d359ca9fc7364ece562e993f8f1 Mon Sep 17 00:00:00 2001 From: Logen Kain Date: Tue, 24 Oct 2017 20:45:17 -0700 Subject: [PATCH] Add space_game.txt to ideas --- ideas/space_game.txt | 127 +++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 127 insertions(+) create mode 100644 ideas/space_game.txt diff --git a/ideas/space_game.txt b/ideas/space_game.txt new file mode 100644 index 0000000..a360692 --- /dev/null +++ b/ideas/space_game.txt @@ -0,0 +1,127 @@ +Multiple factions +Turn based + +What about FF style combat + +Dipomacy +Can form alliances +Can request: + accompany + defend (area) + attack (area or faction) + break alliance + good will (send or demand help) + Open borders + non-agression pacts + trade agreemens + embargo + +Each faction has a cap ship (think titans) +ships, especialy big ones, are rare. +Even with small ships, a fleet of 70 or so would be considered huge + +optional deep hex, as in, I go into combat on a hex and transfer to its own hex grid +has environment things like clouds to increase evasion with risk and what not + +optional action fight, fly around hex area takes x amount of turns or whatever +optional quick fight, still takes turns + +Possible combat like windward (prolly not hex based in this case, but mehbe) +Boarding possible + +warp is multi hex movements. 1 turn to charge and 1 to halt + +auto trade among planets of some sort (supply routes?) + +Grid hexagon prefered.. Make grid library + +lib can make square or flat or point top hex + +is 0,0 top left? or is 0+0+0 the center? + +trading + some planets produce certain things + randomized changes in goods based on those produced goods every so often (mothly?) + +Beyond combat, each hex could devulge into its own temporary (think instance) hex grid +for things like combat, exploration, and mining + +Possibly have ruler and non-ruler positions (think ROTK) + +ability to poison planets (attack planet populations, why? I don't know + perhaps to use as a threat to run away) + +Does the player choose a race? + If so, let's have some races that are significantly different. + Example, a race that only inhabits suns and cannot live in other environments. + Other environment specific races. + +Upgradeable ships? +Inventory on ships? +Is leveling part of the game? +Can we target enemy subsystems? +Can we do a lot of stuff on the planets? +Do we have fuel? +Do I control only myself? Or do I control others? + I think 4x is the way to go, perhaps we can piolt a single ship directly + at some time. Or only or cap ship, but probably not. +Is this a numbers game when it comes to combat? I don't think it should be. +Should the main point of this game be economics? Do we want Trinket style combat? + How about command and conquer? + How about incorporate? (Think, diplo/force convince people to join our alliance) +Do we have tech trees? Some other form of tech? + Do we have randomized tech? Randomized choices from a pool of tech when certain + requirements are met? + Do we have levels of tech? Is it linear only? + Perhaps we have engine tech that gives plus 3, + and other that gives plus 2. These could just be addative, and thus + no worry about price +Hex grid should not be visible (outside of combat anyway, but toggelable anyway, why not?) + Players can only go to stars/planets, not arbitrary places in spaces, but hexes DO exit and will be + used to determine distances. Actually, I do want arbitrary places, especially if we don't have fuel. + Also, use a range mech. I can go x distance from one of my, or my allies' planets/refuling stations. + Have a warning when a ship is sent out too far to make it back for fuel + +Do we RNG everything? I think so. Procedual generation seems to be key for this type of game to stay + exciting. + +Do we have colony ships? + +Do we pay maitainence on ships? + +Do we just move star to star and then each star has its own grid with planets? + +Do we see the whole map right away? Or do we send scouts, and then you can see planets + within range of planets you've explored +Do we have fog of war? + +Do we have hover description things like EU4? + +I'm thinking work like this. + +Implement grid system +be able to get coors of any hex on mouse over +Put a player out there that can move grid to grid +Impletment graphics on that grid system (even if it's just black with specs on it) + + +Perhaps take the game in stages. +First, basically just a guy that goes around hexes that can do combat. +Another version adds in planetary combat. +Next version we add planetary trading +Next version we add customizeable ships +another version adds real diplo +Another version adds planetary devlopment. +Another version adds tech. This is going to be hard because I don't want a boring old tree + + +NOTES; +I'm thinking no player controled combat. Perhas influenced, but not conrolled. + + +Federations: + If a federation is able to take in planets to the point where they surround another federations planet, + they have the ability to evect the people of said planet, and take it over. + + +Can happen upon battles that NPC's are currently in and join on either side, reguardless of reputation