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 Piracy can be focused on using some sort of disabling beam instead of standard weapons