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if you want more inspiration you can look at what 'starsector' did (a space game with mount&blade similarish gameplay)

ultimately, and i don't think this your goal here but, you could also consider a total war like approch with turn based management and real time battles/missions.

akinata you could also consider a total war like approch with turn based management and real time battles/missions.

I've thought about this a lot. Basically a strategy layer where you build up a galactic empire, fighting individual battles with the fleets you design. Controlling sectors would earn you money, crew, resources, and supplies (food) over time that you would use to maintain and expand your fleet. Ideally you would be able to construct your own mining, farming, and construction ships/stations, but the problem then becomes how to integrate the ship simulation mechanics with the strategy layer mechanics in a way that makes station design important (like for determine farming speed, mining speed, and construction speed), and I'm not sure how to do that.

akinata A legend returns....

    Walt Ideally you would be able to construct your own mining, farming, and construction ships/stations, but the problem then becomes how to integrate the ship simulation mechanics with the strategy layer mechanics in a way that makes station design important (like for determine farming speed, mining speed, and construction speed), and I'm not sure how to do that.

    Isn't it just similar to the stats for ammo production and their stats bar. So strategic parts need a component and its stat which will be processed on the strategic level. Ship count shouldn't be a problem. The storage for mining and their global counting are probably a problem. They may need to be localized, too, for production type decision, For example should ship's storages be counted or only designated ones or only those that have a strategic part (mining control module). There prabably needs to be different levels of strategic parts - those that only provide economic stats (mining ship) and those like stations that can take construction commands. Then using those stats the strategic level AI would make its strategic decision. A local territory management is probably most simple to implement.

      Walt I've thought about this a lot. Basically a strategy layer where you build up a galactic empire, fighting individual battles with the fleets you design. Controlling sectors would earn you money, crew, resources, and supplies (food) over time that you would use to maintain and expand your fleet. Ideally you would be able to construct your own mining, farming, and construction ships/stations, but the problem then becomes how to integrate the ship simulation mechanics with the strategy layer mechanics in a way that makes station design important (like for determine farming speed, mining speed, and construction speed), and I'm not sure how to do that.

      you could run mining simulations like you would run a battle, in real time.
      so when it is your turn you can design your mining ship and then run a real time battle against time where you need to mine the maximum ore you can mine with your miner ship design and come back as fast as possible to the station.
      the quantity of ore you mine and the time it takes to come back and deliver the ore will be the amount you get per X turn. X depending on the time it took to mine all of this.

      then you can proceed to build your mining ships for future mining.
      with this system you could mine with precision the right amount you want in a particular given time.

      with this system you could also make some special mining battle event where some region would have rare environmental hazard like asteroid everywhere or slowing effect nebula with which you would also need to do a Ore gathering time battle to set what you will get mining there with your current design.

      as for the AI they can either have some generic ressource collecting depending on stats and numbers or a pre calculated simulation depeinding on their design using the same factor as the player. (+ a little bonus because its the AI :p)

      aside for some few particular mining site all of them should be the same to avoid having tu run a mining battle for each mining zone.

      this system would automaticaly calculate what you get from several mining ships without looking at them buming into each other in real time.

      but all this may work only if your station (which would also be totally handcrafted by the player unless he use the generic base station provided by the game?) is always set at the same distance from the Ore to mine.

      with this minigame style gameplay you could even add social events like a racing event where you compete with your racing ship against some AI to win some prize cash! (unless you are at war with that empire, etc.. )

        The closest I want to get to mining is looting ore off mining ships, buying it from a menu, or sending an automated drone to do it while I afk. I HATE MINING. Thousands of games have done mining, and it's never a fun thing. It's like.. office work.. the game.

        Jhaerik Some people really like mining though, if only because it adds some realism to the game.

        Jhaerik If, say, mining can't be implemented, can you suggest a way to gather resources? Stealing resources from destroyed ships are good and all, but it wouldn't make sense that they have resources(assuming they get it from mining) but you can't mine. This makes you a criminal or pirate for trying tp upgrade your ship

          I feel like if the mining is less tedious than SPAZ than it should be good.

          And with resource movement you could have it so you can watch the crew move it or have some sort of skip button, so players watch early game and can watch it late game, but when they have a lot more thing to move late game or are trying to speed run they can simply skip

            mystery_player
            how would you skip a in-game function though? I think early game we will be forced to manually mine things, however mid and early game I’m sure you’ll have enough credits to buy it or have the ability to loot it if needed, or maybe have a second ship be able to do it for you. Non the less it’s going to be a thing that will be manually done and I’d prefer the option to manually do it logically makes sense. Also I’m sure if you wanted to speed run the game mining would be the least of your worries in the whole thing

              Jhaerik
              I think mining is fun..... it’s calming and allows for some quite mindless moments. Also RPing

                Super_Mapper
                what? You ships are modded...... also there are plenty of built in and other user created ships already in the game

                  Jared I'd think of it like:

                  -Walt gives me a custom mod with the parts that are needed for the shop ship to look like a shop ship
                  -I make the ship
                  -The ship is in the campaign

                  About traveling interdictions, I have some suggestions

                  1. The first way to prevent the player from traveling into high-level areas is a warp gate system. I'd think of it like Warframe's. You kill a boss or do a mission to activate the warp gate.
                  2. Nebulas. I'd think of them like a gigantic space wich disables FTL and rips your ship to shreds. To clear those nebulas you will need a certain module, only avabile in the campaign, which allows you to clear those nebulas. The module blueprint could be acquired through a very hard mission. I'd think of it like Warframe's bosses. The blueprint has a chance to drop and if it does not drop, you can fight the boss again.
                  3. Interdiction fields. Let's say that the player has to fight an evil faction or something which has different level FTL interdiction fields around the galaxy. I'll take the concept of having a special part for this one as well (point 2)

                  I know I mentioned Warframe a lot, but it just has a lot of good and new systems.

                    Super_Mapper
                    A: why would he get someone else to do it isntead of just do it himself
                    B: Its going to be using vanilla parts.......

                    a month later

                    add a tech tree to the game, it would make the story much more fun, as just buying the parts is not that great, considering everything is available at the start. the tech tree would enable steady progress, as well as making players want to get to things like shields (a later game commodity) and lazer weapons (which would need a major buff if having them later game happens(they would also need to be more expensive)). an ftl system like the game 'FTL' would also need consideration(for early game, and have a progressive advancement as you get to later stages), if this goes ahead. mining (like avorion) early game with a few small calibre electromagnetic weapons, like coilguns, and scrapping tools will be useful, and having the targets in bounty hunter mode attack each other should happen (and having factions like From the depths). another suggestion from FTL, having multiple galaxies and a gate to pass though to the next. with cash gained, it should be far less than what is earned in bounty hunter mode, and repairs more expensive, as it is quite easy after maybe 5 solar systems to have amassed a huge fleet capable of taking down the vanguard class difficulty.

                    • Walt replied to this.

                      Jared B: Its going to be using vanilla parts.......

                      iirc interdiction is planned as a part

                        dafeeeeeeeeeesh
                        ????

                          u_NUUB add a tech tree to the game

                          I am planning to have a tech tree, yes.