Re: High level design thoughts
Turn based is the way to do it if there are huge handicaps on gfx. And especially since I doubt a realtime effort with such a small budget will be upto speed. No disrespect at the wonderful creative team here. But I just want this game to be done sufficient justice.
However if this game will have a minimalist approach to realtime combat and gfx, then at least an engaging multiplanet micromanagement system that is fun and rewarding would be a nice bonus.
I hope it turns out to be at least half as fun as I am wishing it to be.
And can we have some little fun trivia facts thrown into the game for star/planet/other celestial terrain in its descriptions ala Weird Worlds. I find it refreshing and adding of some fun fictional backstories to make up for other contraints. I remember playing Elite and First Encounters, and just spending hours reading the star maps and bulletin boards that showcased the latest happenings in the Elite universe.
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