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July 27th, 2010, 11:06 AM
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Private
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Join Date: Jul 2010
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Re: High level design thoughts
Hi guys, I just found out about this game and I'm looking forward to it.
A few things I'd like to see:
1. Huge galaxy with tons of planets as long as there are tools to automate things like building and population migration. I like games that can go on for weeks!
2. Limited range on ships, getting into deep space should be expensive and time consuming.
3. A feature I know I've always wanted was the ability to divide my empire up into named regions of stars and be able to set certain regions to focus on research, ship building, etc.... It might also be useful if a war is going badly to be able to easily order the population of 20 planets to evacuate alpha region and move to the gamma region to avoid getting slaughtered.
4. Near unlimited ship sizes, but costs, upkeep, and build time should increase exponentially to size. I like the idea of big battle ships and carriers being very valuable and strategic assets that are very time consuming and expensive to replace.
5. A setting to drastically increase research and ship construction time. I like a long slow build up to a massive confrontation. In most 4x games, it just seems like by the time you have designed and deployed a couple ships with the latest tech, you have already developed 2 or 3 more tech levels or components. Then you are back designing and refitting ships that are just a few turns old. I'd just like the age of lasers to last for a good long time before the next major weapons development.
6. Ship crews gaining experience in battle
Those are the major items I would like to see and I can't wait to see how this game turns out.
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July 30th, 2010, 08:51 AM
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Join Date: Jul 2010
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Re: High level design thoughts
As long as you can change ANYTHING, meaning number of planet types, number of atmospheres, speeds of seekers/boarding parties, adding more resource types, players will come up with very interesting mods. Just give them as many options and tools as possible.
I do like a great level of detail and underlying rules that players can learn and understand.
About ship sizes; if you can build any size ships, keep in mind that there should still be classes of ships for players to make all those hansom models.
Decent AI is also a must. I prefer to play against people, but learning the game still needs a good AI.
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July 30th, 2010, 05:42 PM
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Colonel
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Join Date: Jun 2002
Location: tampa, fl
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Re: High level design thoughts
I don't want to have to buy a whole new computer just to play the game. NO super-duper fancy graphics, please. If I can play SEV on my computer as it is, I don't want to upgrade it (and since I have a laptop, I don't know how I can even do that) to play this game. I know some people are all about getting the latest and greatest graphics card, but just keep the graphics manageable.
And no RTS! I want to enjoy the game. That's what I like about turn based games. It gives me a chance to think without having to react to whatever the other guys are doing. Keep it turn-based, and I'll be happy.
And make sure it can be modded. That's why I like SEV. Although I don't have the time or the skills to modify the game, I enjoy others' efforts to do so.
As long as it has the above elements, and not costs too much, I can't wait to play this game.
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