A lot of cool ideas on this thread!
Another board game to look to for inspiration is Vanished Planet. A cooperative space game where a central menace threatens to destroy everyone else. If you don't find a way to work together-- all players are doomed.
Random thoughts:
I'd have to agree with the list creator that starlanes aren't immersive. If there was a good backstory reason for their existence (a la Stargate or Cowboy Bebop) that would be one thing, but then they should be "destroyable" and/or "buildable"-- they're not naturally occuring.
Which means, yeah, I want spacecraft that I can park anywhere in space.
Of course, I'd make this unlikely for slow spacecraft, by adding a self-preservation subroutine, like the aircraft in SMAC. Or even a mutiny subroutine, if crews in inadequate ships are ordered into uninhabited space!
This would allow for deep space bases and such being more strategic.
Diplomacy/government:
Well, I mostly play SMAC, so I have steep expectations. I found MoO3's dip to be dippy, even when patched.
I think a multitiered approach to leaders would be great. First, an option to include a moddable picture of the head of government (the player) would be excellent. Then, the number and type of leaders you have to deal with is proportional to the kind of government you have. In an absolute dictatorship, you appoint a handful of likely 'regional governors' and 'social correctness ministers' and they imitate what you do throughout your society. A more democratic society would have more leaders, appointees, and bureaucracy-- more open dissent, but more options in how to handle it.
When things go wrong for the empire, oppressors would have more breakaway rebels, democracies more production problems due to protests.
Combat:
I dislike MoO3's attempt at real-time space combat. It tries to be cinematic, but is very hard to keep focussed, and respond.
The empress' wrist action should not determine the readiness of her forces. A lesson we should all have learned from Cleopatra.
Starships should be able to coordinate, assemble, and attack with very few orders. Being warned about long odds or distances before an attack is nice, too, though being surprised in space is realistic. Sure, there should be options for more hands-on admirals, but many of us want to leave the fleets to a decent AI.
As for the suggestion that ship tech upgrades be represented in the graphics... look no further than SMAC. It can indeed be done, and adds to clarity of game play.
Oh, and I don't like my settlers showing up in advance of my probe ships. That just weirds me out.
GFC
Another board game to look to for inspiration is Vanished Planet. A cooperative space game where a central menace threatens to destroy everyone else. If you don't find a way to work together-- all players are doomed.
Random thoughts:
I'd have to agree with the list creator that starlanes aren't immersive. If there was a good backstory reason for their existence (a la Stargate or Cowboy Bebop) that would be one thing, but then they should be "destroyable" and/or "buildable"-- they're not naturally occuring.
Which means, yeah, I want spacecraft that I can park anywhere in space.
Of course, I'd make this unlikely for slow spacecraft, by adding a self-preservation subroutine, like the aircraft in SMAC. Or even a mutiny subroutine, if crews in inadequate ships are ordered into uninhabited space!
This would allow for deep space bases and such being more strategic.
Diplomacy/government:
Well, I mostly play SMAC, so I have steep expectations. I found MoO3's dip to be dippy, even when patched.
I think a multitiered approach to leaders would be great. First, an option to include a moddable picture of the head of government (the player) would be excellent. Then, the number and type of leaders you have to deal with is proportional to the kind of government you have. In an absolute dictatorship, you appoint a handful of likely 'regional governors' and 'social correctness ministers' and they imitate what you do throughout your society. A more democratic society would have more leaders, appointees, and bureaucracy-- more open dissent, but more options in how to handle it.
When things go wrong for the empire, oppressors would have more breakaway rebels, democracies more production problems due to protests.
Combat:
I dislike MoO3's attempt at real-time space combat. It tries to be cinematic, but is very hard to keep focussed, and respond.
The empress' wrist action should not determine the readiness of her forces. A lesson we should all have learned from Cleopatra.
Starships should be able to coordinate, assemble, and attack with very few orders. Being warned about long odds or distances before an attack is nice, too, though being surprised in space is realistic. Sure, there should be options for more hands-on admirals, but many of us want to leave the fleets to a decent AI.
As for the suggestion that ship tech upgrades be represented in the graphics... look no further than SMAC. It can indeed be done, and adds to clarity of game play.
Oh, and I don't like my settlers showing up in advance of my probe ships. That just weirds me out.
GFC
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