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Old 01-11-2010, 08:36 PM
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cgutzmer cgutzmer is offline
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Pre play setup

Rough idea....

All players start with base pool of credits (unit of tender TBD) and natural resources. Nothing else.

Player chooses race - same races can be chosen. Based on chosen race you get more or less credits/resources.

Players choose leaders/mercenaries. Player A picks a leader or mercenary. for predetermined credits. If another player of same race (leaders only) or mercenaries (any race) also want the same then a bid war begins. High bid gets leader/merc.

Each item in game costs credits and resources. These numbers will be low to make calculations easier. Player will get some ships, vehicles and troops as a base and need to spend credits to improve upon their army. Various resources can be mined/gathered onsite at planet for onsite army improvements (this is risky cause you dont know what you can find)

suggestions? Nothing written in stone here
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Old 01-17-2010, 07:49 AM
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lehcyfer lehcyfer is offline
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That's good for starters or one-off battles.

I'd widen this into campaign economy - the economic side of game would be a matter of post game campaign phase. Battles should be fast and easy and involve gaining (or losing) resources. Economic phase would be determining amount of resources created on controlled planets, allocating those resources (and any gained through battles) into reserve, upgrading planetary technology/production base and defence systems, creating new ships/units, enlisting mercenaries etc.
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Old 01-17-2010, 09:20 AM
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problem here is that the whole game is based around colonizing one planet for your species alone. You wont have multiple controlled planets.

I think getting an economic/resource aspect into the game is important some how, this will require much additional thought it would allow for repair of units on planet and other aspects of the game.
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Old 01-17-2010, 09:49 AM
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lehcyfer lehcyfer is offline
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Well, Nothing stops us from making it a part of an even greater campaign in which you're conquering a region of space - all that is needed is star maps with warp connections and a set of rules for playing in this dimension. Though there are no models here except maybe for fleet markers, this part of game gives you a grand scale to the conflict, and a lot of fluff to fuel the lower levels with importance - We've got to control that system for it has several warp connections to adjacent systems and open our way to conquer the new pocket of systems, colonise them, get more resources and kick .....!
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Old 01-17-2010, 10:25 AM
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I agree with lehcyfer. The players can choose what type of universe they want to play in. We already had agreed in Warp/Hyper streams. So the idea of nodes where there are several streams that connect with each other would be a valuable asset.

But I also agree with Chris. The main income for the strategic game would have to be the homeworld. Conquering and taking resources of these new systems takes time. Later we can add a expansion with a tech tree for research and build resource gathering buildings and systems.
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