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Old January 9th, 2004, 06:52 PM
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Default Re: Your SEV Game Design

First of all, the game needs to be based on Windows windows. All the control goodies would come along with it. (mousewheel, menu, right click, resizeable windows, etc.)

game engine
I think I would design it based around things called stellar objects and components.

A stellar object could be any object that appears in the game: a planet, a star, a ship, debris, anything.

Each stellar object would have different abilities, just like the abilities in SE4. Except any ability can apply to any object. And every characteritstic is part of an ability.

For example, the weapon characteristic is an ability, not a special entry in the components file. Seeker is an ability like cargo storage, "launch from stellar object", "can be stacked", "can be colonized", damages only engines.

That way we can mod ships that can land on planets, ships that can be carried on other ships, and even wierd stuff like mobile planets and ships that can land on stars.

Components are another type of object. Components are sub objects that make up a stellar object. They would use the same abilities as the stellar objects. The tonnage of all components on a stellar object + the tonnage of the stellar object = the total tonnage of the ship or planet or whatever. That total tonnage can affect propulsion, shields, armor, whatever the game designer or modder wants.

With this system, facilities on planets are component objects. And the same abilities that let troops invade planets will let those same troops invade and capture enemy ships (since they're both stellar objects).

quadrant and system maps
3D. Gotta go 3D. It's how space really is, and I've never seen a 3D turn based space strategy game. It would add a whole other dimension to strategy.

It should be much easier to code than a 3D real time game. For the quadrant map, nothing 3D needs to be rendered at all. All you need is a coordinate system. All the map need are little dots for the systems, circles to show selection, names, and warp point lines. Rotate, zoom, and pan should be no problem as long as the coordinate system is in place.

There was an old game back in 1990 that used a 3d star map. It was easy to navigate, showed dots and lines, looked great, and ran easily on my 386.

The system map is just as simple. Instead of dots, just use 2D sprites represented by bitmap image files, just like in SE4. It's quick to render, looks good, easier to program than 3D, and can be easily modded.

AI design
First of all, family numbers out. They're arbitrary and don't really mean anything. They only make modding tougher.

AIs can design things based on weapon damage, weapon range, ability ammount, ability ammount/tonnage ratio, etc. Just assign variables to all the different abilities. Then in the AI files, the selection of components could be based on mathematical expressions. It will make for a much more elegant AI design, and shorter AI files.

ministers and micromanagement
SE5 will probably be more detailed and in-depth than SE4. That means more micromanagement headaches for players. Some like it, some hate it.

There's a solution. Minister data files. They can be divided into two types: global ministers and individual (or stellar object) ministers. Global ministers can be set to handle large things like total mineral output of the empire or whole systems. Individual ministers can be set to control planets (then they'd be governors) or ships (then they'd be captains).

How a particular minister behaves could be controlled by its particular minister data file. A minister that's good at controlling unruly population or managing the design que might be terrible at managing a ship. (run it into black holes and stuff) While another minister would know how to assault a planet or know how best to fight against seekers.

construction
I think the old SE3 construction scheme was much better than the current SE4 one. When a ship is built, you immediately get a hull with all damaged components on it. The components are then repaired "built" over time.

That means I can send a partially constructed ship into combat if I need to, and if an enemy attacks my space yards, I need to defend the partially constructed ships or I have to start all over again from scratch.

components as cargo
As cargo, components can be retrieved from debris after a battle, or salvaged after deconstructing a ship. Components as cargo can be jettisoned, transported, or traded. With components as cargo I can retrofit or repair ships at a ship yard with already existing components rather than having to build new ones.

I can also capture components that I'm unable to build and fit them onto my ships. Or trade them to an ally. I could capture some organic armor and, with some research points retrofit it on to my cruiser.

research
The research system from SE3 was also much better than SE4. Each tech area had a progress bar that would increase with the research points you put into it.

If you decided to switch to a different area, the progress bar would remain at the same level. Meaning you can't loose your progress.

Also there was the starting tech levels. You could select what tech levels your empire started the game with. Instead of just a high, medium, or low setting.

the data files
I'd make each component object family have a single entry.

For example: Depleted Uranium Cannon I-V would be represented by a single entry in the data file. Each attribute would be a mathematical expression with a variable for the sequence number (roman numeral).

That would make smaller data files. And it would be easier to mod.
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