As some of you might remember, I'm still tinkering about with the (gotta get that name changed) End of Galactic Civilization mod, with which I aim to create a semi-hard science fiction, space opera feel to the game. Up until a little while ago, what I did was mainly mucking about directionlessly, adding in slews of material here and one or two small things there, all without any semblance of cohesion, but recently I have deleted just about everything I put in except one or two things I really wanted to keep, and started a Word document in which I want to create the entire structure of the mod before adding it in in the data files. Problem is, I've kinda run out of ideas, and I think I haven't even sketched out 1/10th of the tech tree alone (I work from the tech tree outward - if I think up something, I fit it into the tech tree first before writing up whatever it was in its appropriate category).
Therefore, I decided I need some expert help.
I already have some stuff I want to keep at least until you can complain about it in the first beta version
, but I haven't got..... well, pretty much everything
Currently, I have an entire list of engine types (without technologies for a change) which I think is pretty final but which could benefit from some additions, and I've got all sorts of technologies from random points in the tech tree, though most of them are basic-level techs to be researched in the early game to get your empire going.
The engines go from solid-fuel rocket engines (small, very cheap, relatively high supply usage and low speed, i.e. the staple early game engine for short-range ships like in-system colonizers, population transports and WP defenders) all the way up to the Dimensional Teleport (provides infinite movement at an abhorrently high supplies cost; Emergency Movement ability, re-usable, prohibitively expensive, massive size - you can get from one side of the galaxy to the other with this, but once you're there, you're dead in the water
). Current technologies include basic-level technologies of relatively high cost which go up to high levels; i.e. the "theoretical techs" of stock SEIV, but then these guys continue to pay off throughout the game, with new levels sometimes equalling entirely new levels of technology. I want to have the game techs spread out from the beginning of interplanetary manned space travel and space colonization all the way to the stereotypical sci-fi massive empires of unimaginable proportions, controlling half the galaxy with their highly advanced technology. But, like I said, I could use some ideas
I have some ideas I haven't written down yet because I haven't put them in corporeal form as of now; these include: Red/Blue/Green/UV/IR Lasers, masers, grasers, railguns, mass-drivers, various types of guided weapons, superheavy planet-destroying ISBMs in the form of Drones, ecology, strip-mining, morale, government and administration, solar sail ships (not SEIV style solar sails, but ships capable of high-efficiency low-speed prolonged deep-space exploration and colonization), capital warships (i.e. the basic premise behind the CapShip Mod, for those of you who still remember that monster), a wide range of ground warfare units (various types of infantry, light armor, armor, artillery, field artillery, guerilla fighters, shock troops, aircraft, naval units, special forces, commanding officers, saboteurs/assassins/some sort of troop that kills civilians, etc.), more different functions for "support" types (i.e. bases, sats, weap.platforms, fighters), etc.
Vent all your ideas here; I could really use them. If I use an idea, I'll put your name in the credits.
Thanks in advance.
(Disclaimer: I hope the above wasn't too incoherent and unintelligible, as it's late here and I'm a bit tired.)