I left off my last article by explaining the game up until the end of the “first stage” of the game. I will now commence with explaining the second stage of the game and then hopefully follow this article with another one regarding how the user can interface with the world.
The Second Stage of the Game
The first stage was primarily based on planetary warfare. The idea being to capture your own planet and evict or assimilate other generals thus achieving dominance. This sadly was only just a minor portion of the game.
The second stage involves dealing with your local galaxy (perhaps the in game word for the server the player plays on though I do not plan to block server to server game play as evident by the third stage once detailed). The concept of the galaxy needs not much explaining in itself but several new game elements will come into play. Players will now find that their own planets are insufficient to fund their war effort/civilizations and they will have to expand to other planets to overcome this issue. Furthermore, the idea of a unique resource/end goal for each planet will now be made more prominent as planet to planet battles take place for control of these unique resources.
The player will have to adopt new strategies and take advantage of that which is space. Several concept ideas include Space based weaponry, moon bases, fleets and etc. Another problem the player will face ensuring that trade routes are secure. This is done so as vital supplies can reach sub bases from the main planet and from colonized planets to the main hub. The player will have to ensure that their planets are defended with appropriate orbital defenses lest they get attacked while their own fleet is elsewhere.
Furthermore, the player will have to deal with democratic issues such as civil unrest and what not. This will further become a crucial point as enemy opponents initiate espionage procedures such as provoking civil unrest via spy’s and what not (Similar to Civilization games.)
From all that, several key items have come up that deserve special notice.
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Moon Bases.
Each planet will have its own moon(s). These will have key common resources required by the player. Furthermore they can provide a good primary or secondary level of defense especially if a planet has multiple moons. By establishing bases upon the moon, players can dispatch fleets faster, maintain them more efficiently and keep them off the main planet. The latter can provide several advantages including more space available on the planet and for the ability to conduct experiments away from the eyes of the public.
I suggest that to maintain a moon base, a planet must have some sort of massive space station or military base to provide a ground level link for the base.
Lastly, moon bases may be fitted with lasers and what not further augmenting their possible defensive uses.
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Fleets.
The player will be forced to make a fleet of ships (Even if for defensive purposes such as one required by players who wish to merchant and not engage in primary conquest) to defend and attack other players. A fleet will consist of individual ships which can be grouped into one body. A fleet can further be upgraded (A MASSIVE topic to be discussed another time) and can provide bonus’s for having grouped units together.
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Trade and Resources
The player will require resources not only to expand their army, but for maintenance purposes as well. They are the limiting factor placed upon all aspiring generals. Without overcoming this issue, entire fleets may be abandoned and dissatisfaction and chaos may ensure within the empire. Also not having enough resources effectively places a bulls eye on the player making them an excellent target for larger armies.
It is my idea to make resources a very big element of the game. Protecting and establishing trade routes, trading in a universe wide market and establishing resource collecting centers will all be major tasks. I’ll only make a small mention now, but the problems in this field can greatly be alleviated by the joining of an effective clan which can hedge resources, etc.
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