Addition of extra civillian vessels

This is from a different post where my suggestions weren't categorized as separate threads:

Expanding your growing empire and exploiting resources/planets is obviously a large part of gameplay. During my last game, it seemed like my empire was too...static. Other than the occasion trade ship zipping through explored empire controlled nodes, I felt like I was guarding a collection of planets with all of its citizenry were stuck on each planet or asteroid. I would love to see NPC controlled civilian ships that go about their business throughout your empire, but also require some sort of protection at one point or another. I would love to see my empire teeming with NPC controlled ships, just doing there own thing. I would feel like I was really protecting my empire, not a loose collection of planets.

When I built my first linked trade route, and I saw trade ships just going about their business, it felt like my empire was really budding. Don't get me wrong, those who want to focus merely on large scale battles should also be satisfied in SSE, but I would also love to see a visual representation of my empire growing, namely in ideas like these NPC controlled civilian ships.

In thinking about what other types of ships that could be added, I was thinking about leisure vessels, private crafts even maintenance ships. Who knows what else could work or be added. I think that some players out there will agree that adding additional civilian vessels would add a layer to the gameplay, and I know others won't (and that's totally cool, as in my last game I ordered all of my CapShips to attack a single enemy node, just to watch the destruction and cool battle sequence).

I'm curious what others think about this type of idea. I'm not talking about flooding planet wells with NPC ships, just the addition of some to add a lifelike feel to your planets.

Alongside this idea, the inclusion of extra civy ships would provide a good opportunity for enemies to infiltrate the space "traffic" to collect intel on enemies. To combat this could be an orbital structure "checkpoint" (think of them as truck weigh stations) that do random scans on ships to check for these types of embedded trade/civy ships. These would be useful near strategic, developed planets, and more sparse out in undefended nodes (to give the enemy a chance of successful infiltration) A tech could even increase chances of checkpoints picking up on an enemy, or reciprocal tech to increase chance of infiltration (Think Advent mind control...).

Just a couple of ideas to keep the ball rolling here!
9,184 views 13 replies
Reply #1 Top
I think its an interesting idea. Kind of like attaching side missions to a ship. From answering a distress call to fighting off a megalomaniac space privateer that built a civy battleship.
Reply #2 Top
I wouldn't mind some extra space traffic.... The planets have traffic, so why not space ?
Reply #3 Top

I wouldn't mind some extra space traffic.... The planets have traffic, so why not space ?


proformance i guess.
If it is, just graphics, that can be turned on and off, then i dont see a problem.
But if they are "living" units that needs calculations by the processor, i think its a problem.

As an exsamble, played X3 Reunion? its late game was a killer. But if you modded it, to kill all the random trafic, it became alot smoother to play again.

Reply #4 Top
Add a building like a Civil Center or something thats kind of a jack of all trades. For one, its prescence in a system would boost population recovery from nuking and decrease time spent upgrading planet-side. it would also spawn about 10 Taxi's that go around to other trade/population centers all over your empire and at each stop generating a small 5$ (extracted from the money spent on whatever the civilian was doing there). Civil centers could also provide basic local militia needs by spawning "Patrol vehicles" which are basicly scouts that move across the space lanes to other pop.centers and should the need arise engage in combat. I would also like some small "generic space traffic" that is created whenever you branch off to a new planet. Obviously the people need to come from somewhere to continue colinization and having small generic craft zipping around would help the look and feel of it. Other ideas would be to have a "military Fortress" that spawns patrol craft while providing better defence of a region (Gauss cannons are just too ineffective at defending a planet from major attacks). Finaly, it would be neat just to see more trafic in between systems. I totalu agree with all the posters original points, these are just some more options to consider.
Reply #5 Top
Yeah just graphics, they don't have to actually do anything , just look pretty and add some life to the galaxy.
Reply #6 Top
I believe additional "flavor" graphics are already planned.
Reply #7 Top
*commence happy dance*

Reply #8 Top
I don't mind extra traffic as long as the game still works ok on a large map, but it would be a good idea to have an option to disable the extras in case your system can't handle it
Reply #9 Top
I wouldn't mind seeing trade between planets even without the trade station, and then with the station you'd see a lot more of that kind of traffic.
Reply #10 Top
Well, any thing like this would use Level of Detail, so it would only appear when you're zoomed in close. Still, I suspect they'll be a Video option for it as well.
Reply #11 Top

Well, any thing like this would use Level of Detail, so it would only appear when you're zoomed in close. Still, I suspect they'll be a Video option for it as well.


Reply #13 Top
I'll add my two cents here:

It would be interesting to see passenger ships that could shift an empire's population from one population center to another. (Maybe the colony ship's role can be expanded to handle this.) These ships could be target assets for destablizing the enemy. In terms of gameplay, each faction could allow the following:

1) Auto Migration - the popluation fluctuates at random-- maybe the population centers are within a tolerance of the maximum population capacity;

2) Forced Migration - the faction sends a population to a certain place, e.g. to a planet withstanding a siege for "reconstruction purposes" or possibly a limited evacuation from seiged area;

3) Disabled Migration - the faction imposes martial law limiting its population from moving-- this could be on a per planet basis or at an imperial level.

Limits could be imposed by the number of passenger ships constructed or by some logistic structure that is orbiting the population center.

There you go.