Next Up

Well now that Entrenchment is out. I'm sure you'll all want to take a bit of time off before starting the next extension, but I figured I'd like to get started on what I would like to see:

Leaders.

Governors would be in command of a planet, they would affect a planet and all structures behavior in it's well except for Starbases (they wouldn't affect ship performance). Governors might have bad or good traits, and you could replace them, but there would be some issues related to replacing a governor. Under some conditions, the governor might rebel, creating either a neutral planet, or even a new pirate base. Additionally, replacing a governor would be expensive, and they would be replaced with a randomly generated governor.  Governors could be transfered between planets, but you would actually need to use a capital ship to do so (anything else is beneath their dignity) carrying the governor from the origin planet to the target planet.

eg, some Governors might give the planet they're in charge of a benefit to trade, others might be retired spacers, and their knowledge would give allied ships speed benefits, others might give defensive or offensive benefits, others might make research happen faster, or their planets develop more culture, etc.

Loss of a planet would result in loss of a governor.(ie he gets killed) They might be bribeable if espionage is improved.

Officers would command ships, Officers would also be able to have both good and or bad traits. Officers would gain levels based on combat much like ships do, and they would be capable of influencing the ship(s) under their command with those traits, sometimes even granting special abilities. Officers could be replaced, or promoted. Promoting and officer would cost resources and or money, it would give them a level, and they could be transferred to another ship. Officers that are replaced rather than promoted (eg in order to remove a bad officer) would have a possibility of rebeling and attacking you or joinging a pirate or enemy faction, along with their ship. If an officer is promoted they would need to be moved to a higher end ship (eg an officer in command of a Frigate would have to command a Cruiser after promoted, if promoted again they would need to command a Capital ship or Star Base. If promoted again, they would need to command a Flag Ship or Academy. Most officers would be trait neutral (ie have no outstanding traits)  Trait Neutral officers would effectively not show up, they wouldn't affect ship performance.

Potential skills might be space knowledge, the officer knows of an invisible wormhole or space lane that knowone else knows of, or ships under his command may move faster.

Officers may have several traits, sometimes good, sometimes bad, all affected by the presence of an academy.

A new structure called an Academy would give you a better chance of developing officers with good rather than be skills (affected by research) Officers sould also command Star Bases. An academy would be about as expensive to build as a Star Base, have similiar firepower, but similiar resilience, and you could only build ONE per race. (not one per gravity well) They would be REALLY frikkin' expensive (much more than a Star Base) Blowing one up would be a major event. You COULD build a Star Base in the same well as an Academy. Building an academy at the Capital of the Empire would be cheaper than elsewhere,

You could do research that would increase the likelihood of specific trats developing amongst officers (researching some traits might close off other research corridors however)Flag Ships would something you could choose and put in control of a fleet, the officer in charge of a Flag ship would confer his skills not just on the performance of his ship, but the entire fleet. Flag ships would also get an experience bonus (only for themselves) Officers would be more likely to gain levels when in command of larger or more important ships (as well as survive) Each tiem you create a ship, an officer may or may not be created (again affected by the presence of an academy and the type of ship).

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Reply #1 Top

I would love to see something similar to this.  It kinda reminds me of Advance Wars mixed with a little Civilization.  It would definitly add strategic value to the game since you could have a whole slew of governors with different specializations that could give certain bonuses.  I would rather see the governors give passive traits to the fleet they are in since upgrades already cover the entire race you play.  That way your encouranged to keep them alive in your fleet and would want to send them to battle since its a risk vs reward. 

It would also be neat to have some sort of commander or president that you only get one of in a game.  You pick them before you start the game and they start on your homeworld.  There could be enconomic / war / cultural and give huge bonuses if you keep them alive in a game. 

Advance wars did something along the lines of a war meter that builds up as you kill and loose units and when it fills up you can have your commander unleash their ultimate attack.  This would be rather fun and add lots of stategy to multiplayer games since multiplayer encourages more fighting and less defensive tactics you see more in single player.

Reply #2 Top

Something I would love is some basic enemy statistics? Perhaps we could have a chart detailing the tax/income levels of enemy planets so we could tell what is worth attacking. Update it only when you have sight of the planet.

I think captains/commanders/something to lend a sense of story to the game would be welcome as well.

Of course, I would love to see

Ground Battles

Ground based defenses

Somehow making siege frigates useful

 

Reply #3 Top

my only hope for the next expansion is that it makes the game even more in depth in the non combat side. i know that they stated that is thier goal, but there is so many directions the could take with this new expansion it is kinda scarry. i have full confidence in IC but i will remain skeptical till some info is released, and hopefuly soon