Hey,
So I bought diplomacy earlier today and played through my first medium game, loved it, loved pitting AI players against each other, loved utilising the pirates for my own ends, loved cursing the pirates when they stuck their noses up my flank. However, I did notice that the pirtates where getting stronger throughout the game, nearly took down one of my capital ships... is there a cap on this?
Anyway, on with the ideas:
I would like to have the option to pay other factions to launch an attack against the pirates, why should they be immune from all the backstabbing? Whilst I am talking about the pirates, I do not mind them getting more powerful as the game progresses but this should have a cap on it, they shouldn't be able to go toe to toe with major empire fleets (and from reading some forum posts, come out victorious!), they should be more of a nuisance than a major threat. Also, I would like to see the pirates develop 'loyalty' for players who routinely give them lucrative missions and even refuse missions against said players (why s!@t where your mouth is?) .
Another idea I had was the ability to organise combined attacks with AI allies. If you become really good allies with an AI player, why should it cost you to ask him to do things for/with you? A new screen could be added where you could suggest attacks/raids against enemies.
It could say something like:
Player A suggests a combined assault against player B, targeting planet x (Accept/Refuse)
Player A is commiting fleet A for the attack, select a fleet to commit
Select a planet for the fleets to meet at
Player A has commited a greater fleet, he/she will take the planet
Abort?
Once both fleets arrive at the meeting point, the AI will message the player with something like "Glad you could make it, awaiting your signal". The AI will group thier fleet with the players fleet and will move with it, phase jumping like a single fleet. If the player fails to make the meeting point after a certain time, the AI player will abort and your relationship will take a hit, or if the AI player needs the fleet for defensive purposes it will abort. Like wise, the player can abort the mission but the relationship will take a hit. (Note, player should never get direct control of AI fleet)
Another idea I had was the idea of a scavenger ship, wanders around the map, looking for debris to harvest and get resources from it, has an 'explore' like ability which can be set to one of three modes:
Friendly space only: Will only jump to gravity wells controlled by the player or allies
Exploratory missions: Will only jump to gravity wells controlled by the player or allies and neutral gravity wells
High risk missions: Will jump to any well, regardless of who controls it.
It will suck debris up, like the orkalus, only less powerful and has light anti-strike craft armament. TEC version works more efficently, giving more resources, Advent version has a fighter compliment to give it more defense, Vasari version, activly boards enemy trade ships unlucky enough to cross its path to get credits (more than when you destroy them).
Anyway, those are just a few ideas I had knocking around my head
EDIT: oh yeah and one more thing: What are the Vasari running from?!!?!