A few months ago, I experimented with a tile- and turnbased abstraction of a gravity simulator and newtonian physics. The result was kinda cool, providing a framework that feels realistic enough (though 2d), calculates fast and is managable for an AI to navigate in due to heavy simplifications, less precision needed, indexed trajectories etc. (and that currently looks like "Orbiter: Roguelike" :lol.
I haven't touched it for a long time, but these days I was wondering what could actually be done with it. I have a game concept in mind that is hopelessly overambitious so I won't even think about it. As an alternative, I was thinking about a 4x game set in the solar system, because, well, there ain't anything like that yet (that I know of, except maybe Aurora 4x with pre-transnewtonian start and multiple factions on earth...).
There's a few conceptual problems I can see with that though and I seem to suffer a lack of smart Ideas how to tackle them.
Mainly, it's a setting problem. What I came up with is kind of a post-apocalyptic earth that went through global warming right into WW3. The game starts when the newly formed nations are struggling from the ashes, but find that the earth simply doesn't have the resources anymore to sustain their newly formed civilisations for long.
This would provide the necessary incentive to produce an all-out do or die space race. Not only to make the whole game make sense, but to drive the player into space through game mechanics.
It's a bit odd in 4x games that the only mechanical incentive you have to expand is that otherwise some aliens will come along after 200 turns and kick your butt. In a single-system 4x, where all factions start on the same planet, those dynamics are a bit different. Basically, there would be nothing stopping you from just gearing up your industry and research and carry the conflict out right there on earth without colonising the system first. The setting would provide a necessity for expansion due to limited resources that wouldn't allow you to build a large enough army. It would also allow some liberties to simplify earth overall, with a few mega-nations that magically formed after the appocalypse, and a good explanation why there are so few cities... :shifty:
Still, the setting seems extremely cheesy. I have the feeling that one could do better with a game background.
But even going from that, there would soon be another problem: The asteroid belt would provide pretty much al the resources one might need, and there's no real need for actual colonisation. There would be a bit of it on the moon and mars, but as soon as the player develops technology to mine the belt, any expansion further outward would become pointless. I am thinking about an Alien-Legacy like research system, where you don't just produce one type of research points in labs. Instead every research area has its own research points, and they must be gained through on-site research and application. i.e. active exploration.
Still, this will only lead to research outposts, and not to Shipyards on the galilean moons...
A case could be made that the conditions of earth are deteriorating and that you have to get people of, but a) that is silly because those conditions are still somewhat better than elsewhere, b) there certainly cannot be a problem with overpopulation because of the recent war and c) making powerful technology, allowing the mass exodus of thousands of people, available early in the game would kind of defy the purpose.
Now, all of this touches a bit on the well-known "why should we colonise the solar system at all" debate, but that's not what I am after. I'm more concerned with game mechanics, the setting can somehow be made to fit...
So, does anyone have any thoughts on this?
I haven't touched it for a long time, but these days I was wondering what could actually be done with it. I have a game concept in mind that is hopelessly overambitious so I won't even think about it. As an alternative, I was thinking about a 4x game set in the solar system, because, well, there ain't anything like that yet (that I know of, except maybe Aurora 4x with pre-transnewtonian start and multiple factions on earth...).
There's a few conceptual problems I can see with that though and I seem to suffer a lack of smart Ideas how to tackle them.
Mainly, it's a setting problem. What I came up with is kind of a post-apocalyptic earth that went through global warming right into WW3. The game starts when the newly formed nations are struggling from the ashes, but find that the earth simply doesn't have the resources anymore to sustain their newly formed civilisations for long.
This would provide the necessary incentive to produce an all-out do or die space race. Not only to make the whole game make sense, but to drive the player into space through game mechanics.
It's a bit odd in 4x games that the only mechanical incentive you have to expand is that otherwise some aliens will come along after 200 turns and kick your butt. In a single-system 4x, where all factions start on the same planet, those dynamics are a bit different. Basically, there would be nothing stopping you from just gearing up your industry and research and carry the conflict out right there on earth without colonising the system first. The setting would provide a necessity for expansion due to limited resources that wouldn't allow you to build a large enough army. It would also allow some liberties to simplify earth overall, with a few mega-nations that magically formed after the appocalypse, and a good explanation why there are so few cities... :shifty:
Still, the setting seems extremely cheesy. I have the feeling that one could do better with a game background.
But even going from that, there would soon be another problem: The asteroid belt would provide pretty much al the resources one might need, and there's no real need for actual colonisation. There would be a bit of it on the moon and mars, but as soon as the player develops technology to mine the belt, any expansion further outward would become pointless. I am thinking about an Alien-Legacy like research system, where you don't just produce one type of research points in labs. Instead every research area has its own research points, and they must be gained through on-site research and application. i.e. active exploration.
Still, this will only lead to research outposts, and not to Shipyards on the galilean moons...
A case could be made that the conditions of earth are deteriorating and that you have to get people of, but a) that is silly because those conditions are still somewhat better than elsewhere, b) there certainly cannot be a problem with overpopulation because of the recent war and c) making powerful technology, allowing the mass exodus of thousands of people, available early in the game would kind of defy the purpose.
Now, all of this touches a bit on the well-known "why should we colonise the solar system at all" debate, but that's not what I am after. I'm more concerned with game mechanics, the setting can somehow be made to fit...
So, does anyone have any thoughts on this?
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