Re: Possible ideas for an EDEE sequel (4X style game)
- The beauty of Empire is its basic simplicity. Perhaps you should try a basic mod to test how your idea might fleash out.
- I think it sounds very interesting but hard. You would probably make a good game developer. There is a game called "Master of Orion". I have never played it but I have seen it on you tube and there are many similarities to what you wrote. Look it up, I think you will be surprised at it's depth and some simiarities to Empire. The most interesting part is how many different spacecrafts there are and how you can upgrade them. Thanks, your read was very intersting.From: Matthew <matthiasfw@...>
Sent: Friday, March 8, 2013 4:08:54 AM
Subject: [empire-deluxe] Possible ideas for an EDEE sequel (4X style game)
I had wondered the other day about the idea of a direct sequel to EDEE. It would stay true to the 4X style of turn based play but have a few differences in how the game is actually set up. No making a move toward increasing complexity, but keep that vague feeling that you could still play the game with dice and counters on a board if you really wanted to. I felt like a sequel to EDEE would be more futuristic, where combat would occur in space between "islands" of star systems (a square would contain one star system and everything in it), rather than conquering cities on a single planet. You would still expand and win by building the most armies and transports and taking over everything, but gameplay would make ship to ship battles more prevalent compared to conducting invasions or fighting them off. A few of the differences I would foresee: Terrain consisting of open space (sea), nebulae (slows movement, may have resources), dust clouds (no visibility but allowing normal movement), wormholes (2 squares allowing instant transport between them; built into map), star systems (cities or resource deposits), radiation zones (passable but very harmful to linger in), singularities (built into map, can't see through or travel through or you die). May be others. Star systems: bread and butter, macguffin of the game. Star system come in different classes. Class A star stem, you can colonize and build whatever you need here, very good efficiency. Class B, like A, but not so good at production, but can develop eventually. No ships or fancy military stuff, but producing Marines and Colonists is still possible. Class C, semi-useful, only able to mine for resources but not build anything. Class D, a "dead" system, nothing of value here, but still adds scenery. Class E systems are oddities, physics is hinky here. Potential terminus for a wormhole in class E systems. You can't just switch it on like a light in the same turn one of your ships finds it; you have to get a research ship there and then wait...and wait...and wait...and maybe some random number of turns later it will open the hole and go through, or nothing may ever happen. Wormholes are funky things and unpredictable. A given map might have a dozen class E's but from game to game only a certain percentage of them will be "connected" and always a different pattern, so no two maps with wormholes can play out exactly the same even with the same players in same starting positions. Some Possible Units Colonist Units: poor fighters, but can build really nicely. 2 colonist units can "enlist" and convert into 1 Marine unit. Marine Units: good at invading, not so good at economics. 2 Marine units can disband ("retire") to form 1 colonist unit. Light Transport: equivalent to EDEE Tr. Can carry 6 Colonists, or 3 Marines. Hvy transport: same as lgt tr but has 4 armor and two extra capacity. Starfighter: equal to EDEE ftr., better at killing capital ships and transports than bombing installations. Destroyers, CRs, BBs, ACs: same as EDEE Scout: between a starfighter and destroyer, no range limit, speed 4, armor 2. Bombers: same as EDEE, for attacking installations, colonies, etc. Frigate: between a DE and CR, 4 armor, spd 2, fights like a destroyer. Missiles: like the missiles from EDEE Satellites: serve the same function here but they don't really leave their origin star system/installation, they just improve the sighting range for the controller of that system. Outposts: you build them in open space, they are a star base and can repair ships and build/launch satellites, but don't have resources or build anything else Mining Facilities: Place in a dust cloud or class B star system for a little extra resources. Colony: established after conquering a class A star system, serves same purpose as cities in EDEE. Star Bridge: if you don't want to wait for a wormhole to be unlocked or if you want to dictate where *your* wormhole goes, build one of these. You build the first terminus in a star system, which then can build a quantum tunneller, a specialized unit which must be transported to a different star system and then unloaded, where it can transform/disband into the other terminus, and after that, units can go back and forth freely. Star bridges themselves come in two sizes: light (only colonists, marines, fighters, and other transportable units can go through-not ships) and heavy (anything can go through,even capital ships). Of course, heavy bridges take longer to build than light ones. Spy Ships: serve the same function as subs, but they "cloak" instead of submerge. Nukes: can kill almost any producible unit, creates radiation zone for up to three turns. Nova Bomb: these can destroy stars, and turn any other terrain into a permanent radiation zone/open space, except sngularities because those guys don't play by the same physics rules as the rest of the universe. Wormholes--and star bridges--might could be sealed (permanently?) by a nova bomb, but not a nuke. Invasions Conquering all the prime real estate on the map remains goal #1, but how that activity is carried out would be somewhat different. There is no map of the world to march/swim/fly across, and a whole star system could change ownership in a single turn. How would an invasion be played out? In this EDEE sequel, the attacking and defender would (in EDEE terms) contest a single island city, but rather than have each unit out of perhaps a dozen (per side) duke it out in whatever random order the computer has sorted your units, where only units within movement range of the target can attack, an invasion action first consists of all attacking units occupy the invaded square contaning the objective. Then there is a specific order of battle: all of a player' capital ships and fighters go first; you can't target a player's transport or their colony planetside until you kill all of the defending capital ships and fighter screen. Then other ships, orbital units, and planes get to fight (or be attacked), and finally the marines and colonists get to attack the garrison (if any) or just plant their flag. Think of capital ships as being on the front line, other ships far in the back, and so on. Given this strict arrangement of hierarchy of who gets to fight who first, it seems only fair to allow a certain few specialized units which can break the rules: Missile frigates: can target transports even in the presence of capital ships...but if you have fighters present and launched, there is a chance that one of them will be nominated by the computer to be the defender instead. command cruiser: if you have one of these in the same square as your attacking unit, only then can you choose a specific unit from the line of units that would otherwise be randomly targeted by you. The com-cruiser might let you deliberately focus everything on smashing the enemy's most fiercesome unit first. stealth bombers: it's suicide for a normal bomber to rush a squadron of starfighters, but a stealth bomber can sneak past and engage planetside defenses directly. As with any multi-unit action, the attacking player can choose to abort the invasion at the end of any single combat. This causes his remaining ships to leave the invaded square (those which still have unspent movement points) in random directions and in opposite combat order (I.e. transports move before destroyers, research ships before battleships, etc.) Additionally, launched fighters and bombers will land on any available AC if they have unspent movement. Units stuck in the invaded square at the end of the invasion-aborting player's turn can still be engaged by defenders in the square on that other player's turn. That is about all I have so far. I think it would be a fun game in the same spirit of EDEE though with a few gameplay twists that I'm guessing couldn't be done very well with an EDEE total conversion, such as wormholes and star bridges, or the invasion order of battle game mechanics. Opinions?Sent from my Samsung Epic™ 4G