Alien Empires Messages
19 Sep 2012, 9:09 PM
23 Jul 2011, 12:10 AM
Just watching Bladerunner and thinking of a new resource...
Tyrell Corporation - gives you boarding parties for combat
22 Jul 2011, 5:47 PM
Although I think we have given up on that theme anyway... going to go more high tech sci-fi.
22 Jul 2011, 5:46 PM
No one would have believed in the last years of the nineteenth century that this world was being watched keenly and closely by intelligences greater than man's and yet as mortal as his own; that as men busied themselves about their various concerns they were scrutinised and studied, perhaps almost as narrowly as a man with a microscope might scrutinise the transient creatures that swarm and multiply in a drop of water. With infinite complacency men went to and fro over this globe about their little affairs, serene in their assurance of their empire over matter. It is possible that the infusoria under the microscope do the same.
No one gave a thought to the older worlds of space as sources of human danger, or thought of them only to dismiss the idea of life upon them as impossible or improbable. It is curious to recall some of the mental habits of those departed days. At most terrestrial men fancied there might be other men upon Mars, perhaps inferior to themselves and ready to welcome a missionary enterprise. Yet across the gulf of space, minds that are to our minds as ours are to those of the beasts that perish, intellects vast and cool and unsympathetic, regarded this earth with envious eyes, and slowly and surely drew their plans against us.
And early in the twenty first century came the great disillusionment.
But unknown to these alien intelligences mankind had been waiting and silently preparing for the arrival of their neighbours. Some say our leaders and military understood the truth after Tunguska 1908, others think it was only in Roswell 1947 or even as late as Confresa 2012. Whatever the truth, the Martian invasion did not find the infant civilisation of Earth as easy to conquer as they had hoped in their meticulously laid plans. Mankind made up for a thousand years of knowledge with unheard-of cooperation between nations, sheer weight of numbers and the one weapon the Martians were unwilling, or unable, to deploy - the Atomic Bomb.
For a hundred years both civilisations depleted the natural resources of both worlds and the solar system became tainted by deadly nuclear fallout. New worlds were found and visited, from which to harvest the raw materials of war, until eventually both races were forced to explore the wider expanse of the Milky Way. Even with the immense space of the galaxy open to them, revenge and hatred fuelled the endless conflict.
Through revolution, conspiracy and religious ideology the two now mighty empires splintered into a thousand competing factions, until nothing of the old order remained. Even Earth and Mars, now depleted of resources and of no strategic value, are all but forgotten. Each Empire competing against it's neighbours, be they Man or Martian, searching for ever greater influence and the material to fuel their ambitions.
To carry warfare sunward is, indeed, their only escape from the destruction that, generation after generation, creeps upon them.
21 Jul 2011, 11:28 AM
I think most of those we have covered one way or another... do we go Melange (Dune) or Thirdspace (Babylon5) for a chunnel type function?
I don't think I had an armor component so Mordenium sounds good.
We aren't building bases on planets any more - it is all done with base/motherships... but we could have a native life that gives you a bonus to baseship building... maybe "Spacefaring Natives" or "Post-Industrial Natives".
Love the idea of a hyperspace disruption component! Any ship using a Spice Navigator (Dune) or a Jump Drive to travel through an area around your ship is immediately dropped out of hyperspace.
21 Jul 2011, 11:27 AM
Cant remember my username/ password for the lcog site sooo here are some ideas....
Organic ship material (Mordenium): bonus to armour and repair rate
Highly developed native life: planet has a base as soon as it is colonised (or perhaps greatly reduced base cost?)
Muonium: can build hyperspace disruption beacons (acts like a permenent minefiled of a certain radius around a ship that only effects ships in hyperspace)
Thirdspace beacon: allows travel to any point on map but has an x% chance of losing each ship travelling (due to attack by the thirdspace aliens) would have to be quite a high percentage or would be unbalanced
Element zero deposits: cheaper production of engine components
Ancient ruins of a spacefearing civ: reveals all special resource planets on the map
20 Jul 2011, 6:32 PM
- The Spice Melange - Navigator Component (like the firecloud chunnel)
- Bovinoid Natives - Cheaper Ships
- Quantium - Jump Drive Component (like HYP but more useful)
- Alien Artifact - Infects your ships and anyone you meet, random chance of being taken over and destroyed?
- Cavorite - Anti Grav Component (allowed more slots on ships)
- Morphite - Chameleon Component (or make your ship look like somebody elses)
- Promethium - Planet Killer Component
- Nanobots - Nanobot Component (fast repair and swap components in flight)
- Latinum - More energy from this planet even without a base
- Dilithium - Warp Engine (faster than standard engine)
- Suliban Helix - Cloaking Device
- Algeron - Cloak Scanner (thinking much bigger range than a Loki)
- Antimatter - Mine Laying (long term power source for mines)
- Energon - Better beams
- Avian Natives - Fighter Bay (or pilots at least)
You need to build a base to get the bonus, but without a base each one is just worth bonus energy from that planet. We could add some more generic ones that just give you an energy bonus and nothing special for a base.
And even some unique ones that either give no bonus or just the standard economic one.
- The Almighty Sarlacc / The Great Pit of Carkoon
- The Matmos
And some other ideas for tech...
20 Jul 2011, 6:30 PM
- The Spice Melange
- Bovinoid Natives
20 Jul 2011, 6:29 PM
bloody hell, the markdown syntax stuff has stopped working.
20 Jul 2011, 6:29 PM
+The Spice Melange - Navigator Component (like the firecloud chunnel) +Bovinoid Natives - Cheaper Ships +Quantium - Jump Drive Component (like HYP but more useful) +Alien Artifact - Infects your ships and anyone you meet, random
chance of being taken over and destroyed? +Cavorite - Anti Grav Component (allowed more slots on ships) +Morphite - Chameleon Component (or make your ship look like somebody
elses) +Promethium - Planet Killer Component +Nanobots - Nanobot Component (fast repair and swap components in
flight) +Latinum - More energy from this planet even without a base +Dilithium - Warp Engine (faster than standard engine) +Suliban Helix - Cloaking Device +Algeron - Cloak Scanner (thinking much bigger range than a Loki) +Antimatter - Mine Laying (long term power source for mines) +Energon - Better beams +Avian Natives - Fighter Bay (or pilots at least)
You need to build a base to get the bonus, but without a base each
one is just worth bonus energy from that planet. We could add some
more generic ones that just give you an energy bonus and nothing
special for a base.
+Neutronium +Duranium +Tritanium +Molybdenum +Whatever...
And even some unique ones that either give no bonus or just the
standard economic one.
+The Almighty Sarlacc / The Great Pit of Carkoon +*The Matmos
And some other ideas for tech...
+Bio-Circuits - Faster reaction in combat somehow +Combat Drones +Shield - damn, havent come up with a resource for this yet +Phase Shield - some kind of enhanced shield +Afterburner - ship makes an initial burst of speed in combat to close towards enemy, or consume the component for one turns speed boost in normal movement
19 Jul 2011, 1:09 PM
Guys we need ideas for special resources that are found on random planets and give you a bonus or tech!
Dilithium - either better engine component Antimatter - antimatter torps Bovinoids - more energy or cheaper ships Alien Artifact - infect ships you see in combat and they infect their worlds - might be complex to code Hawking Singularity - hyperjump component ? - cloaking devise ? - decloak ? - mine laying ? - mine sweeping (or just enhances mine sweeping) ? - fighter bays
18 Jul 2011, 1:17 PM
Had a chat with Alex thinking about gameplay and we came up with a few interesting ideas.
I suggested that you might want to have star bases (where lcog didn't - you just had ships that could build) and that you could have all of your owned planets sending their energy to your nearest star base. That way there really is an economy - but you don't have to manage it though. I was thinking different planets could have different amounts but Alex had a possibly better idea... the energy you get from a planet reduces the further away from the base it is.
This would encourage, even necessitate your expansion using bases. Also you could have every planet having the same resource level - it is where you chose to build bases that matters. Essentially building a "base" is actually building a base and it's infrastructure.
This also solves the issue of building - instead of factory components/ships - you can just build at bases.
Energy is neither fully localised like in planets where resources are transported around - nor global like lcogv0.2. Your base stores up energy which only it can spend. This raises the question of how bases are built... in lcog you actually had a landing bays component for colonising planets. I like this - as it encourages people to build ships for different purposes... could add a new base building component.
We both think having set hull sizes make sense - or just a maximum of 12 per ship. This makes balancing speed and weapons much simpler. I then thought that the landing bays and especially the base builder could simply occupy more than one slot. Landing bays you sacrifice a weapon/engine but base builder you sacrifice maybe 6 slots. Could even be single use.
Alex likes the idea of the rare resources being scattered through the map - apparently Shogun2 does something very similar. Once you find one it perhaps adds extra energy to the nearest base - but if you build a base on it you get some bonus at that base - build cloak component, better weapons etc. Could also have economic benefits like cheaper ships. Rare resources could be natives or artifacts as well as materials - so we could come up with a good list. The economic one could be bovinoids as a nod to planets maybe :-)
From my point of view the rare resources adds strategic value to planets (imagine one that lets you lay mine fields but another one that lets you sweep them effectively), and replaces the need for tech/research and means players will play different styles - to the strength of the resources they have.
What do you think?
18 Jul 2011, 1:17 PM
Had a look at backbone.js and by the time you have faffed around with that I feel like you might as well have gone the whole way and used sproutcore... the way it handles the data seems virtually the same anyway.
I guess we need to work out what tech we are going to use, and also decide finally on actual game play.
So before we get into the detail, the way I see it is the game wants to be.....
Turn based game of building, exploring and conquering a vector based map of planets/stars. Needs to be some for of economy, but management of the economy should be secondary to the gains you make through diplomacy and combat. There needs to be more than one style of playing the game - either because of player choice, or through game rules e.g race advantages/research. The game needs to work with a small number of players but should also be possible on a larger scale.
I am really keen not to simply mirror planets, but mainly the following things I think we should avoid...
complex economy - micromanaging 4 resources, crew and money is a huge waste of time. single ship combat - favours people with big ships, rather than mix of ship types etc. 4 tech levels - pointless - as you always build tech 10 engines etc. Same thing could be achieved by just making new SBs more expensive. races - not sure about this.. adds definite strategy and styles of playing but very hard to balance them - perhaps better to let the players mix/match bonus at start.
and from playing neptunes pride...
ships are a commodity - which just doesn't feel right planets lack a sense of strategic value (although some are in reality worth more) research is a bit slow, but you genuinely trade-off between research and building which works well! movement is from planet-planet only and once comitted you cant change... much easier but more limited than planets
Fixed hulls - i.e. you can build ships with 2, 4, 6, 8, 10 or 12 slots only maybe? Don't bother with engines? hull and research determines speed - so we can set speed on map and combat in a balanced way do we want fuel or population as a resource? do we want bases? i.e. like a ship but stuck at a planet. How do we build ships? factory component, or star bases, or every planet? could have resources but planets automatically send them to your nearest base - perhaps best not to bother but even if it was just energy this could work quite well
6 Jun 2011, 5:22 PM
It is still here - unfortunately development on the next version has halted while I play Terraria
20 May 2011, 5:19 PM
Completely forgot about this site:)