Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Author Topic: Building A Solar Empire  (Read 3153 times)

bemoteajh

  • Ensign
  • *
  • Posts: 2
    • View Profile
Building A Solar Empire
« on: April 18, 2012, 03:33:04 AM »

I know this will be a long way off but would be nice to see.

Harvest resources from the asteroid belts using the already existing mining lasers.
Take one of the uncontrolled planets for your own.
Build infrastructure and defenses.
Research new ship and weapon types to build.
Eventually being able to take other planets and conquer the system.

Also as far as the ship research goes there should be a way to add custom ships into campaign mode without modding to give a feeling of "This is my ship, all flee before its power!" only to loose it in the first fight haha
Logged

BillyRueben

  • Admiral
  • *****
  • Posts: 1406
    • View Profile
Re: Building A Solar Empire
« Reply #1 on: April 18, 2012, 07:05:25 AM »

Does this solar empire have sins?

OT: I would love this, all except for the researching new ships and weapons. I'm pretty sure you would have a lore conflict there, but I could be mistaken.
Logged

Emailformygames

  • Commander
  • ***
  • Posts: 103
    • View Profile
Re: Building A Solar Empire
« Reply #2 on: April 18, 2012, 02:23:05 PM »

Does this solar empire have sins?

OT: I would love this, all except for the researching new ships and weapons. I'm pretty sure you would have a lore conflict there, but I could be mistaken.

I agree about researching.  Although TBH I think it would be cool if you only had certain default ships and you had to gain access to the other ships through "capturing" the ships blueprints (either by taking over the enemy ships, attacking an enemy space station, etc.).  And once you had the blueprints you could manufacture your own ships (if you had enough resources of course and a space station at which to build the ships).
Logged

krmko

  • Ensign
  • *
  • Posts: 7
    • View Profile
Re: Building A Solar Empire
« Reply #3 on: April 19, 2012, 02:36:29 AM »

Sound good at first, but i think it would be an overcomplication to insert 4X elements into the game, especially the micromanagement part of building infrastructure etc.
Logged

Aleskander

  • Captain
  • ****
  • Posts: 397
    • View Profile
Re: Building A Solar Empire
« Reply #4 on: April 21, 2012, 04:54:43 PM »

Does this solar empire have sins?

OT: I would love this, all except for the researching new ships and weapons. I'm pretty sure you would have a lore conflict there, but I could be mistaken.

Aren't most of the tri-tachyon ships designed recently?
Or am I just being stupid
Logged

Iscariot

  • Admiral
  • *****
  • Posts: 852
    • View Profile
Re: Building A Solar Empire
« Reply #5 on: April 21, 2012, 05:01:10 PM »

Nope. They're just 'recent' in terms of the Domain's designs.
Logged

The idea is that the various tech levels represent different - not "better" - ways to do things.

hadesian

  • Admiral
  • *****
  • Posts: 2058
  • It's been one of those days...
    • View Profile
Re: Building A Solar Empire
« Reply #6 on: April 22, 2012, 02:13:06 AM »

Blueprints makes sense.
Make it (a lot) cheaper to make ships and weaponry yourself but you can acquire them other ways (IE a Paragon through the usual hope to board it)
Logged
Changes as of May 24, 2013
  • Reinvented Starsector.
  • That is all.

BillyRueben

  • Admiral
  • *****
  • Posts: 1406
    • View Profile
Re: Building A Solar Empire
« Reply #7 on: April 22, 2012, 06:37:22 AM »

The people in the Starfarer universe obviously can't reverse engineer ships to get their blueprints. If they could, blueprints wouldn't be nearly as valuable as the lore says they are. So, boarding a ship to get its blueprints doesn't make a whole lot of sense.
Logged