Raiding for Fun and Profit

I’d started out trying to add a story point option that would, to quote my TODO list, “make ground raids more of an early-game activity the player can engage in”. Some time later, I ended up with a total revamp of the ground-raid system, and no story point option. I promise, I can explain!

(If you’re unfamiliar with story points, see this blog post. In brief, they’re limited “do cool things” points that you’ll gain as you level up. Both the points and the cool things to spend them on will be in the next release.)

Now then, back to how this happened. Story points are not an end unto themselves – the goal of the TODO item was, after all, entirely about ground raids in the early game; story points were just a possible way to do it. So, the first thing I’d tried was letting the player use a story point to stage a “surprise” raid, with higher effectiveness. This means you don’t need as many marines to accomplish something useful, which in turn means you can do it earlier in the game. Technically correct (the best kind!), but also, doesn’t hold up.
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Blueprints, Doctrine, and Production

How starships get produced has been heavily abstracted so far – there’s a colony, and it spawns fleets made up of faction-appropriate ships, and that’s about all there was to it. To be fair, that’s all that needed to be there, since it was not something the player could interact with in more detail than attacking those fleets.

Now that the player can establish colonies and manage a faction of their own, we need more detail. Not so much that it’s a chore to manage, but enough to cover the things the player will naturally want to do.

If you’ve been keeping track of the backstory, most heavy manufacturing in the Sector is done using “blueprints” – precise specifications for building a ship or a weapon, that an automated factory can use to build the item. Copying these is difficult-to-impossible, and their dwindling supply contributes to the gradual decline of the Sector. This is the base we’ll use to develop the manufacturing mechanics, making adjustments to cover the demands of gameplay, as needed. That is to say, if blueprints have to work a certain way for the gameplay to come together, then hands will be waved.

Blueprints
A “blueprint” is an item the player can find and right-click to “learn”. For example, they might acquire the blueprint for a Medusa-class destroyer or a Heavy Mauler, a ballistic weapon. This works similarly to how players learn new hull-mods. After a blueprint has been learned, the player’s heavy industry becomes capable of producing the items in question – there are lots of details here, and we’ll get to those in a bit, but that’s the basic system.

blueprints

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