General Game Suggestion 040505 (big suggestion)
IGBM’s Idea:
This suggestion is rather large change to the theatre of conflict in the game… If not in the original launch, then perhaps in an expansion pack.
In one word (or acronym) what I suggest is the implementation of IGBM’s.
Inter-Galactic-Ballistic-Missiles. (Galaxy spanning versions of existing ICBM’s, or Inter-Continental-Ballistic-Missiles.) I realize that it would be more correct to use IPBM (Planetary) instead of IGBM (Galactic) but IGBM just sounds better.
In a nutshell, I am suggesting the implementation of a fully configurable IGBM interface, utilizing the already existing Ship Design scheme, and adding an entirely new dynamic to GC2. One that no other 4X space game has capitalized on.
Think of a theatre of conflict where next to the fleet of destroyers, transports, and defenders, you will have ECM (Electronic-Counter-Measure) frigates, stations, and even Anti-IGBM weapons like the 1980’s “star-wars” program, that defend fleets and colonies from IGBM’s. Entire empires could enter a cold war or sorts… The promise of mutually assured destruction threatening at every turn.
No longer would the theatre of conflict be dominated by the empire with the largest armada… When a single well placed IGBM (of sufficient size) could conceivably wipe out the entire armada in one fatal sloop, it will be the “thinking” person’s war to win. War makers on all sides will be forced to implement tactics, such as attacking in waves, considering reinforcements and defense, and adding verity to their fleets instead of all out offensives.
With the right implementation, the inclusion of IGBM’s could bring a long needed change to the 4X scene.
Functional Concept (parameters):
IGBM’s will first require a significant investment in technology and capital… Obviously Weapon, Computer, and Navigation technologies would play a big part. The technology should be easy to use, hard to master… Available early, but late to mature… There should be varying sizes to IGBM’s that allow for a multitude of configurations. The earliest versions will obviously have limited stats all around. But with further advancement in IGBM technology, they can attack farther, faster, and deadlier. Allowing for both physical and technical customization, like the current ship design philosophy that exists in the game will work well, and encourage diversity in appearances and tactics.
The development of IGBM technology should be expensive enough that it intrudes on the development of other equally desirable technologies. Such as those that unlock new hull types, and the like. The idea is that no empire should have both well developed armadas, “and” well developed IGBM’s until extremely late in the game… if ever. Thus encouraging a “blend” of the two. Lastly, the “use” of IGBM’s should also, undoubtedly, cost at least one colony tile to the construction of an IGBM launching platform. The platform should also require upgrading in order to launch the ever larger IGBM’s technology advances allow.
Defense from IGBM’s should be comparatively cheap in the beginning, and available within the general mix of technologies. No specialization required. Until later in the game, when whole technology fields can be devoted to Anti-IGBM pursuits. The idea is that even if an empire rushes to IGBM use, anyone with a little forethought and a little planning can protect themselves relatively easy from them. Meanwhile the empire that has spent all that time and effort on an easily counteracted IGBM stockpile has a significantly reduced “ship” based army. And thus as a distinct disadvantage. This way the game doesn’t degrade into an early IGBM race.
Implementation Possibilities:
- Variable sized IGBM’s.
Such as Small, Medium, and Large. Small IGBM’s are the first available and have relatively small specifications. Due to the limited size, the designer must choose to focus on payload, range, speed, ECCM (Electronic-Counter*-Counter**-Measures), armor, specials, etc… The larger the IGBM hull type, the more well rounded, or specialized they can be.
Example #1: Someone may want an IGBM design that is very fast, short ranged, has little to no defense, and medium payload. This design would be nice for short range, colony defense. An enemy armada enters empire territory, and before they know what happened the colony launches an IGBM that hits the same round it was fired. Preventing the armada from attempting to shoot it down, or hijack it.
Example #2: Someone may want a deep penetration IGBM that is slow, but long ranged, has minimum defenses, and a medium payload. This design would be nice for covert, long range, sabotage attacks. Possibly even allowing the attacker to designate a target… If they have a spy in the colony. Etc…
- Variable Effect IGBM Payloads.
Such as EMP, Thermal, Biological, Explosive, Chemical…. Each effect will have its drawbacks, and its benefits. EMP type payloads will disable technology, but not destroy it… Such as incapacitating ships to be captured… Or disabling planetary defenses long enough for an invasion force to land. An explosive payload will be very useful against colonies, but not very useful against targets in space, due to its reliance on an explosive shockwave; as apposed to a thermal payload that would do equally well in space or colony but do less over all damage to both. Conversely a biological payload would have virtually no effect against targets in pace… Etc…
With this dynamic an empire stock piling IGBM’s will have to invest as much time and effort designing and planning for them as they would ships…
- Variable Infrastructures.
Requiring the building of different colony tiles, or space station expansions, for different payload types. Such as requiring a Biological Research Facility be build in a colony in order to arm IGBM’s made there with biological payloads. Etc…
I could go on and on but I will stop there and await any feedback… No point in taking it to the N’th degree if there is no hope for its implementation.
Hope you like the idea at any rate.