First lets me start by saying I’m a big fan of GC2 an all it’s expansions and will doubtless be playing them for years to come, particularly with the TA expansion and the editors that come with it.
So anyway a few suggestions for GC3, it’s more of a wish list actually but still I thought I’d put it out there you never know Stardoc might even like some of these ideas. Anyway here goes;
1.) Keep the hard point ship design system but enhance it in the following ways;
Add the ability to scale parts in just the X, Y, or Z direction rather than just uniformly, this would allow them to be used in more different ways.
Add the ability to make lights blink on and off.
2.) Buildings, allow users to design the buildings for their race using a Hard point system just like ships accept the design is purely cosmetic. A default for each building should be pre-designed so that those who don’t want to bother customising it won’t have to. The editor should be an option on the tech screen after the research that leads to the building is complete.
3.) Planets, Racial Norms and Terraforming Technology. I think a radical over hall would be good here not that the current system doesn’t work but I really liked Moo3’s system here (although the game itself was dire).
So give each Planet the following statistics all are averages for the planet; Temperature, Gravity, Radioactivity, Humidity, Atmosphere.
Temperature, Gravity, Radioactivity and Humidity should all be simple scales and Atmosphere would be one of two or three types. E.g. Oxygen, Methane, None, etc.
The Planet should also have a rating for biosphere e.g. how developed the native biosphere is e.g. a Barren planet effectively has no native biosphere, this could be a simple scale of 0 – 10, 0 = Barren, 10 = a Lush jungle world.
A Planet would also consist of land and ocean squares, the number of ocean and land squares decided by the humidity.
Each race would have normal ranges and wider extreme ranges for; Temperature, Gravity, Radioactivity, Humidity. If any of those variables on a planet are outside the normal range then for each one outside the normal range building maintenance costs should increase and population growth and morale decrease. If any of the variables is outside the extreme range of a race they can only build an outpost and various terra forming devices on the planet until they all fall within the limits at which point the outpost becomes a colony. If the planet does not have the races preferred atmosphere they likewise cannot build a colony.
Terraforming; There should be a range of technologies and buildings for terraforming some will need to be kept permanently while others work over several turns but may later by destroyed as their effect is self sustaining. E.g.
Planetary Gravity Modulator – One per planet must be kept or the planet reverts, sets the planetary gravity level to the normal range for the species that builds it.
Atmospheric Adjustment Centre; Changes the atmosphere of a planet to the normal for the species that builds it over a number of turns, self sustaining so may later be destroyed, (could be different types depending on the original atmosphere so more than one technology).
Planetary Radiation shield – reduces the radiation level on a planet by a set amount, must be maintained.
Planetary Humidifier – increases Humidity on a planet a set amount, (should also be a dehumidified) Note this may lead to land square becoming see squares and improvements on them may vary.
Temperature Regulation centres; will adjust the temperature a set amount and come in hotter and colder varieties. In any case you get the picture.
Biospheres;- The food web or organisms to support our population on a planet. Changing the atmosphere should set the biosphere back to 0 on a planet. Biosphere should affect maximum population and population growth the higher the better. There should be Biosphere seeding buildings to increase biosphere rating over time.
Obviously this all makes planets a lot more complex to manage but would add richness and depth to the races to the tech tree and to the game in general. Note most carbon based life will have overlapping temperature, radioactivity and humidity requirements. Special tech should be needed to invade worlds outside your extreme zone and invasions should have a penalty for the invader if the planet is in the extreme range.
4.) Custom races, tech screen, invasions, etc
Currently you seldom see your race in action and only see others in the diplomacy screen. What would be nice is to have a scientist of your race present tech advances, to have governors actually talk to you and to be able to see your race in action during invasions.
I understand the number of movies you would need using the current system would be massive. It would also be nice if custom races could be unique and still be used in the same way and with the current system that is not possible.
So what I propose and this is one of my costlier suggestions is a spore like race design editor. This would allow you to model a standard member of your race, a scientist, a soldier and a spy complete with suitable clothes, you could revisit these models later on.
The system then generates some fixed animation sequences for these characters (all the standard races have predefined ones that can be edited at any time. As well as various possible soldier animations.
Some technologies could unlock new parts so you could actually make your troops seem like they where wearing power armour when you get it, change their weapons, etc. Unlike spore the design of your people does not affect their abilities the picks still apply. But for soldiers the weapon you give then and any power armour or cybernetic bits do, and the cost per thousand of your soldier would vary accordingly.
It would be up to the player to decide how a standard set of invasion/Defense troops was equipped but he could change these before building an invasion task force. A similar system to the ship system could be used to design mechanised infantry and atmospheric air support. This would mean a player doesn’t have to use their best troops and equipment. Also the amount of room needed on transports would vary. A player could also vary this for a planetary defence force on a particular planet. You could have different squads with varying weapons.
Troops would have the following characteristics;
Damage(Beam, Melee, Mass Driver, missile), Toughness (against each damage category), Hitpoints, Accuracy, Morale, damage area (Applies only to missiles), evasion.
Damage = How much damage a troop does to everything in the damage area of it’s attack (or target if not a missile) in it’s particular category.
Toughness = How much damage of that type the target can absorb without taking damage in a turn.
Hitpoints = how much damage can be taken before death or destruction if a tank.
Accuracy = Used along with the targets evasion to determine a hit or miss.
Damage Area = the area of the explosion for a missile.
An invasion itself would play out with a map showing enemy troop disposition on the planet. You would then decide which troops and squads to send to which areas based on your knowledge of troop enemy troop placement, if you are being invaded you decide where to set up your defences.
Then the battle for each sector plays out, you have the option to withdraw why a battle is in progress. What you see for each sector is a small but representative part of the battle taking place e.g. each troop represents a thousand, etc. based on the stats the battle plays out before you with the camera tracking it in a cinematic way using your troops, tanks, etc and generated animations to show a real tine skirmish in the battle.
If the enemy is destroyed or forced to flee you win the sector. Troop numbers are adjusted on each side for casualties. Once all current sector battles have played out that’s the combat over for that turn if all enemy troops are destroyed then the planet now belongs to you otherwise it’s contested and adds nothing to your empire be you defender or attacker.
Next turn you can redistribute your forces anywhere if the attacker or move them one sector if you’re the defender. And so on until someone wins the planet.
Troops can destroy structures in sectors they have captured and some weapons may damage structures anyway.
5.) replace invasion tactics with special modules for support tanks, etc and ships in orbit.
Well enough suggestions from me for now.