SAP Reboot thread
Due to popular demand here it is. So here are the things I would include in the reboot.
FTL would no longer be so confusing. There would be 3 - 5 different kinds of FTL archetypes.
- Warp bubble
- "quantum jumping", Wormholing
Each of these archetypes would hold some disadvantages and advantages. I was also thinking that we could implement sort of travel time between systems in the map. For example: Timmy has Warp bubble based FTL-drives. There is a system near him he wishes to colonize. The system is 2 distance units away Timmy sends his ship there. Based on his FTL-drives, distance and his tech level the trip takes him 3 days to complete.
I found that the current tier system is not that great. In the new tier system I am proposing there would be more FTL capable tech tiers and they would be in a sensible order. Although I am not certain of it yet but this could be also advanced further by adding a techpoint system. The techpoint system would be based on research-class settlements and a certain base value each one would get per system. So when one would gather enough of said points he will advance to the next tech tier.
I'm thinking the new tech tiers would look like this:
- T0 : Prehistoric (Stone age): very small organized populace.
- T1: Ancient: Larger population, small cities. Bronze/Iron age weaponry
- T2: Early/High Middle ages: Feudal system. Even larger population, efficient siege warfare. more efficient bureaucracy.
- T3: Late Middle Ages/Renaissance: Time of inventions. Weird mechanical doohickeys. You know what there is
- T4: Enlightenment/Colonial/Early Industrial: Highly efficient bureaucracy. Efficient large nations with a lot of resources
- T5: Imperial/Industrial: Large nations lots of warfare. Line battles etc.
- T6: World wars: Industrialised warfare. "Total war". transportation
- T7: Atomic/Cold war: Very early space travel. Nuclear fission, and so on.
- T8: Modern era: efficient transportation. Highly advance medicine etc.
- T9: Early Interplanetary colonization era: Practically no capital ships. Not very efficient thrusters. Able for small scale colonization of nearby planetary bodies.
- T10: Interplanetary colonization era: Some very early capital ships, hugely expensive. Able of medium scale colonization of Most of the systems planetary bodies.
*T11: Late Interplanetary colonization era: Some capital ships still expensive but better equipped. On the cusp of creating their FTL drive. Able to settle nearly all of systems planetary bodies even the furthest ones.
*T12: Early interstellar exploration era: Able to go to nearby systems. Able to start utilizing their FTL-drive. FTL really expensive and very short range [SUGGESTED STARTING TIER]
*T13: Interstellar exploration era: Able to go further away. FTL becoming easier and cheaper and FTL-drives start becoming smaller.
*T14: Late Interstellar exploration era: Able to go huge distances. FTL much more faster and cheaper. FTL-drives fitted to smaller vessels.
*T15: Interstellar colonial era: FTL-communication. Able to manage resources and supplies within a small Interstellar empire. [THE HIGHEST POSSIBLE STARTING TIER]
*T16: Interstellar empire era: Efficient FTL-communication and other service such as banking. Able to sustain a sizable interstellar empire.
*T17: Galactic colonial era: Able to sustain a vast galactic empire.
*T18: Galactic empire era: Able to sustain a really vast and possibly magnificent empire. Can reach most parts of the Galaxy.
*T19: Intergalactic era: Can go to different galaxies in a timely fashion.
*T20: Interdimensional era: Basically god. [UNATTAINABLE]
Based on D20 (20 sided dice) rolls that would be modified by tech tier and military settlements. For example: Gary's empire the Examplanian Dominion is tier 18. He has 2 military settlements. He is facing Henry's tier 15 High Council of Illustran who has 0 military settlements. So Gary has the upper hand he hits on say 15-20 where as Henry hits only on 18-20. Ship damage caused by hits would be same for all.
Takes into account the type of weapon, armor, shields, type of shield, evasion etc. Includes personalised ship designs (points assigned to things and choosing what type of weapon etc.). Limited randomness.
My goal is to also shift focus from systems to planets. Ideally planetary invasions would be played on a map of the planet where both sides conquer territory until other surrenders(Not a decision when certain point of territory control is reached)
Instead of a bulk ship limit I am proposing we implement a fleet limit. Where like amount of planets gives you more supply so you can have more fleets. Fleet sizes would be reduced to realistic measures for example: Larry has enough planets to supply 5 fleets however he just lost couple planets just a little earlier when he had 7 fleets. He now has to remove/disarm 2 fleets for his forces to be lawful again and not suffering penalties. His fleets are all comprised of 8 vessels, 1 battleship 1 carrier 2 cruisers and 4 frigates with 20 squadrons, 15 fighters and 5 bomber squadrons.
Mapstyle will be made according to these changes/additions.
If I missed anything let me know.