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Need ideas for space exploration game
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<blockquote data-quote="Yttermayn" data-source="post: 5124449" data-attributes="member: 31390"><p>Ok, you folks are some of the most creative folks I know. I am making a space exploration game for the PC. The structure of the game allows for <em>encounters</em> to occur in certain systems. I am looking for ideas for different encounters and variations on encounter themes. Items in parenthesis should be considered as being 'OR'd.</p><p>Example 1: upon exploring a new star system, your crew encounters a vast ring of debris orbiting a (star, planet, moon, whatever). Closer examination of the debris reveals it is the remains of thousands of unmanned war machines from some ancient battle. There is no sign of the creators of the machines. The crew, if it decides to haul some of the debris aboard and tinker with it, discover the pieces (self activate in close proximity, can be made active again, etc) and the resulting creation (is hostile, awaits orders from the crew/masters, self destructs due to being "captured", etc.)</p><p>Example 2: Upon exploring a new system, your crew encounters a derelict ship of unknown origin. Coming near the ship (activates it's automated defences, reveals it to be severely compromised and dangerous to board, etc.) Should the crew board the ship, they find (some alien artifacts survived and can be recovered, the alien crew is dead, the alien crew is in suspended animation, the crew is missing alltogether, some dangerous element is aboard that has caused the dereliction and threatens the crew/your ship).</p><p></p><p>The game is focused on exploration, research, and combat, in roughly that order. FTL capability is relatively rare and expensive in energy and resources, so among the various races there is not much trade/economy action. The species are so wildly different anyways that the value of various commodities is very species specific, which also limits trade (one race's treasure is another races 'whatever'). Research will use a tree type model, with new branches being opened up by exploration and discovery mostly.</p><p>There are generally two modes of play: Ship movement and combat, and personell movement, combat, etc in ship interiors and planetary surfaces. There will be surface vehicles available. Your ship is designed with long term sustainability in mind. It is just complicated or more so than an RPG character and can be maintained and upgraded extensively, with a variety of ships systems.</p><p></p><p>Please post any ideas you may have, and THANKS!</p></blockquote><p></p>
[QUOTE="Yttermayn, post: 5124449, member: 31390"] Ok, you folks are some of the most creative folks I know. I am making a space exploration game for the PC. The structure of the game allows for [I]encounters[/I] to occur in certain systems. I am looking for ideas for different encounters and variations on encounter themes. Items in parenthesis should be considered as being 'OR'd. Example 1: upon exploring a new star system, your crew encounters a vast ring of debris orbiting a (star, planet, moon, whatever). Closer examination of the debris reveals it is the remains of thousands of unmanned war machines from some ancient battle. There is no sign of the creators of the machines. The crew, if it decides to haul some of the debris aboard and tinker with it, discover the pieces (self activate in close proximity, can be made active again, etc) and the resulting creation (is hostile, awaits orders from the crew/masters, self destructs due to being "captured", etc.) Example 2: Upon exploring a new system, your crew encounters a derelict ship of unknown origin. Coming near the ship (activates it's automated defences, reveals it to be severely compromised and dangerous to board, etc.) Should the crew board the ship, they find (some alien artifacts survived and can be recovered, the alien crew is dead, the alien crew is in suspended animation, the crew is missing alltogether, some dangerous element is aboard that has caused the dereliction and threatens the crew/your ship). The game is focused on exploration, research, and combat, in roughly that order. FTL capability is relatively rare and expensive in energy and resources, so among the various races there is not much trade/economy action. The species are so wildly different anyways that the value of various commodities is very species specific, which also limits trade (one race's treasure is another races 'whatever'). Research will use a tree type model, with new branches being opened up by exploration and discovery mostly. There are generally two modes of play: Ship movement and combat, and personell movement, combat, etc in ship interiors and planetary surfaces. There will be surface vehicles available. Your ship is designed with long term sustainability in mind. It is just complicated or more so than an RPG character and can be maintained and upgraded extensively, with a variety of ships systems. Please post any ideas you may have, and THANKS! [/QUOTE]
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