Posted: Fri Jan 15, 2010 1:30 pm
There is a great big hole in the market for a single-player, fun space exploration and trading game. I don't understand why LucasArts hasn't released something like a Han Solo simulator, for example.
For what it's worth, here's my dream setup:
Flight characteristics: as per TIE Fighter. A great balance of twitchy dogfighting with a subtle blend of tactics as you shunt energy around between engines, shields and weapons. Perhaps for warping between systems you could add a little arcadey element, where you have to negotiate a short wormhole ride: the better you are, the smoother and quicker the transition. A similar effect could be used for an in-system Torus drive analogue.
Universe layout: clumps of star systems linked by "warp channels" (or something). Basically laid out like Escape Velocity. But a crucial aspect would be exploration: not all jump routes are known at the beginning of the game, and whole new clusters could be opened up by the player.
Star systems: big and sprawling, with planets made actual size (i.e. vast). A gas giant should be GIANT. But players can shuttle around at a-little-bit-faster-than-light, as per the Torus jumpdrive, masslocks (or equivalent) included. Planetary landings would be nice – and could allow for the occasional first-contact scenario, too
Money and trade: I'd start players out, not with a small amount of money, but with a whacking great overdraft. I'd make debt a fundamental part of the game, from banks all the way to loan sharks and mobsters. Clearing out your loan would be a major goal. Trade, meanwhile, would be much more specific. Generally I'd avoid generic items and let players hunt around for elusive big scores. I'd also include opportunities for haggling and barter.
Ships: tinkerable. I'd let players fiddle with their engines and power conduits and the like, and give them the chance to buy (or find, or steal) all manner of gizmos and widgets which they can try out wo twek the performance of their ship – sacrifice a bit of power for more cargo space, or tougher shields for a slightly reduced speed, etc. And endlessly reskinnable, too.
Moddable: let the public work for you! Have the game built ready to accept plugin expansions. Microtransactions, where people pay to download expansion packs (as per Elder Scrolls: Oblivion) would mean that the game could continue to produce an income stream. Expansions would include new ships, stations, colonies etc. – but primarily they would include clusters of new star systems for players to explore.
And ... a whole bunch of other things, too. One of the most important, though, would be a direct lift from Oolite: the player would NOT be the centre of the universe.
And while I'm at it, I'd like the moon on a stick, too.
For what it's worth, here's my dream setup:
Flight characteristics: as per TIE Fighter. A great balance of twitchy dogfighting with a subtle blend of tactics as you shunt energy around between engines, shields and weapons. Perhaps for warping between systems you could add a little arcadey element, where you have to negotiate a short wormhole ride: the better you are, the smoother and quicker the transition. A similar effect could be used for an in-system Torus drive analogue.
Universe layout: clumps of star systems linked by "warp channels" (or something). Basically laid out like Escape Velocity. But a crucial aspect would be exploration: not all jump routes are known at the beginning of the game, and whole new clusters could be opened up by the player.
Star systems: big and sprawling, with planets made actual size (i.e. vast). A gas giant should be GIANT. But players can shuttle around at a-little-bit-faster-than-light, as per the Torus jumpdrive, masslocks (or equivalent) included. Planetary landings would be nice – and could allow for the occasional first-contact scenario, too
Money and trade: I'd start players out, not with a small amount of money, but with a whacking great overdraft. I'd make debt a fundamental part of the game, from banks all the way to loan sharks and mobsters. Clearing out your loan would be a major goal. Trade, meanwhile, would be much more specific. Generally I'd avoid generic items and let players hunt around for elusive big scores. I'd also include opportunities for haggling and barter.
Ships: tinkerable. I'd let players fiddle with their engines and power conduits and the like, and give them the chance to buy (or find, or steal) all manner of gizmos and widgets which they can try out wo twek the performance of their ship – sacrifice a bit of power for more cargo space, or tougher shields for a slightly reduced speed, etc. And endlessly reskinnable, too.
Moddable: let the public work for you! Have the game built ready to accept plugin expansions. Microtransactions, where people pay to download expansion packs (as per Elder Scrolls: Oblivion) would mean that the game could continue to produce an income stream. Expansions would include new ships, stations, colonies etc. – but primarily they would include clusters of new star systems for players to explore.
And ... a whole bunch of other things, too. One of the most important, though, would be a direct lift from Oolite: the player would NOT be the centre of the universe.
And while I'm at it, I'd like the moon on a stick, too.