I don't get the idea of player-selected-planets. Am I right to assume that you want to make the galactic map a complete abstraction? As in, we decide to make a wormhole, and it doesn't really mean where lies the destination, as it's assumed that some star is indeed nearby. Then the players choose the type of planet freely, as it's also assumed that there is a selection of planets available.
It would basically be like saying to the players "We've calculated that the next wormhole can to steered to any one of these planets so pick one". The actual galaxy map would be fairly abstract as the only important thing for it to do is show players how long it takes to get from here to there. Actual measurements of distance could still be abstracted to prevent crazy long wormholes from screwing the map, but the player wouldn't directly see any units of distance between planets in this example.
I'm not really gung ho about any one of these ideas yet as I'm still weighing the effects. I still don't know how to graphically represent a wormhole that players vote on that ends up by chance passing through another planet. That kind of thing is my main problem with player selected wormholes at the moment.
Choosing predetermined worlds is a pretty lazy option for me since it requires zero code changes, but I wanted to throw these selected worlds and wormholes out there since it's the kind of thing that really saves me time if I get it in early rather than late.
Choosing the wormhole and planet method has now become secondary to figuring out the quirks I listed that come with players not having their own starting homeworld.
Until that gets figured out I cannot move forward very far.
Another Big Issue: Army MovementI made a huge post on GameDev.net (
http://www.gamedev.net/community/forums/topic.asp?topic_id=573263), but the short of it is that there are two problems that Dom3 had that will be repeated if I don't change something.
1. Stacking all your units in a single big army was usually the best strategy.
2. A single enemy army can easily bypass your main army and rampage through your lands and there is no reliable way to stop them with the simultaneous turns system.
These two things meant the strategy was just to run into the enemy base and make random moves every turn so you would be ruining his income while also never actually having to have a real conflict.
I can either solve the stacking problem by making units that hit everything in a stack (meaning they are super effective against them) or I can put penalties or limits on big armies. I'm aiming for penalties or limits.
Solving the issue of armies running past each other I've got some solutions:
1. Use a somewhat complicated support attack/defend system like the Hearts of Iron 3 series. This system essentially allows adjacent provinces to automatically help out in attacks and defense.
2. Attacks into enemy territory take an entire turn before going into effect and the defender is notified and essentially has one turn to move units there (Favors Defense).
3. Attacks into enemy territory occur instantly, but any army that participated becomes "exhausted" and cannot attack for one turn. Should exhaustion also mean not being able to move at all?
Option 1 makes the game take less turns, but means players might need to give more orders (thus lengthening their turns slightly). Options 2 and 3 are fairly intuitive, but make attacking a bit slower, which might slow the game (but slow it more than having wild goose chases? I don't know).
Thoughts? Other options?