On Research:EotFS wasn't really that different from tree systems except that it had the worst documentation of any game of it's type. There was essentially no way for the player to realize what technologies led to what, in no small part due to the technology help pages being written as if they were one of your citizens writing about it. Even with heavy modding of the help files, there was still no good way to visualize what was going on.
At the minimum I will do something similar to the tried and true civ technology tree method that is seen in most games. I will be including a visual map of the technologies as well.
I haven't put a lot of thought into the research system yet. Here are some of the systems I've seen for researching:
Tree Based
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Blind Research: Players choose from only a few very broad fields to research, with breakthroughs giving random techs from that field (of an approximate tech level).
Semi-Blind: Same as above, but players get to choose between a few randomly chosen options when a breakthrough is made.
Standard: Players pick exactly which techs they want to research.
There's also the issue of whether to allow players to research multiple things at the same time. Allowing simultaneous research tends to work best when you play with mostly blind research, otherwise smart players will just research one thing at a time unless there are significant penalties for focusing.
As for "the blob" method, I've seen such a system used for things like opposing elemental magic. The downside to this type of thing is how easily it can trap players into specializing too much. Players get incentives to go down one path and usually, it becomes more and more profitable for them to just rush down the path they've taken. This leads to some pretty lame strategies and makes it less likely for players to choose interesting mixes of techs. Even if I could balance such a system, it would still trap new players if there aren't serious and readily apparent penalties for specializing. It's hard to see how badly you've pigeon holed yourself by specializing until dozens of turns later when it's too late (like when you realize your enemy is using tech on the opposing end of the tree and it won't be easily countered with whatever path you've taken).
I'm not throwing out such a system and I like the idea of having applied techs and pure techs. However, I am not going to take any research option lightly and I will be extremely cautious before implementing any of the more exotic research ideas because of how carefully balanced they will need to be. This is an area where pretty much everyone can help since everyone has played a game that has some sort of tech tree.
Space TravelSpacing GuildI never considered having to make players wait for the space bus before. It seems like an interesting idea, but it would raise a lot of questions. How rare would they be? How expensive would they be? Do you let players determine their destination once they have troops loaded? Are their routes readily apparent to the player? How would the player gain or lose reputation with the guild? Are there any other benefits the guild could give a player? Will they refuse to transport you to certain places? Would other players be given an option to pay the guild so that they don't transport you somewhere?
Here's a little variant on the whole guild idea:
The guild has a very limited amount of ships and will only accept the highest X number of bids for their services at any given turn. Over time this fleet would grow to compensate for the increased need for space travel. In this variant you could even throw in a restriction that only the guild can transport between systems (make up whatever reason you want for this). Player's who donate or sell ships to the guild would receive some sort of discount or increased standing with the guild.
Spice type resourceI have been thinking about adding some sort of resource that is absolutely essential to space travel. In EotFS the singularity resource wasn't a fuel, but a component required in all interstellar ships. It would be interesting adding some sort of rare space fuel type resource to the game.
This space fuel resource would have it's rarity determined by the mapper. In one universe, that resource might only be found on a single planet with Byzantium style no combat rules on it. In another galaxy it might just be a semi rare resource that is freely fought over by players.
Current Vision for Space TravelOne thing I am certain of is that I want space ships and travel to be both rare and expensive (at least in the early and mid stages of the game). I'd like to have players start the game with either a very small transport fleet or no ships at all. Players will initially rely on their starting fleet or on having to hire a ride from the spacing guild. Eventually players will be able to research the technology to make their own ships, but they will still be expensive enough that many players would still focus on using the spacing guild since there isn't such a large initial tech and resource investment.
Space StationsI think it would be very interesting to have many different resources that can be gained in space. None of these features would have their own planet map and I'm still going to stick to a 1 "planet" map per system rule for now. These features would appear in a list when the planet was selected. If it had something like an asteroid field a player with sufficent technolgy could build a mining operation there that would transport more metal or whatever back to the surface. These could be destroyed by invading fleets or captured. GalCiv and Sins of a Solar Empire had great examples of space stations and other space features. Allowing space stations and all sorts of orbital projects in the game should open up a wealth of possibilities.
Creative WritingAs much as I love to write, there will probably be so much text in this game that it would be foolish of me to write all of it on my own. I've written all the documentation for my previous projects and spent days writing lengthy manuals when I should have been adding features or fixing bugs. Coding is a lot rarer skill set and I would rather use my time there.
I could really use help writing descriptions for units, planets, random provinces, technologies, etc. To make the game intuitive there will need to be a lot of rollover/mouseover text, and that means a lot of writing. There will also need to eventually be written tutorials, manuals, and maybe even a wiki. Basically, don't count yourself out. I'm at B12 because there's a certain level of maturity and intelligence here and I trust that most users would be able to contribute something meaningful to the project.
Combat TesterI've had some requests to see an example of how some of the code is written so I've decided to release the combat tester. Just extract this to some directory and run the .bat file.
The standard test is 4 militia versus a single battle tank. You can add more troops of change what is in each army by editing the units.lua file.
http://www.filefront.com/16405471/CombatTester.rarGame NameI have put pretty little effort into thinking up a name for this. My initial idea was Dark Skies, but I kind of already used that name for a mod for Garry's Mod, not that I couldn't usurp my own name. I haven't even begun to really brainstorm and I haven't received any suggestions except one...
Speaking of title suggestions, Davion decided to both suggest a name and create a splash screen for it.
I like how simple the name is and how it still connects back to its EotFS roots. There is the issue of it conflicting with the subtitle of a current game though (
Titans of Steel:Warring Suns).