This might be a bit rambling, as its a collection of notes from several note books.
So, base building would be more or less the same, but I'd like the building area larger. I was thinking 10x10x12. With two Z levels above ground. I'd also like the base to have associated facility that is 'off site'.
Bases would have the facilities, more or less as they do in X-Com, but including new ones. Motorcade, industrial facilities (such as ore processing, vertical farming), power plants (Nuclear w/ waste storage , Diesel, Solar, Wind, Nadeada(sp)). (Solar and Wind would be 'off site facilities'.) There would also be an optional Stargate room, similar to the one in SGC HQ on Earth with an optional Iris.
Exploring the Optional Iris showed that you can have Base Facilities with Optional Features. But honestly I havent found very many base facilities that need Optional Features. Which does bring in the question of making the Iris optional.
I also want Bases to have more Needs to be Filled and more Stats. I want supply chains to matter. Food, Misc. Supplies, Misc. Building Needs, Recreational, Luxury items. Power is also a need. On Earth, or on planets with electricity in general, power generation will probably be a none issue.
Bases will also have to deal with EM Signature, Heat Signature, Visibility and System Traffic. These stats primarily deal with the base staying hidden. Visibility, is able to see the Bases impact on the surface, and System Traffic is how busy the ship is with space ships, when you get to that point.
I know that the Depth will count toward shielding Em and Heat, but I have some note where Z level Density (as a hole or a square) will can also impact it. But I think thats overall to much detail. I think its easier to absorb that the deeper the Hot Things and EM emitting things are the less they reach outer space.
I also have a stat called Prestige, which isnt a very good name for this stat. Its meant to be a reflection toward how nice it is for the Staff to be station at that base. I dont have it worked out very well mechanically. I want Base Facilities to affect this stat, with some sort of Majority system. My notes here, say I want a Base to come to a sorta understanding its, say, storage base if has lots of storage and assuming no one wants to be stationed at a warehouse. But I want Base Facilities, like Movie Theaters or other Recreational. I dont know what I want this stat to do.
Some other base facilities that are new. Airports, & Docks that have to be above ground. Mines would be off site, but housing for them would be on site. I also think that you need to have Medical Facilities for series injuries, or a degree of Medical facilities. Like, having a Major Trauma Center and First Aid Station. Gym, Boot Camp facilities, Firing Ranges. Boot Camp, would be for training off world recruits for X-Com. I like the idea of Firing Ranges and Gyms, what not. But I dont know what they would do functionally. The idea of stat/skill erosion doesnt seem to be a boon for this game. But I really like the idea of having the bases feel more, uh... real.
But when I've ran X-Com rpgs, I've tended to assume that the Barracks would be multi level, with one level being a gym, nother being a firing range. The New X-Com has this to some degree.
I also want to network multiple bases on the same planet. So this would increase visibility to find a base on a planet. As there might be traffic on the planet to facilitate an exchange between the bases. Like constructing roads. I have notes for constructing underground connecting tunnels, but I'm not sure if I'm in favor of that. Maybe its excusable because you're already removing lots of earth to build an underground base.
Stargate time management, in my head will have to be a thing. Stargate can only be open for so long. With bases getting their supplies through star gate, it can be very time consuming. Once you have mining bases that need to deliver goods to manufacturing bases that will be especially time consuming. I think this can be a pretty fun mechanic, making a Transportation Game out of this mechanic by itself. I dont think its that hard of thing to really over come, but players will need to discover their own optimal strategy. My personal solution, would be to have a feeder network like you'd see in OpenTTD. Multiple planets feeding to one that then deliveries its own goods down the line.
Research would still function like it does from X-Com, but with basses being able to link efforts on a single project. I'd also like to maybe out source science somehow.
Production would be about the same. Select the Item, its number for production and how any folks you want to work on it. But I would want to make it smarter, to take away from the micro management that exist in X-com. Since with this Stargate game, you'll even up having /way/ more basses then in X-Com, it'd be a lot of paperwork to micro mgm. minutia of supplies to allow production.
I'd like it to be smart enough to move goods to facilitate construction. I dont think you'd want it to also facilitate production of components, to make stuff. Like making UFO Navigation for a Firestorm.
The last thing I'd do is to make Science and Production handle from their own screen, instead of going from base to base.
So, there a wait period, before you get a mission. These missions are played out on the x-com battle scape. Combat would remain more or less the same.
Outside of that though, there would be a whole slew of new verbs for none combat missions. This might require a whole Adventure set of verbs. Being able to talk, and investigate, and explore the environment, in a not turn based system. As a turn base system would be dreadfully slow. I havent done any work for this segment.
I've done some work how to differentiate planets based on tech level, but I cant find my notes.
Thats about as far as I've gotten, beside a more exhaustive base facilities.
EDIT:
Uh... also forgot to describe how I think the game play would go.
I would expect it to play out, a lot like X-Com for the early game. Wait, go to Sites, fight or talk then RD and and rinse and repeat. Where it get gets interesting and deviate away from X-Com into something new, is when you start setting up Bases on other planets, and start to interact with the universe citizens.
From there, I thought I'd expect it to play out sorta similar to most other 4X games, with various factions vowing for control of the universe, but the /r/stargate suggested that it'd be more storyline focus. I think thats fairly interesting, something similar to maybe how a story is told in MoO series or Alpha Centari.
As for IP concerns. I have none. It wouldnt really take a lot of work to transform this idea, into an original IP. And if it does go anywhere thats the only direction to take it.