#1 hard sci fi game (future idea only at this point)
Posted: Sun Sep 24, 2006 11:25 pm
To start, note that I have no intention to get this started any time soon. I just want to throw out an idea that I will develop in full detail later.
My basic plan consists of having three solar systems, all like our own. All players would create a nation and a well defined hard sci fi style tech base.
Randomly, each player is assigned a planet. There can (and should!) be more than one player on a planet. The final goal is to conquer all three systems, as intact as possible, under a single banner - yours. In the mean time though, you might form an alliance, but eventually you will have to backstab your allies to win the game.
Moon bases or space colonies are possible, and asteroid mines are almost certain to be present. These, too, should be brought under your flag, or destroyed if they dare resist, but if you kill it, you can't take it for yourself.
Each player needs to define his technology and basic economy before the game begins. As a base, if the modern United States can do it, you can too (not for free, of course). From there, you need to build up a little.
For each sci-fiish technology you want, a detailed explanation on its capabilities, limits, and costs are required. Then I'll approve or deny it. I want to maintain some realism, but more importantly, balance. I might accept, for example, shields, if they are well defined, have downsides (even if that downside is cost) and must not be unbeatable with reasonable technology.
If you capture someone else's facilities, you can absorb his technology. Also, trade with other players (goods, not design plans) is permitted.
Since there are other factions all on the same planet, war will not be limited to just space battles, indeed, space battles may be of lesser importance considering the tech level and the fact that you want to capture enemy facilities rather than destroy them so you can absorb their technology.
There will also be ground, sea, and air combat to take / defend a planet.
A player loses if 1) he cheats (act of Q zaps him into oblivion), 2) is annihilated or 3) leader killed. Annihilation means he can no longer wage war. This might be due to, for example, full scale nuclear attack, or him just wasting all his soldiers on poorly planed attacks. Killed occurs only if enemy troops take the capital and execute him. The capital is immune to orbital bombardment or nuclear attack - you actually have to work to knock a player out of the game.
I will allow a player set orders for his nation to carry out should its leader be killed. An example would be retaliate with full force. This often leads to annihilation, often of both players involved (think MAD), but not always.
Also, if say you are at a summit meeting with other leaders, and one of them has a gun and shoots you, you do not necessarily lose; I might let you continue as your vice-president at that point.
This promotes the other player offering the losing player a conditional surrender. If a player surrenders, he is not out of the game (unless he is the last player to do so, in which case the attacking player wins), but instead still commands his forces now under the flag of the attacker. At this point, if he doesn't do what the attacker tells him, he will probably be executed, and and MAD plans should fail since your silos are now occupied by the other player's forces (unless the other player is a fucking idiot and leaves the WMDs under the surrendered player's direct control, then he gets what he deserves).
Again, I am just throwing out ideas, and don't intend to actually do this game for some time, but if anyone has any comments or tech / nation submittals now, we can talk about it and get the foundation layed for when we do decide to get the game started. One thing that needs work is deciding who wins a battle and what was lost in it. I'm not sure how I'll do that right now.
My basic plan consists of having three solar systems, all like our own. All players would create a nation and a well defined hard sci fi style tech base.
Randomly, each player is assigned a planet. There can (and should!) be more than one player on a planet. The final goal is to conquer all three systems, as intact as possible, under a single banner - yours. In the mean time though, you might form an alliance, but eventually you will have to backstab your allies to win the game.
Moon bases or space colonies are possible, and asteroid mines are almost certain to be present. These, too, should be brought under your flag, or destroyed if they dare resist, but if you kill it, you can't take it for yourself.
Each player needs to define his technology and basic economy before the game begins. As a base, if the modern United States can do it, you can too (not for free, of course). From there, you need to build up a little.
For each sci-fiish technology you want, a detailed explanation on its capabilities, limits, and costs are required. Then I'll approve or deny it. I want to maintain some realism, but more importantly, balance. I might accept, for example, shields, if they are well defined, have downsides (even if that downside is cost) and must not be unbeatable with reasonable technology.
If you capture someone else's facilities, you can absorb his technology. Also, trade with other players (goods, not design plans) is permitted.
Since there are other factions all on the same planet, war will not be limited to just space battles, indeed, space battles may be of lesser importance considering the tech level and the fact that you want to capture enemy facilities rather than destroy them so you can absorb their technology.
There will also be ground, sea, and air combat to take / defend a planet.
A player loses if 1) he cheats (act of Q zaps him into oblivion), 2) is annihilated or 3) leader killed. Annihilation means he can no longer wage war. This might be due to, for example, full scale nuclear attack, or him just wasting all his soldiers on poorly planed attacks. Killed occurs only if enemy troops take the capital and execute him. The capital is immune to orbital bombardment or nuclear attack - you actually have to work to knock a player out of the game.
I will allow a player set orders for his nation to carry out should its leader be killed. An example would be retaliate with full force. This often leads to annihilation, often of both players involved (think MAD), but not always.
Also, if say you are at a summit meeting with other leaders, and one of them has a gun and shoots you, you do not necessarily lose; I might let you continue as your vice-president at that point.
This promotes the other player offering the losing player a conditional surrender. If a player surrenders, he is not out of the game (unless he is the last player to do so, in which case the attacking player wins), but instead still commands his forces now under the flag of the attacker. At this point, if he doesn't do what the attacker tells him, he will probably be executed, and and MAD plans should fail since your silos are now occupied by the other player's forces (unless the other player is a fucking idiot and leaves the WMDs under the surrendered player's direct control, then he gets what he deserves).
Again, I am just throwing out ideas, and don't intend to actually do this game for some time, but if anyone has any comments or tech / nation submittals now, we can talk about it and get the foundation layed for when we do decide to get the game started. One thing that needs work is deciding who wins a battle and what was lost in it. I'm not sure how I'll do that right now.