Page 7 of 7

Gameplay concept

Posted: 19 Apr 2019 06:38
by longname
Stellarator wrote:
longname wrote:
SpaceEngineer wrote:
For example, a small probe can be made on the ship within 10 minutes, but a colony on the planet is built for many months or years (of real time).

A space game on the scale of entire galaxies that doesn't have timewarp sounds rather boring. I mean, I won't be buying a game based upon SpaceEngine if it takes literal years just to build some colonies to upgrade.

In all honesty, taking months of real time to fully establish a interstellar colony doesn't sound all that unreasonable. Bear in mind that this is a space-simulator, not just a space-game like Dangerous: Elite. Besides, you will have plenty of other things to do in the mean time, such as establishing other colonies, building interplanetary infrastructure, making interstellar trade routes, exploring stuff, researching tech-trees, etc. As long as the wait times are balanced with other activities like those aforementioned and even some optional stuff like combat, it should be a good experience. I would also expect terra-forming to take a long tome as well, since physically changing a planets surface is a arduous and immense task.

If SpaceEngineer makes his game a reality, then there should at least be ways to create multiple 'universes' or 'time bubbles' so you can timewarp whilst playing multiplayer and be able to sync with others later when you want to play in real-time, like with the DarkMultiPlayer mod for KSP. Otherwise, a game like this where you literally just wait for months to do a single task unable to fast forward either by time warp or using a cryogenic technology to undergo suspended animation won't interest much people except the most patient. I'm just hoping either of the two fast forward techniques makes it into the game.
Oh, and by the way, i don't want a game like Elite: Dangerous, which is basically a glorified walking simulator. But in space.

Gameplay concept

Posted: 19 Apr 2019 06:39
by Speedademon
Building a colony won't be done by just clicking one button. You'll have to design layout for each infrastructure. Think of how modern city building games(Cities: skyline for example) work. 
You'll have to explore the universe with your mothership and find a suitable planet/position by sending scout probes/shuttles. After choosing a suitable position, you'll start by flattening area, and building basic life support/communication/resource management infra. Next step would be building landing pads for the landing of much heavier shuttles which is essential for frequent colony resupply.
3D printer and mining/transporting building materials would be an important part of building and expanding the colony.
As the colony grows, you'll carry brave colonists by colonist warp ships/shuttles.

Gameplay concept

Posted: 19 Apr 2019 23:55
by Stellarator
longname wrote:
Source of the post Otherwise, a game like this where you literally just wait for months to do a single task unable to fast forward either by time warp or using a cryogenic technology to undergo suspended animation won't interest much people except the most patient.

There are many games that are like this, who have a die-hard fanbase. I'm not saying that SE will be one of those games, but it is something to consider. Just because a game does not correlate with your specific idea of fun does not mean it will be a total failure with gamers.
longname wrote:
Source of the post Oh, and by the way, i don't want a game like Elite: Dangerous, which is basically a glorified walking simulator. But in space.

I don't think SE will be a Elite:Dangerous copy-cat nor did I say so at any point. I do however think that SpaceEngineer would do well to borrow a few concepts from that game that are popular with gamers and simulationists. Thing's like trading, establishing space-ports, ship customization and stuff like that. And yes, even combat. I know that the latter is a touchy subject among the fanbase here, but it could be possible for it to happen only among consenting players, and it would hardly be very extensive since you can't have an interstellar war if you are going to be limited by the speed of light. These battles would be interplanetary or in low orbit at best. Look at it this way, a little excitement from these skirmishes might alleviate any boredom you feel with space colonization :P.

Speedademon wrote:
Source of the post Building a colony won't be done by just clicking one button. You'll have to design layout for each infrastructure. Think of how modern city building games(Cities: skyline for example) work.

Yes, exactly.

Speedademon wrote:
Source of the post You'll have to explore the universe with your mothership and find a suitable planet/position by sending scout probes/shuttles. After choosing a suitable position, you'll start by flattening area, and building basic life support/communication/resource management infra. Next step would be building landing pads for the landing of much heavier shuttles which is essential for frequent colony resupply.

And limit my control over a portion of space by building my bases only in those far and few between Earth-like planets? I think not. This reeks of a cliche space-opera sci-fi trope. A more prudent and realistic  plan of colonization would be to establish artificial habitats and megastructures in low orbit, Lagrange points or in interplanetary space, built from mined asteroids.

Gameplay concept

Posted: 22 Apr 2019 15:44
by A-L-E-X
I do like the idea of multiple universes where we can play around with the characteristics of each universe (like constants, forces, etc.) to see what the result is, but that might be a bit beyond the scope of SE, although if anyone can do it, Vlad would be the person who could!