What Universe Do You Want?

Before I start, Can you tone down your rambling and be more simplistic. The endless walls hard on others that dont have patient like me to read through them, and debate the points. 

in short, use bullet points. below are my replies in red.

This has nothing to do with what i was talking about. did you even read what I wrote?

progression is only part of the reason to keep the tier system.

  1. Any and all MMing data the devs have is based on Tiered matchmaking. if they remove the tiered system they must start over from square one, almost all of the data they have is useless. this would delay the final release of the game by months. given the small player base, the game will fail.

 

This is not true, That data told the devs how to balance the ships, the builds and so forth. There for the only thing lost from that data is things regarding the que system.

Being a dev for two other space games, and also a network admin for a large san diego based company (in the past) i can tell you from my knowledge of coding, 

it wont take much to remove the tier system. It wont take much more to balance the changes. I have given very basic examples of the work that needs to be done they again are.

  • Place all tiers into say “tier 3” ( i picked this because its middle ground for all tiers tier 3 also complies and performance well against any other tier with other tiers)
  • Add reputation based Applications to Tech Levels
  • Add Tech levels to ships (A requirement code)
  • Add Tech levels to modules (a requirement code)
  • Create unique module “mod slot”
  • Create 3 unique modules (to start, Expandable later) 
  • Add 3 new Weapons (with tier 5)
  • Add to all ships the same mod / Passive Mod slots (give or take a passive)

 

After all of this, everyone will be in the same battle With the exception of RAW STATS (HP ETC)

From this point races will be difference primarily based on their technology add a great amount of depth and diversity to the game.

All at the cost of 1 months work (tops)

 

 

  1. there are many, many, many other things that need attention. the opportunity cost of spending resources on this, over something else, is too high. it will be a major uphill battle to make the game successful, because you wasted time on something that doesn’t need fixed.

 

Please Provide reasons why we are better off using tier, vs non tier system, You have yet to do that one time. all you keep repeating is “it will take to much time blah blah” but this is

a common mistake for producers, which ends up being the destruction of game. Greed  kills games (No joke)

  1. the core population is too small to support an open universe. see Realistic queue. See T4 matches. Segregating by Tiers allows the developers to change the universe to fit the population. IE: majority of people play T2 and T3 matches right now. the T4 population is not large. so the number of T4 sectors needed is smaller. you can make more T2 and T3 zones, because this fits the majority of the population.

 

This is because the developers do not advertise, and they will not do so tell after release (After the universe/tier 5 is out)

There for you lose on this point automatically.

Under an open universe, your small population of T4 is spread out over all of the available sectors. decreasing the chance of them being able to find matches.
 
 
because an “n” of 40 is so sound statistically. that’s what…maybe .5% of the population?

And what happends when Said 5% Population all groups into 1 group? Again you are not thinking things through.

Believe me it will happen to, And i will be the leader of that group should such an occasion rise.

Developers have a difficult decision to make. do you give players what they want? or do you give them what they need?

 

Alright, Im just going to say your rambling and not thinking about what your saying. You dont tell your customer "This is what you like, And you’ll like it, or else!"

simply put, you sir have proven terrible customer service, Remind me never to be your customer

The game needs an end game credit sink. it needs more content. it needs better MMing.

 

It would get this if it had An open universe, where players can sink money into capitalships, stations, building up empires, etc.

Segregated zones are used in almost every standard MMO. you have level 1-10 areas, 11-20 areas, etc. this is not a new concept. that makes it familiar. this is good for the game, not bad.

Yes, But never do they say “you cant go here” That is the whole point of this topic. Which so far something like 92% of the game is against. <— Very important so pay attention

Allowing power levels to mix is bad for the game. it causes a level of frustration for new players, which will drastically decrease retention rates. that’s the last thing the game needs. get over yourself.

Dident you just say that its only 0.5% And its not a big deal? Make up your mind.

The rest is just sillyness not worth commenting on beyond > You are a tester, you look for bugs (If you were even that) Something tells me you hold no reason positions beyond just logging in the game and playing

that is far from what “real testers do” with looking at game concepts and finding bugs etc.

Before I start, Can you tone down your rambling and be more simplistic. The endless walls hard on others that dont have patient like me to read through them, and debate the points. 

in short, use bullet points. below are my replies in red.

If I shorten my responses it leaves them to misinterpretation and people using logical fallacies. You yourself have attempted, poorly i might add, to use many. Such as strawman, false cause, and sharpshooting, and of course, ad hominem. I prefer to thoroughly explain my position and ideas. You’re not my target anyway. My target is the devs. doing this allows them to understand why i like, or dislike, certain things. they can then make a better decision. me saying ‘I don’t like pulsars’ doesn’t tell them much. but if i say ‘I don’t like pulsars because it provides too much utility along side other modules frigates have access to’ then they have a basis to understand.

You just happen to be particularly amusing. ‘I’m a debate major! prepare to defend yourselves!’ Hahaha. wow I still can’t get over that. not to mention the ninja-edits.

but hey. why not. let’s try bullet points…

 

  • Place all tiers into say “tier 3” ( i picked this because its middle ground for all tiers tier 3 also complies and performance well against any other tier with other tiers)
  • Add reputation based Applications to Tech Levels
  • Add Tech levels to ships (A requirement code)
  • Add Tech levels to modules (a requirement code)
  • Create unique module “mod slot”
  • Create 3 unique modules (to start, Expandable later) 
  • Add 3 new Weapons (with tier 5)
  • Add to all ships the same mod / Passive Mod slots (give or take a passive)
     

What problems does this solve? its primary purpose is to truncate the population in the queues.

The rest of it is stuff we already have with the current tier system. so it’s not needed.

What you’re really proposing isn’t just a switch from segregated sectors to open sectors. It’s from closed to open, AND a total rework of the current tier system. it doesn’t need to happen. There are other solutions to the problems this would fix that do not require a complete overhaul. the other solutions have just as much growth and sustainability.

Not only that, we’ll see how the devs want to do it when the sector patch releases. our little discussion will likely have little baring on that patch. it might affect how they balance it later. but right now, we have no data. we’re throwing theory around. so it doesn’t really matter.

I’ve made my stand. I’ve given my opinion, i’ve backed it up with my personal experience and what works in the industry for other games. However I want the game to succeed, so that means I will defend my position.

 

After all of this, everyone will be in the same battle With the exception of RAW STATS (HP ETC)

From this point races will be difference primarily based on their technology add a great amount of depth and diversity to the game.

All at the cost of 1 months work (tops)

and how long will it take to test after its released? at least another month. which means you’re delaying release by a minimum of two months. no…i’d rather see other changes made. you’re not seeing the big picture.

The game isn’t ready for release yet. it has some stiff competition coming, so it needs to establish a foot hold sooner rather than later. a complete overhaul, like you’re suggesting, just takes too much time. the opportunity cost is too high. give the game what it really needs. restructure of the tier system and an open universe isn’t needed.


Also you can’t seem to figure out exactly how quotes work yet. so i’m just going to summarize a response to your other stuff.

  1. I’ve provided plenty of reasons why we shouldn’t get rid of the tier system. in this thread, in your other thread. Opportunity cost is the biggest reason. this thread, is did not start about that. however it’s a needed change to support an ‘open universe’ which is why i’m primarily against an open universe. There’s nothing wrong with the tier system, that’s why it doesn’t need to change. “Don’t fix it, if it ain’t broke”

  2. World wide open beta release, and on steam. they’ve advertised. There was a pretty big population spike right at the start of open beta. it’s diminished considerably. it will continue to do if the critical areas are not addressed. MMing, End game credit sink, more content.

  3. …you don’t understand how statistics works. so i’m not touching that one. I’d rather not give a stats lecture on the middle of a forum. please… don’t talk about things you don’t understand, it makes you look like an idiot. you’re clearly not.

  4. your suggestions for end-game credit sink can be done with the current setup. I personally would rather see only Mk I modules available in the shop, and anyting above that needs to be crafted. the higher you go, the more expensive it is. however this isn’t the only option. And quite frankly it’s not the best idea. there are much better ways. Essentially, why do we need a new system to do something we can already do without it?

  5. Segregated areas in most other MMOs are PvE. so there’s no incentive to go there. for ones that do allow you open access in PvP worlds, high levels often go there to cause mayhem on the lower leveled players. you need to offer a degree of protection to newer players so they will keep playing. I’ve played several games where if you try to access a lower level area you get a message ‘your level is too high for this area’ and you can’t enter, or it will let you enter but you get no gold, exp, or any other rewards. if newer players are just constantly being destroyed by higher powerlevel ships…they will not want to play. The tier system handles this in an elegant way. i’ve already explained why in other posts.

  6. Core issues with the game: MMing. End-game credit sink. More content. this is needed for long-term stability. your solution doesn’t solve these. it provides a foundation to build on. we already have a foundation to build on. so there’s no need for the change. all it does is move resources away from things that really need worked on.

Short term issues: Equipment/warehouse, Rank Progression rate (some of the back-end grinding needs to be moved up, you progress from rank 1 to rank 5 too quickly), Ship balancing.

Point 1

Modifications to my post were don’t after i realized that no one was gong sit and read wall of texts, except the people the conversation, or maybe the ones at work with nothing to do.

Expressing the idea’s in a specific and simple manner, will get a lot more people to read and notice them

 

Part 2 (Bullet points i made)

If you have read my many posts, you will understand this.

 

What you’re really proposing isn’t just a switch from segregated sectors to open sectors. It’s from closed to open, AND a total rework of the current tier system. it doesn’t need to happen.

Yes, Now after 30 points, you get it? Incase you missed it also, I Added the reasons to. Review the past rather then coming in and just blah blah blah.

Also increase you missed it, 92+% of the votes so far support it. If we go at this rate, you are VASTLY  out voted.

 

 

 

 There are other solutions to the problems this would fix that do not require a complete overhaul. the other solutions have just as much growth and sustainability.

No, Just no. Let me take another attempt at this, and if you miss it ill just stop replying to you because its a complete waste of time, (its like debating 

religion with someone, and them telling you the circle is a square, and no matter how much proof you bring they believe its a square)

 

Placing the universe in Tier sections Caused the following problems.

 

    •  20% of the corporation is capable of playing that content
    •  20% of the content is available to each tier, rather then 100%
    •  To reach End game content, you pass 4 times the amount of content you did, to reach that 20%.
    •  The Above causes a decline in motivation to progress beyond mid-game content (As seen in BP)
    •  The Above results in Dead end game content furthering the effect
    •  Limited Tier Systems Force  corporations to recruit lower levels, (Even if they are focused fully on end game) To complete with large amounts of game conquest
    •  If for some reason they come down in tier (this is something uniquely offered in this game over BP) They invalidate their climb to End game. Its like a level 90 doing
  • Dead mines (Non-heroic) All over again. What does a level 90 need with level 15 gear?

 

Result: Destroys the Community

Result: Vastly Diminishes the quality of  competitive play

Result: Leads to the ultimate death of the game through decline of player base do to the inability to take part in end game. (a solution to that is adding mid game content, but further invalidates end game content)

Result: If a corporation has 150 members, and you can only play with 20% of them, you are looking at a max of 30 players. If this is the case you are looking realistically at max 10-15 online

during your time zone. (3 major time zones) (EU/US/AUS)

 

End Result: The Tier system offers nothing that any other system cannot offer, And offers many problems.

 

 

Lets play devils advocate for amoment.

 

Benefits of the system changes i offer

 

Positive Effects

  • Less Time to Enter Game Via Que

  • No long have Tier vs Tier Imbalances

  • Ability to support Larger Game Conflicts (32vs32, or 64 vs 64) Provided the game can handle it (Which iv been told it can easily do)

  • Open universe no long becomes an issue with worring about a group of 150 tier 5’s slaughtering everyone

  • Corporations are now free to play with anyone

  • Corporations are now recruiting by quality OR quantity

  • Corporations are now capable of conquesting larger sections of space, at the risk of political collapse

  • Content is spread evenly through out all of the game

  • Removes the feel of being restricted/Limited

  • Many other benefits (ask me if you want more)

 

Potential Negative Effects

If designed poorly, It Lead to to much complexity (as seen in eve) Which can drive up the handi-cap of the game (Meaning you will see more adults, rather than kids and adults) (Adults here being 20+ years old)

 

Potential Technical issues can a raise (To much band with, or  stress on servers; I however feel because of our limit on battles we don’t see to much of that)

 

Negative Effects

 

Potential Blobbing (this is an issue that  highly concerns me; As an ex-Eve player, I don’t want to see this I am happy with a cap of 64 vs 64)

Potential solution: This is an easy Fix however, Limit the amount of players per a system based on corporation. to work correctly, we should put players not in corporations  in a neutral/racial corporation which will prevent any corp leave-neutral (corp allied) abuse.

 

Potential Camping (If jump gates are in the game, this can be a problem, one i am also adversely against)

Potential solution** :** Design a Jump-travel system.

 

The Lost Objective: if the universe is designed with to much complexity, it will have the effect of losing people, making it hard to fit in. this can cause some

bleeding (though nothing near that to a free to play game) Which can potentially lose population. However, the game would need to be Far more complex

then i am looking at it to be to cause this; None the less to be fair it should be mentioned

Potential solution:  dont over complicate everything is the easiest way to do it. Simply trade system, Simple Conquest. When i think of the universe in this game. I am looking at

something near free-lancer, X3 universe or Earth and beyond (Favoring the latter)

 

 

Waste of space: One of the greatest  problems i have seen in eve is population. Either a system is highly over populated, Or grossly underpopulated (If not dead)

this can give rise to major technical problems like Jita for example (Everyone being in 1 system) Or empty systems which potentially cause waste of server resources.

 

Potential Solution: I had a really good idea to solve this problem. It would first include races to be far from each other. Each Race would s hell its own technology.

For example, You wouldent find shield boosters in empire space, Or armor repair in jericho space but you would find both in federation space. this is actually

an in genius idea because federation are based on trade, however we would want some of the stuff to stay in empire or jericho to prevent over encouraging massive

builds ups there. This system would work even better if there was racially based technologies the other races cannot use.

 

That is all i can think of now. let me know if you see any major downfalls

 

Technical side of things is not hard by the way, in essence i am purposing changes, and small additions, rather then a massive delete, recode.

Well then…At least you guys are having fun…

The best thing in my opinion is to give players a complete freedom like Eve but make it so that new players begin in a territory are deep in friendly space like in the World of Warcraft and make it so that players can go to every point of the map at all times (if they are able to get there and not die). As they do missions they should unlock new quest nearer the fringe of the friendly space where all the action is. Add trading, mining, item crafting (make it difficult but doable), mercenary missions, give us an opportunity to be spies and if we want to work against our own fraction (if we want) by providing intelligence and by minor sabotage of defense system (more of the defense system later). But make an option to be even a double agent. This game need suspense and that trust is earned hard among fellow players. Also make some upgrades available on  friendly space (owned by corporations) that by playing as a team we can gather some points and a company can upgrade its systems such are: surveillance (let us know of an enemy presents) , mild inhibitors (like - 2% off enemy weapon damage, shields, speed, energy…) limited number of defender drones or slowing fields that can slow down enemy until corporation can react, mining complex hat provides money for the company by witch it can buy new machines and build trading , repair, refuel  rearm, mining stations. Let us form mercenary groups to hunt down special enemy targets (non PvE but real players) and spies  Special task groups would be nice (intelligence, courier,  re-armament …) Make the space huge and unstable up to a point. Make us interested, make some items only available in certain sectors, make them more diverse like for example we have lets say 10 types of assault lasers that are different to each other so we can upgrade our ships for a long time. Give us a BLACK space( space filled with black holes and dangers that no fraction can posses completely and that is refuge for wanted “criminals” and spies and that also has  a black market where you can buy UNSTABLE implants that may fail on some rate in game) Make some new ship addons like cockpit upgrades, thrusters upgrades, life support upgrades…) please dont make this game 2 dimensional  boring) give us a spark , you have an opportunity to make history. I know that this will require a lot of patches but it can be done :wink: i have so much more ideas for you guys.  :lol:  :bomber:

======================

I Do Not Want A Universe

======================

  • I do not want Eve Online. If I did, I’d play that

  • I do not want 500 places to lose my items in, I like 'em all in one page etc.

  • I do not want to spend 90% of my time travelling

- I want to spend 90% of my time doing combat

 

 

==================

Tier-less Is A Maybe

==================

  • Make everything accessible to everyone = Good

  • Tier system is a financial model that negatively affects playability

  • It’s fine for certain games but there are better alternatives for SCon

@ Uhmari - Getting rid of tiers is only half done. Forced specialization is the bigger issue

 

" Imagine playing SCon and in your hangar you have access to all ships and all modules. You are free to choose what to fly, how to fly them and for what purpose within your team. "

 

  • would that make SCon less fun ?

  • would anyone be able to ROFLStomp anyone else ?

  • would the game be less challenging ?

  • do chess / risk / battleship / sudoku rely on a tier system or forced specialization ?

  • will match making be an issue then ?

 

Unfortunately - ship / tech trees and tiers is how the Devs earn their money. Without a suitable alternative or the balls to explore for one then a tier-less solution will only be partially done, badly implemented.

 

 

=========================

Strategic Layer - Yes Please

=========================

  • Werewomble, G4borg and others mentioned it

  • PVP after PVP after PVP for hours on end = repetition = bad

 

  • I think everyone here wants a cause to fight for, a bigger picture, strategic alliances, politics, meaningful clan wars etc.

 

  • Browser Based MMOs have solved and served the Bigger Picture Game in so many ways years ago. Some of them had as big a playerbase as Eve-O lasting just as long sans the glitter and media exposure.

 

- Problem with this poll is that it is started and discussed by people who came from the same gaming background hence very narrow options being explored

 

  • You don’t need an open universe to provide depth to SCon

 

- You don’t need to be [insert game name] to make SCon better

 

 

 

 

== wonders if anyone can come up with a suggestion that does not make SCon into another XXXX clone ==

 

Aircraftman , you can always use INSTANT ACTION, your not forced to play the roaming part of the game.

When i look at eve’s system of doing things, I see a lot of things right, and a lot of things wrong, Usually in games its just the latter of the two.

Travel in eve (Ie how its executed) how open space is, Is nice. But it can be confined alittle.

Major issues in eve are Blobbing, Gate camping, And the utter inbalance of importance between the various types of game place (mining, trading etc)

 

So Simple solution is as follows in my book (out side of deleting the tier).

 

 

  1. No warp gates. Add an X-Y Grid map for each system, allow the players to choose where to come out of warp, and then make mechanics like cannot jump with in 10k of a station, or something.

  2. No blobbing, this one is a tough one, because if you limit system size, it makes things hard. So the best way is to script in, Your alliance cannot have more then X people. Your Allies cannot have more then X People, And your enemies cannot have more then X people, and the neutrals cannot have more then X people in each system.

 

this way no one can abuse it through other parties. Lastly, you’d make a buffer on the system of double the size, so that it would be difficult to max the system if if blotting it out.

 

  1. PvP Is great, I myself PVP, PvP, PvP. But i strongly believe in Trading, and mining, I have many idea’s for this.

To make it short, What i want to see is an option, To go one of three ways in things.

 

Let me explain a little

 

When i look at the solar system, I see a similar layout to eve, With different effects.

 

I think mining should be straight forward, and not take as long as eve does, nor have rats in the system.

 

one major improvement here is allowing the miner to carry immense amounts of ore they mine, so they dont have to can

or go back to station. The issue i added was to make it so that they more then have, the more mas they have, and the more

mass they have the longer it takes to charge jump engines (the ones you use to get to another station). No such thing as

warp in star conflict, the systems will only require 10-15k meters of travel.

 

In this design, I add belts to mine like eve, and a new concept, a large asteroid (un destroyable) 

This is a sort of marker for the corporation a build slot if you will.

 

On this, There can be 3 flags placed

 

Military

Industrial

Trade

 

Each one adds benefits, and has costs (both in what you lose for placing there, and what it costs to build)

 

for example you can sacrifice Mining, for military installations

 

one example would be a building that is build here that increases synergy by 500 per hour spent in system, or 1000 per hour spent in orbit

of the station (with in 5000 meters).

 

another example is

 

An Automated mining facility, it will auto mine the belt, but you lose the military bonus’s.

Or a trade station that allows you to trade, or increases trading.

 

 

 

So from this corporations can build three different types of empires.

thus each will be valid. I dont want to see trade as complicated as it is in eve.

Nor the crafting etc. (as a side note)

Things should be simple and fun

1. Different Genre

  • Eve , X3, Elite et al are 2nd Life Simulation ie. living, working in space.

  • Star Conflict is a Team based Third Person Shooter

  • Star Conflict is closer to COD/Dust514 than it is to Eve Online

  • My opinion is that I want SCon to remain as a shooter and not a life simulator

 

2. Big Picture Game

  • I get it that we need a strategic element to the game outside of combat

  • Politics, alliances, spies, betrayals, treaties, long term campaigns, war marshalls, strategies, resource management, HR, PR, diplomats etc

  • Most of all, a reason for combat

  • But you don’t need a Simulated Universe to do that

  • I know alot of ex Eve players want to feel what they did back in that game but trust me there are other ways

 

3. Why Eve Is Boring

  • By that I mean relative to SCon’s combat

  • Slower pace to get fights started

  • Huge amounts of non-combat downtime

  • for eg… travelling, scouting, patrols, moving inventory, sneaking in clones/spare ships/etc

  • You spend 90% of your efforts to enjoy 10% of combat

 

4. Why SCon Combat Is Better

  • 10% effort to enjoy 90% combat

  • zero unnecessary chores

 

5. How to solve another game’s mistakes

 

 

  1. No warp gates. Add an X-Y Grid map for each system, allow the players to choose where to come out of warp, and then make mechanics like cannot jump with in 10k of a station, or something. peeps will station gank instead

  2. No blobbing, this one is a tough one, because if you limit system size, it makes things hard. So the best way is to script in, Your alliance cannot have more then X people. Your Allies cannot have more then X People, And your enemies cannot have more then X people, and the neutrals cannot have more then X people in each system. limit gameplay because of flawed mechanic is not a real solution

 

this way no one can abuse it through other parties. Lastly, you’d make a buffer on the system of double the size, so that it would be difficult to max the system if if blotting it out. make systems and universe but dont want too many people in it ? why make it in the first place ?

 

  • Easier solution = Don’t try to be that other game

 

 

6. No Universe? What Then?

  • A good Campaign Map

one of the major problems on the english forum is the moment someone says words like “eve” or “black prophecy” everyone yells “NO!”

 

No one is advocating to copy the game, i think people like the concepts that are with in the game. For example, I love the mail system in eve, Its perfect 

for a game.

 

So if i say lets make an eve-style mail, dont mistake it with me for example saying i want SC to be Eve. This is far from the case.

 

Eve suffers from major problems in many area’s, Such as

 

  • Over complexity (This kills large amounts of the long term population)

  • Over simplicity in area’s (Like mining, Where things become to dull)

  • Lack of Long term vision (Like no really thinking out how to process space once you conquer it in 0.0 (Recently fixed with the whole planet upgrade bit).

  • Lack of draw to alliance Combat (blobbing and more)

  • Lack of desire to travel 0.0 as a solo pilot, or with friends (this limiting the content for people not in powerful alliance)

  • The above also hurts new alliances.

  • Over Complexity, and lack of motivation to craft (for example, you always get the same crap with your bpc, rather then having a chance to get an epic

out of the crafting system)

 

 

These are just a few example.

 

this being said, We badly need a universe, It just offers to many benefits to pass up, and the truth is, with the upcoming space games

This game wont have a chance with out it.

 

Lastly, the truth is this game is moving away from Arcade, Counter strike concept and heading in the direction of eve, but the truth behind that 

is the game has greatly improved on its track toward this direction.

I’m just RP’ing the asshat cap lobbying an extremist point of view to deter game cloning. SCon has a niche selling point - one that probably can make money from. I’d hate for the Developers to lose sight of that and go cliche only to fail in the long run because they committed to a flawed concept in the next patch. Going down the open world route is a big undertaking and I doubt it’d be easy or cost effective for the Devs to scrap it 8 months later if they found out it was a bad idea in the first place. PC gaming should only suffer a Duke Nukem once.

 

Truth is, open world has a huge support from the community - atleast the vocal active ones on this forum are.

Having said that there are 3 major factors to consider:

 

  1. Life in space simulator is classed as a niche market rated as low revenue

  2. Competition in a niche market is not wise, SCon will be in the same ring as Eve Online and Star Citizen when it comes out

  3. Mobile app type arcade gaming accounts for more than half of video games revenue for the last few years and trend continues

 

Given those factors, is it still commercially viable for SCon to go down this path ?

 

  • If the developers are confident and believe they have a unique genre busting concept to sell then go ahead.

  • If not then stick to arcade gaming, learn from successful $100,000 per day google / iStore apps and keep this boat afloat

 

 

For the record, you can fake an open world in an arcade type setting. Easiest is to scale down from galaxy to something smaller than a solar system. Slap a good background story around it and come up with a sleek user interface to mask it further.

 

KvTkQLB.jpg

 

Bare in mind, SCon combat relies heavily on terrain and free space fleet battles would be thrash with the current mechanics. In a planet - moon - asteroid belt setting having terrain in your maps is easier to sell.

All i am hoping for is

 

  • open world
  • territory corp control system with some decent complexity
  • stretagic points (sun for energy,  astroid for material)
  • wide variety of space structures to be built using materials gathered
  • epic dreadnaught invasions with massive planetary defences
  • simple economy
  • a reward system for conquoring territories
  • fast paced combat