Some game ideas
Posted: Sun Dec 22, 2013 11:56 am
Here are some ideas I've been thinking about in order to make the game more engaging to players.
The overall idea is to make the player have to make more strategic decisions, involving trade-offs between money/prestige and time. By doing so, I think we increase player engagement with game. With that said, here are the ideas:
Deep Space Network
Either make it a requirement for Lunar/Planetary probes, or increase the costs/decrease prestige for not having it when a Lunar/Planet mission is flown. Here, the player is balancing upfront costs to establish the network with lower downrange costs and or increased benefits when planetary missions are flown. As I envision it, the basic "Deep Space Network" model will allow for Lunar probes. Additional upgrades would be needed for the Solar/Mars/Mercury/Venus planetary missions. Further upgrades for the outer planet missions.
Alternatively, don't make the Deep Space Network a requirement, but increase the cost of probes if designed without the network. This would reflect the necessity of having more powerful transmitters and power sources on the spacecraft, lower data rates, etc.
Launch Windows
Have lower cost (or higher prestige) associated with launches and missions scheduled for certain times.
This would reflect the use of taking advantage of planetary alignments. For example:
• Voyager (when implemented in the game) must be launched on 3rd Quarter 1977 to do the "Grand Tour" (Jupiter/Saturn/Uranus/Neptune)
• Mariner 10 mission must be flown in 4th quarter 1973 (or other suitable dates that would allow for use of gravitational slingshot. We would have to calculate these) to get bonus points for visiting both Venus and Mercury .
You could also expand this idea by allowing the player to buy a back up vehicle (at additional cost) that he could use if the launch failed, in order to meet the launch window.
Use of Universities for probe design:
Early in the spaceprogram, it was decided to use university, vice governmental researchers for some of the probe design. To reflect this, allow the player to select to have university assistance in researching probes when a program is initially opened. The player would get a single free engineer for the probe research,
but the researcher would have random quality stats and could not be fired without a prestige hit.
The overall idea is to make the player have to make more strategic decisions, involving trade-offs between money/prestige and time. By doing so, I think we increase player engagement with game. With that said, here are the ideas:
Deep Space Network
Either make it a requirement for Lunar/Planetary probes, or increase the costs/decrease prestige for not having it when a Lunar/Planet mission is flown. Here, the player is balancing upfront costs to establish the network with lower downrange costs and or increased benefits when planetary missions are flown. As I envision it, the basic "Deep Space Network" model will allow for Lunar probes. Additional upgrades would be needed for the Solar/Mars/Mercury/Venus planetary missions. Further upgrades for the outer planet missions.
Alternatively, don't make the Deep Space Network a requirement, but increase the cost of probes if designed without the network. This would reflect the necessity of having more powerful transmitters and power sources on the spacecraft, lower data rates, etc.
Launch Windows
Have lower cost (or higher prestige) associated with launches and missions scheduled for certain times.
This would reflect the use of taking advantage of planetary alignments. For example:
• Voyager (when implemented in the game) must be launched on 3rd Quarter 1977 to do the "Grand Tour" (Jupiter/Saturn/Uranus/Neptune)
• Mariner 10 mission must be flown in 4th quarter 1973 (or other suitable dates that would allow for use of gravitational slingshot. We would have to calculate these) to get bonus points for visiting both Venus and Mercury .
You could also expand this idea by allowing the player to buy a back up vehicle (at additional cost) that he could use if the launch failed, in order to meet the launch window.
Use of Universities for probe design:
Early in the spaceprogram, it was decided to use university, vice governmental researchers for some of the probe design. To reflect this, allow the player to select to have university assistance in researching probes when a program is initially opened. The player would get a single free engineer for the probe research,
but the researcher would have random quality stats and could not be fired without a prestige hit.