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Jesse the Great Tsar
23-May-10, 16:16
Since their is a heavy lack of them, how about we brainstorm?


I found this in another forum:
Turn handling: Taking into consideration real life the term to get orders in will vary between a few days to more then a week. The game time that passed in a turn will also vary depending on your roleplay. It may be that only a week has passed or a few months have passed.
You will receive mining and trading income every turn, census tax will only be received once six months game time have passed.

Worlds

(can be picked as starting world)
Gaian world (high usable surface, size 6-12)(attractiveness: 2)
Martian world (moderate usable surface, size 4-8)(attractiveness: 1)

Gaian moon (high usable surface, size 3-6)(attractiveness: 2)


(cannot be picked as starting world)
Venusian world (colonization: no; mining stations: only automated)(size 6-15)(attractiveness: 1)
Barren world (colonization: yes; mining stations:yes)(low usable surface, size 3-15)(attractiveness: 1)

Gas giant (colonization: no; mining stations: yes(mining space stations))(size 30-75)(attractiveness: 1)

Volcanic moon (colonization: no; mining stations: only automated)(size 3-6)(attractiveness: 1)
Titanian moon (colonization: no; mining stations: only automated)(size 3-6)(attractiveness: 1)
European moon (colonization: yes; mining stations: yes)(moderate usable surface, size: 3-6)(attractiveness: 1)
Barren moon (colonization: yes; mining stations: yes)(low usable surface, size 1-6)(attractiveness: 1)

Asteroid belt (colonization: no; mining stations: yes)(size 6-15)(attractiveness: 1)


Governments

- Democracy (in whatever form)

War dissent: high; Stability point cost: 200c; Space port income: *1; Military morale: 7

- Oligarchic Plutocracy

War dissent: moderate; Stability point cost: 225c; Space port income: *1,5; Military morale: 7

- Authoritarian Plutocracy

War Dissent: moderate; Stability point cost: 250c; Space port income: *1,3; Military morale: 8

- Military Dictatorship

War dissent: low; Stability point cost: 300c; Space port income: *0,75; Military morale: 10

- Military Junta

War dissent: low; Stability point cost: 300c; Space port income: *0,8; Military morale: 10

- Technocracy

War dissent: high; Stability point cost: 225c; Space port income: *1,1; Military morale: 8

- Feudal Monarchy

War dissent: moderate; Stability point cost: 250c; Space port income: *0,9; Military morale: 9

- Theocracy

War dissent: low; Stability point cost: 200c; Space port income: *0,8; Military morale: 9


Interstellar Ships

Interstellar ships will all travel through jumps, like in Freespace. Their reach however will be very limited and they will have to refuel, using hydrogen (can be attained through gas giant mining space stations)


(cost, maintenance, build time, reach (jumps before refuel))
Construction Ship (500, 10, 1, 1)(constructs space ports, mining stations and new colonies, used in the proces)
Exploration Ship (100, 10, 1, 6)(explores new star systems)
Troop Transport (400, 40, 2, 2)(100 slots for infantry/tanks/howitzers, minor close range fighting)
Escort (130, 10, 1, 2)(close range fighting)
Frigate (250, 20, 1, 2)(close range fighting, minor anti-fighter/bomber support)
Carrier (400, 50(+1/bomber), 2, 2)(50 slots for fighters/bombers, minor close range fighting)
Cruiser (600, 80, 2, 2)(close and long range fighting (1 main weapon), minor anti-fighter/bomber support)
Capital Ship (1200, 150(+1/bomber), 3, 4)(close and long range fighting (2 or 3 main weapons), 25 slots for fighters/bombers/additional main weapon)

Fighters: 1 slot/piece, target only fighters, bombers and escorts
Bombers: 2 slots/piece, target anything bigger then escorts


Ground Troops

Militia (only recruited during war time): (cost: 0; maintenance: 0,1/100)
Regular Infantry: (cost: 10/1000; maintenance: 0,2/100)
Marines: (cost: 20/1000; maintenance: 0,5/100)

Tanks: (cost: 50/10; maintenance: 0,5/1)

Howitzers: (cost: 75/10; maintenance: 0,75/1)


Other

Space port income: Size*Local Population/1 000 000*Tax%*Gov Modifier*Goods*Goods*Stab Modifier (goods decided by roleplay and GM)

Mining income: Local Population/1 000 000*attractiveness*Governmental Mining Income Modifier (hidden)

Census taxes: (once 6 months game time has passed) Total Population/100 000*Tax%*Stab Modifier

Space Ports (cost, cost to upgrade, maintenance, build time, upgrade time)

-Minor (500, -, 50, 1 turn, -)
-Small (750, 300, 75, 2 turns, 1 turn)
-Medium (1000, 300, 100, 2 turns, 1 turn)
-Large (1250, 300, 125, 3 turns, 1 turn)
-Major (1500, 300, 150, 3 turns, 1 turn)

2 space ports of any size are allowed per colonized celestial body


Gas giant mining space ports: cost to build: 1000; maintenance: 100; income: 100*Attraciveness 1(=*0,9)*3*Size/10 (allows refueling of interstellar ships)
2 mining space ports are allowed per gas giant

Mining Stations: cost to build: 1000; maintenance: 100
Automated Mining Stations: cost to build: 1000; maintenance: 200

Number of mining stations depends on size of celestial body and usable surface

To found new colonies, build a construction ship and send it to the destination. Keep in mind the reach of a construction ship is only 1.

Kane
24-May-10, 17:10
No one wants a game that complicated. People just like something where they can interact with other people and do whatever the fuck they want.

Jesse the Great Tsar
24-May-10, 19:37
No one wants a game that complicated. People just like something where they can interact with other people and do whatever the fuck they want.

I find it better to go this way, as it is harder to BS someone about troop #'s, production, and general combat.