Thinking Big - Empire Overhaul for Starport Galactic Empires

Ideas for improving Starport:GE

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Spelf
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Joined: Thu Jul 12, 2012 5:59 am

Thinking Big - Empire Overhaul for Starport Galactic Empires

Post by Spelf » Fri Jul 13, 2012 1:04 am

I've been playing awhile but this is my first go around at the rodeo, so to speak, in regards to this forum. The name of the game is "Starport: Galactic Empires". While this is true, many aspects of the game that have great potential are left underdeveloped, especially the aspect in which the game is named for: Empires!

I have formulated an idea for a few "Empire Games" that would be different from the regular current set of games. These EGs, so to speak, would have much more importance on group cooperation and colonization, as well as general empire building and economic skills, than a normal game would. Many new aspects would be added within my proposed set of game improvements. It's a bit of a read, I know, but if you're interested in such a thing or in new aspects of the game, take a read!

POWER and EMPIRES

-Power Index
*Corporations, instead of being measured by XP, would be ranked by a so-called "Power Index", which combines their XP as well as the strength of the particular players based upon combat capabilities of their ships, the amount of and quality of colonies held by players within the corporation, paradises owned and the duration owned, financial clout, etc.
**Corporations with a higher power index would allow their members to receive better deals during trading, more lucrative taxi jobs, better deals on ships, so on and so forth

-Emphasis on and formation of "Empires"
*Corporations could, with enough power, could declare themselves an "Empire"
**Declaring an Empire would immediately give signifigant benefits to all players within the Empire, such as a XP bonus and a financial bonus based upon their contribution to the power index of their Empire
**All colonists in planets owned by Empires would receive a happiness bonus which would allow Imperial planets to more easily grow
**Population Growth Rates on Imperial Planets marginally improves
*Power required to declare Empire wouldn't be fixed, rather, compared to the players within that particular EG and the other corporations
**Would be set up so that it would be impossible for one player to declare an Empire on their own

-Influence
*Based upon the power index of a particular Corporation or Empire, and compared to their relative importance to that system whether it be by planetary control or other, an "Influence Rating" of an Empire or Corporation would be created over a star system
*Having influence would be of signifigant value
**System-wide influence would allow even better deals for corporate or Imperial players within starports in influenced systems
**Colonial growth rates further modified by system wide influence if colony is owned by corporation or empire
*If a Empire/Corporation reaches a certain amount of influence within a system, it can begin to levy taxes on all ships within that system, similarly to the UN
**Also may regulate combat rules within that system, similar to UN Space
*Duration owned would also play an important part of influence metrics

-Rivalry and Warfare
*Empires would be able to declare war upon eachother, giving players a combat bonus against the planets and players of other Empires
**Declaring War on an opposing Empire would negate tax or combat rules in the space of other Empires (which would allow for their capture) or in systems of your own Empire being attacked by a rival
*Empires, based upon their power index, may also find themselves on the business end of a very powerful opponent - the UN!
**The UN may declare war upon Empires that reach the upper end of the power index
**Several (but not all, for obvious reasons) UN systems could be open to conquest by Player Empires
**This prevents Empires from becoming too powerful and bullying other players; while power is appreciated, a game atmosphere should still be fair for its players. The UN will be a very powerful opponent that will challenge an Empire, but they can be defeated
*Wars can be resolved either by conquest or by peace treaty agreed upon by the leaders of the two Empires, in which concessions of money, colonies, or even systems can be granted
**A peace treaty would also have a set duration in which the two Empires (or the Empire and the UN) could not declare war upon eachother

-Prestige and Reputation
*With an Empire comes great prestige; the leader of an Empire can set his own title, so instead of "Outlaw Jones" it could be like "President Jones" or something like that
*The leader of an Empire's reputation is heavily affected by the actions of the Empire itself; so if a player within an Empire performs an action that greatly diminishes his reputation, the Emperor also gains some negative reputation

ECONOMICS

-Player Run Starports
*As has been suggested many times before, Starports could now be acquired by members of Corporations/Empires
**The first method would to be to purchase a Starport or a "Starport Kit" for a high fee from a Starbase
**The second method would be for an Empire or Corporation to exert a high amount of influence over a system with a starport that the starport would automatically become Corporate/Imperial owned
*Resources to be bought could be player set based upon a variety of those availible within the system and/or based upon the supply of resources sold to the station. Players could set the rates.
*Amount of Starports that can be owned is limited by a Corporations power index.
**The default minimum is one. However, as Corporations grow in power, they could build/buy/acquire more.
**Empires are allowed to have double the amount of starports they would be able to have if they were a corporation
*Of course, one starport per system
*Player owned starports would have an HP and limited defensive capabilities, meaning that a group of baddies could blow up your station and collect on the goods left over if so inclined
**Players could purchase and build expansions for their starports, mainly involving increased defensive abilities
*Player run starports could have important implication for powerful corporations or empires - a strategically placed one could expand power of that group signifigantly within an area of the galaxy as well as pose a problem for rivals

-Imperial Starbase
*If an Empire's power index is very high, they will have the option to turn one of their starports into an Imperial Starbase.
**Would also require high system influence
*The starbase would be nearly invulnerable to any enemy invaders to the system.
*All colonies in the system would receive dramatic increases to population growth, happiness, and financial growth.
**Building rates would also receive a bonus
*Certain players or players from rival corporations/Empires could be barred from entering if the owner so chooses

CONTROLLED UNITS and STRUCTURES

-Player Controlled NPCs for Empires
*Perhaps the biggest new feature listed. Empires would be able to construct and commission NPC ships.
*Could perform various tasks via commands such as multi-system patrol, resource/people ferrying, guard duty both in space and on planets, attack certain targets, and player escort
*Would signifigantly improve an Empire's power index
*New Building: Academy
**Constructed on planets of any type, the Academy structure allows players to issue commissions to crews officers for a new NPC Ship. Commissions would cost alot and require the player to purchase a ship at a spaceport for the NPC to use. A "cooldown" between commissions would be present and vary on colonial population and planet type.
*New Paradise Building: War Academy
**Only availible on paradises, must be constructed by players, will not be present when first taken from the UN.
**Offers commissions for a severely reduced price and also includes ships. No cooldown required, so an Empire with enough financial clout could use it essentially as a war factory

OTHER...?

-Empire Games
*Would probably be better off either as a Perma(s) or as long term games, as it would take a little time to reform a modest, growing corporation into an Empire?
*Would probably be better suited as very large galactic maps

-Capitol?
*Perhaps Empires could designate a Capitol World for their Empire, which would have access to unique buildings, abilities, and growth rates

-Galactic Great War?
*If an Empire were some how able to become a Galactic Empire (which would involve crushing all opposistion including several other player empires/corporations, controlling more than 75% of the systems on the map, and surviving and a few wars with the United Nations) and declare itself a Hegemon, I think the admins could be able to declare a total war between that Empire and the UN, in which the UN would send all its resources to war.
*The war (and game) would end if the Empire were able to capture and hold Earth. Rebang would occur very soon after.
**UN Victory (decided by negotation or by the UN Capturing the Empire's Capitol and many other worlds) would result in growth of UN territory, liberation of half of the Empire's planets, and other repercussions
*Perhaps non-Empire players could volunteer for service for the UN for benefits
*Players of the Galactic Empire would receive signifigant benefits in the rebang and the Empire would be able to exist at the game start (albeit in much smaller, in a random clump of systems somewhere in the galaxy)
*Being part of a victorious Galactic Empire would also give a player a medal. Being the ruler of that Empire would give the player a special medal and a fair amount of starting XP in any EG games, whether it would be the one that the Empire was in or not.

-Input?
*I'm sure a few new ships or buildings could be added for the Empires, such as a special ship for the rulers of Empires...I'm not really into that sort of thing, moreso the grand scheme ideas
*Let me know what you'd like me to put into the proposal!
*Let me know if there's something you think needs fleshing out!
*PLEASE let me know what you think! Thanks for reading!

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GuardianDragon
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Re: Thinking Big - Empire Overhaul for Starport Galactic Emp

Post by GuardianDragon » Sun Jul 15, 2012 1:35 pm

There have been many great ideas posted before. many of the things in here have already been posted before. This is a lot of things to get implemented at once. I heard Toonces was going to make new ships a while ago, and well, I've been waiting 4 months for them, and this is just for two new ships.

While these are good ideas (alike many others), well...we're just gonna have to be patient, because we're still waiting for our previous ideas to get in. Have you seen the dev blog? his last post was over a year ago...and nothing he mentioned on there has gotten in yet.
http://starportgame.com/blog/
thanks for your ideas m8, but I recommend thinking of something that'll help the game, but also very very easy to make. Though I have nothing to do with the development of this game, I love to make new ideas, and I've been doing it for a while. I love to see people try to help out. :D

It sounds like you just made your account, take a look through the forums and see all the things not implemented. Maybe it'll give you an idea that hasn't been mentioned yet.
btw, welcome to the forums :)

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Mirage
Posts: 15
Joined: Sun Jun 27, 2010 3:17 pm

Re: Thinking Big - Empire Overhaul for Starport Galactic Emp

Post by Mirage » Sat Jul 28, 2012 3:01 am

Wow- lotta interesting ideas there! Good luck, I think the dev team is a bit under-staffed for the time being..

:wink:

MrMcZ
Posts: 44
Joined: Fri Jul 06, 2012 11:08 am

Re: Thinking Big - Empire Overhaul for Starport Galactic Emp

Post by MrMcZ » Tue Aug 14, 2012 10:58 am

I see two thing i particularly dont like about this idea. One is that it seems like the players who would have good "ratings" would have advantages. Therefore the game would start harder as a noob and get easier as it goes along. Noobs should be giving the advantage if anything but i think it should be more equal. Also, this seems more like an idea for a whole new game. This would all be too drastic a change. It really wouldn't be starport anymore

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