Thinking about dynamic campaigns...
May 9, 2017 5:22:44 GMT
SevenOfCarina, concretedonkey, and 2 more like this
Post by the_Demongod on May 9, 2017 5:22:44 GMT
Hey all,
I was playing some Falcon BMS and it got me thinking: this game could benefit astronomically (heh) from some sort of dynamic scenario generator or campaign.
I know a thing or two about programming (Java, C++, Python) so I'm considering writing one myself. This is very theoretical right now; I'm not sure whether it's within my abilities or even doable at the level I'm imagining it. I'm currently brainstorming to try and figure out how much work it would be, and I'm interested in hearing the ideas and feedback from others here.
Here are some of the core features I feel are required for such a campaign to exist, please feel free to suggest your own:
1. Some sort of resource/credits limit is obviously critical. We need to force players to work within limits.
2. Some sort of resource gathering system is required if the above is to be implemented. Maybe we can fake it by saying if you've parked a certain vessel in a low orbit around a planet, it's considered "colonized" and you can mine it for metals.
3. The requirement to construct all vessels in orbital shipyards (which would themselves have to be constructed in the orbit of a captured planet).
4. The ability to "capture" planets, moons, and systems to provide objectives for both teams. I really want to be able to do some orbital bombardment, it's an itch that I haven't been able to scratch with this game yet.
5. An internal system that can give the hostile AI simple commands to cause them to attack the player and perform other actions you'd expect during an interplanetary war.
Ideally this would exist in a sort of persistent mission. Hostile AI would try to capture planets and disrupt the player's attempts to do the same, and it would be up to the player to obtain resources, construct fleets, and fend off/attack the AI. I imagine supply chains being required to ship propellants and metals around the solar system, making escorts and interdictions a key element of war. The lack of saving could complicate things, although I imagine it's possible to somehow write the positions of everything in the mission into a file and then read that file to pick up where you left off.
The major barriers I foresee are figuring out how to limit resources in the editor and making AI behave properly. I'm not even sure if the game will be able to handle 30+ fleets spread out over the solar system in one mission. I should run some experiments...
Let me know if anyone has any more ideas.
I was playing some Falcon BMS and it got me thinking: this game could benefit astronomically (heh) from some sort of dynamic scenario generator or campaign.
I know a thing or two about programming (Java, C++, Python) so I'm considering writing one myself. This is very theoretical right now; I'm not sure whether it's within my abilities or even doable at the level I'm imagining it. I'm currently brainstorming to try and figure out how much work it would be, and I'm interested in hearing the ideas and feedback from others here.
Here are some of the core features I feel are required for such a campaign to exist, please feel free to suggest your own:
1. Some sort of resource/credits limit is obviously critical. We need to force players to work within limits.
2. Some sort of resource gathering system is required if the above is to be implemented. Maybe we can fake it by saying if you've parked a certain vessel in a low orbit around a planet, it's considered "colonized" and you can mine it for metals.
3. The requirement to construct all vessels in orbital shipyards (which would themselves have to be constructed in the orbit of a captured planet).
4. The ability to "capture" planets, moons, and systems to provide objectives for both teams. I really want to be able to do some orbital bombardment, it's an itch that I haven't been able to scratch with this game yet.
5. An internal system that can give the hostile AI simple commands to cause them to attack the player and perform other actions you'd expect during an interplanetary war.
Ideally this would exist in a sort of persistent mission. Hostile AI would try to capture planets and disrupt the player's attempts to do the same, and it would be up to the player to obtain resources, construct fleets, and fend off/attack the AI. I imagine supply chains being required to ship propellants and metals around the solar system, making escorts and interdictions a key element of war. The lack of saving could complicate things, although I imagine it's possible to somehow write the positions of everything in the mission into a file and then read that file to pick up where you left off.
The major barriers I foresee are figuring out how to limit resources in the editor and making AI behave properly. I'm not even sure if the game will be able to handle 30+ fleets spread out over the solar system in one mission. I should run some experiments...
Let me know if anyone has any more ideas.