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Post by frankxlt on Nov 29, 2016 14:57:36 GMT -5
It would be great if the game drew grids versus dots for coordinates in similar fashion as ST4X, but each dot in the cell could be turned off. The grid color could be best on controlling government and dim for deep space.
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Post by fallen on Nov 29, 2016 15:25:23 GMT -5
frankxlt - thanks for the suggestion, something we'll consider for Star Traders 2!
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Post by Cory Trese on Nov 29, 2016 15:29:47 GMT -5
But unfortunately, not something we could change in ST RPG.
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Post by frankxlt on Nov 29, 2016 16:22:15 GMT -5
A ST2? Cool! How far along? Could I put forth some ideas for the quadrant that would be architecturally different and challenging, but in the spirit of ST?
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Post by Cory Trese on Nov 29, 2016 16:47:19 GMT -5
We've been at it a long while now, hoping to release an alpha copy to the Kickstarter crew soon.
Ideas are definitely welcome, but if they're outside our plans for ST2, they'll have to go on the ST3 list.
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Post by fallen on Nov 29, 2016 16:47:22 GMT -5
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Post by frankxlt on Nov 29, 2016 16:53:23 GMT -5
Awesome. I will have to contribute.
My proposed ideas are geared towards taking a galactic sector and dividing it up into many playable maps (aka systems) . Systems are typically controlled by a government, but different governments can have an outpost in a system, establishing a foothold. Some planets or spacestations could even be controlled by independents, to include asteroid belt or comets (future encounters).
Game play would allow one to slowly expand beyond a system. The travel within a system is similar to how it is now (legacy green dots), but differs in map size (obviously). You see a sun or two with planets, moons, dwarfs, etc. But they orbit. The grid is polar which can make managing supplies more difficult as each time you enter the system, the planets may not be as expected. When you enter a system, the direction you enter determines where you start on the system.
When you leave a system, you enter deep space (legacy red dots) where travel is dangerous, exoplanets are unseen and hinder, and aliens roam. Travel is slow. Trade routes can provide a safer avenue and are less shrouded in uncertainty (missions to protect).
I would change not much else other than adding a fuel and water holds to ship stats, separating from cargo stats.
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Post by Cory Trese on Nov 29, 2016 16:57:48 GMT -5
We did separate fuel from cargo for ST2.
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