We already have military buildings, and population is half in the game. Maybe we'd need to build some civilian type buildings to raise the population cap of a city (which slowly climbs);
You could get population faster by letting people travel between your cities or from other factions cities at the cost of easier spying actions against you.
I would really hope that for the campaign Airships follows the lead of SPAZ2 where every resource is persistent, meaning that there is a finite amount of EVERYTHING that spawns initially and doesn't just randomly teleport to cities (you need to either manually or automatically transport stuff).
This would also mean you would need economy (transport) ships and components which would make for really good strategical targets to starve cities and such.
After battles a map marker would appear for 'salvage operations' where anybody with a fleet with the right components can just go and pick up any lost resources from that battle so the number of resources doesn't go down (but it may shift hands inbetween the factions).
Yeah, i'm a big fan of there being an evil faction. To be more specific, a cult. I don't think there being sailors on your ships count as population. What i mean by population is the total number of civilians in a city that will gradually go up as the years go by.
In the case of battle resource gain, i think it would just be easier if the resource was split up between the participants.(With most of the resource going towards the winner)
It would be awesome if there was a wasteland mode. Basically, a mode where resources such as fuel and timber are extremely scarce, and suspendium is much more volatile and is, well, everywhere. The idea is that this would create a sort of scenario such as the one in "Mad Max".
...But with airship that will explode if you bonk into a floating rock. But, cities would have to work differently if this would happen. You would actually have to produce coal/oil and ammo instead of it randomly popping Into existence.
Yeah, mines/drills/pumps could be a part of civilian-type buildings. Each city could have X amount of resources around it and nearby to collect and transport.
Currently the campaign devolves into massive steamrolling situations. Once you get a significant number of cities, you just maintain enormous fleets and start floating huge piles of money. It always ends up coming down to your massive empire vs the last solo empire.
Just make the management of a large empire less powerful/easy-mode.
The sorts of changes I'd like to see would be more on the strategic/infrastructure level.
Maintenance rates should increase with larger fleets. Larger fleets could have 120% more maintenance fees etc. So smaller fleets are cheaper to maintain.
Sabotage/Guerrila tactics should be the 'cheaper' alternative to giant fleets. Currently paying 10k to have a chance to destroy a ship is a huge waste of money.
Require construction of shipyards/bigger shipyards to build ships in captured cities. Should slow progression, and potentially require the player to invest a lot of money in upgrading their shipyards to support larger ships, or to allow replacement/repair of ships closer to the frontlines.
More difficulty in capturing a city. Like requiring an occupying fleet or army to remain in the city during the transition, again to slow progression.
Diplomatic options? Sending tribute to other players to buy an alliance.
Random events like storms that can potentially destroy a fleet while it's in-transit, or at least delay an invasion.
I don't think the campaign really needs a bunch of tedious resources to be interesting. While at a top-level I would support a basic coal/ammo/crew system where you need to hold certain cities to get certain resources.
It can be interesting because it would promote stuff like:
Stockpiling coal/ammo to resupply your army before an attack.
Maintain a smaller fleet if you cant support the coal requirements of moving a larger one.
Addition of a steel resource could force modifying of designs based on availability of resources. I.e not enough steel for heavy steel armor, or using wood instead.
While interesting, my main concern is this is more of a factor for a 'small' empire. This would magnify the current problems with one-sided victories.
The ideas are great, but i think it would be a little more interesting if fleets would have a period where they repair and re-stock(You know, to stop snowballing). Of course you could ignore this, but it would really just lead to your demise.
It is my personal opinion that having resources would actually hold a large empire back. I get it that if resources slowly accumulated for an indefinite amount of time it would be over-powered, but what if you had a limited amount of resources?(Which would encourage trade)
Reading this thread with interest BTW. The exact shape of the campaign overhaul isn't really fixed yet. The main goals are to make it deeper and more engaging, ideally without having to redo it from scrap!
So, the fixed-amount-of-resources-in-the-world idea might make it into the campaign?(Like firebird suggested) That, and city population aswell as ship restocking/repairing?
Air Admiral
When the campaign is finally fully outfitted what do you think it will be like?
Air Admiral
Will there be pirates, Population factors, and Buildings?
Air Lord, Engineering Corps
We already have military buildings, and population is half in the game. Maybe we'd need to build some civilian type buildings to raise the population cap of a city (which slowly climbs);
You could get population faster by letting people travel between your cities or from other factions cities at the cost of easier spying actions against you.
I would really hope that for the campaign Airships follows the lead of SPAZ2 where every resource is persistent, meaning that there is a finite amount of EVERYTHING that spawns initially and doesn't just randomly teleport to cities (you need to either manually or automatically transport stuff).
This would also mean you would need economy (transport) ships and components which would make for really good strategical targets to starve cities and such.
After battles a map marker would appear for 'salvage operations' where anybody with a fleet with the right components can just go and pick up any lost resources from that battle so the number of resources doesn't go down (but it may shift hands inbetween the factions).
There's also a chance it would end up like this silly (but cool in my opinion) idea
Air Admiral
Yeah, i'm a big fan of there being an evil faction. To be more specific, a cult. I don't think there being sailors on your ships count as population. What i mean by population is the total number of civilians in a city that will gradually go up as the years go by. In the case of battle resource gain, i think it would just be easier if the resource was split up between the participants.(With most of the resource going towards the winner)
Air Admiral
It would be awesome if there was a wasteland mode. Basically, a mode where resources such as fuel and timber are extremely scarce, and suspendium is much more volatile and is, well, everywhere. The idea is that this would create a sort of scenario such as the one in "Mad Max".
Commander
...But with airship that will explode if you bonk into a floating rock. But, cities would have to work differently if this would happen. You would actually have to produce coal/oil and ammo instead of it randomly popping Into existence.
Air Admiral
My apologies for being rash, but would you mind translating?
Air Lord, Engineering Corps
Yeah, mines/drills/pumps could be a part of civilian-type buildings. Each city could have X amount of resources around it and nearby to collect and transport.
Commander, Engineering Corps
Currently the campaign devolves into massive steamrolling situations. Once you get a significant number of cities, you just maintain enormous fleets and start floating huge piles of money. It always ends up coming down to your massive empire vs the last solo empire.
Just make the management of a large empire less powerful/easy-mode.
The sorts of changes I'd like to see would be more on the strategic/infrastructure level.
I don't think the campaign really needs a bunch of tedious resources to be interesting. While at a top-level I would support a basic coal/ammo/crew system where you need to hold certain cities to get certain resources.
It can be interesting because it would promote stuff like:
While interesting, my main concern is this is more of a factor for a 'small' empire. This would magnify the current problems with one-sided victories.
Air Admiral
The ideas are great, but i think it would be a little more interesting if fleets would have a period where they repair and re-stock(You know, to stop snowballing). Of course you could ignore this, but it would really just lead to your demise. It is my personal opinion that having resources would actually hold a large empire back. I get it that if resources slowly accumulated for an indefinite amount of time it would be over-powered, but what if you had a limited amount of resources?(Which would encourage trade)
Aerial Emperor
Reading this thread with interest BTW. The exact shape of the campaign overhaul isn't really fixed yet. The main goals are to make it deeper and more engaging, ideally without having to redo it from scrap!
Air Admiral
So, the fixed-amount-of-resources-in-the-world idea might make it into the campaign?(Like firebird suggested) That, and city population aswell as ship restocking/repairing?