idea: subspace anomaly

For what's not in 'Top Priority Game Design'. Post your ideas, visions, suggestions for the game, rules, modifications, etc.

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Yeeha
Pupating Mass
Posts: 93
Joined: Tue Feb 10, 2004 10:06 pm

idea: subspace anomaly

#1 Post by Yeeha »

In the beginning of the game map generator places subspace anomaly(s) (cloudlike) somewhere near the galaxy, that cloud slowly starts to move in galaxy and systems that are in that cloud cant use starlanes. IF anomaly is on top of some starsystem its so massive that it covers also neighboring systems. It should be relatively slow, if it passes over system it should hold it stuck 15 turns or more. It would bring very interesting tactical situations like:
Empire 1 is more powerful than empire 2 and 3 but he cant attack them because contsentrating on one front would leave him exposed at other front but when he sees cloud coming to block connection between empire 2 he can attack empire 3.
Or empire 1 has attacked empire 2 and now is withdrawing but had not enough powerful scanners to detect cloud and now way home is blocked by cloud.

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Geoff the Medio
Programming, Design, Admin
Posts: 13587
Joined: Wed Oct 08, 2003 1:33 am
Location: Munich

Re: idea: subspace anomaly

#2 Post by Geoff the Medio »

"Space weather" or ion storms and other tactically or strategically interesting map changes, along with space monsters or non-threatening background galactic life, are something I'd like to add at some point. Stuff of this sort would help a lot to make the galaxy seem more alive and give players more environmental challenges to work against.

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