Good points from a number of you about the document assuming too much knowledge of the first game. Honestly I'm pitching to people who already know the first game, but it doesn't need to exclude the others.
The hacking change is interesting- requiring the mothership. I like it, but a slight misgiving there is that it probably means that if the hack goes wrong, you're going to die, as opposed to having to figure out how to handle the fallout of it going wrong. I suspect a lot of people reload saves if that happens in the current game anyway, though.
Also, I notice it's called the ark in this section- I think I actually prefer that name...
Yea, I wrote Central Control Ark (later abbreviated as "Ark") and Chris rewrote with Mothership. We now both agree that simply "Ark" is better.
Thanks for bringing up the savescum thing. Not that I'm worried about savescumming, actually, but it brought to mind a good refinement of the idea and a better term than "Admiral" (Chris's term, I'd written "Relay Control Starship" or something like that). Admiral is nice as a term but it makes it sound like a person, rather than a ship, and it might get people thinking along the lines of leaders with names and personalities and so on, in which case they would be disappointed.
I don't want all the "Admiral"/whatever ships to be able to hack, as at some point you'd have enough that you didn't mind losing one to a risky hack. But...
What I'm thinking is:
- Rename "Admiral" to "Aspect"
- Have different types of Aspect, all of which can do the basic logistical things (building stuff, repairing derelicts, etc):
-- Shield Aspect: has a big shield, useful for giving your fleet a chance to get off some extra salvos before it starts losing attack power to incoming damage
-- Refiner Aspect: gives a bonus to metal output on its planet
-- Sentinel Aspect: has a lot of tachyon coverage, and gives normal vision on all adjacent planets
-- Hacker Aspect: can hack, but cannot perform the more advanced hacks (this constraint would also apply to the Ark, initially)
-- probably others
- If an Aspect is on the same planet as your Ark, you can select it and click the "Merge" button to irrevocably remove that Aspect from the game and grant your Ark a stronger version of that Aspect's ability. So:
-- Shield: stronger shield
-- Refiner: bigger metal bonus
-- Sentinel: even more tachyon coverage, normal vision on all planets 2 hops out
-- Hacker: can hack, and can perform all hacks
So you'd have a choice between having an expendable control unit, or having a more powerful non-expendable control unit. And you'd be able to hack without risking a loss, but only a very limited number of times unless you recovered the wrecked hacker aspect.
With regard to the new armour mechanics and such, I'm slightly worried that this may be overusing percentage reductions, but I'll reserve judgement- the overlapping types certainly should create lots of potential for interesting interactions. Are those percentages planned to be the same across all units for simplicity, or different and the given numbers are examples?
The intent is for those %'s to be global across all armor/deflectors/shields, but I'm not dead set on that. I'm sure those numbers (global or otherwise) will change for balancing, I was just trying to get the idea across.
Anyway, gotta run again, but will check back later.
Thanks for the feedback, everyone