So far, SOASE is a game I liked so much, but imo it has so much stuff that are not that needed. I was thinking if the overall economy stuff could be updated a bit, for a bit more fast-paced game, cause game tends to become monotonous at times after a while.
Research - How about removing some levels? Why are there percentages for dmg, extraction rates, etc.? Why isn't each of this type of research only 1 level and increase the economy gain/dmg bonus of dmg type by +1 instead, cause the percentages kinda do the same; like +1, +2 and +3 for example, instead of doing 6 researches for just 40% or so. Less researching would be better for economy. I'd like a somehow overall increase in the economy (gain rates for resources).
Racials - How about some visible differences between the races. TEC Loyalists and Rebels look exactly the same, differing some late-tear researches, their Titans and the Corvette... so... is that all? How about those descriptions before game start on the 2 races be implemented as "passive" to that player type? Thinking more from a "Command and Conquer: Generals" view, which might fit very well in here.
For example:
<> Loyalists: prefer defenses and better economy, so how about having prices lower for starbases, ships, capital ships and upgrades for them, compared with their Rebel counter-parts? (like 10%), while having same stats, and also start without the "you can have 2x Starbases/planet" research, and have it as a "passive" instead. Also, being defensive, they would require to have the cheapest research cost for the Defense research-branch, with like 10% or so cheaper Researches than the Rebels, or even start with the Research for Hangars complete. Also a new research on their economy side that would allow them to further increase this "racial bonus" a bit more, or decrease the price of Research Labs. Defense could also indicate a much lower price for the Novalith Cannon (being more of a Super Weapons General kind), but that would inflict less damage. Being economist, their start should include 1 Civic Research Lab (already built at each match, as "racial")
<> Rebels: on the other side tend to be more offensive, so their Military branch Researches should benefit from a price cut (like 10%). They should start with Novalith Cannon upgrade already researched, with them just requiring 8 Military Labs to build it for offensive purposes, it should cost more from the base TEC cost, or the same, but should inflict a bit more damage. As racial, they should benefit from less harsh Pirate raids (let's say 20% less stats for Pirates attacking them). Their racial should include lower prices for Diplomacy branch also (only those related to Pirate pacts). Their ships should have normal price, but be a bit more buffed than the Royalists, having a bit more Armor and DMG than their Loyalist counterparts, just to underline the racial difference. Rebels should start with 1 level of Research already completed at game start for both Armor Upgrade and Missile/Laser upgrade (either Missile for LRFs, or Lasers for Cobalts)
<> Also, different names to the ships from each faction would not hurt
also some different quotes for the Rebel faction.
Game type at start - this has a direct link to the AI, but am thinking of this implemented for players as well. How about adding game modes for players as well, I mean, I want to play Race X, Loyalist/Rebel, but what if game was a bit more diverse? Like being able to choose (as you can do so for the AI), between a game-style that will characterize myself even better. What if I, as player, can choose myself between playing Aggressive, Researcher, Economist and Fortifier?
<> Or what if each faction can choose only some of this types only, for example TEC Rebels cannot choose Researcher and Fortifier, because they have to be offensive (well, this might tend towards WoW races not being able to choose X class)
Oki, as bonuses to this game type, each will have some advantages and disadvantages, which will be applied passively.
Aggressive: a bit more brutish than the others
Pros: Cheaper ships, and ship/building-upgrade Researches (Hull, Shield, Damage only), by 10%, (non-)stacking
<> start with 1 Military Lab; +10% to Tax/Metal/Crystal income, depending on race.
<> win more diplomacy points when finishing missions for others.
<> start with Cannon Research completed, but require 8 Labs to use it; Cannon deals more dmg.
<> ships deal 10% more dmg
<> Starbases come with 1 level Weapons-bank Reasearch completed.
Cons: A bit more expensive Researches for Economy branch.
<> lose more diplomacy points when losing missions for others.
<> ships build times are higher, but have +1 armor and +1 damage than normal.
Researcher: either a bit better bonuses from Researches, or global cheaper Researches.
Pros: Cheaper Researches (20% price cut for Economy branch only) and 10% price cuts for all other Researches.
<> Start with 1 of each Research Labs, or only 1 Economy Lab.
<> 10% price cut to all defensive Structures (except Cannon)
<> 10% faster researches overall.
<> Starbases come with 1 random Upgrade completed.
Cons: Ships have a bit lower dmg/ cost a bit more.
<> Defensive Structures, ships deal 10% less dmg.
Economist: better economy than the others.
Pros: increased income rates from all Extractors and Tax sources, 1.5/2 Credit income from Trade Ports/chain lengths.
<> lower prices for Diplomacy branch Researches by 10-20%
<> start with Resource-Exchange between factions research completed (also with any previous research).
<> gains reputation faster from resource donations.
<> Starbases build with Shipyard Upgrade.
<> lower prices for Infrastructure upgrades.
Cons: Defensive Structures deal less damage, but also cost 10% less.
Fortifier: greater defense
Pros: shorter build times for Defensive Structures, 5-10% cheaper Defensive Structures
<> + 5 more Tactical Slots/planet.
<> start with completed Research for Starbase (this could be a problem with Vasari I guess), or with Cannon Research completed, also requiring the 8 necessary Labs to build it, cheaper Cannons to build, normal damage.
<> Starbases start with 1 level Integrity Upgrade completed.
<> 20% cheaper upgrades for defensive purposes (Repair Station, Hangar, Turret and Space Station Researches and Upgrades)
Cons: Defensive Turrets deal 10% less damage
Of course, all these are to be balanced if ever implemented, thx for reading