Webbco -> Your X-factor of 4X games (9/24/2011 2:47:15 PM)
|
While I'm eagerly awaiting an update from Erik, I've been looking for games similar to Distant Worlds on the interweb and I can't say I'm overly impressed with what there is on offer for a genre that, for me at least, has so much potential. So whilst doing some food shopping I was thinking about what are my personal "requirements" that need to be met in order to create my ideal 4X space game, the "X-factor(s)" if you will. I also looked at how DW faired against my requirements! These are some of my thoughts: 1) A universe that is alive, but where there is attention to detail. For example, planets have distinct characteristics and bonuses but also with flaws. The Star Wars universe has always struck me as a good a example - from the bustling metropolis of Coruscant where VIPs and dignitaries come and go, to Tatooine where humble moisture farmers try to scratch out a living. Each planet has different forms of life that need to be taken into account if and when the planet is invaded. Randomly generated galaxies probably don't add to immersion in this way as each planet is just another place to colonise and loosing one to the enemy doesn't feel like a big deal. 2) True exploration: I would love it if, when I build and send out an exploration vessel, I genuinely have no idea what I'm going to find. Strange creatures that only inhabit distant worlds, new undiscovered elements that could be researched over years to yield amazing finds, stuff that is simply not recorded on a galactopedia so I can be surprised throughout the game. 3) Expanded empire building: I've said it before many times on these forums but to interact some way with colonies on the planet surface would be great. If a colony was built by a certain race, I'd love to see how the style of the structures differ from those of another race. I want to build strategic defences on the planet surface, E.g. like the Rebel base during the Battle of Hoth...although better than their defences [sm=character0169.gif] (Imperium Galactica 2 almost got this right for me!). To actually see a stationed garrison of troops and vehicles would make my day! (it's the little things [;)]) 4) Establishing Trade routes etc: Although I think it's a great idea, especially on such a large scale as DW, dividing stuff into public and private sector comes with some issues. I think a major part of a 4X game is actually planning effective/efficient trade and transport routes for haulers etc. E.g. If you know there is a thick storm nebula between a rare resource and your home colony, you could chart a safer path around the nebula, or build some buoys that help the transports navigate through it. Maybe an option to "Intervene with Private Sector" might be a good idea. This could also be the case for Passenger vessels - it could make things a lot more fun! Anyway, these are some of my personal thoughts. It probably won't be the same for you guys, so what is the X-factor (or X-factors) for you?
|
|
|
|