| Saturday, October 09, 2004 - 07:14 am |
I'll give a go:
the map should be in small sections about 8 square miles and each section contains differant resources, these resources provide raw materials for buildig differant products. adding many sections together equals a players empire. having more sections makes your economy stronger but dilutes your military coverage.
player armies can fight for control of these sections trading them back and forth in "landgrabs" creating a politicly charged atmosphere.
the military should not be easily predictable. to do this my game would use several factors to effect the military strength.
players produce there own weapons from military factories and the production goes directly into a pool of reserves that they could either activate into the army or sell on the market. these weapons must first be researched and developed by the player. the player desides the attack, defence, and other strengths of the weapon which influences the cost and materials needed to produce them. once developed the player sets production rates for the new weapon in his military factories. the weapons abilities are based on his current research level in each area.
moral of the troops effects the fighting strength of the military by reducing the final combat values by a %. moral is reduced by attacking, moving, and being attacked. it is raised over time or by higher salaries or by R&R.
training reduces the rate of moral loss after a battle. it also influences casualty rate.
resets. they would be universal but only once or twice a year (6 or 12 months).
economy. just about anything would work, so I haven't given it much thought yet. probly based on SC only instead of building a bunch of the same corp types, you could just expand the factory space for one type.
I could explain more, but my ADD is kicking in.