I am fine with the rules beside one planet per star. I want to take a realism standpoint and say can we at most have 3 per star and the least be 1 per star.
Reletivity. Due to how this game will function, the timing necessary to reach a location will be hotly contested anyways. We could make the space travel under the Warhammer 40K model and still have people saying that it is instant while others say that it would take x amount of real-life time to reach a location. The only reason that I suggested it was because it allowed for random events.
Star Wars does the same. One sailor gets a hive virus? You get Katana Fleet'd (Entire fleet contracts disease, goes crazy, and roughly 200 dreadnaughts, a huge amount of the republic navy, goes missing.) Or being transported elsewhere. I looked at Warhammer, and relativaty would give problems. Star Wars, we could at least just say how long it will take to get to each star system. Like, a day to get to each one?
Equal times to travel to each system, regardless of the distance, would be foolish. We could solve this by several methods: 1. Making it so that ships must travel from one planet to the next closest one to their objective, then the next, etc; similar to how Sins of a Solar Empire works. This would benefit defending players by creating chokepoints, but also threaten to stall the game as players create solid positions stocked with units in adjacent systems and refuse to move. 2. Making it like Sword of the Stars, with time necessary to travel a function of the distance coupled with the efficiency of the vessels, etc. This would have the opposite extreme of the one above, making it impossible to adequately defend without entire armada lists made for each planet. Which nobody, not even the player who is defending the planet, is liable to remember. 3. Abandoning the notion of travel time altogether. This would make the game incredibly difficult to manage.
True and untrue. Equal travel times would be a huge boon to attackers, as it guarentees that, having launched an attack, the defender will arrive at X time after them, depending on when they launch according to the response time of the defender. This is shown to be true in Sins games in which defending planets are attacked and reinforced from planets that are equal distant from the planet in question. In this case, the ability to defend the planet is severly hampered by the delayed response from the defender. Essencially, this mode of travel for the game allowes for hit-and-run style tactics, with the attacker striking and departing before the defender arrives or dealing massive amounts of damage in the flux time between the arrival of the attacker and the delayed arrival of the defender.
If we'te trying to be realistic. Then nations would simply concentrate there fleet on the most valuable worlds. Ubfortunately, other planets must fend for themselves until major navies can get there. In the real world, you can't be everywhere at once. Equal travel times is less confusion, as well.
Possibly. But putting them on particular planets will give some players monopolies or cause constant warfare. In any case, there is no currency system set up yet.
Hmm... How about, you choose your population, and that's the amount of taxes, which gives you a certain amount ofcurrency per day, which lets you run your planets and provide upkeep/buying money for your ships? But this would mean the larger the population, the higher the chance of each day a random event happening? Or perhaps we can just even it out with an equal number of random events for everyone, but what keeps everything even, is the amount of food you have to buy for your people? Anyone want to contribute? And sorry for the idea for worth of planets, that was just because i had no spark yet. Worth could be demonstrated by how much trade goes through that planet, or whether it has a high level of min-able material? We could randomly generate maps for each of the 20-30 planets, and then randomly put the planets specialization? ie. One planet will be extremely good if you want to strip mine it, but not good for growing food, while the next will be rolling fields perfect for farming? Or, instead of that, there will be a certain number of each type of planet? Like, out of 20 planets, 3 are strip minable, 5 are agriculture planets, etc.? Am i making any sense to anyone but my self?
Explain. Because i really want to straighten this out, so we can get to roleplaying. I'm excited to roleplay this. Dunno if anyone else is, though.
How about planets that hold more value for certain things. A water world (like Earth) would hold great value for agriculture, but a barren world would hold more value for deep mining, solar panels, and stations. Lava worlds would provide geothermal energy and smelting metals. Just some ideas.
Yes. And there won't be newly discovered planets. all planets will be known fromt he get go. http://eaw.heavengames.com/cpix/planets/galaxy.gif this map? It already pretty much has the worlds as having a specialty. To find out your worlds specialty, just go to the wookiepedia. Star Wars wiki.