First off a disclaimer: I am by no means trying to insult or step on anyones toes. I've been reading these forums and there are a lot of nifty ideas, but the one this that I havent seen is an over arching game design philosophy thing, or a meta philosophy, whatever you want to call it. I am not accusing that you don't have one, I just havent read it. Part of the intention of this post is to find out what you guys have in mind so far. This post isn't also an attempt to make the game my way or me trying to take over the project, just an opportunity to throw out some ideas and just trying to be helpful. I also very much know that some of these ideas are a bit large and may be Taking On Too Much™.
The reason for all of that blabbing is because 1) I'm new and you all dont know me and 2) I understand there is a... thing going on with a couple members of the community and hope you guys don't interpret this as part of the same. On to my long winded blab!
The BlabGreat GamesI think we all agree that we want this game to be the best it can be, to fill the potential left open from Outpost 1 and 2. I think we can also agree that we don't want this to be a Outpost 2 clone or Outpost 2.5, but something that is its own game.
I one read from a major game designer (I think it was Will Write) that what makes games great is that creates situation where the player has to make interesting choices. Hitting the same number keys in every battle or build builds in a specific order because any other way is not as effective are not interesting choices. This is a concept I'll bring back quite a bit because I believe it to be true.
The FocusHere is the hard balance that we will have do -- colony management vs the military aspect. I am personally a fan of the colony management side and think all the war stuff gets in the way (oh if OP1 was what it said it was.....), however I understand that this isn't a universal sentiment
. There are two extreams - on one side we just have the colony building simulation OP1 was, on the other we have something similar to star craft where the buildings are just a means to the military end. OP2 explored a region in the middle, but I still felt it lacked in many ways that I am not sure if I can fully articulate. I think that more can be done to develop a rich military and domestic experience.
Thriving at SurvivingHow will a player achieve victory? What is the path they will take? If a player wins by building the same things in the same order and throws attack units at the other player then I would tire of the game quick. Interesting choices need to be presented to the player and one of the most easy way to do this is create limits/restrictions. I am not talking about hard limits where more supply depots are needed to build more units, but limits to where the player can't do everything, they must choose the path to take.
Let us say there are 8 general ways a player could specialize their colonies, but because the planet is a harsh place with limited resources they wouldn't be able to research and build everything to take full advantage of all eight options -- the player has to choose what paths to specialize in. For example a player could take a more stealth approach and focus on buildings and units that are weaker but can remain hidden and undetected longer, or focus on a path on large, heavy tanked units, or focus on domestic issues and create a very desirable colony to live in. Or the player could try to be well rounded in a little of everything, but probably wouldn't have time to reach the end of the research tree that contains the strongest units or abilities.
This leads into victory options. A good case study is to look at the Civilization series. They expanded from conquest to adding a spaceship, to adding an economic victory in SMAC, to cultural victory and some capture the flag type options for multiplayer games as well. For OP3 the most obvious three options are conquest, spaceship, and population victory. All are somewhat obvious but the pathways to them should be varied based on the different paths the player chooses to take. Population is one I see a bit of creativity in - a player can either sabatauge (by some means) another players capacity to produce people, or if there was immigration between colonies based on desirability (like in OP1) you can leech away the population of other players. The players should be able to choose which victories, or combinations there of, that are allowed in their game.
Ok, I have more thoughts but I am becoming more and more specific and doesn't involve the overall design. Please blast away B)