Hello,
Really excited about OutpostHD, many thanks for making it happen and keeping it going!
I was looking at the wiki and noticed that:
Most people just want to get into the simulation part of the game so the colony ship preparation and star selection phase of the game is being dropped entirely. Instead, it will be a fairly simple interface allowing the player to choose the planet type, hostility and difficulty and then drop right into the game.
OK, I can see how many people see the set up phase in the original Outpost to be somewhat tedious, not to mention all the cutscenes (albeit they really are amazing for their time!!). That said, reflecting on it I have two thoughts and a couple questions:
First, the wiki states that there will be an interface to choose "planet type, hostility and difficulty". Essentially this sounds like a game customisation screen before the game starts. This is actually what the original game's pre-launch/ship preparation/target system phases do, it's just that the original Outpost tried to "gamified" the customisation process. Therefore, I'm wondering if - in a future version of OutpostHD - we can have a pre-game UI that is somewhere in between?
In other words, you are provided with a finite amount of "customisation points" that you can spend on what you start your colony with. For example, and obvious things are the satellites you start with or the amount of colonist and cargo landers you get. With these customisation points (in addition to choosing planets that are of different hazard levels) you are essentially setting the difficulty level. Does this make sense?
Second, I suspect the system picker phase of the original game is to introduce a sense of randomness/risk into the planet you end up on. Obviously in the original Outpost, the systems and their planets are hard coded. So after a while this becomes boring. But in OutpostHD is there a way to make this phase interesting i.e. you don't know the exact parameters of the planet you end up on?
Other than the above, another reason I like the original Outpost's pre-game phase is the
cool story. Are there plans to still have a background story in OutpostHD? I think the Earth-destroyed-so-need-interstellar-colonization back story is amazing and don't see why the remake can't have it.
Oh one more thing. I see in
this thread that there is discussion about de-orbiting the colony ship after a certain number of turns. What about making this another thing that you can spend customisation points on? For example, you can spend points to make the colony ship last longer in orbit. In fact, I suggest a more expensive option where the colony ship is capable of staying in orbit indefinitely and act as a fancy artificial satellite for communications, disaster warning, etc. etc. Of course since this option is expensive you have to make trade offs with other perks you could get to kickstart your colony. This idea is inspired by the colony ship in Allen Steele's
Coyote novel for those of you who have read it.
Let me know what you think!