DarkLightHitomi:
David Weber's Honorverse books are excellent reads that can give some insight to more realistic space combat as well as dealing with information that travels "slowly" by ship.
Space Empires series is one of my favorite 4x turn based strategy games. Never heard of the ones you mentioned. (I'll look them up)
In any case, I'd love to look over what you have so far, unfortunately I don't have much time to play, unless it ends up being one post per week.
I haven't quite got around to reading the Honorverse yet, but others have suggested that I do. If you like "realistic" space fantasy then I can recommend Currie's Odyssey One series. Very easy to read, lots of plausible techno-jargon and science fluff but interesting and colourful characters.
As for planned turn-around, I was looking for one turn per week to represent one in-game month. That's enough for a return mission to and from local systems - so diplomacy and politics with them would be easier.
GreyGriffin:
I have quietly fantasized about a game where the PCs are members of a diplomatic organization like the Mecatol Council or the Orion Senate, where diplomats have to try to cut the best deal without sending the galaxy spiralling into war.
So... will players start with some kind of diplomatic contact, to enable some roleplaying and interaction during that grind of the first hundred turns?
Short answer - yes, it's possible.
Long answer - yes, depending on the setting.
I originally had the idea of the players being a part of a coalition (or, if there was enough players, multiple coalitions) that were returning back into space after the fall of galactic civilisation. So yes, it is possible for us to start with players close together already in coalitions / alliances / federations. For those that want to start out alone, that is possible too.
The example I always turn to is that of the RC (Reformation Coalition) from Traveler TNE. The main protagonists in the RC were Aubaine (a society with high technology and the RC's only shipyard that could produce FTL jump drives capable of more than 1 parsec jumps) and Oriflamme (a huge planet with the RC's largest population and military). Naturally for any of the systems to work they need each other - Aubaine can provide the ships but not the manpower, and Oriflamme's military are useless without FTL capable ships.
There's more to it than that. Aubaine aren't happy with Oriflamme as one of their first actions was to expand their influence by subjugating a nearby system with a small population that was strategically important. Another example is that Oriflamme aren't happy that the number of votes they get in the RC isn't related to planetary population (Oriflamme have 1billion+ people, Aubaine numbers in the tens of millions IIRC, therefore Oriflamme would always have enough votes to pass whatever suggestion they wanted)... There is always political conflict within the RC and that's before they ventured out into the hostile, xenophobic galaxy that was waiting for them...
horus:
In reply to wolfecubb (msg # 1):
I could help out with that. I have Full Thrust, More Thrust, and both of the Fleet Books, and a large library of Traveller-related stuff from Classic all the way through T5. Both games rank highly with me as favorite systems.
Please let me know if you get the gear up on this concept. I'd be glad to help out.
Thanks,
D
Yay!! I'm a heretic and love the Traveler TNE setting rather than the earlier versions (mostly because I loved the idea of a sentient, psychotic computer virus) but as I said earlier I can envision that this game could encompass any sci-fi setting provided that the FTL system of travel is the "jump drive" and follows the Traveler rules that a standard jump takes 7 days to complete.
Any help with setting and moulding rules to fit the game / setting would be appreciated though!! After all that's what I'm aiming to do.