Space Commercialization Game Forum: SSI-List
Thread: Space Commercialization Game
# 15509 byking_rodent@... on July 28, 2001, 5:15 p.m.
Member since 2022-08-22
A few weeks ago, there was a thread about space commercialization
games (similar to SimCity). This got me to thinking. I jotted down
some ideas for a turn based game that could be fun to play with. Here
are some of the ideas and muses that rippled across my brain. This is
in no way close to what the game may turn out to be, but I'd like to
hear your comments on what I've written so far.
Space exploration - Multiplayer, turn based game simulating space
commercialization. Game will be free, webpage based (possibly paid
for with banner ads, clicking on banner ads could give bonuses to be
used ingame). Certain Statistics will be available for other players
to see to judge who is doing better in the game.
* public opinion - Value is game wide (all players) Waxes and wanes
randomly, can be influenced with cash, determines difficulty in
funding. Can be influenced by mission success/failure.
* cash - a means to purchase modules/equipment, launch systems,
research tech improvements, ect.
**Methods for obtaining cash
* bank loans - reliable but small ammount compaired to venture
capital, must pay ammount back per turn, must have cash per turn to
cover loan or forclosure/sell capital (automatically sells equipment,
randomly chooses or sells most expensive item). Ammount of cash
recouped for auction is much less than if sold before forclosure,
ammount based on public opinion. Interest rates change up/down
randomly (value is game wide). If no capital (assets) are available
for sale, player is bankrupt and game is over for that player.
* venture capital - random chance to get, ammount based on general
public opinion, standard cost to seek? Can only try once per turn.
Either cash received is "free" or only requires small payback per
turn (significantly lower than bank loan)
* public donations - Steady income, must spend money to get. Return
ammount based on public opinion. Cash received is "free", no payback
per turn.
* resource sale - resources and "finished Products" can be sold on
the "open market". Market demand will fluctuate. Example, a "power
sat" project can generate cash depending on demand for power on
the "open market", Metals or volatles could be sold for cash on
the "open market". Depending on "market values" or "demand",
resources may end up being sold at a loss compaired to mission costs.
** Effects on Public Opinion
publicity stunt - can backfire on public opinion
info campaign - Steady change in public opinion
** Finding resources
*Near Earth Asteriods - must spend cash to find - values = distance
(mission time in # of turns), resources values. Must send mission to
determine resource values.
* Resource values - metals, volatles, slag, (possibly more). Values
are in concentrations. As NEO is mined concentrations will diminish.
Concentrations determine how much resources can be obtained per turn.
Must explore to find resource ammount/concentrations. Finding NEO
will give class (class is general resource levels) but exploration
will give fill concentrations.
* Moon - must find mining site, establish base, resorces at mining
site random when first explored, must be explored.
* Tech improvements - launch systems, engines, lifesupport,
mining/refining, fabrication. Modules, communications, science
(easier/cheaper tech improvements). Tech improvements cost acertain
ammount of cash. Research returns are a random ammount but with a
minimum based on cash spent.
* launch systems - determines what modules/equipment (as in size,
weight, ect) can be launched. Larger launch systems can be made
available through Tech Improvements.
*Modules/equipment - allows for projects and missions to occur, also
allows "actions" to occur. Example of types of modules - power,
Remote sensor (allows exporation of NEO or Moon Base resources),
commercial communications, weather sensor, life support, science,
mining/refining, fabrication (allows production of on orbit modules).
Some modules will require certain types of modules to be produced.
For instance, "large mining module" may require a "medium fabrication
module" to be produced.
** Missions
* There are two types of missions. Manned and Robotic. A mission is
composed of modules. Modules allow actions to occur.
* Missions cost cash depending on type of mission. All missions have
chance of failure. Robotic Missions have much larger chance of
failure than Manned Missions. Manned Missions much more expensive
than Robotic Missions. Manned missions are more flexable or more
efficient than Robotic Missions.
* Mission types are limited to a certain number of modules, New
mission types can be made availabe through Tech Improvements (as well
as new modules). As an exampe, a "type 1 mission" will have module
space for small modules. Examples of modules that could be included
in mission, "small engine", "small remote sensor" and "small power"
would be an exploration mission after it's mission time. There are
other modules that could be included. For instance, "small
engine", "small mining", "small cargo" would bring back resources
after it's mission time. Another example, "Type 2 mission" would have
module space for 3 small modules and 2 medium modules, "small
engine", "small power", "small mining", "medium life
support", "medium cargo" would bring back more resources, with less
chance of failure than other missions.