Quote:
Original post by Ilaliya Quote:
Original post by Vivarium
I'm designing a space-themed game in which the player will work his way up from flying smaller ships and eventually command large, powerful starships in fleet battles, alongside allies.
I think this is an exciting premise, but I foresee a problem in its implementation: what should the player actually do during combat in such a situation?
You hit the nail on the head with this. What you are really talking about is two completely separate games (with distinct mechanics). So why not split it into two games, that interact with the same game world? It's not like the star fighter pilot gets promoted to being a captain of a capital ship anyway. He gets promoted to a wing commander. It's the brash young ensign fresh out of the academy that makes captain one day. How does he do this? By becoming a department head (engineering, security, astrometrics, etc), and moving up the chain of command by not dying and saving the ship from time to time. It might be interesting to combine these (perhaps through multiplayer?). But I would design them as completely separate entities.
Why wouldn't he get promoted to a ship's captain if his fighter is less of a fighter jet, and more like a small PT boat? He isn't going to go from the PT Boat to the "Super Battle Carrier of Doom!", but he might go from the PT Boat to a Frigate or Destroyer, then onto a Cruiser or Battleship, and maybe onto a Super Carrier at the end of his career. Or maybe he'll go into special operations and take command of a smaller stealth ship doing recon runs?
Even officers in the Air Force and the Navy that get old and promoted eventually stop flying and start commanding from the ground where they can have the room to display all the data they need to do their job right. In the US Navy some of the top ranking officers assigned to a carrier's command staff are former navy pilots.