[quote name='hpdvs2' timestamp='1357437173' post='5017985']
I like this idea. This gives a bit of a way to defend a planet. Perhaps there are Atmospheric Defense Systems, Something that doesn't help in battle itself, it just prevents space ships from landing in that area that aren't permitted. Perhaps a planet should have those every X amount of space, perhaps 20 to a planet or so. Being the first in the groups to land, you would land on a spot and attempt to put that into play, at the same time others would also be going into that area. Dispersed evenly across the planet, these sites would become targets of the opponents until the entire surface is protected by one side. at which point there is no escape or re supplying, though remaining troops can attempt a last stand (unlikely) to take one of the defense systems out.
It gives goals. This would also provide control centers. These defense centers get extra government resources to maintain them. Perhaps these players also get to influence the target areas that the battles occur. getting to identify which areas should have more drop offs for battle.
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To add on the the planet colonization, maybe some planets will have some native population which inhabits the planet. Players have to negotiate with them first. If it fails, they will have to take the planet by force. This way, it does not give planets free planet. They have to go through some hardship to colonize it by battling against the ai defenses. At the end of the war, the player can choose to kill off the residents or win their support and allow them to be part of the population of a new government which can enhance the rate in which the city is rebuilt instead of getting your residents to come over from another planet.
[quote name='hpdvs2' timestamp='1357443659' post='5018042']
Agreed. I was figuring this might play from multiple perspectives that way. some players will be mostly interested in Tactical Combat, and others only in City Building. I was figuring that City Builder's could let there troops go out to others. I.e. Other friends can use the squads. Both people gain if the squad succeeds. Also, early players, not connected to teams or guilds could provide their squads out to an open forum in a sense.
Additionally, Combatants who have no interest in the city side, could start using these free squads to use. Combatants will only have access to low level troops. After proving them selves with the starting troops, they will get get better resources to go into battle with. After any available human players squads show up on the list, it will be followup up by AI squads, so even if player squads aren't available, AI ones will be.
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Maybe you could provide more support for the non-battle aspect by creating a market where you can sell weapons you have built or maybe loans where player can borrow troops from other economic player for a fee. Also, they can help to guild manage the new cities which have been colonized, by managing the construction of buildings and defenses as well as how the economy of the city will be structured.
[quote name='hpdvs2' timestamp='1357444074' post='5018047']
I like this idea. For instance, perhaps you have guilds, but you also have those leading the battles on planets. So the ones who own planetary defense systems on the same planet, perhaps they share the board. They can see each others systems. If another player is off line, then another can use their system. No one would want to sabotage anything, because if the do, it weaken's their side, and they could lose the planet. (not to mention get kicked off the game)
This could actually fix the issue involving when a player is off line.
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So you mean something like allowing your guild mates to control your troops while he is offline? Maybe it could work this way. Before going offline, players can set one of their guild mates to command their troops so that they will not lack of man power should the player gets attacked. It also can help to resolve the problems of the timezone, Asian players may be asleep while American players are very active.