Thanks EddieBytes!
I want to share some thoughts regarding the current star map & system.
Sp how does the current system work...
A new star map is created every time the player starts a new game:- The system creates 3 regions in which planets as well as the nn moving main mission levels are randomly placed
- Up to 6 spaceships different travel between those planets with an own logic
- A spaceship is picked on encounter out of a random ship pool depending on how much ships have been raided and level of own weapons
Mood:- Each race is represented by a planet and has a mood (each spaceship belongs to one race.
- The mood de/increases depending on how much spaceships are attacked or rescue missions are done.
- This will change enemies in levels and send attack drones toward your ship on highest level.
This system is inspired by the mood system which Sid Meyer's Pirates uses.
Why is is not fun in my view?Let's compare:
Sid Meyer's Pirates: The player has to find the balance between raiding nations (gain loot but loose supporting cities) and working for a nation (which also decreases the amount of supporting cities). The map is much bigger. It therefor plays a huge role if there is a supporting city in range or not. The player needs supporting cities to stay alive and the get fresh troops.
Space Pirate: There is actually no need for supporting cities because you don't have resources like fuel or crew. Being attacked or hunted is not so much fun because i don't have ship to ship combat.
The current system and star map is just not complex enough.
Another aspect to talk about is the star map itself. Its "a new map every time you play" but the problem with the current star map is that you don't have too much limiting factors.
Unfogging the current map is not as much fun as it could because the raid able spaceships also move all the time.
Everything could be everywhere.
I a nutshell:
I try to simulate an open world game but its just not exciting enough because its not tied close enough into the core gameloop.
My proposal:Its fun to unfog the map but there need to be more static levels, rewards and secrets in it.
The gameplay can be more linear to give the player a sense of pregression. Guide theplayer better with dangerous green nebula, some wormholes and have enemy ships still on troutes but they should to go over the whole map.
Get a bit of a gamble when encountering an new ship (scan, attack, leave).
I think it still makes sense to keep the mood system in the background (invisible) and change the enemies according to it but i dont think it should be in the focus like it is right now. I rather want to put the most important resource in the focus for such a game which is the loot and the next goal for the player.
Please let me know what you think!
Current version below and sketch under it: