Board Thread:Program Announcements/@comment-24024859-20131016192746

I'm the guy behind the "Dungeon" puzzle game and a few other smaller programs posted here. Currently I'm in the planning phase of a turn-based strategy game that I'm calling Fleet Commander. Think of it as "Tactics Ogre with spaceships", where spaceships are units you can equip and modify. There will be no levels or xp; you acquire resources from victory that allow you to research better equipment, which you can then equip to improve your fleet. The game will use sprites as graphics and, if I can get it to work without too much trouble, both allow for touch screen and button input, depending on what you prefer.

What I want to include is:


 * A non-linear "campaign": You can  choose freely which sector in space to explore at any time; should you meet foes that are vastly superior, you can always flee and return later, when your fleet is stronger


 * Customizable ships through a fitting system


 * Optional Hardcore mode: Every ship lost is permanently lost


 * Strategy is important: Programming AI isn't easy; programming AI in peticom will make that task even harder. Despite that, I very much want to create an AI that at least forces you to think before you move.


 * Resource gathering: You can enter asteroid belts, and use mining barge class ships to gather a vast amount of resources from them. But you will also need to keep ships with you that can guard against ambush.


 * Jump technology: Jump drive technology means you can never be entirely safe; an enemy can – potentially – appear anywhere on the battlefield, at any time, due to the effects of folding space allowed by the science behind jump drives. But this also means that you can escape a confrontation at any time. Given that you have enough energy to use your jump drives, that is; if not, ships might be left behind should you choose to escape before your whole fleet is ready.

Now, I usually don't like to hype my ideas before I am certain I can deliver on them. So I want to say that if too many of these features prove to be practically undoable, I might drop the game. But as long as it remains fun to play, that's good enough for me, and it'll keep me working on it whenever I have the time.

Is there anything anyone here would like to see in such a game? :) 