It has been discussed several times, in multiple Alpha tests and now in Pre-Beta about the inconsistency between starting Homeworlds and Homeworld systems. I thought that Pre-Beta was going to be much better than A3, but that has not proved to be the case from everything I’ve seen, including my own start (yet again lol). I initially planned to reset, but I decided to accept the dice that was thrown and deal with it. This post will dead with 3 issues regarding the “start” of each player’s game in the permanent and persistent Outscape galaxy. (off shoots like skirmish or special galaxies could be designed differently)
- Consistency - every player should have a somewhat equal starting homeworld system, along with a reasonable number of systems that could be colonized within the first week of gameplay. As it is now, from what I’ve seen, the actual Homeworld itself could range from 7k km to as high as 22k km in size, without regard to which civ is receiving the homeworld. Obviously the person who received a Homeworld of 22k km size is set for the entire game with the ability to fully develop that planet for both ship building and the ability to defend one’s self. However the person receiving the 7k km size, will be lucky to get a T2 SY and if lucky barely able to defend it, with only a T3 Orbital and a few military bases. So this planet is not likely to be considered a permanent home for very long. (will get on to some thoughts regarding this towards the end).
I did an analysis of the “perfect” world by civ, containing both the starting structures, plus what would be necessary to be built/upgraded on the planet to both have at least a T3 SY plus the ability to defend itself adequately against an assault. For the sake of balance, I considered the multiplier for each civ when determining the ideal minimum size for each civ’s starting Homeworld.
Syntis - 15.5k km
Ripchee - 21.5k km
Mankind - 19.5k km
People’s Realm - 19.5k km
The above numbers approximate the size necessary to add the following to the initial structures found on the Homeworld when you begin the game, resulting in close to a 725k-732k max population available for each civ. This population will allow the player to add the following structures to their planet if they chose to distribute the structures in the following fashion:
Starting structures include (2) mines, (1) Scanner, (1) T3 Orbital Defense System, (1) T1 SY, (5) City Centers, (10) Military Bases and the starting Power Stations to power them all with a slight excess of power.
Additional Structures Supported would allow the addition of up to (48) additional mines (total of 10 ea distributed at player choice), (43) military bases, (2) Research Labs, (1) Transporter, (1) SY Upgrade to T3, plus farms and power stations to support this.
For flexibility of the homeworld’s planetary use, I’m not opposed to allowing the Homeworld system to be up to the maximum I have seen of around 23k km in size, but NEVER lower than the mimimum, based on civ. This would put all systems on parity with all other homeworld systems during early to mid-game, if the player develops them according to their minimal needs. No I did not take into account the civ’s need for Entertainment Centers for the longer game, how they are added and distributed by planet will be in the “cushion” of population provided at the starting maximum population. Some improvement in the utilization of the workforce can be found in the labor shortage allowance, which will help to support additional Entertainment Centers for organic civ’s.
In late game, a player may choose to expand their available max population on a Homeworld by “sharing” the planet with a complimentary civ, and then would be allowed to expand it up to a T4 SY, which requires substantially more population and power than the initial homeworld size would allow.
- Availability of an adequate number of systems to explore during early game. Currently there is quite a disparity between the number of “visible” systems that are explorable in early game. It could be as few as “1” to as many as “20” or more, without ever leaving your homeworld system, though size and content of these systems may be unknown.
a. I believe a fair middle ground should be a minimum of 10 systems in visible scanner range and no more than the 20, with most of the additional 10 at a far distance and likely occupied by another player.
b. There should be at least 1 system within reach and size of the system (number of planets) visible at the homeworlds T1 sensor range and always unoccupied by another player or native. Of the 10 in scanner range, there should be 2 systems containing natives, one of which I believe should be very complimentary with the homeworld’s civ and the 2nd a useful but potentially challenging native for the startup’s civ to co-exist with.
From what I have heard the distribution of planets within the HW system is much better than in past start ups, both in size and resources available to utilize for making another 1-2 colonies inside the HW system, so I’m suggesting no change in this.
I justify all of the above with the belief that this will bring balance between all start up worlds and the potential for the HW system to contain a T4 SY if prepared properly, though would likely require the addition of a 2nd civ to the planet in order to do so. A somewhat more favorable condition for members of an alliance, but not excluding the possibility of a lone player having the ability to achieve the same.