I always found space opera board games attracting and facinating. But there is a huge amount of space opera board games out there, some have similar gameplay to Twilight Imperium, while other games like race for the Galaxy mainly borrow the theme with a different set of mechanics.
There are so many games, that it's like if nobody was satisfied with the currently released games and they had to do a version of their own which fulfill their taste and vision of what a space opera game should be.
Considering I have not found yet the space opera game for me, (I thought it was eclipse but I was wrong), I had some idea lately that is simply a rehash of different mechanics of games already released. Now a part of my brain say, "your game looks cool, push on your idea" while another part of my brain say "No stop, there is too much games in that genre and it has already been done".
Originally, I thought that making variants for the popular space opera would actually prevent creating new games. But people who play those games are very purist and agressive and when you propose some changes, they reject your idea, ask you to play a different game, or ask you to make your own game. Which comes back to the original problem of why there are too many space opera.
So I said to myself, that If I do make my own game, it will have to be special to make sure it stand out from the crowd. The problem is that I am not a very innovative person. So I thought of a solo game, to realise that the virtual opponents will require pieces to play which could give me enough pieces to also make it a 1-3 player game.
Another thing I could aim on is to make it a deep and small 4S game (Simple, short, small, social) but Space opera games, beign an epic theme, as a tendency to be big. Sure, I only have 3 players, it cut down a lot of pieces. I won't have plastic miniatures, and there is no ground forces or population cubes, so again less pieces. I am thinking to use game's crafters average size hex instead of large ones
If I could make a small deep game out of this, it could make it stand out of the crowd, but I doubt it could be possible without massively abstracting the game. I might not be able to cut the play time, but maybe at least make the game small.
It could be considered 4X but with no population/colony management like in emires of the void, planets are prepopuplated. It avoids a lot of scaling issues I had with other 4X designs.
ElKobold, I'll check your game later, I curious to see how you managed this. Are the rules available? It's playable at 2 players so it's a plus for me, since it's hard to find players.