So my space opera game is coming along quite nicely. From a mechanics and gameplay standpoint, if feels like it is getting really close.
But... the parts I'm not entirely happy with, are the missions players can complete for VPs, and the planetary encounters they have to confront.
I think I need a fresh perspective to help generate new ideas.
Here is the feel I'm looking for.:
Players will have varied missions or tasks to do across the galaxy that will earn them VPs. Natural character abilities, your ship, and installed equipment will help or hinder different types of missions. Types of missions could be along the lines of exploration, scientific analysis, tech repair, cargo hauling, asteroid mining, piracy and criminal stuff, bounty hunting, rescue work, environmental work, etc, etc.
In addition, there is an over all story arc that involves defending the galaxy from an alien invasion. Right now this means dealing with the alien ships, and finding and installing lost ancient artifacts at special 'galactic defense planets' that were meant to protect the galaxy from that happening in the first place, but have failed. So there are tasks associated with this as well.
The other problem element is the exploration of planets.
The idea was that as a player got better scanning/exploration equipment, more and more planets could be explored. This would generate some kind of encounter or problem that would have to be resolved before any ancient artifacts could be recovered and the planet could be 'unlocked', possibly becoming a future spaceport.
The various encounters are stuff like, some kind of environmental problem, or imminent doom like a giant asteroid on a collision course, or an indigenous alien species that the player must either befriend or defeat, depending on their talents and equipment. These aliens might be low-tech and planet bound, or possibly have a space ship at that location. Or maybe they will be friendly only if you perform some kind of task (suspiciously similar to the missions mechanic)
So there is opportunity for a wide variety of possible things to be done to resolve an encounter, depending on what it is. Some encounters might require specialized equipment, or diplomacy skills, or character ground combat, or a space ship bristling with weapons, or maybe prior experience at a task, who knows?
Now, I have a system in place, and it works. But it seems somehow not very satisfying and uninspired. It may even have some complexity issues, or maybe is just unfocused, what with some similarity to the mission mechanic.
If need be, I can go into more detail about how it is currently set up, or I can detail the parts that are working really good (space ship and equipment mechanics, story arc, navigation), but I think it would be a big help for people to just throw ideas out there. Even just typing this out has renewed the creative juices a bit.
What would your ideas be concerning missions and encounter mechanics?
The turns move pretty fast, actually.
I'm mostly trying to change how I've implemented the availability, acceptance, and completion of missions, and also the resolution of planet encounters. It just feels... off. I feel like I need to look at things from a fresh perspective to make it better.
Specifically, non-alien encounters feel a lot like missions and overlap like that could indicate a design problem. The choice between befriending and (ground) combating an alien species seems hollow, and the current mechanic for befriending is entirely uninteresting.
Does it make sense what I'm asking? I was also trying to remain vague as to how it is currently implemented, so as not to steer anyone's brainstorms. However, perhaps I should go ahead an list it all out for context?