Hey man, remember me. It's literally been a year since I was in the forums and man I got a hell of ideas for your possible prequel space borders x. Since it's been a year and I just got reinto the game about a week ago, speed running the game and completed half of the conquest mode , I also read dat ur kinda slowing down on ur progression of this nice genre dat u created. Seems like u got sum money probs too and if I was a game programmer, I'll help u out for free. But for now, brace4idea spam
First, when I was speed running the game, I always tend to call the mother ship MSHQ or "Mobile Space Headquarters" which is one of the things I'm suggesting to call the mother ship. Also, since it's a going to be a prequel y not see my list of pre-futuristic weapons and modules and stuff
before I do the list ideas, I got sum broken stuff to show u. When I was speed running alien encounter I used the black hole and the radar straight up and played conquest before playing the campaign. So sumthing u should fix when making space borders x which is in my list aswell.
Tier is based on technological advancement over Time/missions or tech buildings. Tier 6-8 max (Tier 10 max optional)
Weapons: Tech tier 1-6
Plasma cannon (Tier 2)
Light cannon (Tier 2)
Pulse laser (Tier 3)
Auto cannon (Tier 3)
Flak cannon (Tier 4)
Heavy cannon (Tier 5)
Gatling (Tier 6) (renamed mini gun)
Missile launcher (Tier 6)
Chain gun (first version before mini gun) (weaker damage/less firerate) (Tier 1)
Anti Fighter Missile Pod I (AFMP I) (Tier 1)
Anti Fighter Missile Pod II (AFMP II) (Tier 4)
Anti Fighter Missile Pod III (AFMP III) (Tier 6)
Fighter Missile (customizable for fighter when
max rank) (Focus on enemy fighters)
Fighter Bomb (customizable for fighter when max rank) (Focus on enemy ships).
Module: Tech tier 2-6
Turret/Weapon R&D (Weapon Amplifier) (MSHQ module) (Tier 3)
Repair drone bay (Tier 2)
Fighter bay (Capital/MSHQ module) (Tier 4)
Boarding bay (MSHQ module) (optional to add) (Tier 5)
Shield module (Tier 3) (shield hit point increase depending on rank of ship)
Repulsion Module (increase engine speed by 50%) (use full for slow ships or the harvester) (Tier 4)
Ship hull/type: Tech tier 1-8. (Most ships should have max rank bonus other than speed and hit points)
Centuar (Tier 2)
Gladiator (Tier 1)
Centurion (Second version of Centuar) (3 weapons) (Add module when max rank) (Tier 6)
Spectural prototype (second version of Gladiator) (longer cloak duration) (uses a radar scanner and weapon) (can't use radar scanner during cloak till max rank) (radar scanner range increase by 300%, close to Hydra scan range, when stationary, 100% when mobile) (Tier 5)
Grendel (light carrier) (sends out 4 fighters) (Tier 4) (3 weapons to defend itself when max rank)
Yeta (light battle cruiser) (1 module) (6 weapons- 4 auto cannons 2 AFMP II) (Tier 5) (replace 2 auto cannons to Heavy cannon when max rank)
Hydra (Tier 6) (1 module) (16 fighters and credits cost 10 credits cheaper when max rank)
Harvester (Tier 3) (able to have 1 weapon when max rank)
Aegean (Tier 8) (replace 3 mini guns to heavy cannon/ 2 missile launchers into ion emitters when max rank) (3 modules)
Cerberus (Tier 7) (2 modules)
Libra (optional) (heavy colonization ship) (reusable) (MSHQ fleet only) (6 heavy cannons 2 AFMP III)
Kilo (Tier 6) (minelayer) (have 2 auto cannons)
Gangen (mobile space constructer, builds turret defenses in combat for 5000 credits/resources) (1 weapon and module)
MSHQ: (Tier 1-8) As the tech tier goes higher the MSHQ also get some upgrades aswell.
Tier 1:
1 Chain guns/ AFMDs
Able to Command 4 ships
Able to use 2 weapons
Tier 2:
able to use tier 2 weapons
Able to Command 5 ships
Able to use 1 arty
Able to use radar scan
Tier 3:
Able to use tier 3 weapons
Able to Command 6 ships
Able to use 2 arty
Able to use flares
Able to use mines
Tier 4:
Able to use tier 4 weapons
Able to command 7 ships
Able to use 3 arty
Able to use heavy arty barrage
Access to 1 module
Able to use 4 weapons
Able to command 1 capital ship
Tier 5:
Able to use tier 5 weapons
Able to Command 8 ships
Able to use 4 arty
Able to use turrets
Able to command 2 capitals
Access to 2 modules
Tier 6:
Able to use tier 6 weapons
Able to command 9 ships
Able to use reinforcement call
Able to command 3 capital ships
Access to 3 modules
Able to use 6 weapons
Tier 7:
Able to command 10 ships
Able to use sector artillery support
Able to command 5 capital ships
Access to 4 modules
MSHQ abilities: Tier 2-8
Black hole (Tier 8) (optional)
Radar scan (tier 2)
Flares (tier 3)
Mines (tier 3)
Turrets (tier 5) (customizable):
Auto cannon
Light cannon
Pulse laser
Gatling
Missile launcher
Flak cannon
Heavy Arty Barrage (Tier 4)
Reinforcement call (Tier 6) (calls in light ships possibly a light cruiser depending on neighboring sector level)
Sector artillery support (tier 7) (used when there's artillery within an allied sector)
Factions:
Federation (rename of terrans)
Hybrid (alien race) (high tech)
If ur able to implement 2 more factions.
Ulysses (Federation Rival)
Star Striders (rebel/pirate clan)
Gameplay (not sure if everyone will agree with):
Based on conquest mode with sectors (unless u want to change the sectors from original) but with story missions and side missions. Faction relationships (Hybrid always hostile) and able to help other factions if able to implement. Able to customized ur sectors and also able to attack other sectors by attacking key point objectives to weaken a sector before attacking HQ. Sector can not be upgraded or repaired while being under attack within 1-2 turns. Same resource/credits system but have 2 separate ingame resources like credits and resources. Credits are basicly money and resources allows to construct ships and weapons. Possible to have off map reinforcements when u have a lv 5 sector (optional). Able to actually buy and move fleets around the sectors. Not sure if the fleets would auto battle or not but when the MSHQ fleet being attacked, (where the MSHQ is on the attacked sectors) ur forced to fight and can't retreat. Capital sectors are basically sectors dat can't get captured any hostile forces but can be attacked multiple times with heavy defenses multiple ships. The capital sectors and other sectors should generate credits and resources when every full turn pass by. Tech labs can be used to upgrade specific technologies. List of tech labs:
R&D facility (weapon based)
Engineering facility (module based)
Heavy weapons workshop (capital ship based)
Medium weapons workshop (light cruiser/carrier based)
Light weapons workshop (light ship based)
High tech laboratory (gives new abilities to MSHQ)
There should be outer orbit buildings as well:
Weapons/module factory (produce weapons/modules for ships)
Combat Shipyard (builds ships but cost resources and time during combat or turn based)
Radar station (gives information about enemy numbers and buildings on neighboring or combat)
Defense station (launches 5 fighters and have 6 weapons depending on tech tier)
Trade station (stores resources and credits but also trade and generate credit income)
Mining yard (have harvesters get resources but also generate resource income)
Command HQ (the main part of the sector building)
Artillery orbit emplacement (have 3 defense weapons)
Enemies:
All factions should have different kind of ships unless u can implement dat. But the Hybrid should sum thing different. Like there should be like another carrier dat spawns out like 4 Centuar sized ships. Or they have like actual base turrets and mines all over their sector. They might have different kind of buildings like the federation (Terrans) have to make sector invading more strategically.
Summary:
I know dat u won't be able to add all of this and sum people might disagree too but hey, it's one way to give suggestions. I'm not sure if ur also able to implement most of the gameplay ideas because dats a lot of work to implement it. I also tend to call the aliens the "Hybrid" because since u didn't give a name for the aliens, might as well call them the Hybrids. The weapons and modules is actually my friend's idea when he played the game before but the ships and factions/names are my idea. We also thought that the max rank ships should have a bonus when u get it to make most player feel like they achieved sumthing. Also I call the heavy weapons on the behemoth "Ion Emitters" because it does almost look like the ion cannon on the aegean. Any way, I hope u take most of these ideas in consideration since u r making a new series.
Oh yea, Might be missing sum information from u guys btw so fill me in on wat ideas dat u guys might have ATM.