- Every unit can have one of several movement topologies, but we need to decide which ones, if not all, are discrete topologies vs. continuous topologies
- Sea Topology: Unit can move between any adjacent, discrete sea regions
- Land Topology: Unit can move between any adjacent, discrete land regions
- Ex: automobiles, tanks, trains
- Air Topology: Unit can move either between any adjacent air region or continuously across a floating point air grid
- Ex: aircraft, Venusian floating city
- In Venusian floating city example, how do we structure the natural movement of a floating city across the planet since it would be impossible to keep it static? Does it move between regions over time?
- Air-Space Topology: Unit can move within both air topology and space topology
- Space Topology: Entirely space-based vessel, occupies orbits
- Every building has a construction cost and maintenance cost in terms of energy and resources
- E.g. a factory on Earth has a construction cost of steel and copper and a maintenance cost of 2 Kilowatt Hours
- A factory on the Moon has a constuction cost of steel, copper and regolith and a maintenance cost of 10 Kilowatt Hours to account for extra energy to maintain habitability
- Discrete Orbits vs Continuous Orbits
- Should players be allowed to choose from a set of pre-defined orbits or custom orbits? E.g. pre-defined orbits could be LEO, MEO, HEO, with further definitions of 0 inclination, 30 inclination, 45, etc. Polar orbits, molniya orbits, lots of orbits to choose from but they’re all pre-defined to reduce complexity
- All orbits being custom might present challenges for gameplay and AI complexity - how does AI choose the optimal orbit for a given craft function?