That's interresting, because if as OnionX I see some potential for a "Flotilla 2", I would focus on entirelly different things :
His expectations are mostly on more complex ships. While, I do really like the way it is : very basic.
However, I see 2 fields where it could be pushed further.
- The exploration.
Correct me if I am wrong, but at present time, I really feel that exploration is entirelly random : I can't forecast what type of encounter I will when I see a planet. And I fell that the game would take a new tactical dimention, if we could have some hints on what expect.
Games which did that are Minesweeper, Oasis ( http://www.oasisgame.com/
), or even Dungeon Desktop (you don't know what to expect, but once a monster has been found, you can choose when to hit it).
How to do that ? I see 4 things. (Don't hit me if it is already the cause... But it hasn't been that obivous to me) :
- Star colour. Some encounters might only happend in some type of stars, or be more likely
- Depth. Encouters could be limited (or more likely) to a range of distance from your origin
- Link with encounter : following an encounter, one other planet (with a specific rule to decide which : one of the neighbourg, the closest red star,...) receives a flag triggering another encounter.
- Situation with other planets. For exemple a red star surrounded by 3 yellow stars, or whatever else.
But also, most important, flotilla is a casual game. So a least some information should be displayed to the player (otherwise it could look just like a big random mess). You won the karaoké ? Then you hear the rumor that someone is angry at you, and the 3 neighbouring planets display that there is the risk to meet and angry pinguin there.
Add a little bit of modding to that, and we might see interresting things.
- The fights.
So far, fights are basic : a fight to death between 2 teams. Even if I really like the basic desing, we could add some complexity there :
- Add more teams. Depending one you behaviour in the fight, the result of the encounter would be different. For exemple you enter in a fight between cats and deers. You have 4 choices : do nothing an watch, protect the cats and kill the deers, protect the deers and kill the cats, kill everybody.
- Add other outcome that just killing everybody : The end of a fight could trigger when a ship has docked with a base, when a ship has escaped (that is, is at a given distance from every other enemy ship), when a specific ship is destroyed, or maybe when any team (including you) decides to surrender.
- Also I have always loved space game where you have a scanner and have to find THE ship that you have to destroy (or protect, or board ?).
With these few elements, it could increase the variety of situations.