   Need feedback on 2D browser RPG/RTS game design
  I should point out that I'm mainly a programmer. I joined this project a few months ago, but the original game designer/artist has since lost interest in it. I've tried my best to continue putting most of my focus on writing the code, and slowly working out the gameplay at the same time.I've got all the combat mechanics worked out (with a good amount of implementation done), but I'm a bit stuck on how I should handle tech/economy in the game.I have one possible idea, but I'm not sure how *fun* it would really be. Anyway, here is some background information on the game, and an overview of the combat mechanics:The game is in &#106avascript/PHP and is played in a browser between two players. Each player collects ship components by playing in matches (or doing single-player missions, if I ever implement them -- one thing at a time). Before each game, each player can make a collection of ships out of their components.Each ship is based around a chassis component. Each chassis will have a number of "slots" corresponding to a different *type* of component. Possible types might be weapons, engines, power generators, hangar bay, etc. etc.Each component is meant to be a side grade to all other components of that type. If one component has a particularly strong advantage, it will also have a large disadvantage. Of course, smart players will be able to use synergy to maximize the advantages, and minimize the disadvantages.This is very similar to the mechwarrior series of games. Each weapon has 8 different types of damage it can potentially do. Each component also has a defense value corresponding to each of the 8 damage types (each component can be damaged separately). Every time a component is hit, it will subtract damage * (defensevalue/100) from its' hit points for each of the 8 damage types. Each damage type has other effects as well, but they aren't really important for the purposes of this discussion.Anyway, on to the point of the thread -- feedback/ideas on the teching and economy.The idea I had for teching was based strongly on the battleforge method of teching -- collecting colored orbs. Each unit required a certain number of orbs, as well as a certain number of specific-color orbs.Instead of monuments, it would be ruins/points of interest, and instead of orbs, it would be a research station. However, instead of the orb magically appearing from nowhere, you would have the research station ship that would deploy on the point of interest. Instead of a color, the research station would have a technology that it researches. Each component might have a requirement for a specific technology. For example, to use plasma weapons, you need to have a plasma research station.Originally the plan for resource gathering was to mine ore scattered on the surface of the planet. However, I'm starting to think that might make the gameplay a bit too involved/complicated. I want to keep the focus on combat and outmaneuvering your opponent, rather than micro-managing villagers. One possible solution would be to make research station generate "tech points" used to call in more ships, but I'm afraid that will introduce too much of a slippery-slope. I'm definitely open to suggestions here (and everywhere, really).Here are some screenshots to give you a better feel for the game:A mining ship mining ore: A ship shooting at an enemy. Showcases targeting, projectiles, collision detection, fx (explosion):An example of the research station I put together (warning: programmer art ahead):Another screen with some ships shooting at enemy ships with the projectiles fixed to stop on collision. Also shows HP bars working on hit:[Edited by - MortusMaximus on May 25, 2009 9:12:34 AM]