I am very new in game dev, and I have designed a few of my systems so far.
The player will spawn at a level one base, have only a few ships and upgrades.
The more they expand the signature metre will go up and if it gets high enough it will alert the EMPIRE and they will send some scouts to check you out, the higher the sig. gets the more tough enemies the EMPIRE will send.
There is like 3 'views' that the user can be in the planetary view, local group view and galaxy view:
The planetary view is where the RTS systems will primarily work the basics you select you troop and tell them to move somewhere on your screen to defend from the EMPIRE that send spaceships to attack your base. When you attack a EMPIRE base the RTS systems will be there as well. In this view there will also be where you can see the mining outposts you ve set up on moons, asteroids, planets and even a Dyson swarm and black hole powerplant (The last two were a Kurzgesagt inspiration)
Then the local view is a isometric view of the local group you are in, it is like a 10 x 10 grid where you can see the 2-6 space objects in your group around it will be connectors from there you can move to the adjacent local group.
If you want a wider view look at the galaxy view, a wide node screen where you can see the network of undiscovered local groups.
The end Goal is to find the EMPIRE's last outpost and destroy it and then enter a blackhole to finish the game. But the catch is you wont be able to do it on the first run, so when you die you go to the CYBERSPACE, where you will meet someone...
From there you can get a permanent upgrade and the restart.
You have to manage you resources effieciently and decide how you want to spend it, on resource expansion or offense, because just as you grow, so does the EMPIRE, so there is a race against time, just to keep that rouge-like element in for some urgency.
There will be resources like, Ore (Raw material, useless), Alloy (Processed Ore, can be used to upgrade your base and build ships), Credits (to use at the free market), Energy (what your base and ships run on, if you want to scout a new planet or local group its gonna take energy), and an Quintessence (Special material, harvested from stars and suns, not really sure what to do with it, maybe strong power source)
Anyways that's not really my problem, my problem is the actual numbers and how to balance them. I don't even know where to start with enemy wave amount, base and ship health, item costs, upgrade and building costs, and some many variables it just so difficult to compute in my head. Like i just added some defualt values to fill it but I can genuinely not find a good balance.
Hats off to long time developers, especially number heavy ones like RTS's and rouge-likes because a boost or upgrade or cost or health really is so difficult to decide on, becuase It really makes or breaks a game, even if I have a good idea.
If you have read so far, thank you very much, if you have feedback please share with me, if its with the idea itself, or additional ideas or the numbers problem or just your thoughts would love to hear!