Expansion Discussion - Faction/Species characteristics/abilities

Distant Worlds is a vast, pausable real-time, 4X space strategy game which models a "living galaxy" with incredible options for replayability and customizability. Experience the full depth and detail of large turn-based strategy games, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game. Now greatly enhanced with the new Universe release, which includes all four previous releases as well as the new Universe expansion!

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Igard
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Expansion Discussion - Faction/Species characteristics/abilities

Post by Igard »

Discuss here the new feature for racial characteristics and abilities.

This also includes victory conditions.
MaxyGamer
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RE: Expansion Discussion - Faction/Species characteristics/abilities

Post by MaxyGamer »

How about starting with a race that as time goes on.. and some advanced technology becomes available (for example, found on some distant ancient planet) mutates the race into something else. For better or worse. I don't mean just some longer life span or some extra brain capacity, extra 5% research. I mean some serious genetic modifications whether self-induced or not turning my smart frogs into evil zombies .. :) A joke, of course, but something more serious.

A new threat to the galaxy from a race that was nice but turned evil due to a virus... or a failed experiment.. Or perhaps the opposite. An evil empire turned into a nice guy but that wouldn't be interesting much, would it. Anyways, you can have a race become something completely different. It doesn't have to be the looks. Frogs may still look like frogs.

MOO3 had some decent customization. Well, it tried to. That's the only decent thing it had. Cool races though.
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Igard
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RE: Expansion Discussion - Faction/Species characteristics/abilities

Post by Igard »

That sounds good. It could be that a race has a victory condition set for 'transmutate'. When they finally reach this goal, they've completed that part of their victory. Now they have to use their new abilities to achieve further victory conditions.

How about a race that has low level beginning tech, but reaps greater rewards the more they research? It could be really tough early on, but eventually they could become very strong if given the chance.
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ASHBERY76
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RE: Expansion Discussion - Faction/Species characteristics/abilities

Post by ASHBERY76 »

Human,Kaidan,Securans needs a casus belli to declare war ie must hate race in the relations panel.
Dhayuts could eat aliens for population growth.No tourism
Sluken turn conquered aliens into Sluken.No toursim
Ketarovs have super spy and cannot be infiltrated.
etc.

Races gameplay should act like the desciption and not generic stats like it is now.A single player game like DW does not need Starcraft balance in the races so take risks with the design.
MaxyGamer
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RE: Expansion Discussion - Faction/Species characteristics/abilities

Post by MaxyGamer »

'Dhayuts could eat aliens for population growth.No tourism'


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Seath
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RE: Expansion Discussion - Faction/Species characteristics/abilities

Post by Seath »

I also think that the races in DW are too much the same. The only real difference between them that matters is the growing of there population and the way they are agressiv or passiv and the planets they life on.
I would prefer more differences.
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Data
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RE: Expansion Discussion - Faction/Species characteristics/abilities

Post by Data »

Until then maybe race speciffic leaders can bring some differences.
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
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J HG T
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RE: Expansion Discussion - Faction/Species characteristics/abilities

Post by J HG T »

@ASHBERY76
...Has a point. DW is a singleplayer 4X and thus don't need be 100% balanced like massive RTSs.


My own dream for DW characers has always been something similar to Total War series (Rome and newer) where characters have all kinds of positive and negative traits based on what they have been doing and where. Also, ancillaries were nice touch.

Characters could possibly be divided in three classes: Fleet commanders/admirals, colony governors and espionage experts.

You could also choose from two or three leaders in the beginning of the game. These would give your empire varied bonuses based on their character. This one was just top of my head, but I think it would be interesting to have sub-factions represented by different leaders.


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Data
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RE: Expansion Discussion - Faction/Species characteristics/abilities

Post by Data »

I'm just watching a let's play for TW (tried it myself but didn't have the time to finish it then) and indeed the way leaders are implemented there is great. Me wants family tree [:)]
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
Seath
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RE: Expansion Discussion - Faction/Species characteristics/abilities

Post by Seath »

yeah in Medival II TW the leader system is great and would be nice in DW too. But i think a rulers family tree can be used in a Kingdom^^ not in a Republic or democracy. In those i think it would be better if u just get leader you have to hire until they die.
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Data
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RE: Expansion Discussion - Faction/Species characteristics/abilities

Post by Data »

good point, we also need bureaucracies, oligarchies and such to cover all the forms of government.
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
Seath
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RE: Expansion Discussion - Faction/Species characteristics/abilities

Post by Seath »

In swarm intelligences it also could be a family tree.
And in a traderguild too, because here allways the same clan controls the traderoutes like in star wars the hutt clan which controls the auter rim sectors.
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Data
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RE: Expansion Discussion - Faction/Species characteristics/abilities

Post by Data »

I'm sure that by now Erik enjoys his opening the pandora box again [:)]
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
zzqxztc
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RE: Expansion Discussion - Faction/Species characteristics/abilities

Post by zzqxztc »

How about a race ,they have some advanced technology . Using technology ...their planet be transformed.. they put engine on planet..
(like Death star)so that the palnet has ability of movement..
they have no fixed galaxies as their home.
this race wandered around in the universe
.....just like nomads ..'universe nomads '
 
of course,we can also imagine this race other interesting abilities.
(i am a chinese .my english is not good.. my expression may be not clear..)
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Data
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RE: Expansion Discussion - Faction/Species characteristics/abilities

Post by Data »

you're clear enough and welcome to the forum, zzqxztc
you're almost describing the pupeteer worlds from Niven's Ringworld, something I'd also like to see in the game
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
Seath
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RE: Expansion Discussion - Faction/Species characteristics/abilities

Post by Seath »

a planet that can move? okay nice thought but on a planet live cant really exist without sunlight as we know it. SO the planets has to be near a sun in any system
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Data
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RE: Expansion Discussion - Faction/Species characteristics/abilities

Post by Data »

it can be even if it moves, check out this -> http://en.wikipedia.org/wiki/Klemperer_rosette
yet another pupeteer creation from Ringworld but the concept is older than this
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
Seath
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RE: Expansion Discussion - Faction/Species characteristics/abilities

Post by Seath »

sry but i cant understand this text ;D because english is not my mother tung. All those worlds that are as we german says: Fachchinesisch what means that there are worlds or sentence construktions in it that i cant understand^^

would be nice if u can "translate" them into normal english of course only the main idea which belongs to our theme
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Data
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RE: Expansion Discussion - Faction/Species characteristics/abilities

Post by Data »

sure, np, the idea is that you can move a rotating sytem of n planets around a star....kinda like star systems move naturally only you use a sf method of sending them on the way and adjusting course as needed

Three or more equal masses, equally spaced, in the same orbit about a common center. The Puppeteers' Fleet of Worlds, described as such a rosette, has five planets of approximately equal mass in orbit around a common empty center. [Ringworld ch. 5]
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Facedrop
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RE: Expansion Discussion - Faction/Species characteristics/abilities

Post by Facedrop »

Hi long time forum lurker here
I would just like to say that i like the idea of moving planets, but another less complicated way a race like this could be implemented is through a race being mostly nomadic that travels in a great fleet complete with mother ships that act like planets. They could be somewhat similar to that race in the mass effect universe, not sure what the name was but they lived in one massive fleet and had no home planet.

YAY expansion! :)
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