Role-Playing in Armada 2526
Posted: Fri Nov 06, 2009 6:14 pm
Erik,
These are the first of my thoughts about compensating for the dreadful marketing hole created by the absence of ship design from the game. It isn’t merely that ship design is expected in turn-based space 4x games, and fun by itself. Role-playing of one’s own empire is critical to enjoyment of turn-based 4x games, and ship design is the leading way to get players of turn-based space 4x games to identify with their empires.
I have much experience here, having had a significant role in all three Master of Orion games, plus I’ve been around since about forever. My name credits include the first edition of Advanced Dungeons & Dragons – thirty years ago Gary Gygax sent me a gorgeously colored lead dragon he had painted himself to put on top of my wedding cake. I first playtested board wargames for Jim Dunnigan in 1966, with my friend Jack Greene of Quarterdeck games (Ironbottom Sound, etc.), when we were juniors in high school.
Armada 2526 desperately needs beefing up of its role-playing aspects to compensate for the absence of ship design. I recommend you add more races, both drastically different ones and (as in MOO3) related ones. Your selection of scripts for AI empires, with greatly different objectives, is important here – we can have two empires with the same starting race but quite different objectives which will result in different behavior.
Having AI empires behave in significantly different, but consistent and characteristic, fashions is crucial in fostering role-playing, so grossly exaggerate the differences between races, and in ways not limited to the presently devised scripts.
I first recommend you borrow, in a patch or expansion (aka planned product improvement) a feature from MOO3 – “base” diplomatic relations between races, particularly racial animosities, i.e., have some races always hate specific other races (not all other races). This must of course be moddable. All these games have some means of reflecting the diplomatic attitudes of AI empires towards other AI and player empires, which are largely based on events which occur during the game. MOO3’s “base relations” concept (there is a file labeled BaseRelations.txt) applies modifiers to the opinion of specific races to specific other races. Events in the game modify this, but the modifiers for game events slowly expire with relations between empires drifting back over time to their “base relations”. I believe the effects of game event negative modifiers are magnified if base relations between two empires are negative, etc. And the base relations are not always mutual, it is possible that one race absolutely hates a second race, while the second race either does not hate the first quite so much, or might even like them.
What is really important, though, is that major differences in base relations between two AI empires can really impact players. As an example, all Ancient Race of Machines empires might hate all Hoon Yon empires, and vice versa (though vice versa is not guaranteed) such that peaceful diplomatic relations between them will be difficult but, more importantly, your empire having an alliance with an A.R.O.M. empire will pretty much guarantee that all Hoon Yon empires will be at least hostile towards you. And, if and when a pair of A.R.O.M. and Hoon Yon empires are at war and you refuse your A.R.O.M. ally’s demand that you declare war on the Hoon Yon, your relations with that particular A.R.O.M. empire will tube a lot more than if you refused your A.R.O.M. ally’s demand that you declare war on a human empire it happens to be at war with. Plus, maybe, no other A.R.O.M. empire will ever again ally with you, or even make any treaty with you.
If you buy this, try to create some plausible-sounding background reason for the animosities (and preferences if there are any). You don’t need anything as remotely elaborate as MOO3’s. You can vaguely allude to a common ancestor, or that one race was created by a long-gone empire & race to destroy an enemy race of the long-gone one, and both those races are still in the game and hate each other. As an example, I have my MOO3 humans hate the Klackon insectoid race simply because humans innately hate & fear big hairy spiders. The Klackons don’t reciprocate the hate, but they don’t like humans because humans have been so nasty towards them. I have all my MOO3 races without a group mind hate all races with a group mind, plus nobody organic gets along with the Silicoids, but the three races in my Axis of Evil (Klackons, Meklars & Silicoids) get along well with each other.
I’d also expand the script concept, and make some of them race-specific, i.e., that only one race might be able to have a given script. As an example, the XSpectrada might have a script specific to them, perhaps with a special tech or racial ability associated with that particular script.
A possible example of such a script is Necromancy or Life Leech – that they get some sort of fantastic power if they eliminate all life on a heavily populated non-XSpectrada world in a single turn with some horrific weapon (say an asteroid smash). Plus that, if that XSpectrada empire does this several times, it gets mental control over all sentient beings in the galaxy (automatically wins the game), and all other empires lose. So, once a player determines that the current game includes an XSpectrada empire with that script/Life Leech objective, he knows that he must keep it from obliterating whole worlds if he wants to win. I.e., a sudden and higher priority objective (than achieving his own empire’s objectives) appears of stopping that particular XSpectrada empire.
It is probably too late to add “tags” to scripts which limit them to certain races in the game as first released, but please consider adding this in a patch. It will significantly expand the role-playing possibilities of the game.
My third suggestion is that you have the diplomatic requests and behavior of AI empires (perhaps also the phrasing of their diplomatic messages), towards player empires at least, tend to more obviously reflect the scripts applicable to a given AI empire. An AI with an expansion objective could place more weight on possession of colony worlds in diplomatic trades, and be far more impressed by gifts of colony worlds. An AI with a research or “mastery of the secrets of the universe” objective would have tech trades and gifts be more important for it. If espionage/theft of tech by spies is in the game, such AI empires would be more incensed about it. Having AI diplomacy reflect their scripts might already be present in Armada 2526 but, if it is, consider exaggerating it.
A thousand words is enough for lunch today. I’ll get back to this later.
These are the first of my thoughts about compensating for the dreadful marketing hole created by the absence of ship design from the game. It isn’t merely that ship design is expected in turn-based space 4x games, and fun by itself. Role-playing of one’s own empire is critical to enjoyment of turn-based 4x games, and ship design is the leading way to get players of turn-based space 4x games to identify with their empires.
I have much experience here, having had a significant role in all three Master of Orion games, plus I’ve been around since about forever. My name credits include the first edition of Advanced Dungeons & Dragons – thirty years ago Gary Gygax sent me a gorgeously colored lead dragon he had painted himself to put on top of my wedding cake. I first playtested board wargames for Jim Dunnigan in 1966, with my friend Jack Greene of Quarterdeck games (Ironbottom Sound, etc.), when we were juniors in high school.
Armada 2526 desperately needs beefing up of its role-playing aspects to compensate for the absence of ship design. I recommend you add more races, both drastically different ones and (as in MOO3) related ones. Your selection of scripts for AI empires, with greatly different objectives, is important here – we can have two empires with the same starting race but quite different objectives which will result in different behavior.
Having AI empires behave in significantly different, but consistent and characteristic, fashions is crucial in fostering role-playing, so grossly exaggerate the differences between races, and in ways not limited to the presently devised scripts.
I first recommend you borrow, in a patch or expansion (aka planned product improvement) a feature from MOO3 – “base” diplomatic relations between races, particularly racial animosities, i.e., have some races always hate specific other races (not all other races). This must of course be moddable. All these games have some means of reflecting the diplomatic attitudes of AI empires towards other AI and player empires, which are largely based on events which occur during the game. MOO3’s “base relations” concept (there is a file labeled BaseRelations.txt) applies modifiers to the opinion of specific races to specific other races. Events in the game modify this, but the modifiers for game events slowly expire with relations between empires drifting back over time to their “base relations”. I believe the effects of game event negative modifiers are magnified if base relations between two empires are negative, etc. And the base relations are not always mutual, it is possible that one race absolutely hates a second race, while the second race either does not hate the first quite so much, or might even like them.
What is really important, though, is that major differences in base relations between two AI empires can really impact players. As an example, all Ancient Race of Machines empires might hate all Hoon Yon empires, and vice versa (though vice versa is not guaranteed) such that peaceful diplomatic relations between them will be difficult but, more importantly, your empire having an alliance with an A.R.O.M. empire will pretty much guarantee that all Hoon Yon empires will be at least hostile towards you. And, if and when a pair of A.R.O.M. and Hoon Yon empires are at war and you refuse your A.R.O.M. ally’s demand that you declare war on the Hoon Yon, your relations with that particular A.R.O.M. empire will tube a lot more than if you refused your A.R.O.M. ally’s demand that you declare war on a human empire it happens to be at war with. Plus, maybe, no other A.R.O.M. empire will ever again ally with you, or even make any treaty with you.
If you buy this, try to create some plausible-sounding background reason for the animosities (and preferences if there are any). You don’t need anything as remotely elaborate as MOO3’s. You can vaguely allude to a common ancestor, or that one race was created by a long-gone empire & race to destroy an enemy race of the long-gone one, and both those races are still in the game and hate each other. As an example, I have my MOO3 humans hate the Klackon insectoid race simply because humans innately hate & fear big hairy spiders. The Klackons don’t reciprocate the hate, but they don’t like humans because humans have been so nasty towards them. I have all my MOO3 races without a group mind hate all races with a group mind, plus nobody organic gets along with the Silicoids, but the three races in my Axis of Evil (Klackons, Meklars & Silicoids) get along well with each other.
I’d also expand the script concept, and make some of them race-specific, i.e., that only one race might be able to have a given script. As an example, the XSpectrada might have a script specific to them, perhaps with a special tech or racial ability associated with that particular script.
A possible example of such a script is Necromancy or Life Leech – that they get some sort of fantastic power if they eliminate all life on a heavily populated non-XSpectrada world in a single turn with some horrific weapon (say an asteroid smash). Plus that, if that XSpectrada empire does this several times, it gets mental control over all sentient beings in the galaxy (automatically wins the game), and all other empires lose. So, once a player determines that the current game includes an XSpectrada empire with that script/Life Leech objective, he knows that he must keep it from obliterating whole worlds if he wants to win. I.e., a sudden and higher priority objective (than achieving his own empire’s objectives) appears of stopping that particular XSpectrada empire.
It is probably too late to add “tags” to scripts which limit them to certain races in the game as first released, but please consider adding this in a patch. It will significantly expand the role-playing possibilities of the game.
My third suggestion is that you have the diplomatic requests and behavior of AI empires (perhaps also the phrasing of their diplomatic messages), towards player empires at least, tend to more obviously reflect the scripts applicable to a given AI empire. An AI with an expansion objective could place more weight on possession of colony worlds in diplomatic trades, and be far more impressed by gifts of colony worlds. An AI with a research or “mastery of the secrets of the universe” objective would have tech trades and gifts be more important for it. If espionage/theft of tech by spies is in the game, such AI empires would be more incensed about it. Having AI diplomacy reflect their scripts might already be present in Armada 2526 but, if it is, consider exaggerating it.
A thousand words is enough for lunch today. I’ll get back to this later.