Spiffing Up Role-Playing & the EXploration Phase – Patch Requests
Posted: Fri Dec 18, 2009 7:55 pm
Spiffing Up Role-Playing & the EXploration Phase – Patch Requests
Armada’s release version is weak in role-playing and the eXploration phase, wormholes aside, and early reviews have commented on this. Here are some ideas for relatively simple code patches that would enhance those aspects of the game. Some might already be in there without my being aware of those.
These suggestions are also intended to illustrate the very limited nature of the amount of coding work we can expect in future patches. Those who request new features should keep the ease of implementing those, in terms of effort both in writing the necessary computer code, and playtesting those for balance as well as bugs, in mind.
Role-Playing
The most common way to boost role-playing is to make the game’s races more distinctive. The conceptually simplest way to do this would be to boost their existing tendencies somewhat. As an example, races with hyperspace advantages could have innate (at the game start without need for research) abilities to use large wormholes, while races with psychic advantages could have innate abilities to terrify their enemies in combat. Here I would add ground combat to that – there should be a really spooky race which can terrify the ground troops of other empires, or even control their minds so they change sides. Some races could be given advantages in terms of tax income. Etc. With that in mind, the following changes in computer code would be necessary.
First, there should be some means of tagging items of racial-specific technology so those could never, ever, be traded to, or given to, other empires. Second, there should be some means of tagging racial-specific technology so it can be assigned to races during the custom game/galaxy generation phase. Racial-specific technology already exists in the game, and new ones can be added with mods. We only need a means of keeping such technology from being used by any race other than the one it is assigned to, and of giving it to those races in each game at startup of each custom game, as opposed to being edited in later in creating player-devised scenarios.
This would allow players to devise new racial-specific technological items and assign those to specific races automatically at startup, as de facto racial abilities beyond those already in the game.
And it would be nice, whether or not that is done, if psychic abilities would work against ground troops as well as spaceships.
eXploration Discoveries
The easiest way to spiff up the eXploration phase is to allow empires to “discover” goodies ranging from money to technology to map information to useable but derelict ships or robotic ground units. This is an expansion of the existing game concept that wormholes are discovered once a race develops the technology to discover that size wormhole AND gets either a ship into the wormhole square, or extends the surveillance range of a space scanner into that square.
If wormholes are discovered that way, it shouldn’t be too difficult to code the game so other things can be discovered by the first ship to enter a given square, such as map information (including wormhole locations and pathways), technological discoveries (such as how to use a particular wormhole), valuable resources aka money, derelict robotic warships awaiting activation by a new master, Giant Robot Ground Warriors, plagues which discovering spaceships can inadvertently spread, etc. A lot could be done here. It might be fun to leave trails of clues too, in the form of map information about rumors of inert Giant Robot Ground Warriors awaiting a new master at Planet IX in location such and such, only those turn out to be Unn Pirates who enter the game the first time a ship appears at their location. The potential for modding scenarios is enormous if such an enhancement is implemented.
Armada 2526 has great potential for player mods and far more, to the point of being mind-boggling, given some relatively simple code patches.
Armada’s release version is weak in role-playing and the eXploration phase, wormholes aside, and early reviews have commented on this. Here are some ideas for relatively simple code patches that would enhance those aspects of the game. Some might already be in there without my being aware of those.
These suggestions are also intended to illustrate the very limited nature of the amount of coding work we can expect in future patches. Those who request new features should keep the ease of implementing those, in terms of effort both in writing the necessary computer code, and playtesting those for balance as well as bugs, in mind.
Role-Playing
The most common way to boost role-playing is to make the game’s races more distinctive. The conceptually simplest way to do this would be to boost their existing tendencies somewhat. As an example, races with hyperspace advantages could have innate (at the game start without need for research) abilities to use large wormholes, while races with psychic advantages could have innate abilities to terrify their enemies in combat. Here I would add ground combat to that – there should be a really spooky race which can terrify the ground troops of other empires, or even control their minds so they change sides. Some races could be given advantages in terms of tax income. Etc. With that in mind, the following changes in computer code would be necessary.
First, there should be some means of tagging items of racial-specific technology so those could never, ever, be traded to, or given to, other empires. Second, there should be some means of tagging racial-specific technology so it can be assigned to races during the custom game/galaxy generation phase. Racial-specific technology already exists in the game, and new ones can be added with mods. We only need a means of keeping such technology from being used by any race other than the one it is assigned to, and of giving it to those races in each game at startup of each custom game, as opposed to being edited in later in creating player-devised scenarios.
This would allow players to devise new racial-specific technological items and assign those to specific races automatically at startup, as de facto racial abilities beyond those already in the game.
And it would be nice, whether or not that is done, if psychic abilities would work against ground troops as well as spaceships.
eXploration Discoveries
The easiest way to spiff up the eXploration phase is to allow empires to “discover” goodies ranging from money to technology to map information to useable but derelict ships or robotic ground units. This is an expansion of the existing game concept that wormholes are discovered once a race develops the technology to discover that size wormhole AND gets either a ship into the wormhole square, or extends the surveillance range of a space scanner into that square.
If wormholes are discovered that way, it shouldn’t be too difficult to code the game so other things can be discovered by the first ship to enter a given square, such as map information (including wormhole locations and pathways), technological discoveries (such as how to use a particular wormhole), valuable resources aka money, derelict robotic warships awaiting activation by a new master, Giant Robot Ground Warriors, plagues which discovering spaceships can inadvertently spread, etc. A lot could be done here. It might be fun to leave trails of clues too, in the form of map information about rumors of inert Giant Robot Ground Warriors awaiting a new master at Planet IX in location such and such, only those turn out to be Unn Pirates who enter the game the first time a ship appears at their location. The potential for modding scenarios is enormous if such an enhancement is implemented.
Armada 2526 has great potential for player mods and far more, to the point of being mind-boggling, given some relatively simple code patches.