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Faction Ideas

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11 years ago
Apr 23, 2014, 10:44:28 PM
Seek wrote:
And food doesn't exist for the Broken Lords at all.




True, but you suffer a dust production penalty during winter. This has a similar effect on the BL as the loss of food does on other factions. At present, I don't think it hurts them AS much, though.
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11 years ago
Apr 23, 2014, 7:37:15 AM
A cold faction would be too generic on my opinion. Don't you think that we already have some too generic-looking factions? Eventually I was surprised to see that they're not generic that much (at least not all of them), but I would really like to have something more original than

1- Wild elves

2- Colonial marines

3- Cursed vampires/necromancers

4- Devastating insectoids

Of course they are all well integrated in the Endless Universe (and that's why the game is still interesting). But why not an avian bureaucratic faction? Or a beast tamers faction? Or solar-powered robot/plant symbionts and their nemesis:



TrystanCT wrote:
it would be interesting idea, For a race of clockwork automation's maybe? smiley: cool



I guess if the cost of the additional people was much less then the districts then a race could have really tall cities, with high population but not really spread on the map too much. Meaning they are less connected to the ground around them since they usually improve their FIDS by building additional population rather then districts.



If you combine this with maybe some ways to ignore the negative traits of winter you could have a race that is kinda completely unaffected by the surrounding environment but lack any additional bonuses. Could be interesting to play as. I'm imagining the art style being floating cities, that would be cool lol. But i imagine a pain to graphically implement with the battles and that

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11 years ago
Apr 23, 2014, 7:41:48 PM
I'm hoping there's some factions that have something other than humanoids. (Other than the Necrophage) Doubt we'll see any amoebas, but one of the reasons I got interested in endless space was because of how unique the factions were.



Also tribal bloodthirsty theocracies are always fun as factions smiley: smile
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11 years ago
Apr 23, 2014, 7:52:19 PM
Personally I would like to see a faction of predatory birds. As in raptors in bird form not humanoid form.



The link to Endless Space being obvious, it could also have a link to mythological griffons to add to the legendary field.

Beyond that, I second the motion for more non-humanoid factions.



Also I think factions that live under the oceans surface would be awesome if improbable.
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11 years ago
Apr 23, 2014, 7:52:20 PM
The broken Lords are humanoid armors with nonhumanoid spirit-innards, so I'm not sure they count as humanoid, at all.

Same for the Haunts.

Most of the minor factions are barely if at all humanoid, too.



Let's see what else they have planned.
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11 years ago
Apr 23, 2014, 9:02:55 PM
I'm hoping we'll see some of the Endless, perhaps smiley: smile
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11 years ago
Apr 23, 2014, 9:36:20 PM
Now, I was not in Beta, so this is pure speculation on my part, but taking small bits of info and filling in the gaps is what I do.



I had the impression that it might be half of the factions that were "dark" factions that had an advantage during the winters. I also had the impression that the main form for this advantage will be alternate food sources (like the necrophages) since food production will be much lower during the winters.
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11 years ago
Apr 23, 2014, 9:59:27 PM
Well, the vaulters, which are not exactly evil, but rather the scientist race, do have a building preventing them from having any food-losses during winter.
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11 years ago
Apr 22, 2014, 2:26:03 PM
it would be interesting idea, For a race of clockwork automation's maybe? smiley: cool



I guess if the cost of the additional people was much less then the districts then a race could have really tall cities, with high population but not really spread on the map too much. Meaning they are less connected to the ground around them since they usually improve their FIDS by building additional population rather then districts.



If you combine this with maybe some ways to ignore the negative traits of winter you could have a race that is kinda completely unaffected by the surrounding environment but lack any additional bonuses. Could be interesting to play as. I'm imagining the art style being floating cities, that would be cool lol. But i imagine a pain to graphically implement with the battles and that



Personally im really interested in how the roaming clans are going to work out, like how do they get their FIDS, do they have the equivalents of city improvements, are they now like global? what they hell do they do in winter? lol going to be fascinating to see
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11 years ago
Apr 23, 2014, 11:16:49 PM
I'd love to see some sort of parasitic faction, one that can build very little on their own but can take over what others have built.
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11 years ago
Apr 23, 2014, 11:17:08 PM
Is the food loss really that serious though? It seems the only thing reduced food does is to make it harder for population growth.
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11 years ago
Apr 23, 2014, 11:21:20 PM
Adventurer_Blitz wrote:
Is the food loss really that serious though? It seems the only thing reduced food does is to make it harder for population growth.




Not sure, but I would expect some sort of unrest mechanic as well associated with starvation, at least for some factions.
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11 years ago
Apr 24, 2014, 1:50:37 AM
there is a sort of unrest system already based on city happiness though it is likely to be different than in ES.
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11 years ago
Apr 24, 2014, 6:54:21 AM
Adventurer_Blitz wrote:
Is the food loss really that serious though? It seems the only thing reduced food does is to make it harder for population growth.


No. Food loss mean Pop loss.
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11 years ago
Apr 24, 2014, 2:12:26 PM
No i mean that in Pan's videos during the early winters his food production goes down a lot but stays above 0, so as long as he can keep it above 0, he won't suffer population loss and will be able to keep the focus on production, science, or dust?
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11 years ago
Apr 24, 2014, 2:15:39 PM
Adventurer_Blitz wrote:
No i mean that in Pan's videos during the early winters his food production goes down a lot but stays above 0, so as long as he can keep it above 0, he won't suffer population loss and will be able to keep the focus on production, science, or dust?




Yes, that's true.
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11 years ago
Apr 21, 2014, 12:22:16 AM
VieuxChat wrote:
And the balance needs to be re-balanced each time a new faction is added... Because they devs have a lot of good ideas to make gameplay really different for those different factions.

Yes... the 4 missing factions will please you, I bet it smiley: sarcastic




Yes, I would really like to know now that the NDA is now a DA.
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11 years ago
Apr 20, 2014, 9:15:51 PM
I would like to see a faction coming from a very cold place.

So for them the season are inverted, the better time is winter, they could be stronger, for example.

I don't know if it would work but it could be interesting
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11 years ago
Apr 20, 2014, 9:23:54 PM
Well amplitude has stated that there will at least one faction (i'm hoping for more than just one) that will indeed benefit from the winter ages but I'm not sure how balanced that will be as the winter is planned to keep increasing in duration throughout the game.
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11 years ago
Apr 20, 2014, 9:48:28 PM
Interesting!

Yeah that is going to be hard to balance, this is something they will be changing a lot during the alpha.
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11 years ago
Apr 20, 2014, 9:51:05 PM
to be fair though the VIPs have had a lot of time to test the pre alpha build so it may be more balanced than i make it out to be.
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11 years ago
Apr 20, 2014, 10:38:03 PM
Adventurer_Blitz wrote:
to be fair though the VIPs have had a lot of time to test the pre alpha build so it may be more balanced than i make it out to be.




There was no MP in the alpha, so we couldn't finebalance it. On the other hand we gave lots on feedback on things we perceived to be overpowered. E.g. ranged units were... almost impossible to beat, at some time. Now you got a chance, especially with fast units like cavalry.
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11 years ago
Apr 20, 2014, 10:40:28 PM
Nosferatiel wrote:
There was no MP in the alpha, so we couldn't finebalance it. On the other hand we gave lots on feedback on things we perceived to be overpowered. E.g. ranged units were... almost impossible to beat, at some time. Now you got a chance, especially with fast units like cavalry.


And the balance needs to be re-balanced each time a new faction is added... Because they devs have a lot of good ideas to make gameplay really different for those different factions.

Yes... the 4 missing factions will please you, I bet it smiley: sarcastic
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11 years ago
Apr 20, 2014, 10:49:17 PM
Adventurer_Blitz wrote:
and since the NDA is lifted will you tell us what those factions are?




I, frankly, do not know. So I can't tell. Maybe Vieux knows more, since he was at the Beer2gether?
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11 years ago
Apr 20, 2014, 9:05:02 PM
So amplitude has gotten quite far in Endless Legend and quite possibly has designed all 8 factions and however many minor factions. However, as they have not released them to us we are free to speculate, perhaps offer advice, maybe interesting ideas that they may use or consider. So please everyone, list any suggestions you have here, all are welcome.
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11 years ago
Apr 21, 2014, 12:49:05 AM
DevildogFF wrote:
Yes, I would really like to know now that the NDA is now a DA.




Yeah, but they do not even tell us VIPs everything. smiley: stickouttongue
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11 years ago
Apr 21, 2014, 1:03:30 AM
Ojimin wrote:
I would like to see a faction coming from a very cold place.

So for them the season are inverted, the better time is winter, they could be stronger, for example.

I don't know if it would work but it could be interesting




A cold faction would be cool. Maybe it gets negatives during normal time to balance a winter bonus so they have a slow start but steadily gain power as the game progresses. Although, you wouldn't want a Sower repeat smiley: stickouttongue
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11 years ago
Apr 21, 2014, 1:09:11 AM
Maybe a hooded Faction that is mostly focused on science and Diplomacy but if they need to fight they use Machines of war such as Trebuchets, Catapults and some sort of moving tower what they lack in Infantry power they make up for in Siege and ranged attacks but they would be sitting ducks if Infantry attacked themsmiley: smile they would have a strong Defense but not so strong Melee power. What do you think of this?
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11 years ago
Apr 21, 2014, 6:55:34 AM
I will only give some tidbits, as I'm not sure they would be pleased to reveal info that could drastically change.

I repeat.

It could drastically change.



They have for instance a faction strongly tied to the market : the nomads would take a fee each time someone use the market. they can't declare war but they can "force" player to declare war to them if they threaten them to stop the flow from the market. that kind of things.

They have a faction of mad sorcerers. Think "masochists that likes to play with fire".

The other two, I don't remember smiley: sweat
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11 years ago
Apr 21, 2014, 12:57:59 PM
VieuxChat wrote:
They have for instance a faction strongly tied to the market : the nomads would take a fee each time someone use the market. they can't declare war but they can "force" player to declare war to them if they threaten them to stop the flow from the market.




This is the Roving Clans faction mentioned in the PC Gamer preview
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11 years ago
Apr 21, 2014, 1:03:22 PM
Propbuddha wrote:
This is the Roving Clans faction mentioned in the PC Gamer preview


Yep, that's it. Those ones are meant to be played in a more subtle way than the others.
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11 years ago
Apr 22, 2014, 11:29:52 AM
The BL have to buy their population. I think a faction that has to build its population units (like one builds military units or city improvements) would be interesting.
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