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[Poll] Faction Creation Competition - Quest 1: the Biography

1. Cultists of the Eternal End: Religious, one holy city, minor faction-indoctrination, holy warfare - Nosferatiel
2. The Sowers: Cybernetic, teamplay, terraform, population evolution - godman85
3. The Church of the Creators: Religious, dust-baptism, terrain-bonuses - Teslaflux
4. Azi Dahaka: Dragonoid, high population disapproval, borough approval bonus - Shoreyo
5. Viridiplantae: Plantfolk, only food/no industry, free boroughs, living cities, minor faction bonus - Wredniak2003
6. Aveos: Birdpeople, defensive, counterattack - Hunter93
7. The Maskari: Shapeshifters, guilds, espionage, camouflage - Rudest
8. Wetkin: amphibian goblins, waterbound settling, unit looting, fodder/swarming - Polymathin
9. The Forgotten Ones: Humanoid, gathers Endless relics, uses up relics for buildings/instant techs - odeboy1
10. The Shadows of the Revenant: Spiritistic/shamanistic, necromancy, shrines - Xaeltos
11. The Azuku: Humanoid, minor faction recruitment, diplomatic - chaos_rick
12. The Peacebringers: Telepaths, slavery, converting villages to cities, no disapproval - Verdian
13. Ubnud Muezzi: Elementals, minor faction bonus, fortified cities, defensive, slow expansion - _theclamps_
14. The Drifters: elvish nomads, adventurous, shared teleportation, winter-immunity - Mordius
15. The Federation: Multicultural, minor faction bonus, diplomatic - RariShyZealot
16. Auriga Fakäd: Auriga's servants/itself, no cities/mobile extractors, special techtree, winter-worsening - VieuxChat
17. Londinium: Humanoid(?), big cities, one capital, special city placement - nightbasilisk
18. Reborn: Hivemind, special buildings per minor race, telepathic domination, inciting revolts - lynxlynx
19. The Waste: Elementals, no dust, no food, endless war - Lukestyler95
20. The Earthlings: Humanoid, seasonal gameplay, minor faction bonus - Lifescayper
21. The Auri Collective: Spirits, population consumption, minor faction army, terraforming, combo combat - Quell
22. Aetherin Shadows: Demonic, winter-strengthened, new city bonus, minor faction dependent units - TruFaulken
23. The Perennial Eclipse: Humanoid, religious, militaristic, high production, minor faction vassals - SlightlyQuarky
24. Star Dreamers: Celestial, floating mobile cities, militaristic, high power/high cost - Lynx_gnt
25. MESAIMA: Parasitic, minor faction infestation, low FIDSI, infested units sicken, minor faction dependent bonuses - PANCZASU
26. Solarians: Humanoid, religious, sacrifice mechanics, minor faction indoctrination - dreamwalker
27. The Haustoria: Parasites, plantfolk, only food/no industry, hivemind - DevildogFF
28. The Ichthyodre: Amphibian, waterbound, minor faction-dependent, no city production - Vulpeculus
29. The Cognition: Humanoid, resurrection, no minor factions, infiltration, scientific - Sixthdaemonfox
30. The Sorex: Reptilians, religious, arid bonus, harsh winters, high influence - Flybert
31. The Throng: Pigs, dirt bonuses, no minor factions, high production - Buzzkillington1990
32. The Dusteaters: Religious, dust-centric, minor faction bonus, defensive - Commdor
33. The Elementals: Elementals, magic, changing elemental nature - TheMassivMan
34. CIEVERS: Fishfolk, diplomatic, scientific, waterbound, cities built land but can expand on water tiles - Ottopoika
35. The Ignis: Elementals, sacrifice minor factions, counter attack, harsh winters - Zakk_Wylde
36. Empeers: Amphibians, telepaths, upgrading minor faction bonuses, buyout with influence - mindthirst
37. The Stargazers: Plantfolk, minor faction bonus, diplomatic, scientific - Trithemius
38. The Frebbit: Amphibians, harsh winters, high dust/food, fast movement, amphibious - ZumboPrime
39. The Flayers: Cannibals, militaristic, population tribute mechanic, loot - melkathi
40. The Voyagers: Reptilian, traders, diplomatic, waterbound - wilburton
41. Squamata: Reptilian, Alliance instead of assimilation, one capital, hostile vs major factions, asymmetric warfare - ResonanceMask
42. Georifts: Elementals, winter-immune, militaristic - Worsham
43. The sons of winter: Undefined, minor faction bonus, winter bonus, low temperature tile bonus - Bibool
44. The Confederacy of Free Peoples: Multicultural, one capital, diplomatic, high influence, small outposts - Adventurer_Blitz
45. Lords from Under: Humanoid, FIS-transmutation by dust, isolationist, upgradeable units - hellstork
46. The Stasis Pirates: Multicultural, villages as watchtowers, minor faction bonuses, ocean bonuses - K__
47. Dustborns: Humanoid, dust-centric, dust-transcendence-victory, scientific, dissection of minor factions - Gnouman
48. The Elders: Demonic, slavery, minor faction sacrifice, village upgrades - EisenKreutzer
49. The Vanguard: Multicultural, settlement on villages, minor faction transformation, winter-loving - Stealth_Hawk
50. The Tluli Serenu - Elephants, delays winter, diplomatic, camouflage, minor faction bonus - Seek
51. Morphlings: Shapeshifters, high FIDS, minor faction (trade) bonus - Reagord
52. The Paunches: Parasites, limb replacement, winter-immune, population can be grown or bought - Ezumiyr
53. The Spirit Collective: Spirits, settlement on ruins, minor faction army, transcendence, science by trade/loot - Codename_Veers
54. Méèium: Elementals of dust, pop/science, F to IS conversion, I/unit, loss of S/dead unit - Marteau
55. The Ascending: Cybernetic, branched development, upgradeable units - Chr
56. The Blood Bound: Humanoid, upgradeable units, looting, minor faction bonus, militaristic - Maxfightmas7er
57. The Beckoning Pride: Canine/Feline, no village attacks, minor faction bonus, bribing villages with luxuries, luxury summon of temporary mercenaries - Larcent
58. The Covenant: Humanoid, minor faction bonus, settlement/pacification empire bonus, expansionists - iDrunk
59. The Néé Collective: Water elementals, waterbound at start, minor faction required to settle on land - todesbart
60. The Worm Cartel: Worms, enslave minor factions, slavemaster approval, slavemaster battlefield bonuses - wahnvorstellung
61. Cerberions: Werewolfs/hellhounds, free military units for military points (MP), MP for pacified villages/ sacrificed population - JusTaNooB
62. Sanjanemo: Humanoid, overtake/keep out neutral units, village pacification/revolt by influence - Wintersong
63. The Betrayed Ones: Demonic, underground cities, start bonus choice, bonus for allied/at war - Rave
64. The Hunters of Baog: Humanoid, enslave minor factions, use up minor factions for FID bonus/SI malus - T41
65. Helios: Rituals for minor faction champions/elite units, champions call for aid from villages, artifacts in ruins - uriak
66. The Nârigas: Ophidian humanoid, minor&major faction, bonus from their minor faction equivalent, can replace minor factions - Jaguar_Flemmard
67. The Lost: environmental adaptation, scientific, relies on minor faction units, placing new districts next to villages - Apathyman
68. Pheonica: traders, minor faction/mercenary military, naval bonuses - Echilon
69. Dark Ones: Telepaths, high cost per pop/unit/building, defensive, undiplomatic, ID-bonuses - warper555
70. The Faceless: Hivemind, shared FIDSI for all cities of the empire (weighted by pop), shared unit abilities in battle - katiari
71. The Woven: Amphibious shapeshifters, branching playstile/units determined by assimilated minor faction(s) - digitalcrack
72. Wisdom Singers: Multicultural, one city, region control by minor faction assimilation, empire plan affecs minor faction unit efficiency - MysteryOne
73. Tinkers: Goblinoid, industrial, replaced destroyed villages with factories, high cost/efficiency units - DesmondT.Fantabulous
74. The Shintaro: Multicultural, good/evil spirit choice, religious, upgrading minor factions - halofury36
75. The Hrrysbane: Elementals, winter-affinity, longer winters, harsh summers, village destruction bonus - CarlosDeMunyos
76. The Legion: Cybernetic scorpions, units generate science, minor faction units generate bonus science, sacrifices for influence - Sovereign
77. Scavengers: Bipedal Hyenas (Gnolls), nomadic, fast unit movement, FIDS malus on cities, loot mechanics - lynxlynx
78. The Really Big Rats (RBR): Rats, settling adjacent to villages, fast pacification, warrens (+1 tile) instead of burroughs (up to +3 tiles), cheap settlers, cheap assimilations - P5ych
79. The Oligarchy: Multicultural, no attack on villages, powerful/cheap heroes, minor faction FIDSI bonus, fast faction discovery - TapperMaiaz
80. The Warmongers: Multicultural, settlement on villages only, prestige with minor factions mechanic, asymmetric warfare - Niateph
81. The Silhens: Humanoid, winter-bonus, loot-mechanic, underground movement, militaristic - LegionQC
82. The Lacertan Empire: Humanoid, raise undead during battles, population cannot be redistributed but produces more FIDS, minor faction enslavement - Faust
83. The Rebellion: Multicultural, FI upkeep for assimilated factions, pop bonus per x rounds and village to cities, pays I to instantly turn cities - Golodion
84. The Aelli: Birdpeople, settlement close to mountains, S for discovered villages, fast unit movement, trade bonuses - Doshaburi
85. The Descendans: Elementals, S bonus on diplomatic treaties, F&happiness bonus on ruins/anomalies, malus on war, dust bonus on different terrain types settled - MrPeacemaker
86. The Vyroken: Draconides, militaristic, slow population growth, winter-hardened, minor faction bonus, attack on pacified villages = declaration of war on Vyroken - FinalStrigon
87. The Founders: Multicultural, settlement on villages, cities generate quests for trust-mechanic, minor faction army - Strawberry
88. Court of Chaos: Shapeshifters, main unit transforms to minor faction unit of choice at start of battle, can spend units to pacify villages, combat bonus, army size malus - MANoob
89. The Adventurers: Gremlins, pacified villages generate quests, city relocation, increased quest rewards, fast unit movement - Hustred
90. The Gras: Symbiotic spirits, special near-immortal spirit unit, spirit promotes villages to cities, spirit merges minor factions (double bonus), can acquire roaming neutral units - indigav
91. The Awoken: Multicultural, (tech upgrade) villages act as districts, approval bonus per assimilated faction, approval malus per destroyed village in region - Ervayne
92. Xanarpia: Multicultural, special gem resource, gems used for unit upgrades, can use gems for FIDS - SombreToy
93. The Ryukiin: Lizardmen, village bonus, harsher winters, S bonus, double minor faction assimilation bonus - Thrifty
94. The Keepers: Cybernetic insectoids, transforms conquered cities to villages, region bonus dependent on village-type, can change village-type, multicultural army bonus - EcthelionHelm
95. Kyusho: Birdpeople, low S production, S bonus on searching ruins/ruins harvested, ruins act as districts with adjacent cities, battle victory bonus - jazzmiq
96. Mal ira Naata: Multicultural, religious, indoctrinate minor factions - Ljosapaldr
97. The Protectors of (some minor faction): Multicultural, religious, religion-choice determines hostile/friendly minor factions at start of game, minor faction bonuses - lo_fabre
98. The Sidhe: Spiritistic, dual types of village upgrades determining type of empire bonus, minor faction units construction without assimilation - The-Cat-o_nine-Tales
99. The Nereides: Amphibian amazons, settlement on land or water, enslavement choice for villages, pacified villages spawn militia, no extractor resources without pacified villages - Veronica
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11 years ago
May 10, 2014, 11:11:59 AM
Tend to agree with Panczasu on the trait v faction competition points.



The competition is not about bringing an all singing, all dancing, out the box, ready to plug and play, entry. The winning entry on any competition will not go in to the game as is. The Devs invite you to the table and the re-design of your winning entry will be modified to fit the game play and other mechanics of the game. It has to.



So what is the competition for? Obviously it's for us to feel we have had some input; it's to get some ideas from outside the existing team (who may be feeling a little dried out right now); It's to keep the game grounded in its fan base; it's to allow people to share ideas, and let's not forget it's for fun.



Think of it as a giant fun brainstorming session and stop worrying on fairness and process. You'll feel much better smiley: biggrin
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11 years ago
May 10, 2014, 11:13:51 AM
PANCZASU wrote:


I wouldn't expect people to write extensive lore about traits or provide in-depth explanation on the trait's psychological, biological and technological impact on aliens





And yet those are thoughts people idealy should have had while designing their factions. If a faction is only a reptile because it looks cool, then there is no point in it being a reptile. But if a community was to decide that "We really need a reptilian faction", then it would be interesting to see what the community can come up with to fill that hole.

In the end what it really comes down to is ego: do you want to work as a community and create something as a whole or do you want to work as individuals and then hope for recognition from the community.



PANCZASU wrote:


Well, there WERE certain guidelines established by the devs. And we still have this issue. I don't see how community guidelines would fix that. Who would be in charge of these guidelines, who would design them? Who would moderate entries that are not following said guidelines? Sorry, but I would only trust the devs with such task.





What guidelines were those? The theme is Minor Factions and you are allowed only one entry? Great guidelines smiley: stickouttongue Next time they may be expanded to "you must be eating chocolate while posting your submission" smiley: stickouttongue

And the devs did a great job moderating this time around smiley: wink

But I am sure you'd be able to keep the peace using subliminal messages. You have experience with those smiley: stickouttongue





PANCZASU wrote:
we would still end up with an absolute mess





You see a mess, I see a challenge smiley: smile
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11 years ago
May 10, 2014, 11:18:28 AM
indigav wrote:




Think of it as a giant fun brainstorming session and stop worrying on fairness and process. You'll feel much better smiley: biggrin




I don't care about fairness. There can never be true fairness smiley: smile

I do care about process, as process affects the quality of the final product.



But just for the sake of friendly arguing: why should I consider this as a giant fun brainstorming session, while you can discard the other way around, which would require more actual interaction and thus be a truer brainstorming session as unrealistic and bad? smiley: smile



(also no need to worry about my well-being. I feel great smiley: wink )
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11 years ago
May 10, 2014, 11:20:51 AM
How do I know I have gotten past my angst? Because now I almost(I'm still gonna promote Squamata) feel like I should promote Neireids to ensure they get to g2g smiley: stickouttongue Unless Squamata magically get 15 more votes in which case I will go "Holy shit, what the hell" and die from happiness xP Yeah, I know, that isn't enough to get even close to winning, but I'd be surprised.



So anyway, seems that some choices are also climbing up to 40... But if in the end, the winners are still Cult of the End, Mesaima and Neireids, I figured out that I'd vote for Neireids. Sorry guys your ideas are cool and I do like doomsday cults and parasitic beings that take over enemy's bodies, but I think that Nereids fit the game thematically best. Cult of the End uses robots. Not in same way as Vaulters aka discovered ancient technology they believe to be magic that works like golems in fantasy games, but actual Endless weapons that the faction's leader activated again. Thats like using nukes agaisnt bows and arrows. The Mesaima on other hand are microorganism, people in medieval-ish times wouldn't even know what microbe is or that they exist.. They are more of scifi than fantasy ideas ^_^; I guess you could argue that necrophages are more scifi than fantasy, but I think they are more "realistic"(like how haunts aren't actually ghost and seem to be actually virtual endless. Setting wants to have fantasy beings but they are done in the way where dust lampshades all "magic" away) take on the undead... I mean they are basically bugs that eat corpses and become like corpses. Nereids on other hand are pretty much amazons combined with mermaids. Minus implications of rape(since they nowadays practice diplomacy instead of "hunting for mates") while still having slavery. That is pretty fantasy-ish race so while your ideas are cool, I think thematically nereids fit better.



My only problem with Neireids is that 1) I can see people designing them as sexy mermaids which would be lame. Why would aquatic alien race look like humans? Besides, to swim in water you need incredible muscles to do it fast. Not to mention the other amphinian/fish traits like webbed fingers, sharp teeth, etc... Making them just mermaids would be waste. 2) Their reproduction doesn't really make sense. How does female only species only breed with males of other race? Unless they actually practice parthenogenesis(some lizard species have females that can breed without males by stimulating sexwith other females. Forgot exact mechanics behind why that work) and they just think they need males from other species..



Fourth one so far is star dreamers... They again have problem of not really being fantasy race. I mean, they have guns and canons while others have swords and bows... Plus while floating city is cool, I'm not sure if that can be implemented without major changes. And I don't really see how they are designed around minor factions. It is cool idea, but again I don't think it fits thematically.



melkathi wrote:
And yet those are thoughts people idealy should have had while designing their factions. If a faction is only a reptile because it looks cool, then there is no point in it being a reptile. But if a community was to decide that "We really need a reptilian faction", then it would be interesting to see what the community can come up with to fill that hole.

In the end what it really comes down to is ego: do you want to work as a community and create something as a whole or do you want to work as individuals and then hope for recognition from the community.




Hey, I technically made my factions reptiles because reptiles are cool smiley: stickouttongue Since I designed them around my gameplay idea, I could have technically made them any other species imaginable!
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11 years ago
May 10, 2014, 11:22:39 AM
melkathi wrote:
I don't care about fairness. There can never be true fairness smiley: smile

I do care about process, as process affects the quality of the final product.



But just for the sake of friendly arguing: why should I consider this as a giant fun brainstorming session, while you can discard the other way around, which would require more actual interaction and thus be a truer brainstorming session as unrealistic and bad? smiley: smile



(also no need to worry about my well-being. I feel great smiley: wink )




Well, because you have very different base ideologies. To get out of that conundrum, we'd need a large-scale test of both versions in several randomized iterations and see what performs better in a double-blind critique of the outcomes by an also large number of different people.

Since we don't have the people or the time/money to conduct this research, can't you all just agree to disagree? smiley: wink
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11 years ago
May 10, 2014, 11:31:20 AM
ResonanceMask wrote:
Sorry guys your ideas are cool and I do like doomsday cults and parasitic beings that take over enemy's bodies, but I think that Nereids fit the game thematically best. Cult of the End uses robots. Not in same way as Vaulters aka discovered ancient technology they believe to be magic that works like golems in fantasy games, but actual Endless weapons that the faction's leader activated again. Thats like using nukes agaisnt bows and arrows.




Well, I don't understand your "they use robots, they must have nukes!"-argument, really. Having a run-down Endless factory for servants does not mean those servants are armed or that you can easily reequip that facility to produce tanks of doom with lasers, rockets and machine-guns. They have to make do with what they've got on site and what they can actually repair. If they were omnipotent, they wouldn't recruit minor factions in the first place. Why would some being that thinks of herself being the epitome of all beings use native primitive people, if she had a choice?

Maybe that analogy will get the point across: If you know the plans for constructing the death star by heart, that has no impact whatsoever on your survival chances in a jungle with a flint and wet wood.



The idea around the cultists is that they may have leaders on par with the Endless, stuck in a very primitive world with only primitive tools. They have all that knowledge and cannot apply most of it. What would happen?
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11 years ago
May 10, 2014, 11:32:35 AM
Nosferatiel wrote:
Well, because you have very different base ideologies. To get out of that conundrum, we'd need a large-scale test of both versions in several randomized iterations and see what performs better in a double-blind critique of the outcomes by an also large number of different people.

Since we don't have the people or the time/money to conduct this research, can't you all just agree to disagree? smiley: wink


*sniff*

I'll agree to pretending to agreeing to disagreeing - does that work for you? smiley: smile



Could you also work on a project to get the funding to make the experimen a reality? Thanks, in advance smiley: wink
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11 years ago
May 10, 2014, 11:39:28 AM
Nosferatiel wrote:
Well, I don't understand your "they use robots, they must have nukes!"-argument, really. Having a run-down Endless factory for servants does not mean those servants are armed or that you can easily reequip that facility to produce tanks of doom with lasers, rockets and machine-guns. They have to make do with what they've got on site and what they can actually repair. If they were omnipotent, they wouldn't recruit minor factions in the first place. Why would some being that thinks of herself being the epitome of all beings use native primitive people, if she had a choice?

Maybe that analogy will get the point across: If you know the plans for constructing the death star by heart, that has no impact whatsoever on your survival chances in a jungle with a flint and wet wood.



The idea around the cultists is that they may have leaders on par with the Endless, stuck in a very primitive world with only primitive tools. They have all that knowledge and cannot apply most of it. What would happen?




I mean, they are Endless weapons. Even if they don't have best weaponry equiped, if machines produced by Endless' technology can be defeated by living trees, bows, swords, trampling, etc, then it feels like Endless aren't as advanced species as they have built up to have been. Heck, if Vaulter Titan can defeat Endless robots, then apparently Vaulters build as good robots as what Endless factories produce. It just makes Endless feel less impressive.



Then again, maybe my idea of robot soldiers is too much "Giant robot mechs with big laser guns", but you did say that The Cult impressed locals advanced tech which was my point <_< They fit better in scifi story than fantasy story in my opinion ^_^; Sorry. If they do win however,I wouldn't mind that either since I'd have to admit that it would be first time I have every played with scifi units in fantasy game which would also be pretty cool.



But yeah, I admit that my perspective might be scewed because when I hear advanced tech and robots, I assume they will have something really awesome instead of rundown rusty mechs that arefalling apart ^^; Sorry if I have misunderstood whole thing
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11 years ago
May 10, 2014, 11:39:35 AM
@ melkathi



Personally I'd have gone for two voting rounds in the forum. Keeping the process simple. Only for the reason that it gives people that didn't vote for top selections the first time to re-look and vote. Nos already pointed out that the voting average is approx 4.6 per voter. And when you had been given 10 votes that tells me that your entries being voted for are not just down to what looks cool. I think you'll find there is a lot of self policing going on and some of the concerns you have are being dealt with by the community as it is.



Guess the collective mind works...





...that's why you should vote for #90 smiley: biggrin



EDIT: Not 3.5 now 4.6 smiley: wink
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11 years ago
May 10, 2014, 11:44:06 AM
indigav wrote:






...that's why you should vote for #90 smiley: biggrin






Damn that stupid list is too long smiley: frown



I had voted for 9 and was searching for that 10 faction I had decided to vote on. Now that you said the number I found it again smiley: frown Seriously went through the list three times. It is so easy to overlook something.
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11 years ago
May 10, 2014, 11:46:07 AM
Also, I apologize if I have misunderstood Endless' tech level. I mean, they are the "precursors" of the setting, the advanced alien species that got wiped out but left advanced technology in their wake. Usuallythose type of aliens have incredible techology and Endless seem to have more advanced tech than whole tech tree in Endles Space since Endless Space's tech tree ends with technology allowing mind being uploaded into computers, like what Virtual Endless did. Unless I again misunderstood something. Anyway, tech tree in ES contains a lot of insane stuff like weapons that can shoot through planets, so I kinda have assumed that Endless robots would be on same tech level ^^;
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11 years ago
May 10, 2014, 11:46:10 AM
ResonanceMask wrote:
I mean, they are Endless weapons. Even if they don't have best weaponry equiped, if machines produced by Endless' technology can be defeated by living trees, bows, swords, trampling, etc, then it feels like Endless aren't as advanced species as they have built up to have been. Heck, if Vaulter Titan can defeat Endless robots, then apparently Vaulters build as good robots as what Endless factories produce. It just makes Endless feel less impressive.



Then again, maybe my idea of robot soldiers is too much "Giant robot mechs with big laser guns", but you did say that The Cult impressed locals advanced tech which was my point <_< They fit better in scifi story than fantasy story in my opinion ^_^; Sorry. If they do win however,I wouldn't mind that either since I'd have to admit that it would be first time I have every played with scifi units in fantasy game which would also be pretty cool.



But yeah, I admit that my perspective might be scewed because when I hear advanced tech and robots, I assume they will have something really awesome instead of rundown rusty mechs that arefalling apart ^^; Sorry if I have misunderstood whole thing




The weapons available to the cult are "reinterpreted" servant-machinery of the Endless. Auriga was mainly a research-facility. So my prerogative there was: Unlikely they had major weapon-factories, but they needed servants for construction, maintenance, daily life.

And you have one of these little factories in a very very bad shape, barely running at all. For the locals, having inanimate matter becoming animate and walking around certainly IS magic. That it's actually a batch of dinner-serving robots that were handed a sword and a shield, for example, doesn't make them all-powerful. Maybe pitiful, but that's for the unit design contest to decide. I left that very much to anyones' imagination, so I wouldn't bias the city or unit creation, taking care to only set the basis for what the faction got as base-material and not telling what they actually made out of them.

I do see that this might be confusing, but I'm no good at arts, so I won't participate in either the unit creation or the city creation contest with pictures or at all. Therefore I found it to be sensible to allow people a lot of leeway of interpreting my faction's cities/units, should it be chosen. smiley: stickouttongue
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11 years ago
May 10, 2014, 11:49:18 AM
melkathi wrote:
What guidelines were those? The theme is Minor Factions and you are allowed only one entry? Great guidelines smiley: stickouttongue
Not too much overlapping with roving clans, drakken stuff or raging wizards casting spells. Or any of the already playable ones for that matter.



More than enough to allow people to be creative while limiting some of the options. They could have told us "The faction must be humanoid" or "No more than 6 legs". Yet they didn't.



Then we got a few slapping the minors into their proposals while others are totally focused in the minors. The rest go somewhere in between. Some are drakken-related stuff. Others have magic. Some have no cities. And some people are too invested in their faction to accept anything else but victory.



In any case, people should be happy that they get to vote for more than one. The first impression by the rules and before people started "complaining" about it in the forum, was to vote only for one. Now you can vote up to 10. Even if you will just check the current results and try to vote somewhere that is not wasted (snowball!!!).



Still haven't voted. smiley: stickouttongue
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11 years ago
May 10, 2014, 11:52:33 AM
Nosferatiel wrote:
The weapons available to the cult are "reinterpreted" servant-machinery of the Endless. Auriga was mainly a research-facility. So my prerogative there was: Unlikely they had major weapon-factories, but they needed servants for construction, maintenance, daily life.

And you have one of these little factories in a very very bad shape, barely running at all. For the locals, having inanimate matter becoming animate and walking around certainly IS magic. That it's actually a batch of dinner-serving robots that were handed a sword and a shield, for example, doesn't make them all-powerful. Maybe pitiful, but that's for the unit design contest to decide. I left that very much to anyones' imagination, so I wouldn't bias the city or unit creation, taking care to only set the basis for what the faction got as base-material and not telling what they actually made out of them.

I do see that this might be confusing, but I'm no good at arts, so I won't participate in either the unit creation or the city creation contest with pictures or at all. Therefore I found it to be sensible to allow people a lot of leeway of interpreting my faction's cities/units, should it be chosen. smiley: stickouttongue




Ah, I guess I hyped the Endless' tech level too much in my mind then ^^; Sorry for misinformed statements...
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11 years ago
May 10, 2014, 11:53:49 AM
ResonanceMask wrote:
Ah, I guess I hyped the Endless' tech level too much in my mind then ^^; Sorry for misinformed statements...




Don't worry, it's an easy mistake to make based on me being rather obscure about the actual unit design. That's why I explained my reasoning, at length. Welcome to another Nos-lecture. There's countless of these around in the forums, I believe. XD
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11 years ago
May 10, 2014, 11:54:27 AM
melkathi wrote:
And yet those are thoughts people idealy should have had while designing their factions.


And plenty of entries covered that area, in their own ways smiley: smile



In the end what it really comes down to is ego: do you want to work as a community and create something as a whole or do you want to work as individuals and then hope for recognition from the community.
Again, I just don't see how your idea would make us suddenly work as a community any more then the current one ^_^



You see a mess, I see a challenge smiley: smile
Aye, it would be a challenge. For the devs. Don't torture them smiley: stickouttongue Especially since the end result would most likely not be as cool as many of those current entries.



Nosferatiel wrote:
Since we don't have the people or the time/money to conduct this research, can't you all just agree to disagree? smiley: wink
+1 smiley: approval



ResonanceMask wrote:
The Mesaima on other hand are microorganism, people in medieval-ish times wouldn't even know what microbe is or that they exist..
People in medieval times had no idea what yersinia pestis were but they still knew that bubonic plague was a thing. And bacteria responsible for said plague were MUCH smaller. Besides, Mesaima is intelligent and after taking someone's body, Mesaima would start introducing themselves as Mesaima. Infected people would look and behave differently so I'm pretty sure everyone would quickly realise that Mesaima are a thing smiley: wink
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11 years ago
May 10, 2014, 12:09:59 PM
PANCZASU wrote:
People in medieval times had no idea what yersinia pestis were but they still knew that bubonic plague was a thing. And bacteria responsible for said plague were MUCH smaller. Besides, Mesaima is intelligent and after taking someone's body, Mesaima would start introducing themselves as Mesaima. Infected people would look and behave differently so I'm pretty sure everyone would quickly realise that Mesaima are a thing smiley: wink




Err, true. I just meant that even with learning aspect I think they work better as scifi race. But yeah, I do have to admit I have always wanted to play as parasites.. But that also applies to giant robots and cults worshipping lovecraftian horrors. I know I didn't make it clear in previous post, but I'm not getting excited about Nereids just because they are most fantasy-ish, its that among current winners(Maskari seem to be lagging behind now smiley: frown I'm sad about that, I like masks and stealthy stuff. Its in my name after all.) they really are my favourites <_< Though I think that might be because I see them in my head more eel like and less amazonian mermaid like which is probably something author didn't intend.... Plus that one concept artist did post concept of slavers done by him, so I think devs might have few ideas about how to have a race that practices slavery... Again, I blame my mind filling the gaps in the authors' post -_-; Author did say that they are more diplomatic nowadays though they can build slaveden, but for some reason my mind is focusing more on idea of aquatic female only fish alien slavers... Huh, now that I think about it, the breeding with other races is actually rather similar to what deep ones from Cthulhu mythos do... Agh, you see what I mean? I'm seeing things that author didn't actually write, but I like those ideas so I'm liking the idea more and more since it means I can attempt(assuming I suddenly learn how to draw smiley: stickouttongue I suck at drawing) to put my inspiration from the biography on part 2...



But yeah, I'm surprised by it as well <_< I figured out that I'd probably vote Mesaima since I like parasites and have always wanted to play as faction that infests other factions' units, but the Nereid idea has really grown on me.



Nosferatiel wrote:
Don't worry, it's an easy mistake to make based on me being rather obscure about the actual unit design. That's why I explained my reasoning, at length. Welcome to another Nos-lecture. There's countless of these around in the forums, I believe. XD




I guess its true that if author says what their ideas for units are and if voters like those ideas, then part 2 contestants would almost certainly design their units similar to author's ideas instead of using their own imagination... smiley: smile Thats actually pretty good idea. Means that second part would have a lot more variable entries.
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11 years ago
May 10, 2014, 12:13:02 PM
PANCZASU wrote:
People in medieval times had no idea what yersinia pestis were but they still knew that bubonic plague was a thing. And bacteria responsible for said plague were MUCH smaller. Besides, Mesaima is intelligent and after taking someone's body, Mesaima would start introducing themselves as Mesaima. Infected people would look and behave differently so I'm pretty sure everyone would quickly realise that Mesaima are a thing smiley: wink




When bubonic plaque was a thing in mid 14th-century Europe, people understood that filth and unsanitary conditions were related to bubonic plaque, London for example. They however thought that evil spirits lived in that filth, making people sick. Bubonic plaque was seen as Devil's doings. They had no idea that it was caused by fleas who lived in rats, which were both living beings. People would realize the same way that Mesaima is evil and can kill you, but I doubt they would realize what causes it smiley: smile
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11 years ago
May 10, 2014, 12:18:45 PM
Ottopoika wrote:
When bubonic plaque was a thing in mid 14th-century Europe, people understood that filth and unsanitary conditions were related to bubonic plaque, London for example. They however thought that evil spirits lived in that filth, making people sick. Bubonic plaque was seen as Devil's doings. They had no idea that it was caused by fleas who lived in rats, which were both living beings. People would realize the same way that Mesaima is evil and can kill you, but I doubt they would realize what causes it smiley: smile




Huh. Cool point. I think Mesaima could work in fantasy if they are build up as "spirits" that possess people while their true nature are parasites...



Kinda like how haunts are build up as ghosts while they are tooootally just crazy virtual endless smiley: stickouttongue Yeah, I'm not ever going to let go of that theory.
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11 years ago
May 10, 2014, 12:25:42 PM
I'm still calling shenanigans on this whole thing, but I am sorry for being so upset earlier. I do think that this was done very poorly, however.
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