This is a revision of a faction Idea I had.
Silence did not exist here. A piercing wail made from the constant heating and cooling of metal, Giant mountains forged overnight would vanish after mear moments in light of an immense star.
The day was torture, heat unbearable, pressure immeasurable.
The night was also torture, a cold that settled even the surface of such a place, the pressure the same, yet within the darkness, the wail would stop, as the mountains would rise. Pushing up through the metal once smooth breaking it. The collection of shards fragmenting into space before crashing down, unable to escape. Yet all this was new to one such figure, having finally found a perch from which to watch the destruction. Despite his form, he could see everything, feel everything. Yet he felt so disconnected his metallic surface smooth and unformed. It was all so different a swirl within his arm revealed lights like the stars themselves mixed, merged, taking over trapping him forevermore on this world of endless pain, alone, or was he. Staring out across the vast horizon, there another, and another reaching out as he the first forged once had their cries like music.
That was long ago.
-I decided to retry a more updated explanation for a faction idea, major or otherwise.
-All the info is there for either.
This race has a singular homeworld orbiting a massive star, their homeworld aptly renamed the “Forge” is a sentient molten mass.
This faction uses a form of depletion point system to fuel their massive industrial needs.
Using catalysts, giant spires from the Homeworld planets can be drained of their resources leaving behind nothing but a husk.
-This process can be used on planets the faction does not own as well.
-However, the home planet has no limit to the maximum depletion points it can store
Personal Notes:
-Basic ideas is that it's a faction that can compete with cravers early game or even challenge them
-There is something though, this faction came to be as many others when an Endless spacecraft crashed into the planet, this led me to think the idea of implementing artifacts like in Endless Legend, but for heroes came up. (I'll make a separate post for this.
Faction Abilities
Can see and harvest all Strategic resources at the start of the game, albeit inefficiently. (1 Titanium= 0.5 Titanium harvested)
All ships take depletion counters, but build instantly (Or really fast)
Faction Specific Tech, Tactics, and more (Can be exchanged, names temporary)
Tactic: Homeworlds Call: Upon battle completion 20% of enemy ships production cost is transferred to Homeworld production
Tactic-(Module): Reactive Retaliation: Upon death Faction ships will explode violently healing nearby Ally ships and Damaging enemy ships for 5/20/30/50% of maximum ship damage. (Might need to be something else, Possibly a faction specific ship module).
(Module): Magnetic Transfersion: Using advanced dust processes, the Homeworld can transfer resources (depletion points) to itself from any distance. (Can only be built on Spire). For every module slot filled 1 depletion counter is transferred to homeworld per turn. (Possible limit 1-5 as there are six modules)
(Weapon Module): Assimilation Cannon, (Name stinks): A weapon capable of leeching 5% of the damage it deals as health to ship. (Since they are all made of molten metal).
(Hull Displation Module): This module allows the craft to put aside 20% of its hull to repair or transfer towards other ships. (This hull strength is available to equipped craft, but will not work if the hull is less than 20%).
Homeworld
A Massive sentient molten mass trapped in orbit of a massive star.
Starts the game with 100 depletion counters and can only hold base faction population. (All others are killed)
To destroy faction the homeworld must be depleted and or destroyed in a spacebattle
(Collective Reasoning) +5 Research per Pop (Or have it +2 per positive depletion counter… man how would we say it a Resource point maybe).
Population
Population does not take depletion counters
+ 0.5 for every depletion counter on the planet: (Or has +1 stat on planets not yet depleted)
(-5) happiness if on fertile or temperate planet
The population can live on destroyed or depleted planets
They look like metal mannequins, devoid of features. Yet as time goes on they will forge pieces of themselves into armor and clothing designs.
It is possible though for them to completely change their form, whether it be a vehicle, a ship, or a monster. (Main Quest will delve into this)
Heroes
Hero tree development Ideas ( I can add the description, but for now this is just a rewrite)
Heroes of the faction can restore 1 depletion counter per turn, meaning heroes for this faction can be really important and or keep the faction alive.
(+2/4/6%) health restored to ships during battle
(+0.5 strategic resource production per base faction pop on a planet)
Ships----(If they seem unfair then that is simply because they take Depletion points.. I mean really I’m being fairly balanced as is, I’d really give each class a secondary main ability besides the faction ship ability they have)
-Also, it is possible that the ability to either get (+) movement for less armor or (-) movement for less could be exchanged if possible.
- If the depletion points are unbalanced then having every 25-50 production take 1 depletion point can replace it.
-Fighters: Factions fighter modules get double, but they are weaker relying on life leech capabilities. (50% of damage is taken as a leech, 30% is given to fighter, 20% to carrier ship).
Starter
(Hyperium) Spire: A massive spike shaped spacecraft capable of draining mass quantities of a planet's resources at any point and time. However to construct such a craft considerable resources from the Homeworld must be used.
If present in the system during a ground battle the Spire can fight enemy forces.
2 weapon modules, 6 support, 1 armor.
I am worried however about people/AI just spamming this ship and instantly absorbing a system's resources so a limit of 2 might be put in place and it takes 2-5 turns for depletion counter to activate in a system.
Large in size, but extremely fragile.
20 depletion points
(Titanium) Intuition Class: A very fast ship capable of scouting. View range is small, but the ship makes up for it with +2 movement, -20% health per armor module. Has very little health, even less than other faction scout ships
Costs 5 depletion points
Medium
(Adamantium) Inferno Class: A medium-sized ship capable of carrying fighters into battle. Due to its size compared to other ships of its class, it has -2 movement, but adds +20% health to every armor module.
Costs 10 depletion points
(Antimatter) Forge Class: A medium-sized ship dedicated to fighting. It carries more weapon modules than most ships of its class right from the start without the upgraded technology. But due to its size (like the inferno), it has -2 movement, but adds +20% health to every armor module. (This is helpful since this class only has 2/4 modules for this)
Costs 10 depletion points
Large
(Orichalcix) Volumetric Class Cruiser: The first ship to be considered a cruiser, it is massive in size, but dedicates more of its hardpoints to armor modules and support. It carries only 4 weapon points and with upgrades eventually a 1 massive hardpoint available to any module. Due to its size and it has -4 movement, but adds +40% to every armor module. (Also capable of being a carrier)
Costs 20 depletion points
(Quandrinix) Hellfire-Class Cruiser: A bigger, badder version of the Forge class. Massive in comparison to other ships of its class it once more dedicates most of its hardpoints to weapons. However, unlike the Forge class, it has a collection of armor points with the addition of 2/3 utility points. Due to its massive size, it has -4 movement, but adds +40% to every armor module.
Costs 20 depletion Points
Capital Ship
Solder Class (Temp name): Compared to other faction capital ships, this ship is actually smaller than most rivaling that of an average medium-sized ship. Why, well because it's a denser, stronger metal. Not only does this ship have a small fortune of hardpoints, but it has 2/4 Large hardpoints each capable of holding any module.
(Mostly though it would be recommended to have an Assimilation cannon and the Hull displation module as then this ship would be able to devastate enemy ships while also restoring its own).
Due to its size, however, it has -6 movement, but all armor modules get +60% to every armor module.
Kinda looks like a beetle.
2/4 Massive modules, 6/8 armor modules, 4/6 weapon modules, 4/6 utility modules.
Costs 40 depletion points
-Story quest, concept art(Doubt it), and more details will be uploaded in time.
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