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Adapt Colonisation Unlocks order to Factions

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8 years ago
Feb 21, 2017, 6:06:37 PM


Hi, here I show a Huge amelioration possible for this game.


One of the main problem I encounter while playing it, it's even races/factions are differents, too many elements of gameplay remains the same.

My advice is to adapt colonisation unlock technology to each race.


It's not only a way to make the game better, it's also a way to bring into the game more coherence, and possibility to incorpore futures new factions, like a faction with lava native world for example. So, main adaptation for this one should be Lava, what is impossible to give at start because lava is era5 in tech tree.


How ? it's easy : you just need to split the Colonisation unlock of the others improvements the technology provide.

Example here, I show standard technology, and his remplacement for a race adapted to Steppes rather than mediterranean.

Of course, all the tech tree about colonisation unlocks change for each race.


This era 1 unlock actualy standard one ...................... become this for another faction :

     


Examples and suggestions


Sophons.

This race look scientist, blue, cold. In my example, I suppose they have a good adaptation to average cold. Then their evolution go toward less friendly system, more colds or more hots.

Era 1 : Artic, Snow

Era 2 : Ice, Thundra

Etc...


Vodyani.

This race don't need to put a foot on the ground because they live in archs. Even, it's surely more easy to exploit directly a planet from space, and Gas is a good spot for that. They should exploit matter easy visible from space first without to much complications about landscape. They don't need food on the ground as they can do it on the Arch.

Era 1 : Giant Gas, Ash

Era 2 : Snow, Desert

Etc...


I will not make all the game, it's not my job. But I just show here how it is possible to really give a true personnality to each faction of the game, and prepare the field for new unique and fantastics factions coming from stranged environnements, and adapted to imprevisibles planets.


ALTERNATIVE SUGGESTION


You can see the reply of Alaknár in the comment, he have also a great idea.

For more easy developpement of a tech tree where all factions get different pathway in colonisation, colonisations techs can just be deleted.

Instead, player automaticaly unlock new colonisations when reaching a new era.


It means there is a lot of new and great technologys to incorpore to the game, I posted some in my answer to Alknar. 

Examples of new "science and exploration" technologys (mostly explorations one) :

- give a bonus to chance to discover something when exploring a curiosity

- give a +50% bonus at what is discover if explore a curiosity is sucessefull

- generate a new curiosity over the time somewhere on yours systems

- exploitation of specials elements in the system, like asteroids fields

- discovery of any additionnal planetoïd in the system (can be a far cold planet, or a very close magma asteroid) - only on system with < 5 planets.

- exploration/exploitation of the Sun

- discovery of worwholes : can teleport units near a blackhole (or any other object) to another blackhole.

- Can give any advantage to any ship orbiting around a special node (blackholes and others).

Of course, it need to find some more new ideas, about science.

Updated 8 months ago.
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8 years ago
Feb 21, 2017, 6:45:39 PM

It's a cool idea for differentiation of gameplay, but a terrible idea design-wise.


If you implement that, it means the tech-tree is different for each race and so the player needs to pretty much learn the tech tree from scratch (just a bit of a hyperbole).


If anything, I think a better idea would be to tie the colonisation options directly to unlocked tech eras. As in: you unlock Era II, you get the ability to colonise Snow and Desert.


Then implementing differences between races would be much simpler both for the players and for the devs.

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8 years ago
Feb 23, 2017, 10:34:32 AM
Alaknár wrote:

If anything, I think a better idea would be to tie the colonisation options directly to unlocked tech eras. As in: you unlock Era II, you get the ability to colonise Snow and Desert.

Effectively, it can be more easy to track, I really like your idea. It's an improvement of what I propose here.

When I get some time i will update my topic about that.

It means also without the colonisation tech, others research are not great (a tech giving only +2 movements points for example).

Then without "colonisation effect" in the tech, there is a need for new improvements/effects.


It can be : 

- give a bonus to chance to discover something when exploring a curiosity

- give a +50% bonus at what is discover if explore a curiosity is sucessefull

- generate a new curiosity over the time somewhere on yours systems

- exploitation of specials elements in the system, like asteroids fields

- discovery of any additionnal planetoïd in the system (can be a far cold planet, or a very close magma asteroid)

- exploration/exploitation of the Sun 

Updated 8 years ago.
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8 years ago
Feb 25, 2017, 12:16:51 AM

Like the background of this idea, but not sure about implementation. Anyway upvated, as IMO this give more character to factions.

If you're interested, take a look at this post, not same way, but I mentioned similar things when speaking of each faction homeworld.


A consideration about implementation, is that this makes the tech tree different for each faction, but as differences will be minimal (like specific ships for factions), I see no problem in introducing this for single player, but not sure what will though people who plays MP, as memorizing your faction tech tree may be time saving and probably and advantage for veteran players.

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8 years ago
Feb 25, 2017, 8:47:46 PM

Hi, I ve look at your thread. It's very technical, and very deep. I will need to read it carefuly when i will get some time.


Implementation : I didnt take a look at xml files. But I suppose for doing different colonisation tech tree, it's a lot a writing and redundancy.

I presume it's near the same than endless legends files.

Implementation of unlock colonisations during era level up look more easy to do.

As I begin to feel this game very pleasant, maybe I will mod that after realese and mods tools.

I don't think I will make something so mathematical than you, just focalised on the story telling of factions.

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