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  #1  
Old June 10th, 2002, 05:24 AM

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Default By will alone I set my mod in motion (Dune mod ideas)

Ok I've been kicking this around for a few hours, and want to write it down before I forget stuff.

Dune is cool.

A Dune mod could be cool. Here are some things I'm thinking about.

1) Most of the players would be Houses of the Landsraad. Their goal would be to dominate the empire.

2) One player could perhaps be the Emperor. He would control forces more powerful than any two or three House rulers, but he would need to balance them off against one another. There would need to be some incentive for players to help the emperor; perhaps the Houses are poor and need mineral infusions (Trade & Research alliances).

3) Someone could control the Bene Gesserit (modified psychic tree). Their goal could be a more passive one; keep the galaxy at peace for as long as possible. Ensure the empire survives (they would have to have some way to pressure the Houses)

4) The Spacing Guild: The quadrant has no warp-points, and no one can research warp-point opening (in fact, probably no stellar manip at all). However, one player..the Spacing guild, starts with Open and Close Warp point (and large ships?). The other players must negotiate with the Guild to get warp access to other parts of the galaxy. The Guild wins by amassing a huge fortune in minerals/tech etc. Maybe they can't research at all, hmm. And they can't colonize either, they'd be like nomads from P&N.

So those would be the players.

Obviously so far I'm missing the most important thing, Arrakis. I'd need some way to introduce a planet that provides an unbelievable amount of wealth and power, and make it a key factor in winning the game.

And tech. I'm going to read through the books and come up with some ideas for tech. Like the weirding modules, and ornithopters. Hmm, maybe weirding modules could be adapted as ship mounted weapons.

Ok, this is obviously very preliminary at the moment, but I do feel there is some potential (without much needed to be done to change the code). I especially like the idea that everyone is reliant on the Spacing Guild for travel. And it lets the Guild, although they aren't a military power in their own right, influence the outcome of the game.

Gentlemen, lend me your suggestions
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  #2  
Old June 10th, 2002, 03:58 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: By will alone I set my mod in motion (Dune mod ideas)

My suggestion: Make a map.

You can then set all the other planets in the galaxy to be resource-poor.

Also, ask Lord Kodos about his planetary invasion mod.
If you were to turn an entire starsystem into the planet arrakis, with the cities and spice patches being made out of planets with appropriate images, it would allow you to have multiple houses on the planet at once, fighting over the best territory.
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Old June 10th, 2002, 06:01 PM

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Default Re: By will alone I set my mod in motion (Dune mod ideas)

The focus of the Dune universe was on the planets, and all space transport was in the hands of the Guild. This would be kinda hard to mod into SE IV, which focuses on ships at the expense of planets.

If you could somehow allow one player to 'pick up and move' other player's ships/units then you could make warp technology a racial tech for the guild and have each system function more-or-less as the planets did in Dune. Another reason to hope MM will do 'docking bays' and ability restrictions for Warp Points...
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Old June 10th, 2002, 08:07 PM
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Default Re: By will alone I set my mod in motion (Dune mod ideas)

Warppoints could merely represent a fixed trading route for guild ships. If you stop paying the guild, they will close the warppoint.

With that kind of theory, the houses would be able to move thier own ships and units where they want, and the Guild simply counts them and sends the bill.

Imagine having a guild ship going back and forth through the warppoint between the systems every SE4 day.
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Old June 10th, 2002, 08:08 PM

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Default Re: By will alone I set my mod in motion (Dune mod ideas)

I was thinking about the problem of getting one race only to control warp jumps. How about this:

Last night I was reading Dune, and this caught my attention:

Duke Leto: "..Yes, they're big. We'll be riding in a Heighliner because its a long trip. A Heighliner is truly big. Its hold will tuck all our frigates and transports into a little corner-we'll be just a a small part of the ships manifest"

Paul: "And we won't be able to leave our frigates?"

DL: "That's part of the price you pay for Guild Security. There could be Harkonnen ships right alongside us and we'd have nothing to fear from them. The Harkonnens know better than to endanger their shipping priviledges"

So clearly lots of stuff fits inside a Guild ship, enough for enemies to coexist under (forced) peace conditions. What do we know from SeIV that is big enough to do this? A star system!

Once I find good background graphics, I'll make a star system type that looks like the inside of a ship. The guild can open warppoints either from a regular system to a system-ship, or from a system-ship to a regular system, but not directly between two regular systems. This also allows the trips to take a few turns. Obviously this has to be controlled by the player, not the game (unless the map is very very cleverly spaced out with respect to warp ranges) but the Spacing Guild player would have good reason to funnel all traffic through his ships, namely to increase control over hyperspace.

And, any ships that attempt combat inside the cavernous holds of a Guild Liner could be fined (i.e. they have to pay more to get their ships out), or barred from future voyages (temporarily or permanently)

I think this should work, providing the players are willing to roleplay a litte more than usual
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Old June 10th, 2002, 08:09 PM

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Default Re: By will alone I set my mod in motion (Dune mod ideas)

Oh, one question. Is this a new idea, or have I read this before and forgotten where?
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