|
|
|
 |

April 26th, 2004, 11:19 PM
|
 |
Lieutenant Colonel
|
|
Join Date: Jul 2001
Location: Orlando, FL
Posts: 1,259
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Factions Mod
I assume (dangerous, I know) that the point of this would be a PBW game. You could only expand a certain minimal amount without help from other factions. Sure, the Spaceborne faction could build tons of ships--except they couldn't research bigger ones very quickly or pay for them. The Colonials could expand quickly, but they couldn't defend themselves very well.
The way I see it right now, colonial factions have the early game advantage (first pick of all planets), technologist factions would have the mid-game advantage (high-tech ships, although quite small), and spaceborne factions have the late game advantage (big ships can hammer dozens of small ones, although they would probably take some beatings from the technologists).
In the same light, the colonials seem to have the most desireable product until the various factions are established; whereas the technologists would the most valuable to everyone else afterward (research your own advantages faster). Facility-building factions (industrialist and technologist, mainly) also would get the bonus of additional production while building their high-tech facs on other people's planets.
You could also consider an engineering faction, with improved maintenance (those Crystalline facs) and repair. Maybe even reserve the quantum engines for them.
All in all, sounds like a great time, and carries a slight resemblance to SE4 Play by Committee. Speaking of which, let me insert my shameless promotion to come join us! Multitudes of governor positions are open, and our war seems it will soon open an additional front or two! See sig for link.
[ April 26, 2004, 22:27: Message edited by: Krsqk ]
__________________
The Unpronounceable Krsqk
"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
|

April 26th, 2004, 11:49 PM
|
 |
Lieutenant General
|
|
Join Date: Dec 2000
Location: california
Posts: 2,961
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Factions Mod
you have to include your sig, for the link to show up.
se4 play by committee at http://www.invirtuo.cc/se4/index.php
Krsqk, you undertand the purpose of the mod perfectly. Perhaps colonials and industrialists will be bankers. rather than selling planets to other races, they might sell resources. to take advantage of this, maybe non-colonials will fill their planets with storage facilities instead of resource extractors.
technologists would obviously be in the business of selling technology. since anyone can research colony tech and ship construction, they can even sell levels of technology to other factions - though they might not be able to use them themselves.
Ragnarok-X: yes, you should be able to pick multiple factions. they will be racial traits like "organic manipulation" and each will cost a number of points. They will be priced so that each race can afford maybe two of them. Currently I had planned on Colonial=4000, Spaceborne=3500, and the others=2500. That way it would be hard to be both Colonial AND Spaceborne (unless you were in a 5000 point game)
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
|

April 27th, 2004, 03:52 AM
|
 |
Lieutenant Colonel
|
|
Join Date: Jul 2001
Location: Orlando, FL
Posts: 1,259
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Factions Mod
Quote:
you have to include your sig, for the link to show up.
|
*blush*
Duh.
__________________
The Unpronounceable Krsqk
"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
|

April 27th, 2004, 06:35 PM
|
 |
Lieutenant General
|
|
Join Date: Dec 2000
Location: california
Posts: 2,961
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Factions Mod
So beta-1 is about ready to roll. The factions are all as described below, and all of the planned factions now exist.
Engineer Factions (renamed from builder) are required for access to planetary shipyards of level 2 or greater (regular and temporal), all space shipyards, and repair bays of level 2 or greater. so without being a member of the Engineer faction, you can only construct Planetary Shipyard I, Temporal Shipyard I, and Repair Bay I.
Religious and Crystaline resource improvement and generation facilities are not limited by faction.
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
|

April 27th, 2004, 09:40 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Mar 2003
Location: CHEESE!
Posts: 10,009
Thanks: 0
Thanked 7 Times in 1 Post
|
|
Re: Factions Mod
I wanna play! but I got no time.
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
|

May 1st, 2004, 02:49 AM
|
 |
Sergeant
|
|
Join Date: Feb 2002
Location: Canada
Posts: 346
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Factions Mod
Sign me up. I already have too many games on the go but this one is just too interesting to pass up. Just a thought on balancing the spaceborne though. They will have a massive advantage as it is. Why not allow the other factions to research up to level3 ship construction? While they will be denied mounts (the greatest advantage of larger hulls) they will not be absolutely impotent fodder for the big dogs. Just a thought.
__________________
I do not know with what weapons World War III will be fought, but I know that World War IV will be fought with sticks and stones.
-Albert Einstein
|

May 1st, 2004, 10:56 AM
|
 |
General
|
|
Join Date: Sep 2003
Location: United Kingdom
Posts: 3,603
Thanks: 0
Thanked 22 Times in 22 Posts
|
|
Re: Factions Mod
On the other hand, you may want to remove the Light Carriers (and the following hulls) from the other Factions, since this hull packs quite a lot of punch for its low research cost, and doesn't require any kind of Ship Construction research.
The Light Carrier is about as strong as the Light Cruiser, with slightly less free space, but more hitpoints (leaky armour anyone?) and basic transport abilities, so it would make a rather good hull until the endgame when Battleships and above become the norm.
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|