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May 8th, 2002, 05:57 PM
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Sergeant
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Location: New York
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Re: RolePlay Mod
Ah, yes. An idea I've been kicking around a bit...the race specific goals.
When I first played Suicide's Pirates, I started wondering what the goal of the pirate would be. Certainly hoarding treasure (resources), but that's a goal that goes nowhere in SE4. I doubt they would concern themselves with outright conquering of the universe. That's just one instance. Take an organic race. What would their goal be? No idea.
One idea I did have was race specific feuds. These would be determined before the game begins: everyone would have one race they must defeat. So the organics would have to kill the evil empire, the evil empire would hate the rebels, the rebels would have to kill the crystaline etc etc.
It could be done circular as stated above, or in pairs, but I think circular is better, as you really have to then fight two empires--defend against one and attack the other. The small races might be exempt from this, as say the pirates obviously can't handle an assualt from the largest empire. You might start next to the race you must defeat or across the galaxy from it. Who knows. Just an idea.
The real idea of this mod is to bring flavor to SE4.
Another idea I had to drum up interest in a roleplay mod, was to open it up to contributors. The way I am laying out the set up, it would be easy to add more races from others. All you would need to do, is create the racial trait, the derived tech, the components, the vehicles, and facilities and intel if needed. Then I just copy and paste. Some of the basic game will be changed, but nothing too severe.
More thoughts please.
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May 10th, 2002, 06:30 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: RolePlay Mod
I tried something like this a while back, but it ended up with a lack of interest.
RP mod ideas
Feel free to use those ideas.
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May 10th, 2002, 06:34 AM
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Sergeant
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Re: RolePlay Mod
Yes, it seems to be the same case here.
Hmmm.
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May 10th, 2002, 06:39 AM
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National Security Advisor
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Location: Toronto, Canada
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Re: RolePlay Mod
I'm interested but must admit that I don't quite understand the premise of the mod. Is it intended more for PBW play with other players rather than AI? It would seem that way in order for most of the race feuds to work as intended.
SJ - I don't know if you caught my earlier thread...I just wanted to comment on your mini torpedoes and bombs you made for the ImageMod...I just thought they were great and I use them for my games.
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May 10th, 2002, 03:41 PM
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Sergeant
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Re: RolePlay Mod
Maybe that is the problem, and now that I reread my post, it does leave out certain things.
The mod would be for exclusive PBW play. No AI whatsoever.
Space Empires exists within a homogenous galaxy as it is. All these different races basically, apart from a few facilities struggle to unlock identical secrets of the universe, through tech. Just as in some older boardgames, certain countries or personas or roles would have benefits and advantages, so I want different races in SE4 to compliment how they are to be played. At present, when you role play in SE4, about the only way in which you approach it, is through communication and, if you choose, limitation. But in the end, a capital missle is the same to a religious race, as it is to a temporal, as it is to a group of anarchists, etc.
Let me state an example:
I'm now trying to put together a Toxic race between spurts of actual work at work; it's an idea I stole from a voyager episode, I only half remember.
The toxic race will have no population growth, so it will have to capture the pop of other worlds in order to grow. Their ships are going to be big, bulky and expensive to maintain on account of their dirty inefficient fuel. Same with engines. They will have extremely powerful planetary bombardment weapons. Strong troops to capture planets. They won't have cloaking devices because their ships leave such an exhaust trail (exhaust on starships? Believe it, baby). The same with their mines...they cloak at a lower level because they leak radiation. Going to give them a plague bomb by another name, which will kill population in droves by radiation poisoning. I plan on giving crew quarters of most races a security station ability, and the Toxic race will have a weapon which takes this out...other little stuff like this. Like a crew converter, which isn't really a crew converter, it kills everyone aboard with a bLast of radiation. And although their ships are expensive to maintain, they will be cheap to build, costing as much or more in radioactives as in minerals.
With each race I hope to come up with enough traits manifested in the components and hulls and tech that to play a certain race, feels like you are playing them, as best as it can be done.
And like I said, it would be no problem to add other races after the fact. So if someone wants to design an aquatic race, or a liliputian race, or a bug race, or a race of witches that fly around outerspace on a broom...the more the merrier. That is until we hit the limits of the data files 
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May 10th, 2002, 07:24 PM
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Colonel
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Re: RolePlay Mod
RP mod is a great idea i've always supported.
You have my vote or whatever, plus all the support you could need.
If you need my help with the mod, e-mail me at trouble11@hotpop.com and i'll be more detailed.
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May 10th, 2002, 10:22 PM
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National Security Advisor
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Re: RolePlay Mod
"That is until we hit the limits of the data files"
heh, that might take a while. I just did an experiment with components.txt; I QUADRUPLED it's size, and nothing bad happened. OK, SE4 was running a little slow, but other than that..
You can have 64k weapon families, 64k component families, a crapload of components, and I imagine the limits on the other files are similar. Now, implimenting that many new and *functional* ideas might be a bit difficult
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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