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  #1  
Old June 30th, 2009, 06:50 PM

weimaar weimaar is offline
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Default A Futuristic Dominions

I was thinking if there would be a need for a dominion like game, but taking place in the future. Imagine having almost the exact same game but simply in the future. After a thermonuclear war, where resources are scarce, mutants everywhere, pollution, greed, hate, small communities of survivors try to establish their "dominions" again. Let's brainstorm a little, if you want:

What nations /corporations / communities / sects / mutant villages will there be?
With what could one replace the pretender god? Or can one perhaps retain the pretender god?
With what could one replace the magic system?
What 6-10 "magical" paths would be interesting to fill with "spells"/abilities with?
What items would the "pretender god" be able to forge?
What unittypes should replace the current one's?

Perhaps the devs can make a Dominions 4 out of this?
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Old June 30th, 2009, 07:22 PM

Frozen Lama Frozen Lama is offline
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Default Re: A Futuristic Dominions

See Azeal's dominions 3000 mod
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Old June 30th, 2009, 07:37 PM
Squirrelloid Squirrelloid is offline
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Default Re: A Futuristic Dominions

*What nations /corporations / communities / sects / mutant villages will there be?

Um, the skies the limit here. What you do have to answer is why its a game about world conquering instead of universe conquering.

(alternately, there are interesting things you could do in a game about space warfare using a similar engine to the dominions engine, although some changes would need to be made. I'll make some notes at the end).

*With what could one replace the pretender god? Or can one perhaps retain the pretender god?

I see no reason pretender gods could not be retained.

*With what could one replace the magic system?

What's wrong with a magic system? The idea of a magical post-apocalyptic world where the magic emerges after the collapse of the industrial machine is hardly unique. For example, Terry Brooks's Shannara series.

The problem with 'technology' replacing a magic system is technology doesn't really work the same way. You can get technological innovations into the hands of even the common grunt troops. You can train someone how to use a highly complicated piece of equipment in under a month. There's no 'battle technologers'. Scientists and engineers develop technology (and the knowledge behind the technology), but they aren't required to deploy the technology.

*What 6-10 "magical" paths would be interesting to fill with "spells"/abilities with?

Well, if you keep it magical, then the existing paths are fine.

If you insist on technological paths, you're going to end up with things like: Physics, Material Science, Physical Chemistry, Bio-Chemistry, Genetics, etc... There are a couple problems here. (1) Research should effect what units you can build, not generally provide 'spells' castable in combat. (2) Advances in a particular science should depend on advances in other sciences, something the magic research paradigm of dominions doesn't support.

*What items would the "pretender god" be able to forge?

Lightsabers. Kidding. But seriously, there's plenty of sci-fi to draw inspiration from - the key is to make a unique blend of ideas that make the universe distinct.

*What unittypes should replace the current one's?

Um, huh. Think about that question in an historical context. Are there any 'medieval' era units that *haven't* been replaced? If any nations were to make it into a 'futuristic' game it would be in name only. Even if you imagine they've been reduced back to the dark ages, there's no historical continuity between the existing unit types and whatever there'll be in a post-apocalyptic game. So you'd be scrapping everything.

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Major issue:
Modern combat is *nothing* like combat as modeled in Dominions. Battles can occur on scales orders of magnitude larger in both territory and units deployed. Deployment speed is greatly increased, reducing the sharp discrepancy between strategic and tactical levels of operation. And terrain is much more important, and could not just be ignored like Dominions 3 basically does.

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Dominions style space-faring game:

Lets assume we're not planetbound but have spaceships capable of interstellar travel. Our battlemap becomes a star-system map. Fortresses become colonies (and allow stationing of troops on the planet). Commanders are capitol ships, are a more dominant aspect of the game, and all have 'spellcasting' ability (use technological 'powers', possibly multiple in a turn). Non-commander units are either troops or fighter craft, which require a ship to transport them, and would deploy from the ship in combat (space combat for fighter craft, planetary assault for troops).

This of course requires the game engine to differentiate between planetary assault and space combat.

Of course, this also doesn't break some of dominions 3's assumptions as much as modern ground combat does, because space ships would be clustered rather than spread out (combat is going to happen around planets because its so unlikely two fleets would meet in-between), meaning there are no 'nearby' ships that can reinforce during a battle. (Well, we have to assume trans-light travel isn't sufficiently fast to make combat reinforcement from great distances an option, but then the game already assumes that mages can't be asked to teleport into a combat after its already started).
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