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Post by resistor on Feb 28, 2017 13:33:27 GMT -5
Out of curiosity, which Conflicts are each Faction most predisposed to? I believe the original 6 factions are predisposed to the same Conflicts as ST1. The lore PDF seemed to suggest that Zenrin is less likely to be in involved in any political Conflict. I have no idea about what Conflicts to expect from Alta Mesa. I'd guess Moklomnue (did I spell that right?) is more likely to have trade-related Conflicts.
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Post by ChocoCrowbar on Feb 28, 2017 13:45:29 GMT -5
Takes a long time to translate code into the list Cory shared. We've got to focus our hours on development priorities atm. Oh I understand about the priorities atm, but I thought that since the game exported nice tables to the wiki, that it could also do the same for those 18 pages of code. I asked because rules like that define the universe, so you can get a feel about the different factions, their people, likes and dislikes, what they are predispositioned towards. Like the Lore of the people.
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Post by Cory Trese on Feb 28, 2017 13:48:28 GMT -5
Exporting code to the Wiki isn't possible. that we will have to do by hand and with the help of editors.
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Post by Cory Trese on Feb 28, 2017 14:02:35 GMT -5
Out of curiosity, which Conflicts are each Faction most predisposed to? I believe the original 6 factions are predisposed to the same Conflicts as ST1. The lore PDF seemed to suggest that Zenrin is less likely to be in involved in any political Conflict. I have no idea about what Conflicts to expect from Alta Mesa. I'd guess Moklomnue (did I spell that right?) is more likely to have trade-related Conflicts. All true in ST2 as well, regarding the probability tables for intersection of Faction, Faction Type and Conflict type. As we work toward a finished Conflict and Contacts engine, we'll see more and more complex interplay between the old rules and the new.
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Post by grävling on Feb 28, 2017 14:16:58 GMT -5
So I am playing a new Clan Javat merchant. No sooner do I have my first load of crop harvesters all picked out and ready to load, when some wretched fool in my house decides that now would be a splendid time to have a Trade ban with Rychart. Grrrr. I go back to the Prince's House and he wants me to deliver a diplomat to a variety of Rychart worlds to work out something. The time given was something around 4 years, but I got it all done in 12 weeks or less. Now the trade ban has been lifted. Coincidence? or did I do that?
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Post by resistor on Feb 28, 2017 14:26:05 GMT -5
So I am playing a new Clan Javat merchant. No sooner do I have my first load of crop harvesters all picked out and ready to load, when some wretched fool in my house decides that now would be a splendid time to have a Trade ban with Rychart. Grrrr. I go back to the Prince's House and he wants me to deliver a diplomat to a variety of Rychart worlds to work out something. The time given was something around 4 years, but I got it all done in 12 weeks or less. Now the trade ban has been lifted. Coincidence? or did I do that? As I recall, Conflicts could occasionally be started or ended by player contracts in ST1. Same probably goes for ST2.
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Post by Cory Trese on Feb 28, 2017 15:31:16 GMT -5
So I am playing a new Clan Javat merchant. No sooner do I have my first load of crop harvesters all picked out and ready to load, when some wretched fool in my house decides that now would be a splendid time to have a Trade ban with Rychart. Grrrr. I go back to the Prince's House and he wants me to deliver a diplomat to a variety of Rychart worlds to work out something. The time given was something around 4 years, but I got it all done in 12 weeks or less. Now the trade ban has been lifted. Coincidence? or did I do that? As I recall, Conflicts could occasionally be started or ended by player contracts in ST1. Same probably goes for ST2. In ST2, Missions and Contact interactions will increase or decrease Faction Conflict Score, which is a new feature in ST2. We have make every action have an interaction here since we're storing a score from 0 to 1000. With 1000 points of graduation we can have a large variety of high and low impact Player action reactions, both in the Mission system itself but also the Conflict, Contact, Rumor and Trade Simulator. The opportunities for integration here are pretty awesome.
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Post by grävling on Feb 28, 2017 15:36:57 GMT -5
so that's a ...you could have been responsible for ending the trade war...?
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Post by fallen on Feb 28, 2017 15:49:56 GMT -5
so that's a ...you could have been responsible for ending the trade war...? Yep. Your Missions have impacts on the Conflict Score and can help Conflicts move to resolution. Enough determined action on one side may even decide the winner / loser in the conflict, which will ripple through the contact net as influence gain and loss, death, new traits.
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Post by ChocoCrowbar on Feb 28, 2017 18:58:29 GMT -5
Will there be loss of territory from one faction to another because of these conflicts?
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Post by bookworm21 on Feb 28, 2017 19:01:46 GMT -5
I believe it was established early on that this sort of dynamic map would mean we wouldn't be able to share maps - and so this was ruled out.
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Post by Brutus Aurelius on Feb 28, 2017 19:07:28 GMT -5
Will there be loss of territory from one faction to another because of these conflicts? It goes against the lore. ST1 states that planets may not change control from one Faction to another, unless the Templars are there to force the change for good reason. And in ST4X, planets may only change to Indie if the Factions sell low quality worlds off, or if the Senate forcibly converts it, which IIRC is not implemented yet.
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Post by Cory Trese on Feb 28, 2017 21:22:56 GMT -5
Will there be loss of territory from one faction to another because of these conflicts? Nope. The other posters hit on some of the excellent reasons why.
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