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Post by laughingman on Apr 3, 2013 18:45:45 GMT -5
It would be cool if the politics were a little more involved, even more so if the player could influence matters directly. Here's my thinking: On the primary faction worlds (maybe just the capitol, maybe their biggest 3, whatever works) you could spend your reputation (as a form of "Political Capital") to influence inter-faction relations. To keep things from being too easily exploited it could be based on a Negotiation or Intimidate (depending on the petition) test modified the number of points wagered. Success results in a political shift, failure means the points are lost to no effect. Some possibilities: - Call to War (Intimidate) - Results in a Trade, Spy, or Solar War (random and influenced by other factors at work at the time)
- Broker Peace (Negotiate) - Ends a Solar, Spy, or Trade War with the target faction, if there are multiple conflicts one is chosen at random.
- Inspire Alliance (Negotiate) - Creates either an Alliance or Trade Alliance.
- Negotiate Trade Agreement (Negotiate) - End an Embargo.
I think you get the general idea. This could be further enhanced by the Political Officer and Tradesman (depending on petition). Not simple, I'm certain. But, this is labelled "Wish Lists" not "Features I demand to see implemented".
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Post by ntsheep on Apr 3, 2013 19:00:18 GMT -5
Well I wish the wish list was a I demand to see this feature implememted so I could demand this be implememted ;D. I like this idea, it could be very neat if done right.
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Post by contributor on Apr 3, 2013 19:47:14 GMT -5
That is a pretty cool idea. Lots of people have asked for some way to influence things but this is actually a way to make it fit into the bigger game economy. If it can't work in ST1 it should definitely be considered for STII. Perhaps there could even be a character class built around it. The negotiator or ambassador.
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Post by Deleted on Apr 3, 2013 23:14:11 GMT -5
There aren't currently any features for high rep so political influence could be one idea. Though I think rep should only be lost if you fail, and should gain rep if you succeed.
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Post by Cory Trese on Apr 4, 2013 1:24:35 GMT -5
Cool extension of the existing political system -- one that would allow direct character influence instead of influence-via-action. Reaction based rule systems are easier to design and balance because they're harder to manipulate/exploit.
The mathematical work underpinning it would take a good amount of effort.
I've got this one the list for both ST1 and ST2, has been a concept that we've been discussing at TB HQ.
Great post, keep the ideas coming!
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Post by Deleted on Apr 8, 2013 8:37:45 GMT -5
The simple ability to start and end conflicts might be cool for a minute, but it would quickly get boring. It would be better if you could also get more involved in the war, prehaps funding part of the war's expenses and in return reeping some the war's profits/benifits. Or making political decisions relating to the war, or making military decisions. This would add more strategy into the game and add a new component for ST, if not for ST1 than ST2.
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