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Post by HateSolstice on Mar 7, 2011 8:29:41 GMT -5
A little thought I had was possibly implementing(eventually) a diplomatic class who had bonuses in gaining faction rep, and specialized in negotiation. Perhaps even be able to help change and sway the different alliances, embargoes, and wars.
Who knows, might be fun.
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Post by Cory Trese on Mar 7, 2011 15:26:33 GMT -5
Great idea, I had not thought about a character class.
We have been working on the way that a Captain could buy, influence and control Alliances/Conflicts through diplomacy and so forth. It coincides nicely with another unlock-able character class (as you suggest) and a scale to track the relationships between Factions (another forum suggestion.)
As a feature group, it represents a pretty heft piece of work but I feel like it is worth it!
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Post by Cory Trese on Mar 7, 2011 15:27:02 GMT -5
Also, enables additional potential Victory Conditions: - Galactic Peace - Galactic War
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Post by HateSolstice on Mar 7, 2011 22:44:44 GMT -5
I hadn't thought of the victory conditions. Does this mean an end to the game victory? If so, will other classes have such victory conditions eventually as well? Or am I misunderstanding?
>_> I have all sorts of ideas pop in my head all the time, but I never know if they're even feasible. And I don't know squat about programming.
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Post by Cory Trese on Mar 8, 2011 4:23:54 GMT -5
One of the most common requests is that the game have a "way to win."
To satisfy this request, at the beginning of each game the player will be able to enable or disable Victory Conditions that would trigger a "You Have Won" event and a final tally of the score.
Victory Conditions will be linked to Awards as well. This model is used in several games I really liked in this genre.
On the new game page you can optionally add "Win By Money" or "Win By Military" or whatever to define the boundaries of the game. Once the Captain reaches that point, he wins and the game's difficulty increase is fixed. The sandbox is left open for any continued experimentation.
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Post by HateSolstice on Mar 8, 2011 12:58:46 GMT -5
I like the way you think.
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Post by oldalchemist on Mar 8, 2011 13:49:01 GMT -5
Victory conditions ought to ramp up exponentially with the difficulty level. Basic and Normal really do need win conditions or else you just don't die.
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Post by Cory Trese on Mar 8, 2011 14:20:55 GMT -5
I feel that a condition like "Own 2 Capital (12+ Hull) Ships and a Million Credits Banked" is exponentially more difficult to get on Insane than on Basic.
Now if the condition is "Plunge the Galaxy into an Unending War" i'm not sure that is so much more difficult on one or the other -- but survival to reach those Rep counts won't be easy =)
thoughts?
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Post by HateSolstice on Mar 9, 2011 7:58:29 GMT -5
I don't know if an unending war really would make a good win condition. After all, it's pretty much too easy to do on your own without trying. The victory conditions should really make the players have to think and put effort into them.
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Post by oldalchemist on Mar 9, 2011 10:57:49 GMT -5
Maybe different classes should have different conditions.
e.g. An Explorer should have to recover X artifacts from each explorable planet on the map. A merchant should have to have cached a stock of X of each item and X cash in reserve with 6 good trade permits. Military Officers should have to have gained X amount of territory for his home faction and reach a certain rank.
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