Faction-based technology

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blockman42
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Re: Faction-based technology

Post by blockman42 » Wed Jan 23, 2013 10:08 pm

Avenger_7 wrote:The Core system helps implement that suggestion, LJS.
and curtain cores are made by different manufacturers.

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Re: Faction-based technology

Post by Dr. Mackeroth » Wed Jan 23, 2013 11:26 pm

We've had a discussion about faction-based technologies before. We decided that we should have content packs, like in Flan's mod, that would, game-play wise, be specific but recognized universally.
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Re: Faction-based technology

Post by fr0stbyte124 » Wed Jan 23, 2013 11:35 pm

Oh yeah...
I'm glad someone remembered that.

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Re: Faction-based technology

Post by Professor Fenway » Wed Jan 23, 2013 11:42 pm

Shields are so outdated. I use Wave-Particle Reflectors.

Whats this? It's an energy dome, acting upon the Wave-Particle duality of EM waves, in order to reflect most projectiles back to the source.

I can already imagine the look on their faces when they realize their nukes are heading back to them.

Relating to the newer stuff;

How would these content packs be created/distributed/handed out? I suppose that certain factions/manufacturers would apply for an advantage/special stuff for their faction, it would be reviewed and approved, and then it would be implemented in all clients at next FC update. Or maybe it's a patent sort of thing, where only YOU can make/distribute this type of part/item/system/whatever. Then you have full legal authority to call the space cops.

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Re: Faction-based technology

Post by Keon » Wed Jan 23, 2013 11:57 pm

fr0stbyte124 wrote:Naturally, but it doesn't hurt to plan ahead. With the amount of fight terrain rendering is giving me, it's going to be a while before I can even start on space.
Exactly.
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Re: Faction-based technology

Post by Avenger_7 » Thu Jan 24, 2013 12:59 am

The point was raised elsewhere that using content packs would severely limit the amount of inter-server gameplay...I thought it was a good point.
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Re: Faction-based technology

Post by Talon93 » Thu Jan 24, 2013 2:48 am

Yea, wouldn't this pack thing create incompatibilities? Unless it it installed across all servers but only AVAILABLE to those who use it.
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Re: Faction-based technology

Post by fr0stbyte124 » Thu Jan 24, 2013 3:05 am

Nah, it would just be like content updates. Adds new stuff to the game for everyone, maybe unlocked during some galaxy-wide event, or something fun like that.

...or we could DLC it. Mwa ha ha ha.

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Re: Faction-based technology

Post by Talon93 » Thu Jan 24, 2013 3:59 am

Why Fr0st would you bring DLC into this? WHY? Anyway this faction thing seems a bit restricted. It's like you're making predetermined factions for people to pick and choose so players can't evolve their own styles and thingies. To stop bombing you simply need ground to space weapons and shields, not forcing predetermined classes down players throats.
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Re: Faction-based technology

Post by fr0stbyte124 » Thu Jan 24, 2013 4:54 am

Yeah, that's definitely what will happen if it is done poorly. My concern, though, is without some sort of incentive, things will take a boring middle ground, or just as bad, end up in a done to death rock-paper-scissors scenario.
In an RTS, mixed units are robust and safe, but it's also boring if you use the same thing against everyone, and will get you killed if you try it against a skilled player. I want Futurecraft to encourage, or at the very least not punish, bold and decisive tactics.

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Re: Faction-based technology

Post by Ivan2006 » Thu Jan 24, 2013 8:23 am

Maybe not clear:
I think what Frostbyte meant with rock-paper-scissors-tactics is that certain kinds of spaceships (e.g. heavily shielded frigatte) can be easily destroyed by another kind of ship (e.g. heavy cruiser) and a third ship (e.g. medium escort) can defeat the second but are unable to properly act against the first one.
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Re: Faction-based technology

Post by  ҉  » Thu Jan 24, 2013 8:55 am

Ivan2006 wrote:Maybe not clear:
I think what Frostbyte meant with rock-paper-scissors-tactics is that certain kinds of spaceships (e.g. heavily shielded frigatte) can be easily destroyed by another kind of ship (e.g. heavy cruiser) and a third ship (e.g. medium escort) can defeat the second but are unable to properly act against the first one.
I'm pretty sure everyone here is familiar with rock-paper-scissors, although I will mention that rock-paper-scissors-lizard-Spock is a much superior game and probably more accurately represents the complexity that we're going for here.
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Re: Faction-based technology

Post by fr0stbyte124 » Thu Jan 24, 2013 12:32 pm

If rock-paper-scissors isn't bad game design because it is simple, it is bad game design because it forces the outcome of an encounter. Players shouldn't be evenly equipped, but they should be specialized in ways that don't imply a fixed hierarchy.
That's not an easy thing to pull off, but I think it is important, especially since this isn't an RTS and you don't get to pick and chose your fleet for each encounter.

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Re: Faction-based technology

Post by Avenger_7 » Thu Jan 24, 2013 12:47 pm

[url=http://guides.gamepressure.com/endlessspace/guide.asp?ID=15940]This is my favorite tech tree.[/url] I think you'll like it. It makes the game play out like factions all have vastly different technology, even though they're all on the same tech tree.
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Re: Faction-based technology

Post by fr0stbyte124 » Thu Jan 24, 2013 1:07 pm

OMG that is a handsome tree.

Here, what about this? You have a tree like that with branches sticking out in opposite directions which have opposing attributes. Every time you go up a tier on one side, it chops off the highest tier on the opposing side. In this way you can invest in multiple branches but you can't max out two branches with opposing aspects. For instance you could have tanking skills on one side and stealth on the other, which means if you go stealth you can't sustain an extended battle, and if you go tank, you won't be easily escaping a fight. It encourages you to play to your strengths.

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