RE: Admirals / Heroes / Government leaders? (Full Version)

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Queeg -> RE: Admirals / Heroes / Government leaders? (1/6/2011 1:15:10 AM)

Adding leaders who gain experience over time and have unique traits (good and bad) and who die from time to time would add a nice touch to the game.




Shark7 -> RE: Admirals / Heroes / Government leaders? (1/6/2011 1:22:57 AM)


quote:

ORIGINAL: Queeg

Adding leaders who gain experience over time and have unique traits (good and bad) and who die from time to time would add a nice touch to the game.


Looking at it from a realistic perspective, and given the average human life span is between 70-80 years, and a leader would probably need to be at least 20 to be a leader, they'd need to die off between 50-60 years. The question is, how long in terms of playtime is that? Would it be worth it, or would they die off so soon that you can't really even build up their stats.




Queeg -> RE: Admirals / Heroes / Government leaders? (1/6/2011 1:48:16 AM)

quote:

ORIGINAL: Shark7

Looking at it from a realistic perspective, and given the average human life span is between 70-80 years, and a leader would probably need to be at least 20 to be a leader, they'd need to die off between 50-60 years. The question is, how long in terms of playtime is that? Would it be worth it, or would they die off so soon that you can't really even build up their stats.


I'm comfortable with some abstraction and suspension of disbelief here. If we already accept that we live in a time and place where can fly all over the universe - not to mention be alien species that presumably are unfettered by human frailties - then I can accept the notion that humans have figured out how to live longer. I'd set the "lifespan" of leaders to whatever makes them most interesting in terms of gameplay. They should live long enough to develop in an interesting way, but be sufficiently mortal for you to mourn their passing. How that works out in terms of "dog years" really doesn't matter to me.




Simulation01 -> RE: Admirals / Heroes / Government leaders? (1/6/2011 1:55:36 AM)

quote:

ORIGINAL: Queeg

quote:

ORIGINAL: Shark7

Looking at it from a realistic perspective, and given the average human life span is between 70-80 years, and a leader would probably need to be at least 20 to be a leader, they'd need to die off between 50-60 years. The question is, how long in terms of playtime is that? Would it be worth it, or would they die off so soon that you can't really even build up their stats.


I'm comfortable with some abstraction and suspension of disbelief here. If we already accept that we live in a time and place where can fly all over the universe - not to mention be alien species that presumably are unfettered by human frailties - then I can accept the notion that humans have figured out how to live longer. I'd set the "lifespan" of leaders to whatever makes them most interesting in terms of gameplay. They should live long enough to develop in an interesting way, but be sufficiently mortal for you to mourn their passing. How that works out in terms of "dog years" really doesn't matter to me.






"dog years"[:D] lmao

I agree with queeg regarding the nature of Admiral lifespan.




Haree78 -> RE: Admirals / Heroes / Government leaders? (1/6/2011 5:00:03 AM)

50-60 years is actually a LOT of game time anyway.




J HG T -> RE: Admirals / Heroes / Government leaders? (1/6/2011 7:01:30 AM)

Queeks point remind me of Revelation space books. In those humanity has developed means to extent their livespan with advanced and expensive treatments that only few can afford. Some human groups like conjoiners and ultras have other means extent their lifespan, mainly cybernetigs, implants and bio-modification. And if that ain't enough, in some stages of books story humns could transfer their mind into Alpha-class simulations that are basically copies of ones personality. Grea books. Definetly one of my favourite scifis.

In light of that I find it fairly beliveable that possible "characters" in DW could live several thousand years. Depending of race there could be some adjustments. Teekans and Shandars have quite different life-span, no matter the technology.




James009 -> RE: Admirals / Heroes / Government leaders? (1/8/2011 6:41:52 AM)

Has anyone played anything like Geo Political Simulator? It has a way of simulating a variety of real world people in their respective positions that I believe could be applied to Distant Worlds. I REALLY like the idea of hiring and appointing different Ministers, Governors, Military Commander, and Captains from a racial or galactic pool for some small bonuses in fleets, production, and economy; best of all, they'd get better, more experienced, and improve over time. It doesn't have to be anything too complex either.

Additionally, the game could have some automated VIP characters running around doing things such as business leaders, notable Captains and "adventurers", scientists, and pirates making things a little more interesting.

Heck, you could go one step farther and implement the "player" in the game as the leader or a ship commander (whatever you plan on playing). At the start of the game you pick your race's leader and have a little more character coming from diplomacy with each race. Each race then may have multiple leaders, play styles or strategies, and potentially revolutions, coup-de-ta, and elections bringing some dynamics to the game.

There would certainly be some benefits but the balance would be the cost of implementing them and releasing some [more] control to the AI.




Brainsucker -> RE: Admirals / Heroes / Government leaders? (1/8/2011 7:09:44 AM)

Maybe not a fleet admiral, but an outstanding individual that you can put to anywhere you like.
For example, you want to role play capt. Archer of the NX-1 Enterprise, then put your Outstanding Individual to a ship; then you think that this individual is deserve more power, so you can put him / her to a fleet or to starbase. It's up to you. Consider them as the hero / the protagonist of your own imagination. But of course, limit them to 10 individuals, and make them edit-able. I mean, you can name them, choose a portrait, or put your own portrait. But the stats still random, so you won't create a perfect character with full stats in the game.




Texashawk -> RE: Admirals / Heroes / Government leaders? (1/8/2011 7:15:09 AM)

Actually, the game Aurora (a stupidly detailed spreadsheet-like 4X game) handles this concept very well. Hell, the various personae even have individual traits (for flavor only, but they could add bonuses/maluses to gameplay).

I also think Rebellion did a great job in this regard. (sad fact: this thread made me fire up a game of Rebellion after, oh, I dunno, 10 years...)




Lord_Astraios -> RE: Admirals / Heroes / Government leaders? (1/8/2011 2:45:49 PM)

I do like the Hero Systems from MOO2 and Haegemonia Legion of Iron.




solops -> RE: Admirals / Heroes / Government leaders? (1/9/2011 2:01:56 AM)

I do not like the "leader" concept and am gratified that it was omitted.




ASHBERY76 -> RE: Admirals / Heroes / Government leaders? (1/9/2011 2:14:42 AM)


quote:

ORIGINAL: solops

I do not like the "leader" concept and am gratified that it was omitted.


Well Elliot likes it so it will be in DW in the future.

I think the leader concept should be like ROT3K which simulated a whole factions dynamics which suits the living galaxy set up in the game.




James009 -> RE: Admirals / Heroes / Government leaders? (1/9/2011 9:20:33 PM)


quote:

ORIGINAL: ASHBERY76


quote:

ORIGINAL: solops

I do not like the "leader" concept and am gratified that it was omitted.


Well Elliot likes it so it will be in DW in the future.

I think the leader concept should be like ROT3K which simulated a whole factions dynamics which suits the living galaxy set up in the game.

Anything that would making the galaxy more alive, dynamic, unexpected, and interesting would be awesome and factions could work to do this impressively.

One thing that we could do with a "leader" concept is to make it optional in the game creation settings with a check box. That way solops can be satisfied without omitting anything else.




gmot -> RE: Admirals / Heroes / Government leaders? (1/11/2011 3:43:42 AM)

I would expect Codeforce to make this optional - seems to be their approach. I for one would definitely use it.




EisenHammer -> RE: Admirals / Heroes / Government leaders? (1/11/2011 5:11:36 AM)

quote:

ORIGINAL: ASHBERY76
I think the leader concept should be like ROT3K which simulated a whole factions dynamics which suits the living galaxy set up in the game.



I think the leader concept should be like MOO2 and not like ROT3K.
In ROT3K the whole game is build around leaders and action points and I don’t think it would work well with DW. Plus ROT3K is a turn based game.

Assuming ROT3K is Romance of the three Kingdoms if not then please disregard this post.




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