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IDProjectCategoryLast Update
0016109The Last FederationSuggestionJan 24, 2015 3:19 pm
ReporterKarrade Assigned To 
Severityfeature 
Status consideringResolutionopen 
Product Version2.012-2.013 
Summary0016109: Additional Faction, Group and Race Ideas.
DescriptionAdditional Faction/Group/Race Ideas.

Here is a home for additional group, faction and race ideas, please post your suggestions for the devs. If you like any of these ideas, or any mentioned give it support, so the devs can skim and cherry pick players ideas.

1) Parasite – Options Tickbox for any gamemode.

Able to live on any planet, even federation worlds, and a constant threat. If it gains enough control, the world comes under direct control of the parasite.

To combat it: Actions, direct, subtle, diplomatic, medical technologies or more drastic like targeting infected centers (lowering approval).

Unique techs becomes available for the infection of populations, if the parasite has enough influence on a planet, and it gains unique bonuses depending on the races infected.

2) The Floating Fleet – Options Tickbox for any gamemode.

A race without a fixed planet or a home, their scavenging and trading fleets popup as mini outposts from time to time. They are traders and merchants, that live anywhere they can. They take up resources from planets nearby and are generally disliked by many races, seen as little better than pirates. They have several unique techs available, but often bring a criminal blackmarket element into the galaxy if left unchecked, with some damaging events.

Do you help them find a home? A moon to live on? Build them their own outpost to become more respectable, or do you try to hunt down their fleet and destroy it? This should take many engagements, until you are ready to engage their life worlds directly (population centers).

3) The 11th Race? (after the pirates/particle race) – Options Tickbox for any gamemode.

Who are they? Who knows where their race, planet or outpost came from, a previously dead or hidden world, outside the solar system? You don’t know their language, reason for being here, their technology or motives, how they got here, any of it. You have to research even the basics with these guys just to get on speaking terms, then you have to learn what to speak about!

Each game the 11th race changes it’s motives. Each game the 11th race has different ships (picked randomly from those available), different ground troop strength and a different government type. Alternatively the devs could have 3 or 4 random templates designed for it, if they preferred more control.

They could be hell bent on invasion like the obscura, they could be peaceful cowards like the peltians, or you could have another burlust AI on your hands, only worse because they have the government and ground troop strength of the Thorxians! On those fortunate days, you could have the most diplomatic, and strong race to help you form the federation.

All relations initially start at 0, they are slow to move with this race, and very expensive to change.

4) The Sunforge, located at the sun - Game Mode (or options tickbox)

Borrowing from former AI War expansions, and a bit of fan service. An automatic factory of ships and droid troops. It starts off asleep, and remains asleep till someone bothers it by sending a scout, or spy probe. The more the races wake up, the more the Sunforge ‘wakes up’, and starts sending out gradually increasing fleets to invade nearby worlds.

You can try to capture it or destroy it. Capturing it gives you something like a huge factory, or tech bonuses/abilities, but is really difficult, as you have to fight wave after wave sent out by the Sunforge. While destroying it is no picnic and a late game goal. Mid or Early Game you’ll need to just try to destroy the fleets it sends out, unless you want it to conquer/eradicate certain races.

To even get in range though, you need to research a huge amount of heat shielding.

5) Mercenary Guild - Options Tickbox

Run jobs for races, and for you. They have a single heavily guarded outpost, which you can eliminate, but good luck! Any race can spend excess economy for use of the mercenary guild, and you can spend credits to send out an armada. So yes your competitors can and will use it against you, and each other!


6) Crime Syndicate:

Works the same as the parasite, as an alternative setting. Crime or Influence is the resource rather than infected.


Conclusion - I hope these ideas were unique enough to warrant some consideration from one or more gameplay perspectives.

1) Is a race against time.
2) Is a random factor, and a late game goal.
3) Is a random factor thrown in for replay value, and keeping the player guessing, adapting.
4) Is a late game goal, and could be a race against time
5) Greed is good! Random factor, that requires careful balancing, you don't want someone with too much economy blasting someone you like.
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Jan 24, 2015 3:19 pm

reporter   ~0039885

could something like sub-factions also be considered?
for burlusts Warlords and there army's
or acutians and there different company's
even they are on the same planet some guys can hate you and other guys of the same race can really like you...

Issue History

Date Modified Username Field Change
Jan 23, 2015 8:54 am Karrade New Issue
Jan 23, 2015 9:00 am Karrade Description Updated
Jan 23, 2015 10:15 am Karrade Description Updated
Jan 23, 2015 1:26 pm Chris_McElligottPark Status new => considering
Jan 23, 2015 2:29 pm Karrade Description Updated
Jan 24, 2015 3:19 pm Backgroundc Note Added: 0039885