[Tue 02] [17:51:50] <HorseMonster> You know, it seems with games development that potential players are eager to throw content that they think should be included at developers and to propose features.
[Tue 02] [17:52:13] <HorseMonster> but when it comes to figuring out how something might work mechanically they run and hide.
[Tue 02] [17:52:17] <Arcalane> of course
[Tue 02] [17:52:22] <Arcalane> it requires EFFORT on their part
[Tue 02] [17:54:23] <HorseMonster> I think I might be able to come up with something that will excite the retards.
[Tue 02] [17:54:36] <HorseMonster> I mean generate more interest.
[Tue 02] [17:57:39] <Arcalane> hahaha
[Tue 02] [17:58:00] <HorseMonster> Faction registration and faction templates got alot of user attention quite rapidly. Assumedly because people are effectively creating their own content (factions) using tools provided by people developing the game (faction templates).
[Tue 02] [18:00:14] <HorseMonster> I think that if we throw out a new faction customisation system with lots of flashy knobs and dials on it for people to play around with we might be able to make people go "holy shit this is awesome" again.
[Tue 02] [18:03:25] <AD> This might work.
[Tue 02] [18:04:28] <Arcalane> indeed
[Tue 02] [18:04:40] <Arcalane> the templates system needs more solid impact on gameplay, I think
[Tue 02] [18:05:28] <Arcalane> although I like the more unusual elements, like the special traits for the pseudoreligious types
[Tue 02] [18:06:30] <Arcalane> ALL HANDS, TAKE HEART. JUSTICE IS ON OUR SIDE!
[Tue 02] [18:08:45] <HorseMonster> Hmm.
[Tue 02] [18:09:05] <HorseMonster> Perhaps a faction could have slots for "traits" that define how that faction works.
[Tue 02] [18:09:17] <HorseMonster> You could mix and match them to determine how your faction works.
[Tue 02] [18:09:28] <Arcalane> hrm
[Tue 02] [18:10:33] <Arcalane> could be tricky to balance out, but so is the Template system
[Tue 02] [18:12:31] <HorseMonster> If worst comes to worst you could assign positive and negative points values to them.
[Tue 02] [18:12:43] <HorseMonster> Make it like point-buy character creation in an RPG
[Tue 02] [18:13:55] <Arcalane> that would probably be the best way to handle it... I'm envisioning like... picking out three fixed-type traits that define some basic military/social/economic stuff, and then you can pick out from a bunch of auxiliary traits for mix/match.
[Tue 02] [18:14:15] <HorseMonster> I was thinking almost exactly along those lines.
[Tue 02] [18:14:21] <Arcalane> hivemiiiiiiiind
[Tue 02] [18:14:23] <HorseMonster> 3 seems like a good number.
[Tue 02] [18:14:56] <HorseMonster> 3 traits that handle the big stuff, numerous smaller traits.
The new system is thus:
Major Traits have significant, wide-ranging effects on your faction in terms of what it is and what it will become. Choose wisely.
You may pick up to three, so long as they are not obviously mutually exclusive; you cannot be an Imperial Loyalist and
an Imperial Renegade, of course. Major Traits are similar to the previous templates system, in that they may have multiple effects and are fairly complex.
With the Empire's Collapse, the Navy collapsed as well. Admirals and their fleets were scattered by fate, fortune and luck, thrown to the solar winds and left to survive. Not all have fared well, but others have managed to find still-loyal planets, and aim to rebuild the Empire alongside the Remnant. With a small cadre of loyal and experienced warships at their command, admirals have an initial leg up of sorts, but maintaining the support of the people will be necessary to stay in the Remnant's favour...
Your faction's starting forces are replaced with a small group of extra, highly loyal Imperial Navy warships.
You are expected to work towards reestablishing the Empire alongside the Remnant.
Remnant Relations start at "Friendly", but are highly dependent on the morale of your planets. See below;
If you rule with favour (planets have high morale), relations with the Remnant are improved.
If you rule by force (planets have low morale), relations with the Remnant are diminished.
If overall morale + Remnant relations ever become too low, you will be branded a Renegade.
Not all Imperial Navy admirals were fond of the Empire during it's waning hours. These were often outcasts and those looked down on by High Command, often responsible for small patrol groups in remote sectors, out of sight and out of mind. Using these patrol groups, however, they have seized outer planets, seeing the Collapse as an opportunity to extract their own piece of revenge on what remains of the Empire.
Your faction's starting forces are replaced with a small-to-moderate group of extra lower-quality Imperial Navy warships.
Initial relations with the Remnant are very poor, and hard to raise.
Minor traits can be used to augment your faction in a narrow field, rather than defining their capabilities.
Purchase these auxiliary traits using special points. You have 10 to spend. Some traits may award points instead of deducting them, but will have only negative effects. Minor traits have only one effect.
Certain 1-point Minor Traits which have their costs marked with a *
symbol can be purchased multiple times, following the rules below:
May be purchased multiple times. First two purchases cost 1 point each, after which each purchase costs two points. Indicate level with roman numerals. For example; two purchases of Experienced Miners is Experienced Miners II and costs two points, for a +10% mining income bonus. Three purchases is Experienced Miners III and costs four points for a +15% mining income bonus.
Your people are inveterate miners, having worked mining equipment for decades or even centuries. All income from mining is noticeably increased.
Max Purchases: 4
+5% to Mining Income
The current traits are examples! Submit your own here! See the old Starting Templates
thread for some inspiration.
If you feel an existing trait of either kind is weak or in need of adjustment, feel free to bring it up here.