Next DLC
Posted: Sun Dec 24, 2017 9:46 am
In them hopes that a new DLC is coming soon here is my idea of how that would be best packed:
The goal needs would need to fulfill two main goals:
1. The DLC needs to have appeal for new players making the overall game more interesting to buy
2. Flaws of the existing game needs to be resolved in order to keep the player base
The above two simple rules could affect all mayor aspects of the content:
- Content of the DLC would need to be something that caters to the two biggest strengths of the game: Tactical/strategic combat and art.
- Art is easy: a new race can bring new art for pop units, ships and stations
- New stars and planet types is also a good bet as it does not affect AI and they can look wonderful on screenshot and we look at them all the time in the system MGMT screen
- Regarding combat, it is much harder to bring something new on the tactical level without considerable re-balancing but most importantly without re-scripting the AI so all new weapons need to replace existing under-utilized ones or be default mounted to some hull types and thus we get to the next point:
- Making not breaking: The two biggest flaws currently in the game are semi-functional diplomacy and AI that does not utilize special tech. When considering the content of the DLC I would try to avoid deepening these aspects and implement new content in a way that actually resolves them
Summary: The new faction would not include new mechanics and specialized tech unless it can be incorporated into existing elements and thus already used by the AI. E.g.: The new faction would have a different building for Rea search Labs that would fulfill a similar role as the original labs but have an automatic secondary effect that strengthens the weak parts of the AI (like machine alter but automatic effect).
- Such a new building would have the benefit of giving bonus also to the player who captures it and not just to its owner (like machine altar) making planers with these structures precious targets that should not be bombarded out of kingdom-come
- The mechanic in question is also easy: as diplomacy is the most under-developed part. Have already posted a couple of ideas here (making Alliance cost influence to maintain and such) but the main takeaway is: making Influence just as critical a resource as metal or money and making Alliance victory hard to achieve. Adding in a rule for Conquest Victory condition would leave us already with two options and make Phidi one of the most interesting races to play
- Diplomacy is a great target not just because it is underdeveloped but also because it can be fixed without tampering with the AI: can be scripted around, as the game rules and mechanics are simple enough to translate these into diplomatic events and adding a probability would make them much harder to anticipate and thus fun to react to
In summary an example: New race with hulls that have per-configured flak cannons or advanced science stations, a building that produces science as well as influence, and thus geared towards Alliance victory using the enhanced mechanics.
The Phidi would not loose out on this, as they focus is on trade and only secondary focus on Influence
How does this translate into the original published roadmap?
It would mean these elements:
- New playable factions and third-party threats
- More star and planet types
- New Player Campaign Victory Conditions: Conquest (new rule: Conquest: own 80% of all colonized planets and Alliance: Current goal enhanced)
- Improved Diplomacy: More diplomatic options, better AI, resource trading, more diplomatic events
- New Encounters: more complex Pirate and Marauder behaviors and interactions, more minor factions and space monsters, and new interactions with existing minor races (all scripted to segregate AI behaviour from enhanced diplomatic interactions. e.g.: they should always pay off Marauders if they have the money and are expected to loose the battle)
- Victory Screens (screens do not affect anything - if art is available they are great for having)
- Tactical Combat Enhancements: UI and graphical improvements, new damage types and targeting mechanics (such as area-of-effect weapons)
The goal needs would need to fulfill two main goals:
1. The DLC needs to have appeal for new players making the overall game more interesting to buy
2. Flaws of the existing game needs to be resolved in order to keep the player base
The above two simple rules could affect all mayor aspects of the content:
- Content of the DLC would need to be something that caters to the two biggest strengths of the game: Tactical/strategic combat and art.
- Art is easy: a new race can bring new art for pop units, ships and stations
- New stars and planet types is also a good bet as it does not affect AI and they can look wonderful on screenshot and we look at them all the time in the system MGMT screen
- Regarding combat, it is much harder to bring something new on the tactical level without considerable re-balancing but most importantly without re-scripting the AI so all new weapons need to replace existing under-utilized ones or be default mounted to some hull types and thus we get to the next point:
- Making not breaking: The two biggest flaws currently in the game are semi-functional diplomacy and AI that does not utilize special tech. When considering the content of the DLC I would try to avoid deepening these aspects and implement new content in a way that actually resolves them
Summary: The new faction would not include new mechanics and specialized tech unless it can be incorporated into existing elements and thus already used by the AI. E.g.: The new faction would have a different building for Rea search Labs that would fulfill a similar role as the original labs but have an automatic secondary effect that strengthens the weak parts of the AI (like machine alter but automatic effect).
- Such a new building would have the benefit of giving bonus also to the player who captures it and not just to its owner (like machine altar) making planers with these structures precious targets that should not be bombarded out of kingdom-come
- The mechanic in question is also easy: as diplomacy is the most under-developed part. Have already posted a couple of ideas here (making Alliance cost influence to maintain and such) but the main takeaway is: making Influence just as critical a resource as metal or money and making Alliance victory hard to achieve. Adding in a rule for Conquest Victory condition would leave us already with two options and make Phidi one of the most interesting races to play
- Diplomacy is a great target not just because it is underdeveloped but also because it can be fixed without tampering with the AI: can be scripted around, as the game rules and mechanics are simple enough to translate these into diplomatic events and adding a probability would make them much harder to anticipate and thus fun to react to
In summary an example: New race with hulls that have per-configured flak cannons or advanced science stations, a building that produces science as well as influence, and thus geared towards Alliance victory using the enhanced mechanics.
The Phidi would not loose out on this, as they focus is on trade and only secondary focus on Influence
How does this translate into the original published roadmap?
It would mean these elements:
- New playable factions and third-party threats
- More star and planet types
- New Player Campaign Victory Conditions: Conquest (new rule: Conquest: own 80% of all colonized planets and Alliance: Current goal enhanced)
- Improved Diplomacy: More diplomatic options, better AI, resource trading, more diplomatic events
- New Encounters: more complex Pirate and Marauder behaviors and interactions, more minor factions and space monsters, and new interactions with existing minor races (all scripted to segregate AI behaviour from enhanced diplomatic interactions. e.g.: they should always pay off Marauders if they have the money and are expected to loose the battle)
- Victory Screens (screens do not affect anything - if art is available they are great for having)
- Tactical Combat Enhancements: UI and graphical improvements, new damage types and targeting mechanics (such as area-of-effect weapons)