[FE][Suggestion] Make Factions More Distinct

Before I start this, I want to mention my favorite TBS games so that I can use them as talking points: Master of Orion II, Age of Wonders, and Fall from Heaven II (I won't play Civ IV any other way).

I was trying to think what my favorite features in my favorite TBS games are that are not in Elemental and I finally figured it out: faction (race) differentiation. Every time you play a different race in the games I mention above, the game plays VERY differently.

In MoO2, for example, you can play a race that lets you bypass the process of creating ground troops (with Telepathic), you can play a race that doesn't require food (Lithovore), you can play a race that gets 50% bonuses to research / income (Democracy), etc..

In Age of Wonders, each race has an entirely different army. This example isn't incredibly relevant due to the differences in the game types, though.

In Fall from Heaven (not that I need to tell Derek about that... But I'm going to anyway, please forgive me ;) ), each race has crazy abilities that make them play very differently... Some examples: the elves create forests around their territories, can mobilize the trees as treants, and get bonuses while in the forest; there's another race that focuses on mages and can build a dark portal type thing that randomly spawns demons to serve them; yet another race can't really build healers but researches rituals which can turn their god-emperor into the strongest unit in the game.

Admittedly, I don't have the design skills to rework all of the races, but here are a few examples of the types of thing I'm talking about as they apply to Fallen Enchantress:

1. Capitar gains the ability to bribe humanoid armies into their service on the strategic map. Gold cost is based on strength of the army. Their other ability (Legacy of Cerrane?) would need to let them generate more money than it does right now so they could actually afford to bribe enemy armies.

2. Umber's Serpent's Pact allows the faction to build a special building in their cities that will randomly generate serpentine soldiers (e.g., 10% chance per season to generate 3 ophidians). The strength of the NPCs generated should be based on city level. Endless Legion should synergize with this by reducing the maintenance cost of armies.

3. Kraxis cities and outposts receive free city walls and an extra defending militia.

4. Gilden's Master Smith ability allows them the ability to create Masterwork versions of all the weapons & armors they've researched (in addition to the regular versions). Masterwork equipment costs twice as much to make but is 50% better. I'd also like them to have a spell or innate ability that let them locate Gold, Metal, and Material nodes on the map, beyond their normal line of sight, it could be "Prospecting."

5. Pariden has The Decalon (an actual item in the game) which will occasionally provide a boon to the faction or carrier. Sometimes, it's a free piece of technology, other times it's a free spell, bonus exp, stat boost, etc.. Each type could have a bit written up so "By translating the ancient work of Ezmir, you..." They would also keep the 10% research bonus.

I think that creating more distinct factions will do a lot for the game and will be far more noticeable than AI changes or stuff that's behind the scenes.

Any thoughts?

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Reply #1 Top

I also prefer TBS games with different faction/units to TBS games with many customize options where in the end playing premade factions is pointless.

My favorite TBS is Birth of the Federation that has 5 factions and each one plays differently. Each faction expands and techs differently and their ships fight differently and use different tactics.

Ok, against AI not that different but that is because AI cheats but in MP you can harness the power of your faction to its fullest.

Federation has easiest time to get minor races (which provides you with early boost to tech) and medium power of ships good for orbital bombardment and soaking damage. They lose morale when waging wars. You grab as many minor faction as you can and use the period of the game where you have advantage to get ahead and stay ahead. Possible ally with another faction and achieve allied victory.

Ferengi can have crazy number of trade routs and other money generating structures and their ships are cheaper and weaker. This also makes them pretty good at diplomacy/bribes. They specialize heavily in torpedoes which is weak to attack small fast ships and they suck at orbital bombardment (but excel at removing all population from planets once defenses are down) but you field the biggest fleets of any faction. Grab minor factions with lots of cash, bribe other faction to leave you alone (and trade with you and as a result giving you a lot more money), field huge numbers of ships and win through numbers. They are also competent raiders (even got a ship called a raider :D).

Romulans have all combat ships cloaked and can get first strike in any combat where the other side has any ships without cloak. They have best intelligence together with Cardassians (this only comes into play in MP as AI gets bonuses against this) and have best research together with Federation. You play them as quick strike and raid while trying to outresearch your opponents and weaken them with intel. When you get an advantage you can switch to full time Intel and wrack mayhem with unprepared opposing factions (especially Klingon as they are weakest in Intel).

Cardassians get big bonuses on conquered planets. Their ships are best at planetary bombardment and best at taking punishment. They are slow moving dreadnoughts. Their Intel is up there with Romulans and you can win late game with Intel alone. They are weakest in early game when the game is about making allies and bringing minor faction to your side. Being aggressive while weakening your enemy with sabotage is the name of the game for Cardassia. You will especially want to conquer early minor faction that you know other factions will take and will give them an advantage.

Klingons have fastest ships and on average most weapons on them. Some of them even have cloaking. They gain morale fast through combat and conquering. Their intel and research and diplomacy suffer as a result. They are not that great at late game orbital bombardment but excel at raiding and conquering planets. With Klingons you win by establishing space superiority and then raid the enemy to bankruptcy or if in tech advantage bomb and conquer them (or just conquer lightly defended systems).

 

Why did I write all this (this is a short version of factions and tactics)?

1. I love this game and any chance to write something about it I will take :D

2. I wonder if in any future FE will have a chance for someone to write such a piece about different play experience with different factions.

Reply #2 Top

Faction/Champion differentiation is a universal desire by virtually all players as well as the devs. There's a lot of discussion  in the recent survey thread on the matter, where Brad mentioned it was a goal:

https://forums.elementalgame.com/418400

 

 

Reply #3 Top

Thanks for pointing me there, Bingjack!  

I looked through regular posts on the forum and didn't see much in the way of faction differentiation, I'm glad it's being discussed as I think it's really one of the few things holding the game back right now.

Reply #5 Top

Quoting drabhead, reply 4

i mentioned it and how to do it in a [0.77] thread but it got locked.
End of drabhead's quote

 

Probably because at this point, it's like saying "Suggestion: Make the game fun"

 

Theres no one who doesn't want this.  Its just a matter of where they can get by the time of release, and what might have to be addressed post launch.

 

 

Reply #6 Top

As far as equipment goes ...

Wraiths-> Vampiric Sword (heal life on strike)

Trogs -> Cloak of Iron hide (+ranged defense and ranged dodge, lower init or movement)

Tarth -> Forest Boots (no move penalty when in forest. +20% defense when in tactical battle in 'forest tile')

Altar -> Ring of Slaying (+10 attack vs Beast, Elemental, and Twisted)

Quendar -> Slaver's Ring (+2 gold per FIGURE killed)-> only one figure in the unit wears it (so no multiplication of production or gold)

Gilden -> Shield of Honor (replaces kite shield ... extra constitution(+4) and ranged dodge(+2))

Capitar -> Warlord's Cloak (champion only!) +25% hitpoints, +1 army initiative

Umber -> Ring of Shadows (+2 dodge, +1 poison attack)

Pariden -> Ring of Majesty (champion only!) +30% spell power

Kraxis -> Cloak of Cowardice/ Mana Shield Cloak? (+20% spell resist, +20% elemental damage reduction, -1 initiative)