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Truewhit

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Want to day dream about a new faction? Tell me about it! I love hearing other people's ideas. Now my idea is a faction inspired by the book man after man called the flesh weavers. All their units are organic and are genetically altered humans. That includes tanks, bikes, boats and flying transportation. Lots of body horror! All units are "naked" but don't have genitals due to all "citizens" being cloned. They are like a human ant colony. The heros "clothes" are actually skin and are grotesque with skin pockets and extra ears and hands. They give the player the vibe: "I have no mouth but I must scream".
 

Thrake

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A necromancer-like faction. Kind of like Frankenstein for the futurist/mad science feel. Defeating ennemies would earn you parts depending on the ennemy fought and these would be used as mods for faction units. For exemple beating kir'ko you could get the psionic shield ability of the kir'ko on your troops if you give them the relevant mod.
 

Quark02

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Might as well, there seems to be time until the next DD.

Discussed in the Discord by me, Fenraellis and Dr_K.
Marvins the Paranoid Androids - the lower the morale... the higher the damage output. Unhappiness is their weapon. More chance to fumble means more chance to ace it (more criticals?). Similar to the Halflings (more happy - less likely to die), but more aggressive (less happy - more likely to kill).
 

Truewhit

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Might as well, there seems to be time until the next DD.

Discussed in the Discord by me, Fenraellis and Dr_K.
Marvins the Paranoid Androids - the lower the morale... the higher the damage output. Unhappiness is their weapon. More chance to fumble means more chance to ace it (more criticals?). Similar to the Halflings (more happy - less likely to die), but more aggressive (less happy - more likely to kill).
Sounds like a unit.
 

Dr_K

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Sounds like a unit.

It wouldn't actually work as well if it was a single unit for anything more than a novelty due to the way that morale/happiness normally works. It has a possibility to work with Assembly depending on how much morale/happiness they ignore, but it would still be inverted for things that affect their happiness.

Adding that unit to stacks that are getting bonuses from support units or hero skills would be a complete waste of its potential since it would essentially reduce its effectiveness. The only way it would work is if morale bonuses were inverted when applied to the unit which would counter the idea in the first place.

The mechanic would work best as a different faction that has tech to demoralize units and cities, which could be needed to counteract any possible positive morale/happiness bonuses that could be applied. An initial ability would be similar to "Anti-"Bard Skills (Aspiring-but-untalented Bard Skills?). Thus, stacks would need to be mono-factional with the faction heroes. You could then add a faction mod that allows you to add the affect to other factions' units so that the morale mechanic could be applied to them as well to be able to make multi-factional stacks under a hero (probably would need another bonus on the mod since it consumes precious mod slot).

For settlements, the mechanics we've seen so far would more or less just be inverted. However, you could do something similar where you have "festival-like" events faster at the expense of normal productivity. As more PF settlement mechanics are revealed, I'm sure more ideas will flow.
 

Fluksen

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A necromancer-like faction. Kind of like Frankenstein for the futurist/mad science feel. Defeating ennemies would earn you parts depending on the ennemy fought and these would be used as mods for faction units. For exemple beating kir'ko you could get the psionic shield ability of the kir'ko on your troops if you give them the relevant mod.
Unfortunately we don't know much about the Assembly yet, but maybe they go a bit in this direction?

As for faction ideas: Maybe a form of self conscious AI nanobots that can have more than 6 units per stack (or if that is not possible then maybe each unit could split into 3 smaller versions on the combat map). Basically a robotic swarm intelligence faction.
 

Liberty_Valance

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That Frankenstein Robot faction would be awesome reminds of the movies Screamers 1995 or Virus 1999. I'm hoping the Assembly has a sky-net vibe to it. Like the amazons having a Predator vibe.

Factions i think would be cool -
* Greymen, stylized with the stereotypical classic kind complete with wacky puns of cow abductions and probing. A bit of comedy with world domination. (could be a good dwelling)

* Something extremely Paranormal not from this plain (eg. stranger things) akin to kirko but extreme Zerg like creatures, all non humanoid , heroes are just floating brains or something (no weapons or mounts).. Id like a system instead of converting/migrating you infect a city, Just go all out.

*Ancient Magic users, various directions here could be like marvels Asgard, or something like have gone mad from space (eg. Fireflies - Reavers, Event horizon, Chaos space marines), maybe like Ardent Mages from EL could be cool could be already in with the look of the syndicate. They could have a lot of interesting abilities and nice visuals.

Any creature races i'm also behind.
 
Last edited:

HousePet

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Assuming this isn't the Assembly already, an AI driven faction. All units and people are androids.

Some sort of Spacers faction. They evolved from people stuck in asteroid belts, space stations or deep space ships stuck when the Nexus collapsed.
They ended up adapting to low gravity, artificial environments and used virtual reality as their main source of entertainment.
They feel uncomfortable on planet surfaces and get a biochem weakness due to living in sterile environment for too long. They also tend to move slowly, even when supported with vehicles.
Their heavy use of virtual reality gives them some psionic resistance though and they get pretty good orbital support.
 

BloodyBattleBrain

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I'd suggest a derivative of the Go'auld from Stargate.

Symbiotic (well the tokra were symbiotic)/parasitic worms controlling Humans (or any sentient being)


Or the swarm race from independence day. This could have some really cool mechanics, based around mass exploitation of resources and *not* settling down and building colonies.

If you've played endless space 2 (and maybe 1?) The Cravers are based on these aliens, albeit with the usual required changes in origin etc.

Any new faction imho should hold to, then twist around, existing tropes.

For examexample , there is a trope of a slow but strong race, which is usually Dwarves and is now DVAR.

There is the trope of the jack of all trades, master of none race, usually Humans, now Vanguard.

The elven trope has been transmuted into Amazons.

I wouldn't want new races that are very similar to the existing.


I think the classic tropes are a rich mine to be exploited here.

So, tropes and mechanics and spice.

Any new faction imho should take that into account.

Trope - the vibe of the race. The one sentence summary, e.g. "Dwarves in space."
Note-it's not necessarily accurate. It's a short summary and so by definition will lack alot of nuance.

Mechanics - what makes them special in game. (So far the races are mostly differentiated by their damage output it seems, plus innately "expedited movement," so Kirko are mostly melee and amazonsgo through forests easier. We haven't seen how economics work yet so that could be another way to differentiate their mechanics)

Spice- similar to.mechanics, I'm using spice here to cover general gimmicks, e.g. how Haflings in AoW 1 started with Cavalry at tier 1. It made them feel different.

Think of it as twists to mechanics, not quite a trope or mechanic.

This is a good area to build some asymmetry. Like how the various militia units in AoW3 are pretty different. An icescaper can't be used the same as a cheetah or an initiate etc.

Imagine if the Assembly, for example, don't have a t1 scout unit (the Vanguard and kir'ko scout units are both flying) but instead have an innate radar ability, like the scanner from the terrans in Star craft. Costs energy, but has a decent range, reveals an area for a turn. Less risk than a unit, and allows you potentially to scan 3 or 4 sites in the same turn,but more expensive and needs to charge, and shows to everyone nearby which spot has been scanned.

Now some of these could be good npc factions, or even in game events.

The replicators from Stargate could be a cool end game/game ending event.

Some tropes can be shared. E.g. a swarming race could be both Kir'ko and Assembly.

Those are just some thoughts when considering what I would like from new races.


Lastly, space dragons need to be in. ☺
 

LennartGS

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Unfortunately we don't know much about the Assembly yet, but maybe they go a bit in this direction?

Yeah the Assembly are pretty much Frankenstein's cyborgs :)

Any new faction imho should hold to, then twist around, existing tropes.

Yep this is how we often approach things.

For possible expansion factions we're looking into more diverse ones after we've covered the bases. I mean thematically, but also in in terms of gameplay. Like how AoW Necromancers changed population management. Planetfall has more subsystems so there should be more possibilities. .
 

Truewhit

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Yeah the Assembly are pretty much Frankenstein's cyborgs :)



Yep this is how we often approach things.

For possible expansion factions we're looking into more diverse ones after we've covered the bases. I mean thematically, but also in in terms of gameplay. Like how AoW Necromancers changed population management. Planetfall has more subsystems so there should be more possibilities. .
I hope this request does not sound silly but are their any faction ideas that your team wanted to put in the game but the idea just wasn't strong enough or it just didn't work mechanically?
 

BloodyBattleBrain

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I hope this request does not sound silly but are their any faction ideas that your team wanted to put in the game but the idea just wasn't strong enough or it just didn't work mechanically?

I'm not a games developer, but if it anything like writing a story, or even an essay or a review, there are *many* iterations.

In my head, I imagine they had a brainstorm in their studio that covered the entire wall, with maybe 20 faction ideas, which became 6 factions and 6(?) dwellings.


They are fond of the number 6...
 

Dr_K

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I always wonder how these companies still have the building standing after a brainstorming session...
Surely that is their equivalent of a wild rave party?

That's why you brainstorm at a pub instead. Then you just hope that everything good is remembered by at least one person. Or that you keep all of the relevant napkins! :D
 

LennartGS

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That's why you brainstorm at a pub instead. Then you just hope that everything good is remembered by at least one person. Or that you keep all of the relevant napkins! :D

Generally the ideas born from drinking nights do not turn so well when daylight, the headache and reality sets in :) (except when making something like Overlord)
 

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In terms of factions I've often found that asymmetrical balance, while the most difficult, is by far the most rewarding for a game's longevity. I've also noticed that currently some of the races seem to have some overlap. Vanguard seem to have a focus on ranged, but with more mobility mixed in. DVAR space dwarves seems like they will be really high on the defense and hard on the hitting. So I'm expecting likely some pretty tanky frontliners with some crazy cannon like tech for backup E.G. something similar to the vanguard's mechs. Maybe even they mix the two and have them more so using something like power armor? Dwarves in suits of power armor with mounted melee weapons/shields would make amazing front line usage; mounting some guns on such a power armor platform would mean it would still be hard hitting, but not as crazy powerful as say something like the Vanguard tanks/mechs. That way Vanguard could still reign supreme kind of deal in the long range firepower and mobility, whereas the DVAR exchange that mobility and some ranged firepower for more sustainability.

On the topic of other races I'd really like to see more about how the psionic stuff will play in the other races. My assumption for things like psionic in a futuristic setting would be akin to them being able to create force field(s) around a selected unit to reduce say incoming ranged damage. Maybe ones to do a single target high damage strike or some form of debuff like confusion or blindness, etc. Even possibility of "charming/converting" a unit for a given number of turns. What they would lack in physical and ranged capabilities would be made for with the large variety of things their psionic powers could do.