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TheGrinningMan

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Long day at work, so... I had an idea to sketch out a full faction that was essentially punk, without stepping too hard on the Spacers' and Assembly's aesthetic turf. Less "aesthetically punk", more focused on "punk ideals"; a very DIY, anti-authoritarian bunch, grubby but surprisingly idealistic under the dirt and the cussing.

Short version: Tartarians. Quartzite-infused space orcs, anarchistic descendants of convicts and political prisoners. Laser and arc weapons, close range debuffers who use enhanced versions of less-lethal weapons and Quartzite abilities at higher tiers.

Among the worlds left stranded when the Star Union fell was the prison colony of Tartarus, used to memory hole political dissidents and actual criminals alike. Though nominally a labor camp, any reasonably intelligent person would note that the actual productivity of Tartarus was abysmal; manual labor is not an efficient form of production for a sprawling FTL empire. In truth, the prison was a ground for all sorts of horrendously unethical experiments. Every secret tech was represented by at least one lab on the prison world, and in addition, there were unique experiments to integrate Quartzite into the human body.

And then the lights went off. The guards didn't last long. Brutality ruled for a time, but the political dissidents held on to the light of their ideas, preserving them to be rediscovered when a new civilization inevitably formed.

The Tartarians look nothing short of evil; their skins are cast in unnatural shades, and crystalline growths sprout from their skulls in horns, crests, and crowns. (Some units may have more divergent manifestations of the Quartzite.) Heroes are pierced and tattooed more often than not, while their vehicles and cities are dark, ramshackle, bedecked with sharpened crystals in various malevolent shades, and decorated with graffiti. But the dissidents' efforts weren't in vain; while it varies from hero to hero, the Tartarians typically take care of their own, in a rough, clannish way. This compassion may or may not be extended to others, but on the whole, you're better off trusting a Tartarian than, say, the Syndicate or Assembly.

The Tartarians specialize in arc weapons, which work well with both their altered biologies and the tools of discipline and torture once meant to keep them under control. (Tartarian psynumbra units might take advantage of the latter as well.) These weapons aren't particular powerful or long range, but they deliver debuffs in addition to damage, and Tartarian soldiers frequently have toys like electrified nets to further control their foes. In addition, they've learned how to produce laser weapons. Though typically used as most use laser weapons, to sear holes in things, some of the laser weapons reverse-engineered from prison guard models have a "submission" setting that widens the arc with a less penetrating wave of heat, searing the flesh of biological and cybernetic units as a further way of debuffing enemies, particularly clustered ones.
 
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Truewhit

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Agreed. Enough furry races. An amphibian focused race would be great, like we had lizardmen in aow1, all units except one could walk over water. (The one unit that couldn't was the salamander, made of fire)

@Thruewit I like the idea of greys.
Frog people with a bit of lovecraft "Doom that came to Sarnoth" whould be perfect.
 

Zenicetus

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My main hope for new factions is that they're far-out aliens and not humanoids. There are enough humanoids in the game already. And no Earth animal derivatives either, like cat people, lizard people, crab people. It's all been done before. Get creative with sentient crystals, or swarms of nanites, or machines that aren't even remotely humanoid in shape.

Take a look at some of the alien concepts in the Endless Space series. Not to copy, but to see the potential of being creative in alien design ideas, so you're not just repeating what's been done before. Amplitude leans heavily on humanoid-derived forms in their games, but they're not all like that. The Unfallen, Riftborn, and some of the minor factions like Amoeba, Sowers, and Harmony have unusual and interesting themes in their design.
 

Truewhit

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My main hope for new factions is that they're far-out aliens and not humanoids. There are enough humanoids in the game already. And no Earth animal derivatives either, like cat people, lizard people, crab people. It's all been done before. Get creative with sentient crystals, or swarms of nanites, or machines that aren't even remotely humanoid in shape.

Take a look at some of the alien concepts in the Endless Space series. Not to copy, but to see the potential of being creative in alien design ideas, so you're not just repeating what's been done before. Amplitude leans heavily on humanoid-derived forms in their games, but they're not all like that. The Unfallen, Riftborn, and some of the minor factions like Amoeba, Sowers, and Harmony have unusual and interesting themes in their design.
The problem is that any factions have to be related to the star Union or be former citizens of the star Union as well as humanoid.
 

Zenicetus

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The problem is that any factions have to be related to the star Union or be former citizens of the star Union as well as humanoid.

Yeah, I get that the Kir'ko are included as former slaves, but there could be a few ways to include new non-humanoid factions without breaking the existing lore. Nanite swarms, silicon life forms, or non-humanoid machines could be rogue tech from the Star Union planets during the cut-off period. The classic "experiment gone wrong" that wipes out a former human colony and takes over. The current Growth and Automon NPC's are already sort-of in this category.

Another way to fit into the lore, is that the new wormholes that are opening and allowing star travel again, are also opening new paths to star systems that were previously unknown to the Star Union. So you meet an existing sentient alien race that wasn't contacted before. The NPC Psi-Fish are "Mysterious floating aliens that have become more prevalent after the collapse," so they might already be in this category.

I would just hate to see the game locked into a design where we only get one truly alien faction, and everyone else is some variant on a human. That really limits new faction designs and back-stories.
 

TheDarkMaster

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Yeah, I get that the Kir'ko are included as former slaves, but there could be a few ways to include new non-humanoid factions without breaking the existing lore. Nanite swarms, silicon life forms, or non-humanoid machines could be rogue tech from the Star Union planets during the cut-off period. The classic "experiment gone wrong" that wipes out a former human colony and takes over. The current Growth and Automon NPC's are already sort-of in this category.

Another way to fit into the lore, is that the new wormholes that are opening and allowing star travel again, are also opening new paths to star systems that were previously unknown to the Star Union. So you meet an existing sentient alien race that wasn't contacted before. The NPC Psi-Fish are "Mysterious floating aliens that have become more prevalent after the collapse," so they might already be in this category.

I would just hate to see the game locked into a design where we only get one truly alien faction, and everyone else is some variant on a human. That really limits new faction designs and back-stories.
Don't forget the Assembly in the category of experiment gone awry. It's actually hard to find examples of stuff that doesn't include some kind of crazy Star Union experiment in the lore.
 

Zenicetus

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That would be way OP.

An Uplifted Dire Penguin Faction would be lots of fun though. Imagine tamed Walrus as melee heavies with light-saber tusks. And then a Tier 3 unit that's a tamed Killer Whale floating in a gravity harness with rocket launchers strapped on, and a penguin controller riding on top.

That shoots down my complaint about not having any more Earth-based animal factions, but hey... if the game is going over the top with sci-fi goofiness, then why not.
 

Draxynnic

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Long day at work, so... I had an idea to sketch out a full faction that was essentially punk, without stepping too hard on the Spacers' and Assembly's aesthetic turf. Less "aesthetically punk", more focused on "punk ideals"; a very DIY, anti-authoritarian bunch, grubby but surprisingly idealistic under the dirt and the cussing.

Short version: Tartarians. Quartzite-infused space orcs, anarchistic descendants of convicts and political prisoners. Laser and arc weapons, close range debuffers who use enhanced versions of less-lethal weapons and Quartzite abilities at higher tiers.

Among the worlds left stranded when the Star Union fell was the prison colony of Tartarus, used to memory hole political dissidents and actual criminals alike. Though nominally a labor camp, any reasonably intelligent person would note that the actual productivity of Tartarus was abysmal; manual labor is not an efficient form of production for a sprawling FTL empire. In truth, the prison was a ground for all sorts of horrendously unethical experiments. Every secret tech was represented by at least one lab on the prison world, and in addition, there were unique experiments to integrate Quartzite into the human body.

And then the lights went off. The guards didn't last long. Brutality ruled for a time, but the political dissidents held on to the light of their ideas, preserving them to be rediscovered when a new civilization inevitably formed.

The Tartarians look nothing short of evil; their skins are cast in unnatural shades, and crystalline growths sprout from their skulls in horns, crests, and crowns. (Some units may have more divergent manifestations of the Quartzite.) Heroes are pierced and tattooed more often than not, while their vehicles and cities are dark, ramshackle, bedecked with sharpened crystals in various malevolent shades, and decorated with graffiti. But the dissidents' efforts weren't in vain; while it varies from hero to hero, the Tartarians typically take care of their own, in a rough, clannish way. This compassion may or may not be extended to others, but on the whole, you're better off trusting a Tartarian than, say, the Syndicate or Assembly.

The Tartarians specialize in arc weapons, which work well with both their altered biologies and the tools of discipline and torture once meant to keep them under control. (Tartarian psynumbra units might take advantage of the latter as well.) These weapons aren't particular powerful or long range, but they deliver debuffs in addition to damage, and Tartarian soldiers frequently have toys like electrified nets to further control their foes. In addition, they've learned how to produce laser weapons. Though typically used as most use laser weapons, to sear holes in things, some of the laser weapons reverse-engineered from prison guard models have a "submission" setting that widens the arc with a less penetrating wave of heat, searing the flesh of biological and cybernetic units as a further way of debuffing enemies, particularly clustered ones.
Arc and Laser are a problematic combination, since neither has mods that can adjust the damage type, making a race that is limited to these two easy to counter.

As one alternative to lasers for the theme of weapons for controlling prisoners, Biochemical might be a possibility, representing drugs and gas that was used to pacify the prisoners. This still has a problem with damage channel variety (since Biochem has an Arc channel mod, but not, IIRC, any other channel mods), but if you also throw in some units that naturally generate fire (due to quartzite ancestry) and melee units dealing kinetic damage, that offers four channels in total, which is comparable to the Amazons (who have access to Thermal, Biochemical, Arc through Biochemical mods, and limited access to Kinetic).

A second alternative could be Explosives, currently limited to the Dvar: thematically, this covers things like flash grenades and concussion bombs that could be used to non-lethally suppress crowds of prisoners, and I could see this group having a liking for blowing things up. Mechanically, it opens up the Kinetic and Thermal damage channels.
 

King of Zoot

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I have another one: Hologhosts

People who were logged into the VR internet when the cataclysm happened. Their bodies died but their minds live on in the decaying planetary networks. They interact with the real world through little projector drones that create solid projections of their avatars. Their avatars might look pretty crazy because of the internet and 2 centuries of network degradation.

Their special ability would be holoshields that block different types of damage and the ability to shape shift into different projections.
 

Zenicetus

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I am curious why an Alien faction is do desired. What is wrong with more genetically modified humans?

My main reason for desiring more aliens instead of modified humans, is that Planetfall is an asymmetric strategy game where factions are different from each other. That's one of the most appealing things about it, compared to say Battletech or Beyond Earth where the factions aren't very different. Alien factions have more potential to be VERY different from each other, and from the human-based factions.

If it's limited to just humans and "humanoids," then it's too easy to fall into using tired sci-fi tropes like cyborgs, space elves, cat people, etc. It may be easier for some players to relate to, because we've seen that kind of thing for years, but personally I like seeing unique, original faction designs. The potential for weird and interesting designs and technology is just much higher with alien factions.
 

TheDarkMaster

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My main reason for desiring more aliens instead of modified humans, is that Planetfall is an asymmetric strategy game where factions are different from each other. That's one of the most appealing things about it, compared to say Battletech or Beyond Earth where the factions aren't very different. Alien factions have more potential to be VERY different from each other, and from the human-based factions.

If it's limited to just humans and "humanoids," then it's too easy to fall into using tired sci-fi tropes like cyborgs, space elves, cat people, etc. It may be easier for some players to relate to, because we've seen that kind of thing for years, but personally I like seeing unique, original faction designs. The potential for weird and interesting designs and technology is just much higher with alien factions.
I actually like the current setup. Very few sci-fy approach things from the perspective of humans being THE kings on the block. Most realistic approaches to the future of humanity and technology have to tackle the idea of meta humans, whether that be through genetics, cybernetics, full digitization, or our creations. It's very likely that we'll see a huge variety of different human factions in the future with their own approaches and ideals on these things. Especially with the huge distances involved between star systems, there's no way to enforce one ideology or approach to these things.

Even though Planetfall is a fantasy sci-fy story, with it's psionics and magic technology like FTL, it approaches the concept of future humanity is a much more realistic and interesting way than most sci-fy stories do. Adding a whole slew of new alien races would undermine that. Especially any that have advanced technology either on par with or beyond that of the Star Union. We're firmly in the realistic category of apes or angels for aliens right now, and it's fantastic!
 

Ethorin

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Arc and Laser are a problematic combination, since neither has mods that can adjust the damage type
yeah but Static Buildup, give them a solid ranged repeater early and watch the stacking damage amp rip enemies apart

recently had a naval fight between some Storm Waders with Static Buildup and three Engulfer's and three Transcendent's and my Storm Waders stacked static buildup on the engulfers so hard that by the time the Transcendent's died my Storm Waders would one volley the Engulfers, killed two of each on one turn.

also what even has resistence to both Arc and Thermal?
 

Draxynnic

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yeah but Static Buildup, give them a solid ranged repeater early and watch the stacking damage amp rip enemies apart

recently had a naval fight between some Storm Waders with Static Buildup and three Engulfer's and three Transcendent's and my Storm Waders stacked static buildup on the engulfers so hard that by the time the Transcendent's died my Storm Waders would one volley the Engulfers, killed two of each on one turn.

also what even has resistence to both Arc and Thermal?
Mods. Amazons, for instance, can make themselves a real pain for early-game Syndicate by using Grounding Harnesses, and if you couple that with the Instinct Controller Module (or whatever it's called exactly), you can get resistance to the Psi channel as well. Syndicate can counter that, however, by using psionic mods that switch their psionic channel units to use Thermal or Biochemical (Flames Focus and Venom Focus, I think?).

Off the top of my head, I don't think it's possible to get both arc resistance and thermal resistance mods from the same source, but a Promethean who dips a little into the Amazon tree (Grounding Harness is a pretty early Amazon mod) can fairly easily get resistance to both through mods, and there may be others I'm not remembering off the top of my head.
 

TheGrinningMan

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I am curious why an Alien faction is do desired. What is wrong with more genetically modified humans?

Properly done, Truly Aliens factions are actually really fun; take the Riftborn of Endless Space 2, for instance, always fun to play. It's just not really what Planetfall is about, though; the story theme seems to be a lot about the consequences of humanity's actions and sins, which is why there are so many modified humans, so many bastard children of the Star Union picking over the bones of their ancestors (or former slavers, for the Kir'ko).

Arc and Laser are a problematic combination, since neither has mods that can adjust the damage type, making a race that is limited to these two easy to counter.

As one alternative to lasers for the theme of weapons for controlling prisoners, Biochemical might be a possibility, representing drugs and gas that was used to pacify the prisoners. This still has a problem with damage channel variety (since Biochem has an Arc channel mod, but not, IIRC, any other channel mods), but if you also throw in some units that naturally generate fire (due to quartzite ancestry) and melee units dealing kinetic damage, that offers four channels in total, which is comparable to the Amazons (who have access to Thermal, Biochemical, Arc through Biochemical mods, and limited access to Kinetic).

A second alternative could be Explosives, currently limited to the Dvar: thematically, this covers things like flash grenades and concussion bombs that could be used to non-lethally suppress crowds of prisoners, and I could see this group having a liking for blowing things up. Mechanically, it opens up the Kinetic and Thermal damage channels.

Y'know, the explosives idea would work perfectly thematically, and it would also deal with the mechanical issues you brought up. I like it.

...also what even has resistence to both Arc and Thermal?

It's remarkably specific, but Promethean Assembly comes to mind; an Assembly purifier walks out, before mods, with 2 resistance to both. And sure, most of the other Promethean stuff doesn't like being zapped, but they can still slap PyrX Absorption Panels on any Assembly cyborgs they're willing to invest cosmite into.