Reposting this from a neighboring thread because I feel that I must share my idea.
I have a feeling that one of the upcoming factions will be heavily tied to water/oceans, considering the amount of water sectors prevalent in most map modes. Personally I'd love that, currently water sectors feel like a nuisance, an obstacle to be overcome. This would give them more meaning and make games more interesting.
Maybe an amphibian race of space merfolk or reptiles?
Here's what I have in mind:
• You start as aquatic-only race with a colony in the middle of the ocean. Your units and heroes have great movement in the water, but can't go on land.
• Terramorphing option in the research tree that allows to flood coastal sectors and expand oceans. Instead of roads they use rivers/ocean currents.
• You can research "landwalking" the same way as other factions research ocean travel via ships, except your units and heroes gain the ability to go on land — either by foot or in giant portable watertanks (either mechanical or organic).
• Units consist of several core race "specialists" and various aquatic creatures, think marine biologists and their lovely pets.
• Weapon-wise they could use Biological/Arc (masters of sea storms) or Biological/Psionic (but then we already have Kir'ko with the same set). Not sure about this.
A couple examples that come to mind are the Naga from WoW (reptilian authoritarian faction led by glorious Queen Azshara, fairly xenophobic, strong ties to dark magic); the Morgawr from Endless Legend (manipulative psionic species who were ruthlessly experimented on but managed to escape); Merfolk and aquatic elves from D&D.
I have a feeling that one of the upcoming factions will be heavily tied to water/oceans, considering the amount of water sectors prevalent in most map modes. Personally I'd love that, currently water sectors feel like a nuisance, an obstacle to be overcome. This would give them more meaning and make games more interesting.
Maybe an amphibian race of space merfolk or reptiles?
Here's what I have in mind:
• You start as aquatic-only race with a colony in the middle of the ocean. Your units and heroes have great movement in the water, but can't go on land.
• Terramorphing option in the research tree that allows to flood coastal sectors and expand oceans. Instead of roads they use rivers/ocean currents.
• You can research "landwalking" the same way as other factions research ocean travel via ships, except your units and heroes gain the ability to go on land — either by foot or in giant portable watertanks (either mechanical or organic).
• Units consist of several core race "specialists" and various aquatic creatures, think marine biologists and their lovely pets.
• Weapon-wise they could use Biological/Arc (masters of sea storms) or Biological/Psionic (but then we already have Kir'ko with the same set). Not sure about this.
A couple examples that come to mind are the Naga from WoW (reptilian authoritarian faction led by glorious Queen Azshara, fairly xenophobic, strong ties to dark magic); the Morgawr from Endless Legend (manipulative psionic species who were ruthlessly experimented on but managed to escape); Merfolk and aquatic elves from D&D.
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