Suggestion for campaign-plot of 4th Succession War expansion.

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AngeliDiAvanti

Second Lieutenant
Jun 11, 2018
133
3
If their next expansion is indeed the 4th Succession War (and not something before), what could the plot be?
- The plot should leave the player some freedom for own decisions.
- The plot should raise the stakes over time.
- The plot needs to have a defined end, a final mission.



Technical changes:
- Your unit is actually using and exhausting supplies (ammo, armour, spare parts...) during the game. Which you have to restock.



The campaign:

- You are the 2nd St. Ives Lancers of House Liao. After a failed invasion of the Duchy of Andurien, your unit is still rebuilding, you have only been assigned green pilots and you have fallen from grace with the Chancellor.
(There is no hard data on what the 2nd St. Ives Lancers did during the 4th SW. It could have been anything.)

- The starmap is a map of the Capellan Confederation, consisting of many systems.

- As the 4th SW begins, several of these systems at a time come under attack by the AFS of House Davion. Your unit gets assigned as an expendable rapid-response force.

- It is your duty to defend as many planets as possible for as long as possible. Every planet has a meter how close it is to being conquered.

- However, there will eventually come a breaking-point: Over time so many planets will come under attack that you will start losing planets, slowly but surely, no matter what you do, because you cannot be everywhere. The best you can do is slowing the AFS down.

- The gameplay-reason for defending planets is that your unit gets a bonus from this planet as long as the CapCon holds it. (Cheaper prices, support from AI-units, access to certain weapons...) As the CapCon loses planets, it gets harder and harder for your unit to buy Mechs/ weapons/ammo, to call in AI-units, to use jump-routes...

- The campaign alternates between optional random missions and campaign-missions.

- Over the course of the campaign you have to decide: Do you stay with the CapCon, ruled by the brutal Chancellor Maximillian Liao? Or do you turn traitor and join the secession of Candace Liao and the St. Ives-region?

- The BIG DECISION is: Do you play the campaign fast or slow?
If you play the campaign fast, you reach the final mission with lots of planetary bonuses, but with inexperienced pilots and very little salvaged material.
If you play the campaign slow, you reach the final mission with few or no planetary bonuses, but with good pilots and lots of salvaged material.






* The campaign is replayable, because every single planet held or lost means different circumstances for your unit. We could even have two ends: Whether you stay in the CapCon or whether you join the St. Ives Compact.

* It goes seamlessly into open-ended post-campaign game: You continue defending and reconquering planets.
 
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