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Diplomacy

diplomacy heroes mod josh6

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#1 josh6

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Posted 15 September 2014 - 03:14 PM

Hi all

Something I would love to see implemented in the future would be the use of diplomacy.
Theres been many times Ive attacked independent systems and had to to destroy their forces. I would always wish you could persuade them to be an ally. This would also make heroes like Mon Motha much more important for the early rebels.
This feature could add a new dimension to the campaigns. For instance, the rebellion could start with only a handful of planets (in GFFA) and resistance cells around the galaxy on imperial planets ( This could be done by generating stealth fleets of basic rebel soilders or resistance fighters). For the rebels to gain a foothold in the galaxy, leaders would negotiate with independent planets for support and use the splinter cells for sabotage.
I see this as a much more realistic opening for the Rebellion rather than immediately fighting the much stronger Empire- an Empire who would still have much of the holdings of the former Republic as well as military.

On the other hand, the Empire can use diplomacy in three ways:
1. Lobbying for support like the rebels. Free support- more difficult to do. The historical affiliation of a system (in the books) would play a big part in deciding is they join or not

2. Buying a systems alliegence. There, of course would be a hefty fee for the acquisition of military forces, but it is immediate instead of waiting for ships to build. You would also get space/ground facilities

3. Receiving money from a planet for protection. For instance, after a space battle is won over an independent planet, there could be an option to receive a large sum of money without invading the planet. This would act like smuggling credits for the rebellion. By doing this, the hyperspace lanes would be under your control also. Protection could also bring more importance on Sectors and Sector Fleets. After all, the Empire were not just against the Rebellion but also against pirates and much of its time was spent defending its holdings.
Both sides could benefit from proctecting other planets

I think Diplomacy could add another great dimension to campaigns because there is more to war than holstile acquisitions.

Side note: I don't know is this is possible but is there away to use a stealth force to take a planet and not have the space staions above destroyed? It would add alot more difficulty to the game. Right now taking planets by spamming it with steath platoons of troops is too easy. Maybe by taking a planet first you eliminate the risk of planetary weapons in an eventual space attack. Also, space above the planet would be a place for forces to retreat to and re-group. I have a feeling that might be a difficult thing to do as farbas programming but maybe it isnt

Thanks

Edited by josh6, 15 September 2014 - 03:18 PM.


#2 megabalta

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Posted 15 September 2014 - 04:41 PM

This is the closest I could get (in theory) to diplomacy with existing game mechanics. Only one side could be effectively used as an expansion faction,and use the built in corruption options however, which in my line of thought would be the rebels.



#3 josh6

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Posted 15 September 2014 - 07:54 PM

I like it alot
I agree with you, the Rebellion should not be equal in force to the Empire. Not ever really. It is said that the Imperial armada consisted of millions of ships including thousands of ISDs

Thats a big step in the direction of the guerrilla tactics of the rebellion.

Also I think it should be noted that the Rebellion started at around 19-18 BBY with the Eleven
http://starwars.wiki...wiki/The_Eleven

If historically this is to be followed, the rebellion would start out with just the planets Bellassa and Ussa and the Empire most of the galaxy

Did anyone follow through with your idea? Or can this be easily modded in?

And I really like your PR overhaul ideas

#4 megabalta

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Posted 15 September 2014 - 08:20 PM

Good to hear.

PR has a variety of campaigns, ranging from 20 BBY to around the Thrawn attack. Some of them follow storylines (according to the background story at the start, and the planets and heroes present), some of them don't. Personally I'd like to play the strict civil war era seen in the movies (4 BBY-Endor), or maybe until the Thrawn offensive. The games own time is also attuned to simulate a shorter period, an average campaign lasts between 60-160 weeks (roughly 1-3 years). Research, developement and unit building times are/could be also attuned to this more easily. Smaller sector sized galactic conquest maps (20-30 planets) and maps with only one starting planet were also suggested to the team.

 

Pulling the expansion faction overhaul would be a rather large enterprise, I'd certainly not try it alone. If the team would support the idea, or some capable modders would join in to make it as a submod, it could be made relatively quickly though.


Edited by megabalta, 15 September 2014 - 08:22 PM.


#5 P.O._210877

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Posted 16 September 2014 - 07:25 AM

I've discussed this with PR some years ago and it wasn't on the agenda then. We'll see what the future holds.

 

I think that using the Consortium as a template for the rebels would mean that the rebellion would loose it's ion bombardment (hardcoded to faction). I could be mistaken it's been awhile since I've given much thought to that idea.

 

When the next version comes out I'll, maybe, delve into this topic further.


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#6 josh6

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Posted 16 September 2014 - 01:32 PM

Ok. Thanks for the consideration



#7 evilbobthebob

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Posted 16 September 2014 - 03:40 PM

While diplomacy options of some kind would indeed be lovely, the game engine has very very limited support for that kind of thing. As megabalta says, the closest is the "corruption" system, which is currently earmarked for possible pirate factions in PR.


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#8 Hanti

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Posted 29 September 2014 - 03:38 PM

There is political system in game mechanics that can be used.

<Political_Control_Change_Time_Seconds>600</Political_Control_Change_Time_Seconds> In standard game this is 7 seconds.

If you connect it with <Political_Control>0</Political_Control> value and <MaximumPoliticalControl> 5 </MaximumPoliticalControl> you can adjust planet production of units.

Let's say it will not produce units until level 3 of political control will be obtained.

Maybe it is possible to correlate <Affiliation>Rebel</Affiliation> with <Political_Control>x</Political_Control> so rebel stealth unit on orbit would produce rebel political control on imperial world decreasing imperial political control thus making producing imperial unit unavailable for a time being. I did not test the last one though.





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