Poll

Do you think there should be more factions?

yes
28 (82.4%)
no
6 (17.6%)

Total Members Voted: 2

Voting closed: 26 October 2005, 20:49:40

Author Topic: -Factions-  (Read 14339 times)

audio_park

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-Factions-
« on: 26 October 2005, 20:49:40 »
Does anyone know if the makers of Glest will make any new factions to download? The came could use some more. 8)
« Last Edit: 1 January 1970, 00:00:00 by audio_park »

eddy

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« Reply #1 on: 27 October 2005, 19:26:40 »
Would be nice indeed, but judging the story, I kinda doubt the makers would make them.. Balancing would cause more problems too. But the ones making the new units are almost done, and they should be kept busy, right? :p
« Last Edit: 1 January 1970, 00:00:00 by eddy »

@kukac@

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topic
« Reply #2 on: 28 October 2005, 12:10:22 »
if you make a new faction, then thats ok
« Last Edit: 1 January 1970, 00:00:00 by @kukac@ »

maheshjr2000

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« Reply #3 on: 29 October 2005, 20:51:34 »
well yes because with a new faction gameplay style could be changed.
« Last Edit: 1 January 1970, 00:00:00 by maheshjr2000 »

alexjustdoit

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« Reply #4 on: 30 October 2005, 03:00:38 »
Im making some right now.

P.S. For my work to work I need some RTS buildings that look kina drap cause im making undead guys.Please feel free to send me other buildings so I can make even MORE factions.  :)
« Last Edit: 1 January 1970, 00:00:00 by alexjustdoit »

CL-1

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« Reply #5 on: 15 November 2005, 01:31:00 »
Hi folks,

New here but I'll stick my oar in.  I think glest probably does need a couple of extra factions.  2 more would be good, maybe 3 max.  Without one or two more factions glest won't feel like a full, rich and complete game.  Having spent a lot of time with wesnoth it has a lot of factions (8?) but the trouble with introducing or maintaining many factions is that balancing them takes a long long time.  Just a small change to redress the balance between two factiosn can cause knock on effects with the balance of those factions and all the others.

I don't think the solution is for both factions to have many, many more units and buildings.  That will quickly lead to a situation where the factions are so complex that all tactics can't be predicted and tested and as a results there may well be unforseen cheap way to win.  So it's good to keep factions relative small and obvious.

If new factions are added then I think it's important that they're not just a a race-by-numbers faction.  If one of the other factions are something like "orcs", "dwarves" etc... Then glest will run the risk of just becoming yet another generic RTS.  The current divide of Tech Vs Magic suggests something much more clever than just the usuall Orcs Vs Humans.  I think Coz is right, another faction could well be something along the lines of aspiritual/holy/church faction as that would be a good complement to Tech and Magic.

With regards an undead faction I don't think that makes much sense.  If deamons are something to be summoned by the Magic faction why would undead be a seperate faction?  Why wouldn't undead summoning be part of the magic faction's abilities?
« Last Edit: 1 January 1970, 00:00:00 by CL-1 »

theLostShirt

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« Reply #6 on: 15 November 2005, 17:33:27 »
Quote from: "Aldoo"
... Hey, and why not some non-playable factions that would not need to be as complete/consistant as the playable ones ? That could be neat for more interesting campaigns.


I would leave that to modders if I were a developer ;)
« Last Edit: 1 January 1970, 00:00:00 by theLostShirt »

CL-1

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« Reply #7 on: 15 November 2005, 18:48:34 »
Quote from: "audio-park"
I think a campaign is also in need
A Campaign mode is a good idea and requires some thought, some of which is relevant to the talk of factions.  

1) Would you build a campaign mode for every playable faction?
2) Or would you have a standard campaign and you get to pick which faction to play through it as?
3) Or would the campaign mode have you playing as maybe Tech in a long war against Magic with occasionaly battles against/with the other factions?

1 would be the most work to implement.  2 doesn't seem sensible balancing a campaign and individual level difficulty for 1 faction might not yeild playable/fun levels for other factions.  To me an option like 3 seems most sensible and leaves the other playable factions as only be available in mutliplayer or free play modes.

Of course 1 could well be realised if a campaign editor was released but such a tool would be an incredible amount of work.

Anyway these are just thoughts the game is already pretty awesome.
« Last Edit: 1 January 1970, 00:00:00 by CL-1 »

thefinalstrike

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« Reply #8 on: 11 December 2005, 06:39:02 »
This is Glest, not spacecraft. But I would agree to what one of these Guests wrote: Put in Dark magic as an extra faction (maybye with a unit a bit like the archmage with a special power "mind control" at huge EP cost?). And as an addition to tech, why don't you put in "vikings"?
« Last Edit: 1 January 1970, 00:00:00 by thefinalstrike »

martiño

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« Reply #9 on: 12 December 2005, 23:56:46 »
Spacecraft? how can someone misspell the name of one of the best games ever?...

S T A R C R A F T
« Last Edit: 1 January 1970, 00:00:00 by martiño »

Frigo

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Re: RPG sucks like all of them!
« Reply #10 on: 20 January 2006, 18:00:25 »
Quote from: "lil' BIGGIE"
the only thing I can say that WON'T enjoy is role-playing games.

Too long, with too much lvling up to do = boring and not cool :cry:
I think i'm emotional... (no, being sarcastic :shock:  :mrgreen:        
good vs. evil is such an old concept to be unconsidered

it's all about the way of life in constant struggle with the rest, yeah!


I must disagree with you. Putting only one element of RPGs won't turn the entire glest into an RPG.

On the other hand, the "evil vs good" concept can well exploited (Necromancers vs the original magic), and can result in a very interesting faction set-up. (what you understand on "evil" and "good" is up to you - but killing innoccents in an extremely brutish and merciless way, and raising deads and spirits whom you control with pain or any such is definitely "evil", while healing and protection is definitely "good"; the only difference that evils are "permitted" to use the tools of the "goods")

and yes, magic vs tech is too an old concept!
(if you like this concept, try the RPG called Arcanum, which is one of the longest and best RPGs ever made  :wicked: )
« Last Edit: 1 January 1970, 00:00:00 by Frigo »

Silent

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« Reply #11 on: 22 January 2006, 19:36:42 »
Quote from: "Frigo"
Hello. I know it is very difficult, but you really could put "evil magick" and "evil tech" factions (like those "scientists")...
(it will be a little rpg-smelly :) )

Why?
 - designing an entire new faction is hard
 - modifying existing ones aren't (so much)
 - it is VERY exciting to be a goody-two-shoes or a smelly badass


I can do that. I am doing that right now with my "Science" faction which I am trying to rebuild, since I lost it. It will take time, but it will be done. After that, I may try an "evil magic" faction...(The Guardians).

Stay tight. A new faction is coming soon...(assuming I don't put it off till the end of mankind).
« Last Edit: 1 January 1970, 00:00:00 by Silent »

fireborn

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« Reply #12 on: 23 February 2006, 02:32:55 »
Quote from: "Silent"
Stay tight. A new faction is coming soon...(assuming I don't put it off till the end of mankind).


you won't put off, eather for the best of it, or the best of YOU :lol:  :lol:

don't get offended by my type of humor
« Last Edit: 1 January 1970, 00:00:00 by fireborn »

mattions

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« Reply #13 on: 23 February 2006, 14:45:49 »
My two cents.

Now there are Tech vs Magical.

Would be ok another like

Science vs Nature.

To sum up

Tech vs Magical vs Science vs Nature.

The only weakness that I see is the too close distance between Science and Tech, but It would be fixed with a smart built of the Science faction.



A Tech tree like for the other one with some differences to the end of the tree.
« Last Edit: 1 January 1970, 00:00:00 by mattions »

Lord_Don

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« Reply #14 on: 23 February 2006, 15:23:52 »
I think the Glest developers themselves should stick with the Tech vs. Magic factions and continue to only work on them and the engine itself.

They've made the engine open enough to allow anyone to create their own factions and the Glest community should be where the new factions should come from.

-LD
« Last Edit: 1 January 1970, 00:00:00 by Lord_Don »

peterkgiesbrecht

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« Reply #15 on: 10 March 2006, 03:45:00 »
More factions is interesting, but not necessary.

Two or more diferent factions will never be perfectly balanced. With some strategies one is better, but worse with others strategies. This makes the game interesting.
« Last Edit: 1 January 1970, 00:00:00 by peterkgiesbrecht »

fireborn

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« Reply #16 on: 11 March 2006, 20:14:54 »
to balance a lot of factions is easy, just give them small advantages and disadvantages, like one faction has a very good infantry, but a very low harvesting time.

if every faction has advantages and disadvantages like this, things would be balanced.

EX: suppose that's there are 5 factions: x, y, z, a and b.

every one of them have advantages that overcome the other and disadvantages that are overcomed by the others, so for a certain type of map or strategie, faction x could rule, while faction b sucks, but for other type of map or strategy b would rule, while a would suck.
« Last Edit: 1 January 1970, 00:00:00 by fireborn »

 

anything