View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0015108 | The Last Federation | Suggestion | May 12, 2014 6:35 am | May 14, 2014 2:18 am | |
Reporter | zharmad | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 1.016 (Finish Him!) | ||||
Summary | 0015108: some interaction suggestions with alliances | ||||
Description | There are a few ways that I think might make potential outcomes more interesting. Have these been implemented already? Inspired by posts such as http://www.arcengames.com/forums/index.php/topic,15610.0.html - Options for the player to join certain alliances like Solar Axis pact. - - Some ground work is required to subvert the pinciples of the pact and turn it into a federation-like alliance. - - One member of the pact may refuse to join, leading to a two-member + Hydral outcome. Partial success may dissolve the Pact. - - If the player successfully coverts the Pact into a Federation, begins with a LARGE amount of AFA. - - If the player is already in an existing Federation, they all immediately become the Betrayed. - - Intention is an big-risk maneouvre designed to rescue a losing game where this alliance is dominating the solar system, and you simply "re-define your Federation goals" and switch sides. - Options for certain races to actively sabotage alliances by betrayal. - - Separately from requirements in changing racial relations, introduce ways to induce races into betraying their members. - - i.e. if Hitler was goaded into attacking the Soviets, rather than being so suicidal. - - e.g. the Boarines and Evucks might be given certain covert dispatch actions to induce the Burlusts into betraying their Solar Axis partners. This may take the form of secreting boosting Burlust military assets and reducing the chance of Burlusts attacking the race you are working with. - Alternatively, give the option to any races with isolationist governments. This would make it a good reason to have them on your side, anyway, instead of being ignorable. - - Isolationist governments may also actively sabotage *your* Federation in this way (might depend on AFA influence in non-Federation planets.) - - The intention is to increase further the number of ways that alliances can be made or broken. Sort of like a long-term plot that you can create/uncover/assist in. - Introduce neutral, more transient treaties and relationships into the game. - - A formalisation of various that can occur without your direct help. This allows races to actively protect each other when involved in war, and make their own trade pacts. They might be more inclined to share technologies. - - Make it possible for both partner to join a Federation together, *or* for one member to join the Federation with the other being betrayed. | ||||
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I really like this idea, *especially* the first one. One thing I'd like to add is that different alliances should have different difficulties (and ideally different mechanisms) to subvert. For example, the Union of Independent States is already very Federation-like and could be easier to subvert (although that would mean abandoning the existing Federation). However the Thoraxian Protectorate or a Fear Empire is antithetical to the Federation's ideals, and should be very difficult. Probably subverting The Betrayed or the TOS should be outright imposisble. |
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I would agree that the Betrayed should probably the most antagonistic alliance to you and thus impossible/very difficult to affect. ^^ |
Date Modified | Username | Field | Change |
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May 12, 2014 6:35 am | zharmad | New Issue | |
May 12, 2014 7:52 am | Ragwortshire | Note Added: 0037887 | |
May 14, 2014 2:18 am | zharmad | Note Added: 0038033 |