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Messages - Praetyre

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31
Spore: General / Idea for representing warfare in Spore
« on: August 20, 2008, 05:48:00 pm »
You know, I've been thinking on how to best represent warfare, land, sea and air, in Spore. In my view, sea warfare will be easiest, given RL fleets generally don't number anything above a few hundred. But even in ancient times, battles with tens of thousands of men took place. So, I think I've come up with a simplified, but reasonable model.

Military units are placed into categories. Main, Support and Elite, all of which have variations in size. The size is represented by tiered "levels", higher ones of which can be unlocked by advancement of technology and population. The sizes would go, roughly:

Infantry- Main:

Size Tier 1: 100
Size Tier 2: 1000
Size Tier 3: 5000
Size Tier 4: 10,000
Size Tier 5: 100,000

Infantry- Support:

Size Tier 1: 50
Size Tier 2: 250
Size Tier 3: 1000
Size Tier 4: 10,000
Size Tier 5: 50,000

Infantry- Elite:

Size Tier 1: 10
Size Tier 2: 100
Size Tier 3: 500
Size Tier 4: 1000
Size Tier 5: 10,000

Land Vehicle- Main:

Size Tier 1: 5
Size Tier 2: 20
Size Tier 3: 100
Size Tier 4: 500
Size Tier 5: 1000

Land Vehicle- Support:

Size Tier 1: 5
Size Tier 2: 15
Size Tier 3: 50
Size Tier 4: 100
Size Tier 5: 500

Land Vehicle- Elite:

Size Tier 1: 1
Size Tier 2: 5
Size Tier 3: 10
Size Tier 4: 50
Size Tier 5: 100

Air Vehicle- Main:
Size Tier 1: 2
Size Tier 2: 10
Size Tier 3: 50
Size Tier 4: 100
Size Tier 5: 250

Air Vehicle- Support:
Size Tier 1: 1
Size Tier 2: 5
Size Tier 3: 10
Size Tier 4: 50
Size Tier 5: 100

Air Vehicle- Elite:
Size Tier 1: 1
Size Tier 2: 2
Size Tier 3: 5
Size Tier 4: 10
Size Tier 5: 20

Battle would be handled in a way akin to the Heroes of Might and Magic series:


Though it would be on a real time world map, with stacks attacking and moving around. That way, you can stay within the technical limits of the game while offering realistic numbers and large-scale warfare, even at levels like that of planetary occupation. Any thoughts?

32
Spore: General / Re: Gamedaily's 10 favorite Disturbing Spore Creatures
« on: August 20, 2008, 03:06:20 pm »
Maybe I'm just hallucinating, but does the Mushoomite look like Sporn to anyone else?

33
Spore: General / Re: civ. lifestyle paths ideas for additional one.
« on: August 20, 2008, 03:00:53 pm »
I don't see why creatures can't have religion as well, personally. It's a huge part of human history, and it doesn't have to be in the form of "Black Rain".

34
Spore: General / Re: Religion's role in spore
« on: August 18, 2008, 05:44:52 pm »
Could work.. it's fairly likely most things in Civ are visualisations, else you'd have dozens or hundreds of cities per nation. Though, I'd pay good money for an expansion with Civilization-esque gameplay.

35
Spore: General / Re: Religion's role in spore
« on: August 18, 2008, 05:40:24 pm »
Weapon List (SPOILERS)
[snipped]
Religious:
1. The Faith Heal is unlocked after capturing 3 Religious cities. You can use the Faith Heal on your own vehicles or buildings to heal all units in the area.
2. The Black Rain is unlocked after capturing 5 Religious cities. If you use Black Rain on a neighboring city, it will cause a large Black Storm to appear over the city, raining diseased creatures on their city. This causes extreme unhappiness making it easier to convert their city.
3. The Messianic Uprising is unlocked after capturing 7 cities. Launching the Messianic Uprising creates a large holographic image of your priests chanting over your city and sending your religion across the globes. Awestruck, all cities immediately convert to your nation.
[snipped]

36
Spore: General / Re: Religion's role in spore
« on: August 18, 2008, 05:36:04 pm »
The targeted causation of dark (acid or stormy?) rain (which could, alternatively, be a weather control machine) and miracles in cities are either the results of smoke and mirrors or the supernatural.

I was actually thinking the same thing about the Temples of Vulcan myself, or that it was part of some alternate, Masonesque discipline some order had to learn.

37
Spore: General / Re: Religion's role in spore
« on: August 18, 2008, 05:28:49 pm »
I think what people are objecting to is not so much the presence of religion in Spore, as has been stated, but that you can get "magical" powers from it. It's a bit like the various temples in Rome: Total War giving you game bonuses related to the deities worshipped in them, though some are more ambigious (smithyhod in a temple of Vulcan?), which either implies advanced technology of some kind (smoke and mirrors, gas, Clarketech) is being used, which in some cases would be strange (holograms for medieval-era civs?) or supernatural causes, which necessitates the existence of some truth (be it actual deities, angels, demons, jinn, Aeons..) behind the entities worshipped by these religions.

While, personally, I am a religious individual, and I'm certainly not shy of the topic (as the "Deus Xenos" post in my sig will show) but I can understand why some atheists might be offended, particularily as it is more of a core topic and relates to living religions, whereas few people outside of neopagan circles still worship nativist deities.

38
Spore: General / Re: Religion's role in spore
« on: August 18, 2008, 02:52:35 pm »
I'm glad it's possible to create ideologies in Spore. Several of the major powers (including some religious ones) have nonreligious ideologies, like capitalism, communism and the various brands of Eretril. Could also be fun to instigate a communist revolution of some kind in another city.

39
Spore: General / Re: Planet Shopping (location location...)
« on: August 17, 2008, 11:33:02 pm »
In my view, it would be good for the game to adopt the concept of the galactic habitable zone. Not only would this prevent people from reaching the core too quickly, it would make Earth a tree in a forest on a spiral arm.

40
Spore: General / Re: Less than a month!!
« on: August 17, 2008, 10:46:36 pm »
What type of creature will you be?
-carnivore
-herbivore
-omnivore
Omnivore. Biologically versatile and evolutionarily advantageous, as well as conducive to reptilian life (spicey food could do wonders for warming the blood).
What will be your survival strategy?
-brute force solo defense
-security in numbers 
A mix of both. I'd try the former with advanced technology when holding a small settlement, the latter when holding middleweight industrial places with decent populations and a mix with most, including capital cities.

How will you conquer the planet?
-war
-religion
-trading
Depends on which power I choose to play as:
Yurrok: A bit like Singapore in the whole cultural-economic mix. So, combination of all three, likely, though most emphasis on the trading.
Merithia: I don't know if the game allows you to create anything like Eretril as a "religion". If it does, I'll mix religion and war, with a tiny bit of trade on the side. If it doesn't, I'll go military 90% of the time and trade 10% of the time.
Wyriolz: Military 50-60%, religion 40-50%. Maybe a little bit of trade.
Rte: Their religion is more on the deist side. Probably military 60-80%, trade 20-40%.
Arrop: Most likely a balance of all three, religion to a slightly lesser extent.
Khreior: If you can instigate something like a communist revolution, yes. Otherwise, military, with a bit of "fair trade" esque action on the side.
Annel: A balanced mix of all three, military slightly less so.
Braig: Religion 70-80%, military 10-15%, trade 10-15%
Brailinat: This is an empire, baby. Military 80%, trade 10%, religion 10%.
What type of alien will you be?
-peaceful explorer
-vile death bringer
-Darth Vader and the DeathStar
See above.
Yurrok: None of the above. I'll be akin to a cross between the Confederacy of Independent Systems from Star Wars and the Vogons.
Merithia: Something like the Japanese invasion of Manchuria.
Wyriolz: Something like a weird cross between the Borg, Ra's Al Ghul and the Taliban.
Rte: Somewhat peaceful explorer with monarchial tendencies. Kind of like the British Empire.
Arrop: I'll alternate between isolationism, empire building and genocide, to represent public sentiment. It would be like having Pat Buchanan, Kaiser Wilhelm and Hitler taking turns to run a country.
Khreior: Workers of the galaxy, unite! You need only throw off your chains. Largely isolationist though, kinda like an anarcho-syndicalist commune.
Annel: The result of the People's Republic of China and the United Federation of Planets. Peaceful, though homogenous and absorbing.
Braig: A big evangelical quest to convert the people of the galaxy. Largely peaceful, but all hell will break loose if you do something stupid like bomb a church.
Brailinat: Something like the Roman Empire in space, to be honest. As long as you didn't challenge the Emperor, you'd be largely fine.

41
Spore: General / Re: Planet Shopping (location location...)
« on: August 17, 2008, 06:01:29 pm »
Cold in the north, Amazonian in the midsouth, temperate in the middle, with terrestrial water levels, 3x Earth size, relatively close to Earth (in the galactic habitable zone), 3 moons, and I just hope I can set the landmasses too (though, guess it wouldn't be so bad, given Gehtranus IV has gone through numerous geological changes).

42
Spore: General / Re: civ. lifestyle paths ideas for additional one.
« on: August 17, 2008, 05:19:07 pm »
Well, if you ask me, you should have the option to create societies like the Authoritarian one from Simcity Societies. Something with secret police units, akin to Norsefire from V for Vendetta. Psychological weapons as well, propaganda, something like the horrifying Merithian vehicle I have a concept of and hopefully, with some nice warfare to go along with it. Would be cool if you had a system of being able to recruit varying "levels" of military units, from a platoon to a corps. Uniform design would also be nice, progressing from a bunch of people throwing rocks to something akin to Stormtroopers.

It very much would.. in fact, the concept of cloaking has, at the least, been proven to not be scientifically impossible very recently, so...

43
Spore: General / Re: civ. lifestyle paths ideas for additional one.
« on: August 17, 2008, 04:15:49 pm »
I personally want something in an "Adult" edition/mod of Spore for these things. Something where you can wage religious wars, have a myriad of different industries (and depending on your civilization's laws, some could be illegal, like drug smuggling or gun running) and deal with the issue of slavery and some cultures with apartheid on intra and interspecies levels.

Call me morbid, but what I'm really looking for is a more challenging, complex Civ/Space game. And I'm hoping they have variety in religions, too. Twould be boring if all Spore-people worshipped essentially the same deity or deities. Even sects could be fun to play with, but that might fall into "religious wars".

44
Spore: General / Re: Spore CC Poll
« on: August 16, 2008, 06:26:41 pm »
Anime would be a subset of "Cartoony", given it is Japanese cartoons, no?

45
Spore: General / Re: Religious Cities - Will Wright comment
« on: July 26, 2008, 06:23:27 pm »
Personally, the only thing I find strange about the religious aspect of the game (those who've read my latest post on the Praetyrians will know that religion plays just as big a part in their civilizations as it does in ours) is that multiple religions can get miracles. Now, I'm hoping for options (for example, a civilization with state atheism, or a polytheistic one, or a monotheistic one, to give basic examples) but that would lead to weirdness. Imagine if there was a game where a Jewish faction and a Mahayana Buddhist faction could both get miracles. Then again, Age of Mythology has the Asatru, Egyptian and Greek gods simultaneously existing and granting miracles, and you could probably write it off as some sort of Goa'uld-ish thing.

I'm more weirded out by the fact there's references to teaching people an "intergalactic language" in a game which is set entirely in the Milky Way, and by the fact a space civilization would be dependent on a single spaceship (hoping for an expansion with Galciv aspects). Religion is, at worst, a good addition with some oddities.

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