More possible suggestions on how factions may be incorporated

Started by Eulogy, September 04, 2014, 11:27:12 PM

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Eulogy

On my previous post, AI sillyness, I talk about the hassle it is to have large masses of visitors, but I think there are various ways that factions may help you. Below is a list that may probably just hurt the Dev's eyes', but I'm posting it anyways. :)

-Futuristic factions may offer Air support or artillery at a greater cost than sending two or three cannon fodders. Useful for pesky sieges.
-More Barbaric factions may do tasks for you, like send miners or hunters to aid in the troublesome workload late-game while managing 10+ colonists
-Cut the use of random traders when you can trade with factions if enough respect is made, -Maybe introduce new events' like escort/raid missions, assassinations, or even send some fighters off your territory to act as mercenaries with the added risk of death or permanent injury.
-Permanent Bases or Checkpoints: We know that sieges aren't quite a permanent threat, for you can just dance around shells and repair slight damage and wait for starvation to force them to attack... But maybe the addition of encroaching factions, friend or foe, providing a constant flow of aid or troubles rather than some inaccurate slow fire. This feature is better set on larger maps, and can possibly allow the use of trading or a checkpoint for harvesting far away resources.

More will be posted as I continue to be an eye sore :)