Faction Traits

Started by erdrik, December 28, 2016, 03:28:34 AM

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erdrik

Colonists/Pawns have traits and background stories that help make them unique and tell interesting stories when interacting with each other.(both on other pawns and even their own traits)

It would be cool if the same could be applied to factions.
For example a faction of Outlanders, or Tribals, could have a trait that will have a chance of slightly reducing your faction standing if you ignore someone seeking refuge from chasing pirates. Or maybe increase the cost of calling for a trade caravan, ect..

schizmo

#1
what if development of factions was entirely based on traits? Maybe factions choice of weaponry, clothing style, raid style/support style, technology level, supply/demand of resources for trading, all details surrounding factions was randomized based on traits. Might vary up the gameplay in a big way if the people you interact with in the game are just as diverse as the playerbase

Some are nomadic, some are hermitted, some are welcoming, some are isolationist, their technology and theology would be completely independant of one another. Primative athiests, god fearing warlords, polytheistic researchers. Nomadic factions would only have caravans, hermitted factions wouls never have caravans. Some are herders, some are hunters, some are entirely vegan, their clothing would all be similar as dictated by their environment and what was more common in their region.

And like you said any of these things could dictate how they interact with you, what they respect, what they despise, what they fear. Colony goodwill would no longer be as simple as "release a healthy prisoner and throw money at us" but also you would have so much more incentive to deal with other factions. Diplomacy could be a thing

I like this idea a lot

Barley

This will likely be part of a follow up update on or two versions from now. The number, size, distribution, and design of the factions and their colonies is all in need of updates but none of those things are important enough to gameplay that they warrant focus in the short term.

Hopefully we will see more realistic npc colony designs, more factions and faction types in the world map, more realistic faction distributions of colonies around the world map (colonies of the same faction grouped together for example), and more inter-nod interaction in the future. But not now. Right now tynan is probably focused on balance and gameplay aspects that more immediately concerns the player.