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Qazaan
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Copenhagen
Jan 2005 time: 06:30
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When makin a faction, what should i consider?
Which merits make up for which flaw? How do i make surtain that it is a balanced faction Im makin?
Any advices?
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livid imp
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Gimme a quarter or I'll touch you
Mar 2004 time: 21:30
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It is definately more of a art than a science. It basically boils down to balance. When you make a faction, ask yourself, would people stop using the University/Hive/Drones to play my faction? If so your faction might be too strong. That is a good basic rule of thumb. Try to figure out ways a person could exploit you faction into something not intended. If you faction makes a significant part of the game obselete, it is likely too strong. Try to emulate the basic balance shown in the original seven, and then add a bit of your own.
Once you have a grip on proper balance, give your faction a theme of some kind. Even if your theme is that they have nothing in common. Say a mixed group of refugees. There was one idea over in the Creation forum for a faction of escaped genejacked drones in which the genejacking process had been taken to such an extreme that it would have looked like the cantina scene in Star Wars.
Lastly add the details. Background story, graphics, etc.
Once you have an idea for a faction, go post it over in the Creation forum to have it critiqued and distributed. And personally, I wouldn't worry about the details until you know you have a basic faction people will be interested in.
If you want to know how not to make a balanced faction, go check out networknode.org
No offense to the site owner, he is providing a great service, but 90% of the factions there are the worst.
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:30
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quote: Originally posted by Chaos Theory
Nope, 1.5 * 1.25 = 1.875, so Usurpers attack bases at +87.5%! |
It appears to add to the challenge but doesn't really unless the AI is given other advantages. Defending against attack is usually not a winning strategy anyway and I usually choose attack over defense everyday of the week with kill zones, monoliths and good tactics meaning AI armies just get chewn up.
You could pretty much DOUBLE the AI's attack strength across the board and I don't think it would make things much tougher for the ground war. Now it would get crazy if you don't get airpower long before them .
A really tough modification would be to add something significant to the AI defense strength so that attacking ground troops were not just more fodder. . . make it tougher to just wipe them out. Imagine how tough ground war would be if the attacker had an armor 3 with a strength of 6 even before the terrain 50% and morale modifiers(and you with only attack 6 weapons). As I think about it, a 100% defense bonus might be too much but I think you could compensate with arty, worms and high morale units. It would make ground warfare more interesting though as you would probably avoid attacking anything on a good defensive tile. With the way attack/defense usually plays out, Ground warfare is usually a matter of simply killing everything you see since weapons are usually twice armor
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