Author Topic: Thoughts on this faction's stats (Tomorrow)  (Read 5519 times)

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Offline Kilkakon

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Thoughts on this faction's stats (Tomorrow)
« on: July 26, 2013, 02:15:44 AM »
Just messing around with normal SMAX yesterday:

TECH, Industrial Base
SOCIAL, -3 INDUSTRY
SOCIAL, +1 SUPPORT
SOCIAL, +2 MORALE
SOCIAL, +1 POLICE
FACILITY, Perimeter Defence
DEFENCE, +25%
AGENDA: Future Society, Eudaimonic, MORALE
AVERSION: Politics, Fundamentalist, nil

Genesis of an idea for Forces of Tomorrow faction. :)

What do you think? I tried it out and died against Cult of Planet of all people! But the AI had a go and was surviving on just 5 cities against Gaian on one side and Usurpers on the other, and actually pushing back against the Usurpers!
« Last Edit: August 05, 2013, 06:34:26 AM by Kilkakon »

Offline Green1

Re: Thoughts on this faction's stats
« Reply #1 on: July 26, 2013, 02:52:56 AM »
Interesting. I will let someone like Ete or Yitzi theorycraft it. I am also having to readjust my "balance" vision from looking over OP factions back to the realm of the sane.

Seems kind of Hive-ish at first glance but a slow builder instead of a slow economy like Yang.

Offline Kilkakon

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Re: Thoughts on this faction's stats
« Reply #2 on: July 26, 2013, 02:58:23 AM »
Haha yeah-- the mentality is that these guys are unstoppable. They are a slow wave of destruction sweeping across the land.

Extensive use of probes is helpful to keep up with enemy tech--that's what the AI was doing (stole air power, 12-res bolt, everything). Got to love how the AI has balls to be building secret projects while there's 8 impact rovers outside and they only have 3 synthmetal defenders.

Offline JarlWolf

Re: Thoughts on this faction's stats
« Reply #3 on: July 26, 2013, 03:58:40 AM »
Stats seem interesting, but what is their backstory, graphics (if any) and ideal?


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Offline Kilkakon

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Re: Thoughts on this faction's stats
« Reply #4 on: July 26, 2013, 04:04:09 AM »
They are the main antagonists of most of my games, the Forces of Tomorrow. D&D alignment would be Lawful Evil. They use revolutions to incite local people to their cause, supporting these rebels with visionaries and equipment. Once they've got a foothold, then the defensive structures spring up, large artillery cannons facing in every direction. They also have a tendency towards genetic experiments, having a few genetic monsters at their disposal. Sometimes if it's not possible to cause an area to revolt they'll infest it with genetic stuff and then move in as "peacekeepers".

They seek to create an orderly society in which pain, death and loss are a thing of the past. They've discovered clinical immorality and freely provide it to all of their citizens. Their society is actually pretty well put together, for an evil faction--people who want to go and do evil are encouraged to go and do it appropriately in the military.

Meora is their leader.

Offline JarlWolf

Re: Thoughts on this faction's stats
« Reply #5 on: July 26, 2013, 04:29:02 AM »
Hmm. Actually could be considered quite noble of a faction in its ideals: Wishing to make everyone a transhuman to live forever. Of course there is issues with that but its actually quite egalitarian, it's just their methods of revolution which are controversial.

The Crimson Comrades are similar in how they encourage and incite revolts. They'll have huge amounts of media and support for people to rise up and revolt, and its often at the cost of the people revolting: Quite few of these revolts are ruthlessly put down by the factions they do it against and most of the revolts, while they are actually supported by the Crimson Comrade's themselves in combat and get supplies and medical aid, the Revolutionaries take most of the casualties. So it could be said the Comrade's are indirectly responsible for constant bloody revolts that cost numerous amounts of lives.

But then again I am a man who believes there is no true good or evil, only what is done is done on behalf of reasoning or impulse. This faction seems fairly realistic to me.

One last question: Are they a humanoid faction or are they like your other beast factions?


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Offline Kilkakon

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Re: Thoughts on this faction's stats
« Reply #6 on: July 26, 2013, 04:34:39 AM »
Yeah that's the thing--the rather extensive lore behind them is meant to be put together in such a way that some people could identity with them and even feel right fighting for them--it's quite orderly and peaceful if you don't mind the darker origins and leadership.

They are almost humanoid. It's a realistic faction, but the leader is possessed by Meora, who would slowly genetically modify himself to look more draconic to suit what he likes to be.

Offline Kilkakon

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Re: Thoughts on this faction's stats
« Reply #7 on: July 29, 2013, 01:36:42 AM »
Played a game with these guys the other day--between Sparta and Believers, both of them wanting my guts. Was on 5 bases to start, lost 2, but held on to my three remaining with attacks on all sides. Eventually Antimind started hollowing out Sparta from the other side of her territory which allowed me to retake my cities and then crush the Believers. Currently I'm third--about 30% on the power chart, with Pirates as clear leaders and then Lal close behind them.

Probes were very important to keep up with technological advances made by the Spartans.

Offline JarlWolf

Re: Thoughts on this faction's stats
« Reply #8 on: July 29, 2013, 03:27:26 AM »
Hmm. Possible screenshots of them? Or do they have graphics yet?


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Offline Kilkakon

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Re: Thoughts on this faction's stats
« Reply #9 on: July 29, 2013, 03:40:50 AM »
Not official ones... I've made structures especially for them for my C&C mod though!

The Redoubt is mine, and the radar logo (the thing on the top right) is their faction logo.

The purple dragon on my site is their leader, I need to redraw 'im though.

Offline Yitzi

Re: Thoughts on this faction's stats
« Reply #10 on: July 29, 2013, 04:33:07 AM »
Just messing around with normal SMAX yesterday:

TECH, Industrial Base
SOCIAL, -3 INDUSTRY
SOCIAL, +1 SUPPORT
SOCIAL, +2 MORALE
SOCIAL, +1 POLICE
FACILITY, Perimeter Defence
DEFENCE, +25%
AGENDA: Future Society, Eudaimonic, MORALE
AVERSION: Politics, Fundamentalist, nil

Genesis of an idea for Forces of Tomorrow faction. :)

What do you think? I tried it out and died against Cult of Planet of all people! But the AI had a go and was surviving on just 5 cities against Gaian on one side and Usurpers on the other, and actually pushing back against the Usurpers!

Could work...their industry penalty means their army will be small at first, but they can keep going far past anyone else, especially if they run Police State or Power.  (Well, unless the other guy uses Clean troops, but that balances out their industry penalty and then some and you just have a huge morale advantage.)  Two problems, though:

1. Tech.  They'll have trouble building multiplier facilities, meaning slower tech, so they'll have to probe for it.  You might want to give them techshare.

2. Bases.  They can't build colony pods very fast, and can't go conquering early.  I'd suggest giving them a GROWTH bonus to compensate; +1 should probably be enough.

Offline JarlWolf

Re: Thoughts on this faction's stats
« Reply #11 on: July 29, 2013, 04:47:02 AM »
You folks are into old CnC too? I have the First Decade, and I'd love to play online with you folks.


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Offline Kilkakon

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Re: Thoughts on this faction's stats
« Reply #12 on: July 29, 2013, 03:08:07 PM »
Could work...their industry penalty means their army will be small at first, but they can keep going far past anyone else, especially if they run Police State or Power.  (Well, unless the other guy uses Clean troops, but that balances out their industry penalty and then some and you just have a huge morale advantage.)  Two problems, though:

1. Tech.  They'll have trouble building multiplier facilities, meaning slower tech, so they'll have to probe for it.  You might want to give them techshare.

2. Bases.  They can't build colony pods very fast, and can't go conquering early.  I'd suggest giving them a GROWTH bonus to compensate; +1 should probably be enough.
I might give them +1 Probe, or -40% probe cost, or something. :) They are pretty reliant on espionage as you say.

I am not sure on the +1 Growth... as they tend to grow very quickly in comparison to their production already. :| I mean yeah... they'll tend to grow so fast that they'll be entering drone riots before they've even built a colony pod after first defender.

You folks are into old CnC too? I have the First Decade, and I'd love to play online with you folks.
Aww sweet. :D I am terrible at the vanilla game as I have been making my mod for it forever. It's a total conversion for C&C, as big as LE and with no pokemon or whatever. XD It's pretty cool, although I can only do one thing at a time obviously so that slows things down a bit. I even snuck in Russia and USA as playable factions~

Offline Kilkakon

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Re: Thoughts on this faction's stats
« Reply #13 on: August 02, 2013, 04:25:47 AM »
Thought I might as well post nicer stats~ I added a +1 probe on Yitzi's suggestion.

#BLURB
For those who want hard enough, even the universe itself cannot
stand in their way.
^
^        -- Meora,
^           "Beyond Oblivion"

#DATALINKS1
^LEADER: {Meora}
^BACKGROUND: {Selfish spirit, possessing host}
^AGENDA: {Total global domination, immortality}
^TECH: {Industrial Base}
^

#DATALINKS2
^+25% DEFENCE: {Meticulous deployment}
^+2 MORALE: {Forces eager to bring about new world order}
^+1 POLICE: {Extensive propaganda campaigns to control thoughtspace}
^+1 PROBE: {Visionaries routinely infiltrate enemy lines to gather support}
^+1 SUPPORT: {Popular amongst the people}
^-3 INDUSTRY: {Defensive installations are expensive}
^Redoubts: {Free PERIMETER DEFENSE at each base}
^{May not use Fundamentalist politics.}

Offline JarlWolf

Re: Thoughts on this faction's stats
« Reply #14 on: August 02, 2013, 04:36:21 AM »
Hrm. I am liking the feel of these guys, but I think they need another drawback, because their dream of utopia isn't cheap either: I would penalize them for -1 Growth as well.

The reasoning: If people become transhuman, more resources are spent on keeping people alive and your population won't die as fast, but if you grow too much you are seriously stressing your own resources. Because less people dying means more people to support, more people to support means less resources, and less resources leads to famine and deficiencies which leads to less growth.



"The chains of slavery are not eternal."

 

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