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Implementing character dynasties Messages in this topic - RSS

Doctor Dread
Doctor Dread
Administrator
Posts: 1478


11/19/2015
Doctor Dread
Doctor Dread
Administrator
Posts: 1478
Someone on Reddit saw our posts and game and mentioned that it was similar to an old dying game called "Imperium Nova". That game was more like a space opera. Your "Player" was actually a house or dynasty of descendants that all had varying stats, could get married, find religion etc. You can send them to different These descendants would be placed around your empire and assigned to different task such as Factories, politics or combat duties kind of like commanders of other games. They all grow old and die and there is a system of hierarchy and ascension.

This is also similar to a board game I have called "Blood Royale" which was a simple war-game with resources in Europe. But you played that countries "Dynasty" which was King/queen which had children and simple stats which played out in a similar way.

I am considering implementing something like this in Barons of the Galaxy. Currently the idea is that you, the player, has an "Avatar" that represents you. Instead we can make it so you start off with a "Character" which you can of course still name and upload an image for but your character has a few simple stats or bonuses that affect your entire game. Perhaps its combat bonuses, political advantages or bonuses to certain kinds of industry or situations. Greater combat bonus when DEFENDING, does better with industry when less competition is nearby etc.

I'm thinking we key the number of descendants you have to your corporation level 1-10. That means when you level up your corporation you will get another descendant showing up very soon after. I don't think its a good idea to implement a "marriage" system as that involves the other players and such and can lead to exhausting your dynasty and other problem. Instead though I think that these descendants are chosen randomly and are related in some way to one of your current characters in the dynasty. "Marriages" would be abstract and spouses are not necessarily characters in the dynasty, perhaps they are bastard children or newly discovered relatives.

For example your first descendant at level two could be a brother, sister, wife, son, daughter maybe even cousin of your first character. Then at level 3 the system will randomly make another brother sister spouse, daughter, son etc. for either character with more chances of currently married descendants having children as opposed to another sibling showing up. A system like that makes for unique looking family trees that are ever changing and cannot be exhausted since there is no strict and necessary "Marriages". The system would replenish descendants when they die due to old age or assassination and would insure that if you are, say, level 6 then there 6 characters in your dynasty. There is always one leader of the dynasty and that characters stats affect your entire game in addition to the location he is at. Ascension would be done like a medieval hierarchy.

When creating your corporation Perhaps you can set a few option which dictate the general type of characters you want to see in your dynasty (Combat oriented, political etc.) doesn't mean you will get descendants exactly like that but the system can enforce a pretty narrow randomizer which can guarantee that, say, at least two thirds of your dynasty would be those kinds of characters. You would also be able to "Level Up" your characters like any other unit in the game for bigger bonuses, make them a bigger military unit or cybernize them to extend their lives etc.

Your dynasty characters would probably be represented by military units like everything else. a medium sized ship that can be given order to move around and maybe apply themselves to an area or structure, maybe even dock with another ship the way fighter and bombe units attach to carriers. which means he or she is on that ship and his bonuses apply to whatever combat that ship gets into. It would also mean that ship can be destroyed and that character killed.

This sounds like a fun and workable mechanic and we're seriously considering implementing something along these lines, just not now as we want to remain on schedule. Perhaps as an expansion to the game if it goes well.
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Doctor Dread
Doctor Dread
Administrator
Posts: 1478


6/21/2016
Doctor Dread
Doctor Dread
Administrator
Posts: 1478
I would love to do stuff like that. I promised myself I would get all the "boring" mechanical aspects of the game working first. The Spreadsheets in space, bean counting, upgrade progress type of stuff. Then when that's moving smoothly I would get into Events and "quests" which some would say is the "fun" part. I wanted the game to have both sides to it. The mathematical business side and a space opera roleplaying side.. Through the voting system and the power being fluid depending on what the event is, theres a lot of opportunity to do some fun political things with or against the other players.
.. just need more TIME! =)
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