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Author Topic: Imperial Remnant Suggestions  (Read 12152 times)

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December 26, 2012, 11:09:33 PM

Offline Lord Xizer

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Imperial Remnant Suggestions
« on: December 26, 2012, 11:09:33 PM »
Will the Knight Hammer and Crimson Command VSDIIs make an appearance?
« Last Edit: December 13, 2013, 08:10:19 AM by Corey »
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December 27, 2012, 12:25:45 AMReply #1

Offline tlmiller

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Imperial Remnant: Faction Identity
« Reply #1 on: December 27, 2012, 12:25:45 AM »
Wow, the rebel scum are nearly ready to play!!
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December 27, 2012, 01:55:23 AMReply #2

Offline Corey

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Imperial Remnant: Faction Identity
« Reply #2 on: December 27, 2012, 01:55:23 AM »
Will the Knight Hammer and Crimson Command VSDIIs make an appearance?

If they do I know how I'd do them, but at the moment that isn't a huge concern.

Wow, the rebel scum are nearly ready to play!!

Empire of the Hand are actually the closest to being "playable," however today when doing some weapons testing on some frigates I got ambushed by an Imperial taskforce which quickly ended my testing.
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December 27, 2012, 08:09:44 AMReply #3

Offline tlmiller

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Imperial Remnant: Faction Identity
« Reply #3 on: December 27, 2012, 08:09:44 AM »
:D
People should not be afraid of their government...governments should be afraid of their people.

December 27, 2012, 02:53:46 PMReply #4

Offline Lord Xizer

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Imperial Remnant: Faction Identity
« Reply #4 on: December 27, 2012, 02:53:46 PM »
If they do I know how I'd do them, but at the moment that isn't a huge concern.

I would so love to get a hold of the Deep Core Warlords forces. I just love the Warlords of the Empire for some reason. 
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December 27, 2012, 04:56:22 PMReply #5

Offline Kalo

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Imperial Remnant: Faction Identity
« Reply #5 on: December 27, 2012, 04:56:22 PM »
I would so love to get a hold of the Deep Core Warlords forces. I just love the Warlords of the Empire for some reason. 

The most obvious way to include Warlords like this is with the NPFs you see running around in default Sins. You'll see stuff like, Raider Union, and Hypersomething or another. You just don't notice they're unique because they're all using Terran ships.

Codeuser says:
STUPID JFK

December 27, 2012, 08:25:35 PMReply #6

Offline Lord Xizer

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Imperial Remnant: Faction Identity
« Reply #6 on: December 27, 2012, 08:25:35 PM »
Hm, neat. It'd be nice for the Warlords to actually pack some serious punch as they tend to die off pretty fast as a minor faction in ICW(AI auto resolve I know)
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December 27, 2012, 09:25:09 PMReply #7

Offline Corey

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Imperial Remnant: Faction Identity
« Reply #7 on: December 27, 2012, 09:25:09 PM »
Those aren't really factions per se, they're just the small independent groups of essentially indigenous forces, they aren't active on a "galactic" scale. Gameplay in Sins lacks some of the narrative tools that gameplay in EaW has. We can probably mod it so scenarios start with certain forces and planets for each desired faction and whatnot, but I'm not sure how well that would work considering that you can have multiple instances of each faction.

As it is, the different Warlords will probably be used as the names for the different instances of Imperial factions within the same game. So the player would be the Imperial Remnant and called whatever their username is, but then for the AI Remnant players they'd be called Warlord Zsinj, Admiral Teradoc, etc.

The alternative is to make each one into their own actual faction, but then there's no real difference between them aside from what you see in faction select. In order to create the Remnant as it is in the mod right now, and as we plan to develop it, we're drawing different aspects for tech from the different leaders in order to make a more complete faction with clear differences from the Hand and NR. If we were to create a faction for Teradoc, a faction for Thrawn a faction for Palpatine, etc, then we're not really doing much but adding factions that are lacking something, or which sort of blend into each other. The differences between a Zsinj faction and an Isard faction can be more prominently portrayed in ICW because of starting position, and because the research tree doesn't exist, but the opposite is true in Ascendancy; starting position means less, research means more. Considering that ingame there's the different faction tags and leader portraits, the other diversity is already effectively covered. It does mean you might have a faction apparently led by Warlord Zsinj with maybe a Galaxy Gun and a fleet of Crimson Command VSDs, but I don't think that becomes a huge issue in the context of the game, and certainly not worth the gameplay sacrifices to be made for the alternative.

There's some Imperial factions which would warrant their own faction because of some basic institutional differences. These would be the Pentastar Alignment, and *maybe* in the future a split between Palpatine and the other Imperials once we'd had a bit more time to develop them, but the factional differences there would probably be more akin to the differences between playing TEC Rebels vs TEC Loyalists than the difference between The NEw Republic and Imperial Remnant as it is.


I'd basically sum it up like this: We're somewhat less chronologically locked here, so to speak, which is neither a good nor a bad thing, simply different from what you're used to from our other work. So, where Imperial Civil War had gameplay more based around telling a narrative within a sandbox of a galaxy divided between a bunch of different factions (era system, story events, etc), Ascendancy essentially starts with that division aspect built in just by how many people are playing and the fact that more than one can play as each faction, so our focus here is to decide "what makes faction x faction x" aside from individual leader preferences. What this means specifically will be addressed as we progress and familiarize ourselves more with the possibilities and get it implemented. I've always tried to avoid making promises we can't keep.

Hopefully this makes sense. This is definitely still something that's a work and progress, and will be right up until we release and afterwards, so as with everything we'd love everyone's input on what it should all mean or what can be done with it. We definitely have some hardcore Imperial fans here so I'm sure a lot of you have input on that particular faction.


Edit: This goes pretty far beyond basic art progress, so I'm going to split it off into its own topic about the Remnant in general. No reason this discussion should be limited to the Admiral's Lounge.

Edit #2: Missed the specific reference to the Knight Hammer before. Heroes don't exist as such in Sins, however there's a few ways to do them. I don't know how far we're going down that road because there's some other aspects to it that we need to explore first, but as far as their application to SSDs there's some severe balance implications to the number of supers available at one time.
« Last Edit: December 27, 2012, 09:30:14 PM by Corey »
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December 27, 2012, 11:33:08 PMReply #8

Offline Lord Xizer

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Re: [Featured Discussion] Imperial Remnant: Faction Identity
« Reply #8 on: December 27, 2012, 11:33:08 PM »
Gotcha, thanks for the info.
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January 30, 2013, 11:59:21 AMReply #9

Offline Znieh

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Re: [Featured Discussion] Imperial Remnant: Faction Identity
« Reply #9 on: January 30, 2013, 11:59:21 AM »
If there are separate Imperial factions or just a myriad of warlords, as the Imperial player do you plan on being able to conduct diplomacy with them, or would they just be in a state of constant war with you? 
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February 01, 2013, 08:00:58 PMReply #10

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Re: [Featured Discussion] Imperial Remnant: Faction Identity
« Reply #10 on: February 01, 2013, 08:00:58 PM »
Interesting questions indeed.
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February 02, 2013, 07:54:03 PMReply #11

Offline Znieh

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Re: [Featured Discussion] Imperial Remnant: Faction Identity
« Reply #11 on: February 02, 2013, 07:54:03 PM »
Well an idea I had was that with the normal Empire you have it split into a myriad of factions like it was and each faction is at war with each other as well as the NR, but as an Imperial player you have the choice of choosing what Imperial faction/warlord you want to play and you have the option for diplomacy with the other warlords. In my mind it would work like Shogun Total War, in that you have some factions that are strong and some that are weak all going for the same goal and being able to use war and diplomacy. Also this way you could make the NR much smaller than the Empire, yet with the huge split they would have a fighting chance.
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February 03, 2013, 11:05:00 AMReply #12

Offline JC123

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Re: [Featured Discussion] Imperial Remnant: Faction Identity
« Reply #12 on: February 03, 2013, 11:05:00 AM »
Well an idea I had was that with the normal Empire you have it split into a myriad of factions like it was and each faction is at war with each other as well as the NR, but as an Imperial player you have the choice of choosing what Imperial faction/warlord you want to play and you have the option for diplomacy with the other warlords. In my mind it would work like Shogun Total War, in that you have some factions that are strong and some that are weak all going for the same goal and being able to use war and diplomacy. Also this way you could make the NR much smaller than the Empire, yet with the huge split they would have a fighting chance.

So that would require several factions of the empire to be playable factions?  I like the Shogun idea.  However, in Sins, everyone starts out with one planet anyway so the republic being at a disadvantage depends on the number of enemy players and the factions picked for them.

yeah, I know, it's not a story telling kinda game.
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February 03, 2013, 11:17:14 AMReply #13

Offline tlmiller

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Re: [Featured Discussion] Imperial Remnant: Faction Identity
« Reply #13 on: February 03, 2013, 11:17:14 AM »
No, it's not.  I like the idea of doing the mod like Lavo did SoGE, in individually loadable parts.  That way you could have a Core (IR/NR/EoTH), then work on developing the Vong, PA, anything else anyone wanted and be able to load them as you wanted, but not have to have them all load at the same time.  My personal favorite part of the SoGE mod, that I load as much as I need and unload the rest.
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February 03, 2013, 11:51:49 AMReply #14

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Re: [Featured Discussion] Imperial Remnant: Faction Identity
« Reply #14 on: February 03, 2013, 11:51:49 AM »
So that would require several factions of the empire to be playable factions?  I like the Shogun idea.  However, in Sins, everyone starts out with one planet anyway so the republic being at a disadvantage depends on the number of enemy players and the factions picked for them.

yeah, I know, it's not a story telling kinda game.

That's a really neat idea.
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February 03, 2013, 03:15:44 PMReply #15

Offline Lavo

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Re: [Featured Discussion] Imperial Remnant: Faction Identity
« Reply #15 on: February 03, 2013, 03:15:44 PM »
However, in Sins, everyone starts out with one planet anyway so the republic being at a disadvantage depends on the number of enemy players and the factions picked for them.
You can make pre-made maps that have all the various planet developpment, ships, structures, etc. all pre-set.

In fact, there is even a way to make the map such that supply caps are entirely based off of the planets you control, like in EaW, however this only works reliably with premade maps. Essentially how this works is that all the game's stock artifacts are removed, and replaced with supply boosting "artifacts"; in premade maps specific planets can be set to have their own caps. Of course, in the interest of not having a bazillion files, having certain supply "classes", such as an industrial shipyard class for Rendili/Fondor and an ecumenopolis class for Coruscant/Alsakan for example. Additionally, though I would need a proof-of-concept to validate this, I believe one could set planets to have no purchasable exploration units which would make the supply cache instantly found upon planetary colonization, but once again only for pre-made maps.

February 03, 2013, 05:17:26 PMReply #16

Offline Corey

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Re: [Featured Discussion] Imperial Remnant: Faction Identity
« Reply #16 on: February 03, 2013, 05:17:26 PM »
Well an idea I had was that with the normal Empire you have it split into a myriad of factions like it was and each faction is at war with each other as well as the NR, but as an Imperial player you have the choice of choosing what Imperial faction/warlord you want to play and you have the option for diplomacy with the other warlords. In my mind it would work like Shogun Total War, in that you have some factions that are strong and some that are weak all going for the same goal and being able to use war and diplomacy. Also this way you could make the NR much smaller than the Empire, yet with the huge split they would have a fighting chance.

This isn't feasible. Like this thread says, part of what we're trying to do is stick within a certain identity for each faction, and making it so you have like 5 different options for Imperial leaders within that causes huge issues in that area. There stops being any cohesion within it, and then instead of having 3 or four solid factions (EotH, NR, IR, PA/whoever) you end up with a mish-mash of poorly defined areas, since for many of the Imperial Warlords you have to have different rosters and different tech, while removing a lot of the options those leaders would have given us within a single Imperial Remnant faction and forcing us to spend less time working on each unit because there's so much more we'd have to do just to make there be a reason to have the seperate groups. It doesn't even really add anything to gameplay, while adding a lot of work and diluting the faction as a whole. Who the hell cares if you have two options for a faction, where one is just the other Empire but with Escort Carriers instead of SSDs, when you could just have one faction with both, and a much better developed tech tree? The other thing here is making sure we have enough Imperial options if and when we do the PA. Adding a bunch of other Imperial splinter groups in chips away at the pool of units we can use to make them unique.

 We'd have to go out of our way trying to find redundant units to make just to fill the same roles. We had to do this between eras in ICW, but our main goal with ICW was trying to tell a narrative within the GCs, so it was necessary. If we did the 5 main leaders and their rosters from ICW as 5 seperate factions, there's a ton of redundant units we now have to spend time on making for a faction that now is too split up and decoherent to actually survive against a developed NR; it worked in ICW because you were progressing through them as the NR progressed and we made sure each era the IR *could* beat the NR, even if it was with certain varying degress of difficulty. As it is in Sins, Thrawn not only has to contend with the NR's era 2 units, but he's stuck with a smaller pool of options while the New Republic has access to things spanning from ICW's era 1 to era 5.

I mentioned the development aspects of it a bit before, so here's some more on that. Every unit we make requires work to get in. This seems pretty obvious, but what it also means is for each unit added, less time proportionally can be spent on each unit, or it means a longer development time, but again, what are you really gaining out of it besides a few "options" that end up being a series of false choices anyways? A lot of the work from ICW has had to, and will have to be redone as we go, and in several cases in the past the sheer amount of content we had in ICW has made it very difficult to do the reworks we needed for there as well. I'd rather have 20 well done units and a coherent theme within them, than a haphazard collection of units in order to split it into 5 groups which are barely different but no less crippled because of it. It still doesn't remove your ability to have multiple warring Imperial groups, it just means those groups won't have 2 different techs or ships between them, and that the resulting conglomerate has a chance at viability.

This has implications on the performance side as well. I'm sure many of you are aware of this by now, but Sins has issues with memory limits, so we have to be careful with what we add and where we put it or else minidump. Our units tend to be about 5-6 megabytes total (which is actually pretty low compared to the base game and other mods), so assuming we do 5 splinter factions with 2 unique units per faction, we're probably looking at 75-100 megabytes for that, taking into account sound files, UI textures, etc. That's a considerable portion of what we have to work with. It's possible to do the mod styacking thing as Lavo/TLMiller said, however while we're probably going to do it for the fourth faction, it's not really worth it for this. We need to keep the install process pretty simple and don't want significant barriers to multiplayer. It's more necessary in SoGE because there's like 7 or 8 distinct factions, however we currently don't have that issue. On the development side, and I mean no offense to Lavo by saying this, having so many factions under development at the same time has also limited the depth of the factions because there's simply so much to do at once. Those 100 megs are best put towards another whole faction when we have more we can devote to it.

Quote
In fact, there is even a way to make the map such that supply caps are entirely based off of the planets you control, like in EaW, however this only works reliably with premade maps. Essentially how this works is that all the game's stock artifacts are removed, and replaced with supply boosting "artifacts"; in premade maps specific planets can be set to have their own caps. Of course, in the interest of not having a bazillion files, having certain supply "classes", such as an industrial shipyard class for Rendili/Fondor and an ecumenopolis class for Coruscant/Alsakan for example. Additionally, though I would need a proof-of-concept to validate this, I believe one could set planets to have no purchasable exploration units which would make the supply cache instantly found upon planetary colonization, but once again only for pre-made maps.

I thought about doing this before, but I'm hesitant to do it because of how "snowbally" it would get. Having more planets than the other player already puts them behind, and if the fleet supply is also tied to that it's just kicking them while they're down. This isn't as big an issue in EaW because until the game is so lopsided as to be won anyways, the differences in galactic cap are balanced out by the tactical cap, whereas in Sins it's just "look at this gigantic fleet I have that you just can't match!"

We do want to have a few preset maps to reflect some canon scenarios, however there won't be as big an emphasis on it as there was in ICW.

TL;DR (jerks) The different Imperial groups will all be represented through one faction, except for the ones that were so different as to have a chance to be the fourth faction (Pentastar Alignment being the obvious one). You can still have more than one Imperial player in a game, however the only way the smaller groups will be depicted is through leader portraits, faction subnames (like where the Ast Eternal, etc go). Diplomacy between Imperial groups will be possible, however the basic hierarchy of ease in diplomatic relations looks something like this, from easiest to hardest:

NR - NR
EotH - EotH
EotH - IR
IR - NR and EotH - NR
IR - IR

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February 03, 2013, 05:26:55 PMReply #17

Offline JC123

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Re: [Featured Discussion] Imperial Remnant: Faction Identity
« Reply #17 on: February 03, 2013, 05:26:55 PM »
Diplomacy between Imperial groups will be possible, however the basic hierarchy of ease in diplomatic relations looks something like this, from easiest to hardest:

NR - NR
EotH - EotH
EotH - IR
IR - NR and EotH - NR
IR - IR

The only thing an Imperial Warlord hated more than the New Republic was another Imperial Warlord.


IR always liked going solo.  That order makes a lot of sense to me.
Did you see that?  Know what that cost?  $58,000.  I mean, what a waste.  It wasn't even funny.  That's $58,000 that could have gone to curing leukemia.  Or.  muscular dystrophy.  Or... what does Michael J. Fox have?  That.  Alright, let's watch some damn cartoons.

February 03, 2013, 05:30:27 PMReply #18

Offline Lord Xizer

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Re: [Featured Discussion] Imperial Remnant: Faction Identity
« Reply #18 on: February 03, 2013, 05:30:27 PM »
Corey makes many valid points
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February 03, 2013, 08:35:30 PMReply #19

Offline Znieh

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Re: [Featured Discussion] Imperial Remnant: Faction Identity
« Reply #19 on: February 03, 2013, 08:35:30 PM »
Well that answered all my questions, lol. Sorry that I came off sounding like I was suggesting different IR factions, the way that Sins game set up normally works is what I had in mind, I guess I've played to much ICW and pictured preset scenarios and factions. Didn't mean for you to have to write so much  :(
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