Totalwar has being doing a good leaders system based on emergent traits and personality for some time.
I'm not really a fan of the Moo2 leaders.Three static bonues and a picture was all you had.
One thing missing here is the leaders or government for the actual state.There should be a king,president,etc at the start at least.I would go for the empire races cabinet mechanic you get in Total war Warhammer.,
Hot posts in thread: ISG Dev Diary #5: Leaders
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I have been one of the people lobbying for leaders to have more of a personality so they aren't just stat sticks you attach to a ship since before development began. If you think about it, in most 4X games, except perhaps for StarDrive 2 where some of them have personal ships and/or missions to complete, that's all a leader is. You pay X amount per turn for a set of bonuses you attach to a colony or fleet. They are essentially the same as a building you'd research except they buff (typically) multiple things. It works fine but it's very boring and lacks any amount of immersion.
I must also state that I don't enjoy micromanagement in 4X games. I'm sure I'm on record saying that in a number of articles I've written. I'll be doing my best to push them towards being immersive, more realistic characters, while also avoiding excessive amounts of micro.- Helpful x 1
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ChrisKonstantine, thanks for the reply. I just read the writeup again (carefully). Sorry, but I still think the idea of dissatisfied, unhappy, greedy or traitorous leaders is going to be a pain in the management joint. I'm not saying it's a deal breaker, I'm just saying... But like everyone else, I'll wait and see. Most everything else about the game sounds great. Bring it on!
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OK, sorry to be so long posting this, but here goes. Leaders is a great idea and I'm happy to see it. Thanks. I do have one concern: It seems to me that, as planned, you're adding an element of micro-management. Now not only will I have to be concerned with all the usual factors in the game, I've got to worry about unhappy or dissatisfied Leaders. What? Gimme a break, please. Give them different levers of skill, etc., but please don't make me worry about what they're thinking or feeling or doing while my back is turned.
Having said that, for what it's worth, thanks for everything you've done to make this game. I'm really looking forward to playing it (after I buy it, of course)!- Helpful x 1
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read it only today.. :-(
I was very busy with my normal work..
it seem to me a well worth addition and a better and more elegant system respect to the original seen in Master of Orion 2- Agree x 1
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OK, Adam, well done. I like what I've seen here, especially the ability to have more than 4 of each type of leader. Ya done good! Keep it going.
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I like the depth you've described in this update. While I see the point of a few posts above about overpowered leaders in a heavy-immersion setting, I think what is presented here is a good balance. The fact that they have a more meaningful place in the game than in SotS, or in Stellaris is a big plus IMHO.
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Welcome to the project Warped!
That's the idea we have for the leaders. They have a background story, traits (some they bring with them others they acquire), that have an influence in the game. We did take some inspiration from Crusader Kings 2 for the leaders system design.
There are two classes however: Colony Leaders and Ship Leaders. This was found to be the best way to proceed because the needs of managing a colony are really quite different from commanding a star ship.
Modding for leaders is also an objective of ours. All leaders' characteristtics are data-driven, loaded from XML files. At some point in time, the idea is to open these files to the community so that everybody can create new leaders, with new skills, traits and associated desires/ambitions. -
I'm a big fan of MoO and just discovered this project. Interesting discussion on bringing in leaders. Have you considered the way Crusader Kings does leaders and traits? Briefly, a leader is just a person with a background story, and they have traits, some they are born with and some they can gain, that make them better or worse at various roles. There would be no "governor" vs "captain" leaders per se, just a collection of traits that are better suited to a particular role. And it opens up the door for various roleplay and modding options down the road.
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I would allow to edit background and upload custom image. Other than that I think that leaders could die in battle. That makes you care more about them, but you also should have a possibility to build escape pods (increases cost of ship and reduces free space) for them.
I don't see difference between fantasy game and sci-fi game. It does not matter whether your hero is commanding ships or trolls, both are just units at your disposal. I think leaders should be precious to you if you level them up but shouldn't be a defining force in a galaxy. I think MOO2 had good balance in that matter.- Agree x 2
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Playing Sherridan, Londo, Delenn or Palpatine could be extremely cool and If included they would only be as powerful as the devs make them, which might be very ineffectual indeed in the grand scheme of things, there's absolutely no reason for them to follow AoW's example in terms of power level or influence.
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If you want deep roleplaying with the hero/leaders and to also have them be very powerful game pieces, then that would be best left for a custom scenario game or add on content. Maybe players can create these types of custom scenarios themselves, and upload them for other players to play, and they would come with a story and that kind of stuff. But for a general open world game, especially multiplayer games, I would rather have heroes on the weaker side then the strong side of the curve but for sure there still needs to be heroes. -
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You mention that role-playing leaders is a good fit for fantasy but not for space 4x although I really dont see how that claim is in any way self evident except as an expression of your specific personal taste. Personally I would find role-playing a leader-type character in a space 4x to be quite an interesting and immersive mechanic, just as it is in Crusader Kings, although admittedly I'm not totally married to the idea either and could easily live without it.
Leaders - including player avatar leaders - could be designed to barely have any impact at all, be moderately influential or be completely overpowering. Either extreme is undesirable IMO and while AoW seems to have erred slightly on the OP side, there's really no need for PSS to exactly follow suit. Its entirely up to the devs to get the balance right through game-testing and tweaking.- Agree x 1
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While i really liked AoW too, i dont like the idea of role playing your leaders/heroes to the point that AoW did. AoW had horrendous balance issues, the leaders/heroes we over powered super weapons in that game, and if you lost one, the whole game was lost, particularly in multiplayer. Role playing your leader fits particularly well in a fantasy setting, but not so much in a futuristic space setting. I would like to see leaders that can turn the tide in combat between 2 equal forces, not super powered weapons that can make a much weaker force defeat a much strong force. And i would prefer to not have your leader avatar be present in the game.
I think an argument can be made for that type of game where your leader is present and you have heroes leading your army and they are super powered units, such as AoW and Endless Legend, but that would require a more limited game time scale, such as AoW and Endless Legend do. Not a game that spans hundreds or thousands of years. Maybe that could be an expansion pack or a scenario addon type of content. -
The player is like the king in chess but with more practical power. Big thumbs up in my opinion.- Agree x 1
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Some very interesting ideas here, expanding the role of leaders in the game can only be a good thing. I like the idea of the president or emperor of your faction also being styled as a "leader" with abilities and limitations, it worked well in Age of Wonders.
How will the player obtain these leaders? Is it just pure luck or will the player be able to "advertise" to improve their chances?
What about the number of leaders the empire can have at once, will it be fixed or will government or other in-game choices affect how many you can have and in what areas?Last edited: May 6, 2017- Agree x 1
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