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Add Wonders/Secret Projects for easy extra content
Posted: Thu Dec 19, 2013 5:54 pm
by Apheirox
I heard the complaint that Pandora is 'about war only'. I'd say that's a 'problem' Pandora shares with all other 4X games, but it's true that aspects like diplomacy and base construction aren't as elaborate in this game [yet]. One relatively easy way to create new content would be to add SMAC-style Secret Projects to the game. The interesting thing about these SPs is that - apart from the
really interesting cinematics, wonders in SMAC were in fact very light content programming-wise: It was simple stuff with effects like "Gives building X in every city" or, in the case of the Dream Twister here, a simple +50% psi attack. The amount of audiovisual content needed would really be minimal to fit in with Pandora's already minimalistic style.
Pandora should blatantly copy the Secret Projects concept in tribute to the original game. Throw the base builders out there a few bones by giving them more stuff to put in their cities, putting Pandora more on pair with games like Civ or SMAC in terms of 'content'. I realize this is probably already a planned feature, but I wanted to point out how relatively simple SMAC's wonders really were and thus how easy it would be to change the impression of Pandora away from 'war only' to 'full-feature 4X game'.
If you have any ideas for the developers for wonders/secret projects you want to see in the game, list them below!
Re: Add Wonders/Secret Projects for easy extra content
Posted: Thu Dec 19, 2013 5:59 pm
by boulugre
+1000
Would be nice to hear from dev's if this is in the pipe already or if they intend to take Pandora in a different direction.
Re: Add Wonders/Secret Projects for easy extra content
Posted: Thu Dec 19, 2013 6:19 pm
by SephiRok
Advancements in the beta already work a lot like that, except that everyone can get it, so your strategy isn't ruined by a cheating AI getting it before you, or trivial if it's too good to get for your faction.
Re: Add Wonders/Secret Projects for easy extra content
Posted: Thu Dec 19, 2013 7:46 pm
by Apheirox
SephiRok wrote:Advancements in the beta already work a lot like that, except that everyone can get it, so your strategy isn't ruined by a cheating AI getting it before you, or trivial if it's too good to get for your faction.
Well, the concept of wonders is precisely that there's a competition for them so advancements don't classify as similar. Of course they also need to be balanced so that they don't automatically guarantee a win. They do add a lot to a game if done properly, however - just look at the Civilization games.
Re: Add Wonders/Secret Projects for easy extra content
Posted: Thu Dec 19, 2013 8:19 pm
by jdmillard
Apheirox wrote:SephiRok wrote:Advancements in the beta already work a lot like that, except that everyone can get it, so your strategy isn't ruined by a cheating AI getting it before you, or trivial if it's too good to get for your faction.
Well, the concept of wonders is precisely that there's a competition for them so advancements don't classify as similar. Of course they also need to be balanced so that they don't automatically guarantee a win. They do add a lot to a game if done properly, however - just look at the Civilization games.
I'll add that I've been ignoring a lot of the advancements (in the beta) because I have higher priorities with my production. If there was only 1 "winner" of the project, I would have certainly made a bigger effort to get some of them. I have two ideas:
1) Make two categories of advancemnts: Advancements and Projects. Why two? because some of them
would indeed need to be accessible to all factions like Naval Logistics. Those ones would be Advancments. The
Projects would be produced just like Advancements, but only 1 faction can get it.
2) Other idea entirely: keep the advancements the way they are (the way they are in the beta), but assign a
bonus to each advancement which will be given to the first faction to produce it. Example: First faction to do naval logistics would get a free barracuda watercraft (which would nice because you can't get those yet at that point). Or the first one to get Naval Logistics would get +1 sight range for transports (
only transports). This would come in handy for avoiding the Leviathan. Each advancement would have a similarly relevant bonus. Some bonuses would be something that lasts a few turns... it all depends. I personally would love this. If the developers are interested in this idea, make a thread that lists all the advancements where we all can post ideas for bonuses and discuss which ones are too powerful or too weak. You know how Colonization Fervor was changed to subtract a population? Maybe the first one to get that advancement wouldn't lose a population counter. There are tons of ideas.
Re: Add Wonders/Secret Projects for easy extra content
Posted: Fri Dec 20, 2013 9:38 am
by boulugre
SephiRok wrote:Advancements in the beta already work a lot like that, except that everyone can get it, so your strategy isn't ruined by a cheating AI getting it before you, or trivial if it's too good to get for your faction.
Although I like the fact you now have to build advancements, I also feel that they do not replace proper powerful wonders, which requires an significant investment in research bee lining and productions in order to grab it while giving an edge to the faction who gets it.
jdmillard wrote:
2) Other idea entirely: keep the advancements the way they are (the way they are in the beta), but assign a bonus to each advancement which will be given to the first faction to produce it.
Yup, why not, still don't beat proper stand alone wonders/secret project IMO
