No resources devoted to PvP please.
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What I would like to see. A second storyline. This time involving decisions with diplomacy. This imo would really spice the game up. It could be really simple too.
New Storyline settings:1. A Human faction located in another galaxy.The human faction could be located in another galaxy and they only send messages to you. It would start with no requests maybe but move on to what minerals they need, maybe reinforcing ships you have to gift them or planets that you have to take or that you have to get a scout on some planet to feed them intel.
For completing this tasks their trust in you would rise. And it would show up as their fleet coming really in for the rescue when it's needed. Now I'm talking about a huge save, like a 1000 ships against for example a cross planet attack or exogalactic wave.
2. Human faction located on a planet. This could be pretty straightforward, but also pretty plain since it resembles the rebel factions and stuff that we already have on this game. Don't really liket this scenario tbh. Though to be fair a crazy big technological space ship building center would be awesome. And them just being more advanced in every way compared to you.
3. Two human factions on another galaxy. This might be the best as storywise planning goes. Since you could have forced choices. Like for example both of the factions fleets will get hit by the AI while passing through your galaxy and you need to send help. But the waves are big enough so you can't really help them both. Or you can if you really have a large fleet. Or you can make it even so if you help the other the other one just perishes no matter what you do. It's up to the devs.
There might be something if you help the other faction more the other will get pissed off at you but the one you helped will give you more rewards. Also the factions might start off friendly to each other but at a turning point you're forced to help the other destroy the other or having to just sit by as they fight it off.
One of the factions might be concentrated on having more defensive and economic things they can provide you with while the other has offensive things. This would give you incentive on which to help.
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As far as diplomacy goes in this game. Those were just the top of the iceberg. I think if the factions help you with defending against large waves randomly this should be just something of a bonus, not the end all of the diplomatic relationship. The storyline with them would be separate. They might need "special minerals" to be dug from some planet with a special probe and so on to advance the story. Something from the players end should always happen. But on the other hand. They might be just time triggered stuff so the player doesn't feel like he controls the tempo of the story. They might get in big trouble and they need something done NOW! If you fail to deliver the story loops another way with you having to compensate somehow for that shortcoming. Or maybe the AI gets something, unlocks new Ion Cannons to many of their planets or whatever.
And what I would like is a bit of a random element to completing quests too. Like say, there's a 10% chance they will actually survive the onslaught without you intervening at all.
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Ok enough of that, what I find the hardest part about this is not having the player do the same things for the storyline he already does in the main game. So, some mission types I've come up with for storyline games.
Mission Types For Storyline1. Special Minerals Mining : Build a special mining building on a predifned planet. The AI will most likely be interested in destroying this too for whatever reason specified in the storyline. If it gets destroyed start over but you still have the cache you collected of the special minerals. This would be classed as a rather easy mission type.
2. Escort mission : Already have these in the Spire campaign, and pretty straightforward anyway.
3. Placing special beacons on predifend planets : Basically just putting up some special buildings on many, say 5 planets that feed intel or act as a network for something or other, or for a little while disrupt the AI's defensive capabilities (for example, having all their anti-cloaking stuff not work for a while so your special cloaked intel units that will be provided to you can get to the AI Home Planet). Or that the AI will pull of their forces from the frontline because you fed them wrong intel. Whatever the storyline wants it to be.
The AI will place no interest on the beacons since this would be just too hard.
4. Recolonization/water purification/electrical maintenance/harvester maintenance of planets : This would be a very easy mission. Basically a special AI controlled colony ship would just go around your planets doing whatever it's said to be doing. The AI would have no special interest in this, but if it came to be that a cross planet attack just happened to hit you at the same time or a wave at a planet the colony ship is going through, tough luck. And if it so happened the colony ship got destroyed while "fixing electricity problems" all of your galaxy would suffer a breakdown in electricity for a short amount of time. 3 minutes maybe? Or minerals would come at a slower rate for some time if that was the case, or your docks would stop working for a time.
5. Massive Attack missions : The faction would tell you where they will hit and need you to assist. The faction will bring in very heavy firepower. The AI will amass huge armies there too. Hard mission type.
6. Massive building project : This is basically just something that will cost you a lot. In the line of 1 million to more. Build it anywhere you want.
7. Sudden rescue missions : The faction has men pinned down and needs help! You have to get there fast. Chance of 10-20% of the faction overcoming this without your help.
8. Guard Mission : Help the faction make a permanent home in one predifned planet. You'll have to guard them as it is being built and the AI will certainly be interested. After building you get use to their unique ships.
9. The faction is crossing the galaxy and needs to refuel their mothership at your base : This would be something like Battlestar - Galactica style. The faction would teleport a special mothership to your base but "slightly miscalculate" so they're now dropped at your outmost forward line planet, or just a random planet, makes no difference. You'd need to refuel it by building a special refueling ship. Just as the refueling ship reaches the mothership two special AI Motherships jump in. Both the AI Motherships and the faction Mothership launch special fighters You need to shoot down as many AI MS fighters as you can to buy time for the faction MS to refuel. As soon as it's refueled it jumps out with the AI Motherships jumping out too.
This will be hard to balance since you aren't expected to destroy any of the motherships but you are expected to shoot down lots of the fighters though.
10. You need to capture a space pirate : Some known criminal from another galaxy is running rampart in your galaxy now. Shoot him down to capture him, or to kill him, however the mission is described.
11. Other special missions... Random stuff : You have captured a radio signal from someplace called Earth. Build a radio transmit analyzer and wait for it to solve the the message. Completed : The transmission appears to be a show called Wheel of Fortune.
You could show a small clip of the wheel of fortune or similar stuff in other random quests. I dunno what rewards the player would reap from these or what use they would have. Dunno if these could ever be used, just a thought. These would just be something to lighten up the game.
Kinda like what Fallout games do.
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How the AI Wars system would incorporate these missions :
The Easy Way - Basic Storyline structure:
These events occur randomly with just being request from the factions that you fulfill or not. If you fulfill them your respect rate goes up (it can be shown or not be shown to the player how much respect he has among a faction) and once you reach a certain say 50 respect a bigger better scripted and multiple objective part storyline commences. Then it's back to the random occurences for a while again until you hit that 50 respect points.
The Other Way - Immersive Storyline StructureBasically this is just a new storyline with diplomacy being used only for how the storyline tree progresses. Every mission is heavily scripted out and the 10 mission types are just used as a basis for making out the missions. The strong point here should be that no mission is useless as far as the story goes. The storyline tree will always branch off which means that you will usually get a unique experience out of every game with this.
Involves lots of writing and scripting work though. The overall Storyline for one line of the tree doesn't have to be very long.
Example of how the storyline tree works:
You start off with a say subspace signal, ok you investigate it. You find the other 2 factions.
Now you have a choice of choosing among 2 missions. Ok the other faction gets a little pissed off you didn't do their mission and this is also heavily scripted out how they react and respond to you but at this point it might only be words, the storyline tree doesn't branch off. Now you choose the next quest they throw at you. They might have 3 quests that you can choose from. Don't matter which you pick since the real stuff happens only after the mission is complete. So, Mission completed but suddenly both of them need help in your galaxy as they're taking fire. Whom do you help or maybe both? Or maybe you can't help either as you're already fighting against waves.
Here the Storyline tree separates into three branches. Did you help and whom? Three different stories.
After each choice the storyline tree will branch toward a slightly different setting or ending. Did you do an economic,military or an intel mission for a given faction? Did you help one faction destroy another? All of these choices don't even have to be missions, they can just be dialogue where they ask you for your advice.
You might end up with the other faction destroying the other and then even coming after you, or you might end up with both factions well alive and both helping you out or just one of the factions being barely able to sustain itself and sending you only few troops.
You will need very good writers for this one to work though.
The Way Chuck Norris would design the game - Real Diplomacy:Tbh, I have no idea right now. I know it can be done but from a game design point there's so many factors to involve. If you want to bring in real diplomacy it really has to work you know? You need to get involved and feel some unity to the other factions. With this you probably have to have at least one of the factions establish their own base somewhere in your galaxy in some point of the Storyline to feel a sense of them actually being in the game. With trader ships going about and whatnot.
One of the things that's pretty hard in involving diplomacy is that it really needs to have some game impact. You can easily make up dialogue trees with the factions but how do they actually influence the game? Some kind of respect system has to be in place ofc cause all games are essentially based on math. "You do this, you get 10 respect among this faction" .
The bad thing is. No game has actually succeeded in bringing good diplomacy to a game. It's always just "Gimme this" "Do that" . Maybe you guys can be the first
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All of the above ways can still benefit from the fact that you get new buildings from the factions within the missions giving you new units etc. And the factions can save your ass from attacks randomly if you have gained enough respect points.
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There's already so much to do and stuff to keep up with in AI Wars. I'd really love that diplomacy stuff and having a more mission based game at the same time. There wouldn't be a second wasted in the game then as you'd have to keep up with your army, intel, diplomacy, economy, defense, power maintenance. Would be just awesome.
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To the Developers : Feel free to use any of the above ideas or inspired ideas for your next expansion.