Village people (trade / steal / etc)

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dinodod
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Village people (trade / steal / etc)

Post by dinodod »

While having to deal with the local wildlife now is ok, perhaps we could expand on this by adding villages. Some would like to trade with you, some might want to raid you, some might simply ignore you until you proven to them you can be trusted, etc

Maybe some tech can't simply be researched or some component is missing until you trade. Maybe your diplomacy level needs to be higher?

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Gandalf
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Re: Village people (trade / steal / etc)

Post by Gandalf »

Not sure how this fits the theme of a foreign, hostile planet. After all, the story has the player trying to get rescued.
On the other hand I'd really like to have some non-player entities in the game with a more diverse behaviour then *KILL* or *KILL IF IT KILLS US FIRST*..
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TheTintin
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Re: Village people (trade / steal / etc)

Post by TheTintin »

That would not stick with the current story of the campaign.

dinodod
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Re: Village people (trade / steal / etc)

Post by dinodod »

A hostile world that you are trying to escape from and the only life are the animals? Has anyone ever watched Star Trek? Every planet was hostile and had life on it.

Perhaps you could learn to unlock Translator technology so you could learn to communicate with the natives.

Perhaps you could also add a skill tree for diplomacy to win over the people or if it's low enough, they would agro on you.

I don't understand why villages don't fit into the game.

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Re: Village people (trade / steal / etc)

Post by Simius »

Well, because the aliens are the biters. Not people. This is clearly meant to be a planet without intelligent life forms, being hostile to any actual working of the land which produces pollution.

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Piranha
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Re: Village people (trade / steal / etc)

Post by Piranha »

I think the village people should just look like the aliens from the very early versions of this game, they were human looking, and have them with another language like suggested above seems to fit well. It would all just be a matter of balancing then, how to trade, what to trade, how much pollution can they handle, do they ever attack, etc.

If this idea was to really take off we need to see some proposal ideas with real numbers that make sense as to why this would actually work.
(and in reality this shouldn't be that hard to implement, just take the code that's already there for the biters, their "spawner" becomes an actual building (like the market placeholder), and the coin placeholder could also be used for the trading

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