Heroes

Long time ago, Frogboy himself talked about some hypotetical presence of characters (Heroes) in GalCiv III. Not a promise but an idea. Since then, I have never been able to forget that. I did forget where I read it though.

Anyway, I bought MoO 1 and 2 long ago in GoG and enjoyed them (mostly 2). And while I haven't played them in a very long time, I do remember being able to hire characters that I could then send to planets for some bonuses or using them in my fleets for similar reasons.

As people loves to speculate, do you think that we will get something like that for GalCiv III? Would you like the idea? Hate it? If it were to be implemented, how do you think it should work?

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Reply #1 Top

I would not be against the idea of prominent figures that could be used to modify the statistics of whatever they were attached to (planet, station, fleet, etc).

Reply #2 Top

I think it's a great idea... especially if they have clear roles, like governor, explorer, general, etc...  It could be a focal point to try and capture/execute enemy heroes, though I wouldn't want them to be particularly OP compared with standard ships, and I'm not sure I would want to have them be equipable, a la FE.

Reply #3 Top

I'm trying to remember the game now (Pax Imperia?), that had various governors you could recruit.

Essentially, each Governor had various stats, that affected different things (income, research, etc.).  So you'd be on the lookout for a 'research specialist' to place on your research colony, etc.

It might also be cool to be able to assign various fleet admirals to different fleets.  Abilities/stats they might have could include initiative, agressiveness, defensiveness, perceptiveness (increases chance of noticing things at extreme sensor range, sorta a sensor range bump kinda thing, but only if something is in a square/hex just outside of sensor range), resourcefulness (increases repair rate, and/or maximum range from nearest supply point).

Said Admirals would increase their abilities in combat and such, using some formula/system to pick which abilities would be increased.  'Scout' admirals could potentially increase their skills when they explore an anomoly, etc.

Another fun idea for a 'scout' ability would be for an admiral to be able to 'see' what's on a planetary surface when in orbit.

 

Note that said characters (governors, admirals, super spies, etc.) should be limited in number, say no more than 5 of each.  The game I mentioned remembering above had characters for each planet, though, and a number of them were 'mediocre'.  Essentially, I don't think anything would be gained with having a 'mediocre' governor for each world, plus a few excellent ones.  Just tracking the exceptional individuals I think would be best for simplicity.

Reply #4 Top

Endless Space actually did the hero thing quite well, I think. Had both governers and admirals. They started off with differing traits that were random, and each trait could be leveled up as the game progressed.

I kind of got the idea of heros, or some such, becoming a factor in galciv3 because of the emphasis placed on names in the story boards (DATABANKS).

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Reply #5 Top

So what, we'll start having specialist economies vs cott... oh sorry planetary economies.

I do love the idea though.

There's also a ton of other things I'd like to see.

I wonder how far along the development the game is.

Reply #6 Top

If they are added, I would like to see them incorporated into the game more than most other games do.  I could image them having significant impacts on diplomacy and espionage.  Being able to steal a hero and possibly what ever resource the hero governs would have significant implications for the diplomacy/espionage systems.

Reply #7 Top

Better yet have there be consequences and different roles based off of who you choose.

 

If you're human with a pro-open society... they may accept that Yor general to command your mightiest ships... but what if they didn't?  What if the people hated the thought of that person being their leader.

And while still on this topic, why not have factions become moralized/demoralized with the deaths of generals as well.  Such as the iconic hero dying in battle defending the boarders of human space...  thus rallying the people into a frenzy... or demoralizing them into a situation where the people NEED a victory.

With this as a general concept, having them be overpowered might not be the best way to go.  But rather there to add benefits and consequences to your actions while giving that slight boost to make or break a planet/battle.

Not to say to go overboard as this could easily ruin certain types of play, such as having suicide fleets... (if possible).  But it could be an interesting twist on the existing structure... consequences for each thing... are the bonuses as good as potential risks to allowing other race's leaders to rule your people?

 

EDIT: and if possible, you could have an choice screen (like the alignment one) based off of what happens to spin deaths (or even victories/defeats) different ways... 

Reply #8 Top

Star Wars Rebellion, Distant Worlds Shadows (Legends started it but I love it), Sots 2 Admirals traits and ratings- evasion, reaction and loyalty and yes moo. Hire planetary governors, scientists, admirals, etc, etc... Get me attached to people and suffer when they die. :'(

Reply #9 Top

It would be interesting to have a semi-random event system where you could negotiate with individual heroes if negotiations with the parent government failed. 

For example I could see a general negotiating a cease fire with a player if negotiations with the parent government fail.  This would take a portion of the fleet out of the war with you.  The reverse could also happen.  The general may refuse to accept the cease fire and continue attacking.

I can also see this happening with trade negotiations and planetary governors.

I suspect many players would not like the lack of control so there would need to a configuration that would enable/disable the feature.

Reply #10 Top

What would be really twisted is if you could 'turn' an enemy hero/governor using the espionage system, and make him a 'sleeper agent' for your empire.  Then, at some opportune moment, he reveals his true loyalties, disrupting the operations of those below him.  This could result in a penalty to the defender's planetary defense value, a flagship might disengage from combat/change sides, you get the idea...

Reply #11 Top

I think it would be neat if the "hero" characters could be hired for a regular salary, or defect if another empire offers sufficiently more. Just so that they aren't permanently associated with one empire.

 

Recruited: Grand Admiral Thrawn

Bonuses:

  • Influence +100
  • Tactics +700
  • Popularity -100

 

Reply #12 Top

I want the Distant Worlds version of having many characters, which perform several roles, some are governors, some are fleet admirals, some troop commanders, some spies, some researchers, each is locked into that job, but grow better the more they work.

They even had a leader character that would be the president/overlord/whatever political system that race uses, who gives bonuses to many areas depending on some chance, and some events.

Reply #13 Top

I really liked the 'heroes' approach of Rebellion.  You could send your heroes to perform certain tasks (Diplomacy, espionage, sabotage, ...).  Admirals boosted your fleets.  But the coolest part was that you could try to capture or assassinate the enemy heroes if you discovered them.  It really felt cool when one of your heroes was captured and after a long search and rescue campaign you managed to liberate him from enemy forces. 

It would be really cool if that was available in galciv 3.

Reply #14 Top

I think the best game, how heroes should be is:

DISTANT WORLDS

but the problem there is, that after some time, you don't have any connection to them, as there are too many and many of them have not any function after some time ...

So even I like that way, how it is implemented, I would change it, that an empire has somehow 4-10 heroes, who could be used for ANY Task I Need at that time ...

so if I need all of them to go spying .. let do it ...
after some time .. tech trading ... no Problem
and so on !

They all have a Basic value for ANY TASK, it depends of the development of my education system and buildings I have .. and of course in which field they are working most of the time ...

it could be even improved, with ITEMS/GEAR, which I will find in the galaxy or I am producing or trading !

 

Important is, that I could change their tasks to what I need and that they are not too many, or they will be ignored after a time ...

So in wartime they are generals and in peactime most of them are diplomats ... and so on !
It is somehow my political cabinet ...

and I have ONE SCREEN, where I could manage them all and see where they are and what they are doing ... that long list from "Distant World" isn't that good ... should be more like "Heroes" Standing in a row,
and where I could click on them to see which gear they have equipped
and where they are (Hologram if they are not on the capital planet)
and what they are doing

if they are with a fleet of course they should be on that Admiralship and so on ...

AND ONE SHOULD REPRESENT YOURSELF ... the great president or Diktator :-)

(maybe Stardock could use some programmcode from Elemental )

Reply #15 Top

Nice to know that some many games out there (that I haven't played  XD  ) do have characters too. I understand that Rebellion means Sins of a Solar Empire?

64-bits and all, I was thinking that the number of those heroes could be different depending on the size of the map. Five heroes, for example, could be enough for a normal map but for a super duper 64-bit huge-to-infinity map, that number would be too low.

The poor from where you can recruit (AIs would get their own one, obviously) would be composd first of members of your race(species or whatever) but as you meet new ones, new options appear in that pool. Aligment would condition that too (good Altarians don't get to use evil Drengin). The current number of employable heroes could be base on faction traits, researched stuff and "popularity".

I'd keep them quite simple. Even if there was tactical combat (fleet and ground), battles would be to big in scale to have them running/flying around by themselves. So gear may not make much sense despite it having some potential. Being able to level them would be ok though. And being able to specialize them further or maybe in other stuff could be ok too. Maybe Luke Skystroller beings as a hero taht gives bonuses to population growth but you later wnat to add some bonuses to ground combat. Plus also allowing to work with whatever you got instead of tirelessly waiting for the correct guy to appear in your recruitment window.

But in any case, nothing complex with tons of stats for each one. Portrait, name, race and aligment would be a must. From there, some skills would be enough. No Hit Points or Mana needed. Or resistance to lasers... If they are defending a planet that gets conquered, there would be a chance to lose it for good but if they escape, they would appear in another of your planets but unusable for X turns. For fleet battles or atacking planets, losers would have an even reduced chance of surviving. No hit points at all. Live or die.

I like that of using/abusing them with espionage related stuff. Not sure how "sleeper agent" could work considering than anyone else could be trying the same on the same guy ("You lost control of your sleeper agent" window?).

But yes, spies, admirals, merchants, researchers... So much could be done with them!

Reply #16 Top

For a game like GalCiv, instead of just having a hero appear on some random turn, they should be created through events in game, not dissimilar to how CivV handles Great Persons.  Then allow those heroes to gain experience and expand their abilities, and their sphere of influence.  A governor may start with a bonus to the planet he is on, then grant a bonus to the system he is in, then to the sector, while an admiral's bonus would be for his fleet, then adjacent fleets, then fleets up to 2 hexes away (of course, this depends on how GC3 handles combat).

Reply #17 Top

I'd actually like heroes/officers to be handle like in hearts of iron 3. As in you need to keep a pool of officers trained to a certain level to keep your military running at an optimum level which costs resource to fund. You also then have a pool of characters (commanders) which you can assign to say being governors or commanders of different types of fleets. 

So say you've got a character that's good with ground troops you would put him in charge of a fleet with a lot of troop transports for invading planets to give the troops bonuses. Or if you've got a young up and coming character you would stick him in charge of a small fleet and build him up/train them via skirmishes.

 

 

 

 

Reply #18 Top

I would rather take the randomness out of a hero system entirely.  I would rather have a resource system that would allow you train and recruit heroes in a predictable manner.  You would have complete control of the quality, specialties, and number of heroes you posses.

Reply #20 Top

Heroes in GalCiv3 would be an interesting addition.  It was partially done in GalCiv2 to a minor extent with the experience points that let a ship level up after battles.  The ship was essentially the hero in that case.  Taking that idea to the commander of the ship would be cool.  You could then take the commander from the small or medium class to a large class ship and he'd retain the experience.

 

Reply #21 Top

Quoting MottiKhan, reply 20

Heroes in GalCiv3 would be an interesting addition.  It was partially done in GalCiv2 to a minor extent with the experience points that let a ship level up after battles.  The ship was essentially the hero in that case.  Taking that idea to the commander of the ship would be cool.  You could then take the commander from the small or medium class to a large class ship and he'd retain the experience.

Good idea. The experience isn't tied to a ship.

Reply #22 Top

Quoting MottiKhan, reply 20
It was partially done in GalCiv2 to a minor extent with the experience points that let a ship level up after battles.  The ship was essentially the hero in that case.

I understood the experience of the ship to be how experienced the crew of that ship was. But yeah, it's similar to a point. ^_^

Reply #23 Top

The only game that I've played with decent heroes in it that didnt stuff the game up was SW:EAW in GC 2 we have governors and the ships get xp please dont screww this up

Reply #24 Top

Quoting Cyclone_Jack, reply 16

For a game like GalCiv, instead of just having a hero appear on some random turn, they should be created through events in game, not dissimilar to how CivV handles Great Persons.  Then allow those heroes to gain experience and expand their abilities, and their sphere of influence.  A governor may start with a bonus to the planet he is on, then grant a bonus to the system he is in, then to the sector, while an admiral's bonus would be for his fleet, then adjacent fleets, then fleets up to 2 hexes away (of course, this depends on how GC3 handles combat).

As I'm reading this post I was thinking of Civilization 4; otherwise the same thing.

Quoting 1xador, reply 18

I would rather take the randomness out of a hero system entirely.  I would rather have a resource system that would allow you train and recruit heroes in a pre

I don't mind the idea of training that is kind of what they did in civilizations equivakent to the civilization screen when they let u devide between money u made. research, and points toward great people. Though I think u should also get abilities from leveling up like Sins of a solar empire.

There r too many good ideas to quote everyone. I think these r really great ideas.

Reply #25 Top

Personally, I could do without heroes.  While they are fun in Fallen Enchantress, I'd rather see Galciv3 dominated by huge fleets and not individual special characters.  I hope to have more to worry about than leveling up Buck Thrusterblaster so he can use the +3 Mindcannon with the laser scope.

 

Although if heroes are in the game I'm sure it'll still be great.