Malakal said:A mix of both perhaps? Having a good enough customization tool will allow for the creation of unique and interesting preset races. If each would have an additional one or two special traits it would make them even more interesting - as in MoO3 and GalCiv2.
It all depends how different races should be. As different as those in MoO3 and 2 (with 3 being extremely diverse) or simply repainted humans like GalCiv2.
Malakal said:Yes, special traits meant you couldn't pick them. Let me explain how it was in MoO3:
Races were divided into types - like aquatoids, lizardmen, humanoids, crystaline etc, each type had different costs of purchasing certain modifications (for example siliconids the only crystaline race had very cheap production and manufacturing but were bad at research), different sweet spots for colonization (so acceptance of light/heavy G and atmosphere etc), preset base diplomatic values to each other (fish hated lizardmen for example).
Then there were those special quirks that made races truly unique. Like inhabiting a gas giant. Or being a parasitic race feeding on other races.
This way races were both customizable and different at the same time - they were not made up from their base parts.
Malakal said:Yes, creating races was in some ways more fun that playing the afterwards in MoO3.
Awor Szurkrarz said:Lovecraft-style alien races with background stories would be nice. And a creator for creating them. It would be nice if they would stay alien alien though.
GarfunkeL said:Problem with starfish aliens, ie "alien alien", is that interacting with them would be monstrously difficult - which might be counter-productive for gameplay purposes.
Shemar said:My suggestion is to keep it simple and minimal during development. Keep it to just humans which are usually average in everything. Let all the other races be also 'human' (don't worry about different in-game characteristics, just give them a weird face and a weird name). Once you have a game going with that, then you can start thingking how racial modifiers can add depth and interest in the game and atsrt designing races and adding that variety. But until you have a playable game, I would not worry about it.
Make sure you create placeholder, dummy functions for all the things you may think an alien race may modify. For example never have a variable with RP points generated directly accessible. Always have a function with RP points generated and always use that, even if for now all it does is point to the actual variable. Then when you want a race to be better at research, just modify that function and the rest of your game is automatically modified, instead of having to hunt for all the spots in your code you have to fix. And Research is actually a bad examle, but think about things like energy consumption bonuces or ship component performance bonuces. Always have a dummy 'racial modifier' function so that later you can add actual racial modifiers very easily.
oscar said:I've always loved games where playing a different race results in a radically different experience and requires very different strategies. However this is usually very difficult to balance (even with a +/- "race creation" pre-game selection) but creates a much more memorable experience.
Dominions 3 was a fantastic example of having a large range of varied civilizations with wildly different strategies, playstyles and flavour.
I wouldn't be adverse to having some non-playable races act like barbarians from the Civilization series (but far more aggressive). For instance a 'Bug War' event could spawn a huge insectoid army on some far off planet of yours that indiscriminately anyone nearby (for a good early/mid game challenge). Or a race of super advanced robotic guardians built by precursors that aren't hostile but will fiercely defend anyone who tries to enroach their sacred sights. They may even break their neutrality and try to destroy any civilization that starts researching the technology that led to the downfall of their masters..
Malakal said:Dominions isnt the best example since its races are horribly unbalanced and AI nearly non existent. This is what happens when you put as much cool stuff as possible into a game and dont have the time to polish it enough...
But creating few unique races shouldnt be that difficult. But lets focus on basics first.
Sounds greattiagocc0 said:Awor Szurkrarz said:Lovecraft-style alien races with background stories would be nice. And a creator for creating them. It would be nice if they would stay alien alien though.
I haven't read anything of Lovecraft books, I might want to consider reading one to understand it better.
One thing I really want is to make alien really alien.
Awor Szurkrarz said:Sounds great.
Check out his "At The Mountains of the Madness", "The Whisperer in Darkness" and "Shadow Beyond Time".
Excidium said:You can read them here http://www.hplovecraft.com/