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Territory Units and Ark tokens why I dont like the idea


Kambalo

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When I was looking and reading at this post from the dev my heart sunk, you can read the post here

 

https://devblog.dualthegame.com/2015/07/24/territory-control/

 

I dont like the idea and I really wish the devs would discard this idea, having this system of cells or tiles reminds me of the series of game CIvilization

 

Right now they are showing Civ VI

 

http://comicbook.com/2016/06/14/civilization-vi-e3-2016-closed-door-presentation-description/

 

I really despise that type of game and to bring something similar to that style into this game makes me feel like the game is moving backward instead of forward, moving away from a game that could be realistic into something cartoonish and childish like the Civ series.

 

I understand the intention of the dev to bring the importance of politics into the game, like he well presented here and I quote:

 

Posted on 24/07/2015 by jcbaillie

Territories are perhaps the single most important feature of a successful emergent geopolitics in the game. While the notion of a “construct” (a building, a ship, a space station, etc) properly conveys the idea of private property, it fails to extend to the level of a territory, which you can picture as a collective public property. How can players declare certains areas as their territory? What does it mean exactly? Do we need territories in space? What is the link with Organizations? How do you manage hierarchies of territories (think of cities, regions, states, alliances, etc). Can we set some territories as secure (non PVP)?"

The problem to me is that it moves away from reality when the devs start to create a tile system that looks like a big beehive.

 

That is not the way to go, the concept of territories is awesome but the concept of tiles is not, for this [particular game.

 

I agree we need territories, but let the territories be expanded by areas of influence instead of tiles, you can increase your area of influence by developing your territory via terraforming, construction, building of commodities or finding an Ark token which could help you to develop new research areas etc, lets assume the AT are artifacts from a long gone civilization and now you have discovered a new source of income because this AT is a commodity, you the founder of the AT can learn new technologies which you can sell in the market at a top value via blueprints, devices created using this blueprint indication or just plain selling the technology in the market.

 

Once you have discovered a planet and claimed a territory, you could invite members of your guild to create colonies as well in "your discovered planet", the members of your guild could build around your area and then the whole territorial area could be claimed for a particular guild. Once the guild has placed a claim on the territories the area of influence now benefited by the union of many members will increase an accelerated rate.

 

We must take in account that a colony will need a lot of resources, maybe one member of the guild discovered a planet with vast iron reserves or in that particular system he may have found an asteroid belt with diverse types or one type of a particular resource, does bringing all the members of the guild to join their resources together to establish the control of a planet or a Moon depending on the geographical, political, economical value of the settlement. (A settlement close to galactic travel lines would have more value than one which is faraway.

 

Also the possible creation of jumping stations that allow players to visit systems which are faraway from galactic travel lines and only can be reached through jumping gates or hyper-gates or star gates.

 

The possibilities are endless.

 

Guilds may have specific roles for players, people could choose to be merchants, or miners, or specialists in the different crafts, or researchers, or technicians or explorer or just plain military men. In a guild you can create academies for each area of interest.

 

I could visualize a guild with a building for the research, for crafts, for mining etc etc

 

I just dont like the tile idea and would replace it with area of influence that in the beginning when you first established could be the size of a tile, just in irregular shape, plus I wouldn't place on the planet this map that looks more like a giant honeycomb than a planet.

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so, where is your problem? it doesnt really matter if you develop ur territory with gradually expanding influence or via discrete steps buy adding tiles. is it because you want irregular borders?

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I get your point completely, but I have a feeling that there are some things that I would just like to point out. 

 

First off, you pointed out that using tiles would be like a Civilization game and would ruin some aspects. I due understand the concern but I would have to point out the playing style of this. First off, if you were to remove the tiles system, the devs would naturally have to replace it and make a new system, which could get even more complex and cause players to have a harder time managing it. The fact simply is that the tiles system is the best and most practical way to manage this.

 

Referencing the article of territory control, which can be found here https://devblog.dualthegame.com/2015/07/24/territory-control/#more-468, we could note that things will have to be managed with tags and due to that mechanic, areas must be created for those tags to therefor work. If there is not a system of dividing areas up into sections or as such, these concepts of territorial control and management would not be able to work. Alternatively, you could have a mesh like area that through some process is able to be expanding, but how you would go about this and the practicality of programming it and managing it is very unstable.

 

As well, due to Arkship Security, it would be the wisest idea to go with the tiles system of doing things. As well, Arkship security provides a very key element to players who don't want to lose items and so it allows a completely different player base to thrive. Without this key element, we would be excluding the concept that was decided  upon so that new players or those who want a safe refuge to play would be able to.

 

I realize others may have posted in this time, but I wanted to add some reasoning from these articles. I completely understand your viewpoint but for the longevity and goals of this game, I'd have to say that these concepts should stay.

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I really despise that type of game and to bring something similar to that style into this game makes me feel like the game is moving backward instead of forward, moving away from a game that could be realistic into something cartoonish and childish like the Civ series.

 

 

I think you might partially misunderstand their intention for the tiling system..  The planet won't be physically divided up in to tiles, the hexagons are merely the shape of land "claims"  it could be square, but I imagine the devs went with hexagons because it can be easier to divide up a sphere that way?  Either way, you generally won't see these planetary divisions, unless you bring up a territory view of some sort.

 

Also, claiming land isn't something that will be simple to do.  It will require a massive amount of resources for a single territory tile and the actual device used to claim the land will still be vulnerable to destruction itself, so it also has to be hidden and protected accordingly.

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