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Urendi Maleldil
April 25th, 2006, 02:42 PM
I've been toying with ways to introduce the Force from Star Wars in a mod. I'm trying to figure out how to simulate the light and dark sides, as well as the Force's overall influence through components, facilities, and intel projects.

Do you guys have any ideas about how to mod something as etherial as the Force?

geoschmo
April 25th, 2006, 02:47 PM
My first thought would be Jedi versions of troops and figthers. Very expensive so they take many turns or even years to build but very-high damage inflicted and received so they can defeat dozens of otherwise comparable non-jedi units.

Captain Kwok
April 25th, 2006, 03:01 PM
I think Geo's suggestion is a good idea that is more-or-less faithful to the Star Wars universe for a SE:IV mod.

Slick
April 25th, 2006, 03:32 PM
There could be some expensive facilities also giving various system bonuses and/or research/intel; possibly include also happiness or medical areas. I'd look into using some of the Psychic techs being restricted to Jedi/Dark Jedi.

Definitely make Force-related things cost prohibitive to accumulate in large numbers. To be true to the genre and to balance the game, these can't be what will decide the game. They should be used for the most important offensive/defensive plans and should be able to be overrun with sufficient numbers of conventional means.

I'd also make Jedi fighters very fast, just for the coolness effect.

bearclaw
April 25th, 2006, 11:43 PM
I did some racial techs for the Force a long time ago. Still have them on my computer back home. But it was pre-gold.

I had 3 racial traits
-Force Sensitive
-Light Side
-Dark Side

Force Sensitive had some aspects of the Force but were fairly small in their scope. To pick either Light or Dark Side you also had to pick Force Sensitive.

That way, you could have races that has a minor touch of the force or full fledged Jedi or Sith. Unfortunatly, you were on your honor not to pick the other.

Items I had were Jedi Temples (one per system) Sith Temples (one per system) Jedi Acadamies, lightsabers and different crew quarters (Padawan Crew, Apprentice Crew, Jedi Crew, Jedi Knight Crew, Jedi Master Crew). Each one had different abilites.

Urendi Maleldil
April 26th, 2006, 12:20 AM
Hey! Those three tech areas I'm working with are identical to your three!

Black_Knyght
April 26th, 2006, 12:45 AM
http://forum.shrapnelgames.com/images/smilies/cool.gif Thinking about adding " Force Masters " to your Masters Mod ??? http://forum.shrapnelgames.com/images/smilies/wink.gif

Urendi Maleldil
April 26th, 2006, 01:19 AM
Hmm... What do you think? http://forum.shrapnelgames.com/images/smilies/wink.gif

Intimidator
April 26th, 2006, 04:43 AM
Components :

-High combat/defense bonus
-Scan capability
-Capability to detect cloaked ships (feeling the people onboard)
-And even in higher jedi/sith levels the capability to stop the enemy on firing on you.

Facilities :

-higher happines (even for sith, because the fear for the sith will make the people obedient slaves.)
-Better economic bonnuses
-planetary/system ship training capabilites
-much higher Intel

Etc etc.....

bearclaw
April 26th, 2006, 12:54 PM
Intimidator said:
-much higher Intel



Oh yeah, that was another thing I had in what I was working on. Jedi/Sith abilities that were represented by Intel projects. Lots of them.

Black_Knyght
April 26th, 2006, 05:50 PM
Given both the manner and ways that the Jedi and the Sith can influence people and governments, I'd think they might also have a high "Political Savvy" rating as well.

Atrocities
April 26th, 2006, 08:20 PM
Great ideas. I was going to use the Cultures as my way to render the Force into the mod I am working on. Light and Dark sides as well as neutral.

Urendi Maleldil
April 28th, 2006, 11:22 AM
Hey guys, thanks for your ideas. I'll be able to use a lot of them. This next project I'm working on is going to be pretty cool.

bearclaw
April 28th, 2006, 12:38 PM
When I get home, I'll post the zip of what I did, if you (or anyone else for that matter) want to see.