Lonhaldar / MiddleEarth-Project

Here's the new rep for our mod. I'll write here what we needs and what are the missions. If you don't have work to do, just contact me and i'll give you some. So we'll be organized and won't work on the same things on our sides :) DON'T MERGE YOUR FILES WITHOUT TESTING THEM, AND ALWAYS LOOK BEFORE IF THESE FILES WEREN'T CHANGED BEFORE YOU.
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Good/Evil sides mechanics #2

Open Chris1993 opened 8 years ago

Chris1993 commented 8 years ago

I propose the removal of the aforementioned feature. I had added it a long time ago to represent the separation between Free Peoples and the evil ones and it was intended to work as a basis for alliances scripting. Now that alliances and pacts have been added to the vanilla game, this features seems totally useless to me.

LeGrandiSlayer commented 8 years ago

Hmm, I'm not sure. It gives flavor to the various characters, and allows some Mannish cultures to be true neutral, instead of picking a side. It'd also allow for people to more easily see what characters are evil, and which are good.

Besides, all of my buildings use the evil trait so that Sauron doesn't go running around with Elven buildings.

Porkenstein commented 8 years ago

There is a genuine light/dark dynamic in tolkien's universe as well, reflected by the the conflict between the creation of Eru and that of Morgoth. I think that its role could be toned down, or maybe it could be a hidden trait, but it probably shouldn't be removed entirely. It also helps with diplomacy - Sauron shouldn't like Feanor just because both of them are cynical.

On Thu, Jul 21, 2016 at 12:37 PM, Jacob notifications@github.com wrote:

Hmm, I'm not sure. It gives flavor to the various characters, and allows some Mannish cultures to be true neutral, instead of picking a side. It'd also allow for people to more easily see what characters are evil, and which are good.

Besides, all of my buildings use the evil trait so that Sauron doesn't go running around with Elven buildings.

— You are receiving this because you are subscribed to this thread. Reply to this email directly, view it on GitHub https://github.com/Lonhaldar/MiddleEarth-Project/issues/2#issuecomment-234327296, or mute the thread https://github.com/notifications/unsubscribe-auth/ADjNv9JkTTPQLcc1YjbUoHm-AHuC17BYks5qX65WgaJpZM4JR-A0 .

Porkenstein commented 8 years ago

Er, I suppose that I'm thinking of the "Guardian of Middle-Earth" trait. That's definitely applicable to the war of the ring.

On Fri, Jul 22, 2016 at 12:44 AM, Derek Stotz derek.stotz@mines.sdsmt.edu wrote:

There is a genuine light/dark dynamic in tolkien's universe as well, reflected by the the conflict between the creation of Eru and that of Morgoth. I think that its role could be toned down, or maybe it could be a hidden trait, but it probably shouldn't be removed entirely. It also helps with diplomacy - Sauron shouldn't like Feanor just because both of them are cynical.

On Thu, Jul 21, 2016 at 12:37 PM, Jacob notifications@github.com wrote:

Hmm, I'm not sure. It gives flavor to the various characters, and allows some Mannish cultures to be true neutral, instead of picking a side. It'd also allow for people to more easily see what characters are evil, and which are good.

Besides, all of my buildings use the evil trait so that Sauron doesn't go running around with Elven buildings.

— You are receiving this because you are subscribed to this thread. Reply to this email directly, view it on GitHub https://github.com/Lonhaldar/MiddleEarth-Project/issues/2#issuecomment-234327296, or mute the thread https://github.com/notifications/unsubscribe-auth/ADjNv9JkTTPQLcc1YjbUoHm-AHuC17BYks5qX65WgaJpZM4JR-A0 .

ghost commented 8 years ago

I wouldn't say that it is an entirely useless feature, but you're right, the alliance and pact systems do make it lose a lot of its importance. As the others have said though, it makes characters more easily identifiable as being 'Good' or 'Evil' as well as ensuring that they remain at odds.

Reworking them so that they only apply to properly powerful characters (King-tier and higher) and altering their purpose a bit to make them alter AI behaviour (dropping aggressiveness and the like) would be for the best I figure.

Lonhaldar commented 8 years ago

I have really no opinions on it ^^

Skullever commented 8 years ago

Reworking them so that they only apply to properly powerful characters (King-tier and higher) and altering their purpose a bit to make them alter AI behaviour (dropping aggressiveness and the like) would be for the best I figure.

I think I like this idea best. Only characters that can truly have a bearing in the battle between good and evil (i.e. independent kings/emperors) should be able to use the system.