I put together this page
with quotes from various people and additional comments from myself to
give (wanna be) creators of new 3rd-party races some insights in what can
and what can´t be done as well as insight into the most common pitfalls
when putting together a possible new race for this wonderful game of Planets
4. If your going to create a new race - and would like that Tim actually
implements it into his game - you should very carefully read this document
and ask yourself some very fundamental questions...
Tim Wisseman, mailinglist, 11th June 2001:
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If you race has very powerful combat stats and ships, they need a big weakness.
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Be different, be wierd, be fun.
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Don't be boring.
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You can make up new ship devices, just make them easy to understand and
fun.
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Look at how my races all have something very wrong with them, a big weakness.
Follow that example.
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Look at other races in the game and give your race a special weakness and
advantages against a few of them.
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Do not add something to a have that requires new screens to be added to
PLANETS4.EXE.
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Do not add new metal types or cargo types to the game.
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Do not add new weapon, engines or other parts to the game.
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You can change the stats and functions of existing parts.
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Give your ship hulls special powers. . . . maybe special powers that
only work when your race crews it.
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Pretty pictures and a set of ship stats and devices do not make a race.
They need something more.
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Do not do what is expected.
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Do not make yet another clone of the Privateers, I have rejected several
ideas for Privateers clones, including the Orions, the Caribeaners, the
Pirates and the Black Marketeers.
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Do not clone the Birdmen and just give them ships with lots of armor and
long range scanners. ( Grossen Avitors )
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Do not clone the Stormers and just give them ships with lots of armor and
shields. ( Neo-Fascists, Clingonians )
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I have seen some very good ideas like the Solarian Unity and the
Children of the Apocalypse. The Scavengers had the right idea, start out
a little weak and start turning things up until the race is strong enough.
They are an interesting race. The Enforcers turned out really well.
Tim Wisseman, mailinglist, 7th Sept 2001:
From now on if a 3rd party race is turned in that has no disadvantages
and is simply an overpowering race that the designer has failed to balance
out I will step in an take action to bring them down to a level that will
work. There is no point in releasing an over powering monster race that
is going to get banned from most games, then have it fixed up later, only
to remain a banned race by many hosts.
Tim Wisseman, IRC, 4th May 2002:
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The 3rd part races. . . there are 31 of them. . .
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I had a major burn out caused by a 3rd party race ;(
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The problem with some 3rd party designers is I can spend 2 weeks making
the race work and then they change everything at the last minute
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Then the race gets released and then they want to change things over and
over again. ..
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with 31 3rd party races it gets sort of crazy
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Now the ones that are out right now, the designers have do a good job of
keeping things sort of stable
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I know of about 10 more that are going to be added ot the list
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It is really nice when a race can be released and it can just stand as
it is without alots of changes
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Most 3rd party race designers would not go for a commitee looking over
their stuff
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Heck, many scream if I suggest something to make the race better
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Yes, I can just say. . . all 3rd party races are on hold until after V4
is released. ..
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The problem is all 3rd party race designers are different. . .
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there are some really really good ones that have been a real joy to work
with, like the Solorian and Centaur designers
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. . . but others it has been sort of like a mud slinging match
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. . . my race NEEDS 60 Large weapons, you NEED to change host.exe and planets4.exe
to support 60 large weapons. . . good lord. ..
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There is one guy that wants 10 super weapons on 1 ship. . .
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There is a ship design that is immune to all weapons except for super lasers
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One ship that takes no damage from enemy weapons fire, but returns double
damage to the ship that fired on it
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most "forget" to give there race any real weakness
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Or if they have a weakness. . . they give the race something that nullifies
the weakness. . .
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Like the race has low growth, but they have a cheap little tech 1 building
that cases the colonists to grow at a rate of 20% a turn. . .
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You guys can see what I do with my races. . . I sometimes give them INSANE
weaknesses
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I did find the Solorians to be a wonderful race design. . .
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There is another 3rd party race that I am looking forward to is the Childern
of The Apocolipse. . .
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The problem with a point system is. . . there is always "a perfect race"
or a "monster race" design that people will come up with over time that
spoils things
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I like having fixed races because you can be more flavorful and more edgy
in the designs
"amaranthine1", mailinglist, 11th June 2002:
While the holy grail of *Balance* is pretty much an impossibility,
no one race should have "Superiority" over the rest.
If the central idea is "My race will kick your race's excretory orifice",
then it is the central idea that needs changing.
Robert Weisenburn, mailinglist, 11th June 2001:
Well, I think if anything, the creators should at least lobby the more
'estute' players in checking out the race development page. Looking through
the stats and evaluating is a very time consuming process. I've looked
at a few myself lately... When I see mine, I know exactly what I've got
and what I want each ship and my race to do because I built it from the
ground up... When I look at someone elses, its like putting a jigsaw puzzle
together: If all the peices are there, you get it, it just takes a while!
I think its great that you can design your race at your own discretion.
If it bites totally, noone is going to play it.
Neville Bowers, mailinglist, 11th June 2001:
If I were a game designer who had opened the door to having other people
make add-ons for it, I too would hope to see them meet or exceed my own
levels. That said, given what it takes to make a race, I would like to
see the following thought and effort put into the design before someone
started pestering me to alter my code to accomodate them:
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Coherent and decent history/premise write-up of the race involved.
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A detailed and comprehensive writeup of how you see the race working, as
in what sort of resources they will be using, what their main strengths
are supposed to be, how they generate food, taxes, etc. You should include
in here references and explanations of any special race buildings, special
abilities of any of their ground units, or odd features that this race
will require (like being able to draw fuel from Stars instead of planets,
etc). You get the idea :)
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A useful set of stats for these things (Perhaps Tim or someone could write
a short "points weighting system" guide that gives scores for what various
ships, their devices, fighter-types, ground units, scan ranges and mount-sizes
etc might give the race as regards "strength"). And then have it known
that no race with a number greater than X on that scale would be accepted.
These stats might not be final: they could simply be proposed, but if I
were writing this stuff I'd want to see stats that matched both your premise
and your writeup.
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I'd expect to see maybe 2 or 3 pieces of artwork. Sure you will have time
to finish up the rest of your pics while the code is added, and the game
tailored a bit for you... But if I were Tim I'd be hoping to see a base-level
commitment to having thought your race out carefully and put some hours
in working on the art for it.
myself, mailinglist, 14th June 2001:
Races should be distinct in their mindset, their philosophy of winning...
Devices at to the flavour of a race, but if there´s no flavour, it´s
irrelevant. The similarity of the classic VGAP-races to popular TV sci-fi
races add so much spice to this game, because we identify with them, when
we play them or play against them. Surely there are 3rd-party races that
have no absolute addictive flavor, but other ideas are well. I really think
that interesting 3rd-party races should be racepacked from time to time,
while the Beta-Testers are still looking for errors. But if there is a
good race-concept, the race maker should carefully think of how he can
realise his ideas within the current system of rules, only adding what
is absolutely necessary. Example: I wanted my Arborians
to have organic plant ships made of food, supplies and med. I came up with
special "Organic Space Ports" that enable to build these organic ships
only. But all that stuff was in fact unimportant. Tim can program that
anything can just morph into anything. So the food etc. is put into a pod
which will transform into a ship (per chance). Not another unnecessary
building to code for Tim.
Some additional thoughts on the issue:
There are race creators that quite openly say they want to create a
race that shall beat all the others and give them monstrously high ground
combat and ship stats combined with nearly every device in the universe.
Then there are race creators that say their race is a group of ... (fill
in some non-military term, some general non-combat oriented concept that
already exists manifested as a race of Planets4 already) and then this
race has all combat advantages, super troopers and super shieldied, heavy
weapon starring, cheap, hyp all over the cluster dreadnoughts that the
rest of the community gets a real headache about (not to mention Tim himself)...
What is also quite annoying is when race creators just give their race
those nice and unique ideas that have already been thought of for another
race that´s still in progress... The problem then is that that racial
quirk is not unique anymore! So before one thinks about creating a new
race one should go through all those web sites with new upcoming races
and see what these are like and what they have for special rules, concepts
and devices... and then do something completely different. Of course great
minds sometimes think alike... But if you see a good idea already planned
for a race that´s somewhere written down on the www, don´t
take this idea for your own race anymore. Do something unique. I am sure
Tim and other race creators (me especially, as I have seen more than one
special thingy of my own race taken by other race creators) will thank
you for this. Don´t we all want to be proud of our race for being
special and unique in as many aspects as possible? Another common pitfall
when creating a new race is giving them the possibility to produce minerals
and/or money in a totally uncontrolled manner through a chain of devices,
structures and/or special units... This can be such a stealthy pitfall
that not even Tim always foresaw it for a race he packed together. An example
once was the mass producing of highguards which then produced MCs on Pyramind
Lounge ships in the millions, billions, megazillions if you´d like
to and had four or five turns time to set it up. In my opinion every means
of money making should be somehow tied to population. You shouldn´t
for example be able to thus buy some cheap contraband, have some racial
special thingy at hand that makes other ressources out of this cheap contraband
and be able to sell these ressources for five times the MCs you needed
to buy the original contraband... now invest five times the money you started
with into the buy/production/sell/rebuy-chain and make money out of practically
nothing!
Enough nagging... I hope that new race creators get the idea...
Martin Lorenz