There has been a lot of talk about making playable factions in warzone 2100 lately. I've been thinking through different ways to create them. Each way I have thought up has it's own pros and cons and there are some problems with all of them. So far I haven't tested any of them so they are all theoretical.
Ideas: (all with the exception of 5. are moddable)
- Entirely separate research trees. From the beginning of a game the player can research a 'master' research topic for the faction they have chosen to play as. The master research topic must be researched for the faction's research to become available.
Pros:- if a player decides to cheat the system and try and research multiple factions' tech trees they will be caught very far behind with their research unless the game has turned into a T2-3 stalemate
- Might be possible to make the master research topic make the other factions' specific buildings and components redundant and therefore not allow a player to research them
- large amount of effort has to be put in to set up the research stats files
- will probably hit a hardcoded limit on the maximum number of research items
- starting a T2 or T3 game will probably not be possible
- All of the new faction specific research is added in addition to the current tech tree and a faction specific research must be researched for those to become available.
Pros:- Relatively small amount of effort in comparison
- Can start T2 and T3 games properly
- Might be possible to make the master research topic make the other factions' specific buildings and components redundant and therefore not allow a player to research them
- Players can easily 'cheat the system' by researching all or some of the faction research to give them the extra research topics for each faction
- Faction specific HQ or other building that is required for the faction research (in the same way the command centre is required for base defences.
Pros:- Can start T2 or T3 games properly
- Can be used in conjunction with other ideas, the building could be a requirement for the faction specific research or the 'master' research topic
- A limit of one of that building 'type' can be made (may need some need code changes for a new building type)
- If said structure is destroyed, the player is at a huge disadvantage and will most probably lose
- Making the structure incredibly strong/invincible can be abused greatly; the building will be attackable unless it's hardcoded or buried in the ground, it will still block the tile it is on though if it's buried
- The PIE files can be edited in such a way that more than one structure/component can be in one file and that each polygon is textured to be transparent on all but one teamcolour.
Pros:- Doesn't mess with research
- Can be used in conjunction with other ideas
- Might surpass the polygon/vertex limit in some of the large files
- Only changes looks unless used in conjunction with others
- Buildings and components that don't have team colours cannot be changed
- Pie files that are animated in-game cannot be changed
- Only one of each faction can be played on a map, players might fight over which faction they want to be
- Hardcoded into the game.
Pros:- Can avoid all of the before said problems if enough time is put into it.
- Large amount of time required from the devs and other people with access to the source code
- Will not be easily changeable unless parts of it are made moddable, which will take up more time
- How to change the structures that are available before the research facility
- Changing the factories, power generators and research facilities is easy, changing the modules that go on top of them is not
- There is no way to change the gui depending on what faction you have chosen
I've also come up with some plausible ideas on what each factions could have/get to be unique: (if you've got some good ideas, I'll scribble them down here too)
- Mines
- Additional cyborg units (commander, sensor, heavy repair, howitzer)
- Jump 'Borgs
- Extra NEXUS weapons, focussing on electronic warfare
- Scavenger units and structures
- Nuclear Reactor (as seen in NTW mod and wherever it was from originally)
- Super Fortresses
- Gates
- Extra VTOL units (VTOL repair units, VTOL commanders, VTOL sensors(probably not VTOL trucks due to their overpowered-ness, but maybe if they can be balanced.)
- More multiturret bodies


