
Originally Posted by
DoomBunny
Well, the secret police or "renegade" ideas are both very cool, but the SR and LF cover such wide swaths both thematically and dynamically its hard to think of what a new faction could focus on that isn't rehashing old ideas.
The best I've come up with is the "theology" based faction. A bit nutty, but let me explain.
We already have the Capitalist, Democracy, Freedom-at-any-cost, Uncle Sam's army-type faction with the LF. Then we have the Socialist, Order, Keep-the-world-running, Illuminati wannabes with the SR. The only "major" political influence we have yet to see is the good 'ol Church and other such affiliates. Focusing more on this and older powers (lets throw some aristocrats in there) lets players get the "feel" of the ON (take over the world) without the issue of trying to explain why the ON apparently can't differentiate its own commanders. Having a "Crusader" faction focused on an army of zealots and preachers could be cool, or backfire.
Unit design would be the most obvious hurdle. SR covers swarm, light, high technology, stealth and any other such "Black-Ops" unit., while LF has everything else that shoots, explodes, flies, rolls, or generally breaks things. That doesn't leave a lot of room for creativity, but there still some room.
Units that focus on spells or passive effects as the main source of performance rather than raw dmg/hp/speed could lead to a dynamic playstyle, while making sense thematically (bringing a preacher makes your crusaders stronger). Alternatively, more varieties of spell-casting units to mix in with the "generic" troops could offer a playstyle akin to Protoss or caster-type characters some players may like.
I'm thinking a mix of balanced units with a lot of support/spellcasting units would form the main core, with a couple of fun units thrown in. (WOLOLOLOLOLO optional).
The other big hurdle is making the units look like they make sense. Having a bunch of dudes in robes running around with Bibles and hand grenades would be....awkward. Unit design would need to capture the aura of Medieval Age hierarchy in a modern setting. For example, a "knight" could be a heavily armored tank with the ability to rapidly increase speed before entering combat, while an "archer" could be an artilllery weapon with high area of effect.
If it works, the whole idea could be very cool. Playing a group of sophisticated old world powers trying to usurp the new world order using advanced weaponry modeled on Medieval war machines is something I'm pretty sure no strategy game has tried. It also adds a bit more variety, SR and LF have very "basic" styles: Guerilla and Straight-up-Fight. "People's Crusade" (as I'm now calling them) would be able to have more advanced styles like focus on force multipliers, debuffing, specialized casters, etc.
The only thing that could REALLY go wrong with unit design is offending someone(s). Religion never goes down well in gaming, unless it's something from the past. Making sure any references were rooted in the Medieval Era and not modern times would keep the controversy away. That and just being tasteful. Having a giant infantry called "Goliath" is cool, a caster unit named "Jesus" is not ending well.
Of course this is just spitballing. The whole ON "Secret Police" could probably accomplish the same goal, but wouldn't be nearly as cool as having a massive artillery unit named "Warwolf".