Ezelite said:
I feel the most important thing would be to get the basic game up and running. The last thing to develop (IMO) should be scenario based campaigns, which would be much easier to create once the basic framework is in place.
I would love to play a Dune mod, but have very meager knowledge of the Canon material, either games or books.
However, there's some kinda obvious points from what little I have encountered from the movies and early Dune games I played...
#1. Diplomacy should play a major part.
I'm not talking about the major factions either. I'm talking about the endless supply of major and minor players that WOULDNT be vying for dominance on Dune. These could be broken up into several varieties.
A) World Wonders ~ for the strongest factions that only support one side in the struggle. these could provide resources, access to special units, or anything else you can dream of. In a scenario most world wonders would be preassigned... and a faction that is faring badly in the struggle and loses the city would find that their diplomatic allies have also changed sides... somewhat appropriate, I think.
B) National Wonders ~ represent strong factions that may make agreements with all sides of the conflict... or lesser factions that may be willing to sell their services (represented both in the initial cost of the wonder and the cost of building the units). Multiple wonders could be applied for the same faction, such as having Trade, Diplomatic, and Military pacts which would provide varying boons. Trade could give 1-2 resources that may be scarce or non-existant on a given planet. Diplomatic could give double build speed to various wonders and military could give access to techs or units otherwise unavailable.
C) Lesser Vying factions ~ I really think we'll have to wait for the expansion to see how Fremen and the minor houses could be done more appropriately.
#2 Desert ~ Song of the Moon is immediately brought to mind. The dust seas would be quite workable for sandworms, etc. I also think it might serve Dune well to make travel EXTREMELY difficult and restrict heavy/organized units to only 1 mp in "civilized" squares and inable to pass over sand, etc... while light/irregular troops (like fremen) would have 1 mp in civilized, uncivilized, and sand squares. This (I think) would make air transports mandatory for capturing rival cities, as well as making missile and air combat more critical in general, which would help promote a "technically advanced" feel to the game.
However, I am also aware that things should be devised with future potential in mind... so it would be nice if the changes to make an "inhospitable" Arrakis were more terrain dependant then they were altering the game. (ie... use the Arrakis map or map generator, and you get a lot of sand and hard-to-manuever territories... use a different map generator, and you get a different type of battle entirely... different generators and prefabs for different planets/styles).
I also think the initial mod should be narrow in scope. Focus on a war scenario between Harrkonen/Atreides perhaps, and the differences between those factions. Once that scenario is complete, the pieces can be used to expand it to include more factions and scenarios.