Escapist Preview First Pics of Carrier, New Diplomatic Options

Karl0413

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New Preview with some new screenshots and concept art:

http://www.escapistmagazine.com/art...ion-Beyond-Earth-Where-Will-You-Take-Humanity

Some highlights:

You start the game answering a series of questions about how your spaceship is equipped, what kind of colonists you're bringing with you, or what kind of electronic systems are installed. These translate to concrete bonuses in the game, which will impact your play quite a bit. For example, I chose a ship that was a Continental Surveyor that allowed me to start play with all of the coastlines revealed from under the fog of war. Other bonuses include extra population, revealed location of alien nests, and an additional starting technology. You'll also be able to scan for planets to play on, a clever representation of map selection and natural parameters in Civilization.

Each of these affinities also have a specific flavor in how they wage war, when the inevitable conflict arises on the new planet you and other competing factions have landed upon. I asked Miller if you can take what worked in Civ V and apply it in Beyond Earth. His answer was ominous: "Do so at your own peril." Each affinity has different strengths and weaknesses, such as harmony being able to fluidly adapt to danger. "Harmony units are very good about using the terrain and using the map," gameplay designer Anton Strenger said. Moving very quickly and attacking with overwhelming numbers. Lots of very cheap units."

"The supremacy affinity is all about battlefield geometry," Miller said. "It's about adjacency, units buffing each other depending on their spatial relationship. It's a finesse game. It's much more subtle, whereas purity on the other hand is going to be a brute force solution."

"Purity is about raw strength and power, having some of the highest combat strengths raw numbers of any of the affinities, but having less utility if they get cornered or something like that and being hard to move around quickly," Strenger added.

One thing that did strike me in my dealings with rivals on the planet was how the diplomacy had a new features called "Favors." Your relations with other factions or civs in other Firaxis games has always been a pretty simplistic affair. You'll trade or not, and maybe go to war over religions or something. But there was always more meaning attached to your dealings than the system could model. "When I was playing I would go and make lopsided deals and I would impart all these meanings like, 'I asked you for gold to help me out and you didn't say yes, so now I clearly have to go to war with you and conquer you for being petulant.'" Anton Strenger said, mirroring how I would put all kinds of meaning in deal that was never codified. "What happens in a lopsided deal? What's really going on? Do they owe me a favor now? Do they think I'm indebted to them?"

"In a nutshell, a favor is the promise to repay for things that you do good for them," McDonough said. When you trade something to a faction, and they have nothing to give you in return, they may offer you a unit labeled as a favor. You can accumulate multiple favors from a faction, and trade them back to them for something later down the line like resources, money, science or even declaring war on a third party.

"Favors give the player the ability to manipulate, in the long term, the balance of power in the diplomatic landscape," McDonough said. "You can literally make your opponents do things that fit your plans."

We wanted a flying, harmony alien-inspired unit and we were thinking dragons or something but we ended up deciding to do something different. We had the idea that we have float stone [resource] in the game. What if there's this alien life that floats above the ground using this float stone. It kind of latches on the float stone and floats around almost like a jellyfish. And I was like "What if could float up so high that it actually becomes an orbital unit temporarily?" It can rain down acidic ooze death on its enemies and then float back down and reposition itself. Normally orbital units can't do that. That was a really compelling concept. As for the name, we're just like, well yeah, it's got the float stones and it kinda looks like an octopus, has a lot of tendrils and stuff so I think it was Will or Dave had said, "Rocktopuss" and I was said, "Yeah, that's really cool." As time went on, I was like, "We're not really calling it the rocktopuss, are we guys?" But everyone was like, "Yeah, we are." It's like, "Okay." I realized I was taking it way too seriously. It's called the rocktopuss and it's amazing. There's actually a fun fact too. The technology that unlocks it is called Designer Life-forms. Which is like, yeah they're curating the genes and whatever, but it's also kind of a joke because it's the life-form that we, as designers, were like, "yeah, this will be really cool."


Some new concept art and screenshots, namely a Supremacy lvl 4 Carrier:

http://www.escapistmagazine.com/gallery/view/35/11936/2878.5
 
Thanks so much for sharing. Really excited to learn more about the game, especially affinities and diplomacy. I love that we will get to customize more our starting bonuses. Favors sound great. The Supremacy carrier is kick-ass and the harmony rocktopuss is really cool.

I am definitely getting more and more of the impression that this game is not going to be simply a civ5 mod or a SMAC clone. It will be it's own cool game in it's own right.
 
Didnt read anything yet, but seems like they changed the map lighting. Much better IMO
 
Favors sound good. (a Great way to fix the friends asking for things ruining relationships... essentially a way to 'timeshift' a trade agreement)

4 levels of the standard naval fighter, and then the level 4 Carrier
 
Also, there seem to be 5 levels of the Carrier, but level 3 doesn't look like it has any 'landing space' and levels 1, 2, and 4 look like they have a very small 'landing space'

They look a little more like antiair units (with the upward pointing missile batteries)

I think the other units are not carriers but destroyers. The carrier is separate.
 
I think the other units are not carriers but destroyers. The carrier is separate.

Except they've already shown destroyers (naval combat units)
And they don't seem to have any units on the tech web that would be destroyers
 
Except they've already shown destroyers (naval combat units)
And they don't seem to have any units on the tech web that would be destroyers

I'm pretty sure the first 3 do are destroyers and they are only there for comparison/the main naval unit evolves into a carrier.
 
I like the favor idea in diplomacy. Depending on how it is implemented it could make for an interesting tool to use in games.

The way I imagine it at the moment is, that it is a resource in diplomacy tab, that allows for making deals with AI, that AI can't refuse. Of course it should work the other way too - if player allows AI to curry enough favors, he should accept getting forced into something down the line.
 
It looks like they're playing with depth-of-field. Really cool how objects in the distance appear blurry now.
 
The first three units don't lok like carriers and I think the carrier is a seperate unit class and not an evolution of what we have seen under the name naval fighter. I'm pretty sure there will be a melee naval line, a ranged naval line, and some specialized sea units like carriers, missile submarines and anti-air.
Sometimes I get concerned about BE when I think of the missing features compared to BNW (great people, golden ages), but the more I read about this game the more excited I get. Favors are a great idea and should be in every 4x game, and there are now quite a few more start options than we knew. Free tech or more population is already quite a decision before your ship has already landed.
 
Oh yes!! The diplomacy changes are promising indeed. I hope the espionage system has a few new suprises for us as well. As for the screenshot im wondering if thats a different biome to the ones we have already seen, or is it just different lighting?
 
As for the screenshot im wondering if thats a different biome to the ones we have already seen, or is it just different lighting?

I wondered that too. The one screenshot looks like it could be the vulcan biome as a lot of tiles seem to be desert instead of the lush green tiles in previous screens. I seem to remember that Firaxis even mentioned that we would get to see a different biome soon.
 
The first three units don't lok like carriers and I think the carrier is a seperate unit class and not an evolution of what we have seen under the name naval fighter. I'm pretty sure there will be a melee naval line, a ranged naval line, and some specialized sea units like carriers, missile submarines and anti-air.
Sometimes I get concerned about BE when I think of the missing features compared to BNW (great people, golden ages), but the more I read about this game the more excited I get. Favors are a great idea and should be in every 4x game, and there are now quite a few more start options than we knew. Free tech or more population is already quite a decision before your ship has already landed.

I doubt there will be that many types of "non affinity unique" units (not counting Affinities)

They said there would only be a few, and they would be available fairly early on

The non-affinity linked, non-orbital military units seen on the tech web
are 7...
The ones known to be in the game (graphics confirmed)
Soldier
Naval Fighter
Air
"Cavalry" ie Tanks

Carrier


Which leaves 2...
probably the suggested Ranger and Artillery

I believe things like Anti-air/Anti-Sub/Subs/Melee City Capture will be perqs of either Carriers or Naval Fighter units

(possibly even restricted to certain Affinity unique units)

Just double checked, the first 4 units are the normal naval Fighter.... so they just aren't showing the lower levels of Carrier.

I wondered that too. The one screenshot looks like it could be the vulcan biome as a lot of tiles seem to be desert instead of the lush green tiles in previous screens. I seem to remember that Firaxis even mentioned that we would get to see a different biome soon.

Vulcan is a map type rather than a biome (I'm guessing sort of like a mountainous lakes map.. most of the map is land, with mountain ranges/crevices, and multiple seas for 'borders')
Arid would be the biome that is probably there (the other one is fungal)
 
Interesting that they chose to implement Favors as a unit, rather than as a resource, but considering how they explained their development I can sort of see why. A unit can keep track of who it was originally from -- all those Workers that you can capture from other civs, or liberate and give back to other civs, for example. So I can see how making Favors into units allows you to track where the Favor came from, as opposed to just making it a resource that wouldn't carry any such information without additional coding...
 
Vulcan is a map type rather than a biome (I'm guessing sort of like a mountainous lakes map.. most of the map is land, with mountain ranges/crevices, and multiple seas for 'borders')
Arid would be the biome that is probably there (the other one is fungal)

"arid" is what I meant to say. I confused biome and map type. Yes, I think we are seeing the arid biome whereas before we were seeing the fungal biome. It seems we will getting some nice variety in planets.
 
I think it is an arid biome also.
 
Interesting that they chose to implement Favors as a unit, rather than as a resource, but considering how they explained their development I can sort of see why. A unit can keep track of who it was originally from -- all those Workers that you can capture from other civs, or liberate and give back to other civs, for example. So I can see how making Favors into units allows you to track where the Favor came from, as opposed to just making it a resource that wouldn't carry any such information without additional coding...

I didn't even think of that. I thought he meant "unit" as in a "unit of currency". Hopefully if favors are *actual* units they'll be able to stack indefinitely, and not be targeted/captured by combat units.

I also like the part where they said "We were gonna give Harmony dragons, but then we were like, nah.... jellyfish. Flying jellyfish."

Pet peeve: it should be sea jellies.
 
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