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The Negotiators lore notes

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13 months ago
The Negotiators is a chicken-scratch place for ideas. That does not bother me! I want to work that idea through, even if that means someone else will make it better. Parent forum thread
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13 months ago

Goals


The Negotiators try to settle military conflicts with minimum casualties for both the enemy and the allies. Their troops consist of narrators and diplomatic troops. If they have to take out a soldier, they pacify the soldier without killing them.

Superweapons are only used as a last-ditch effort, in assassination attempts.

For some reason, they treat robots as if they were human. But... this works in the enemy's favor, and Federation is all up for acceptance. Myths say that... it increases dominatrix's effectiveness, but that might be just myths.

The soldiers are especially effective against human opponents, for their diplomatic reason. We wonder if there is a time when we can negotiate with AI too.
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13 months ago

Cutthroat scenario


Some branches of negotiators were raised in land full of violence. They saw how fire purges all enemies, how easy it is to make a destroyed husk serve another goal. Knowing no better, they provoke violence in order to assimilate opponents. Their goal is less to rebuild and more to subdue. Thus, they can be used by any faction to terrorize opponents into submission.

For them, fire weapons are allowed, and destruction is a secondary cause. They are especially effective against human opponents, much like with Negotiators. The ethical concerns prove especially problematic in FFA encounters, since... they become a concern for every side rather than just the one attacked. They are the dark knights, so to say.
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13 months ago

Why use solar panels?


Solar panels ensure that even in a doomsday scenario, there will be patches of land that can self-sustain and recover without the vulnerable reactors. Fusion reactors are still considered to kickstart the farming reconstruction.

The great benefit of using solar panels is that they are very hard to push into, with exceptions. Chances are, even after an invasion, some solar panels will survive and continue generating backup income.
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13 months ago

Why use cores?


Cores (aka striders that settle in destroyed land of another side) are used to restabilize patches of land. They are less of a real unit and more of a formal acceptance that the land is not to be claimed by any of the previous side, but that the land "will recover by itself." It is a ritual more than a tool.

The method is meant to encourage cooperation in FFA scenarios, and give hope in two-sided battles.
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13 months ago

Why allow for damages & casualties?


Because winning without any damage is hard. NAP doctorine is a stretch, caused by a limitation.
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13 months ago

Units, lorewise



Venom


Riot support. They discharge situations before they become heated, or tire the forces out.

Dominatrix


A unit that attempts to negotiate with the opponent's units. Synergizes well with any kind of stun/pacifying tools.

Flea


A recruited observer. They are directed not to bite.

Widow


A spy that can temporarily take spot with a heavy unit, rendering it immobile. They can also distract and give intel.
Normally, they don't take away from support. But any cloaking abilities drain support, and they're no exception.



Metal signifies amount of supporters, while energy signifies the total amount of support. Building solar panels and "agriculture" boosts support, while "mexes" serve as housing and local influence.

Knight


A heavy "negotiator" similar to a venom.

Gnat


A distractor of a higher lever

Scorpion


A hero recruited to stop entire armies. They aren't as keen on being "merciful," which makes their use less favorable.

Starlight


A long-range device meant to strike at political opponents. It requires a lot of support, and the presence of this weapon is the key reason Negotiators prefer every unit to be a leader, rather than a leader making every unit.

Newton


A local missionary meant to move hostile forces "away"
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