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报告翻译问题
What about playing as say, the Renegades? Or outright pirates/raiders instead, which would put in an interesting relationship with the Guild, CHOAM, and the Laandsrad.
However your knowledge of Dune far exceeds my own.
Others like the BG or Bene Tleilax don't make much sense for playable factions but should be included as NPC factions that can be interacted with. The possibility of purchasing agents from the BG or BT with specific traits. If the agent/counsellor system was fleshed out a little more, it would be cool if you could assassinate or suborn other players' agents and counsellors (imagine replacing one with a BT facedancer which you can then later spring a nasty surprise with).
My personal wish in a game like this is if there was some kind of House/Faction tree in which you place agents for specific bonuses (like a Master of Assassins, House Mentat etc etc) but the agents being potentially vulnerable. The higher up the tree, the closer they are to the House/Faction leader, so if you have managed to get a traitor in the faction, and they are placed in a more trusted position, the greater the potential damage they may do if not discovered.
The thing is that OG Dune is what we already have in game. Harkonnens + Atreides + Smugglers + Fremen and then the Emperor shows up at the end. Renegades are described briefly offhand as houses that take their nukes and abscond with them, sometimes to a particular planet that the Spacing Guild controls. That's it.
If we are being fanciful then a "Landsraad intervention" with a multitude of smaller Houses banding together to try and intervene in the conflict could be one, although that would also work maybe better as a crisis opponent since there are really no characters to base a faction around.
Now, in the previous Dune games by WW studios, there was the faction of house Ordos. While they never showed up in books, they are an established part of the canon from the Dune encyclopedia. They were definitely the "slimy" faction, as opposed to the brutality of the Harkonnens. So, that's technically an option.
I do think that the spacing guild or the bene geserit would also be valid choices. There's enough lore and characters for those to flesh out a faction, and if Dune shows us anything, even within factions you have those who aren't toeing the line, becoming a minor faction in their own right. Actually, the smuggler's guild is technically an offshoot of the spacer's guild, as their leader was part of that faction in the board game.
Bene gessirit definitely would not work as an independent whole faction the way this game is set up. Hard no on that one. If you know anything about the lore, then you already know why
2. What you think about the small houses maybe named as "The Alliance"?
3. Maybe a religious fanatic group named "The Pilgrims"? (Mix of Fremen and Outworlder)
4. Or some cult wich is left of the "Old Empire" maybe named as "Heirs of the Empire"?
I think there is some potential for some interessting mechanics :)