DarkSign
Erudite
Ok. You guys are definitely helping me flesh out the parts of the gameplay I was questionable on. Next comes a conversation about RTS/Tychoon type gameplay.
I must admit that I havent done much of this. I LOVED Cossacks! when it came out and played it for 4 months every day for like 3 hours a day, sometimes longer. But no StarCraft no X-Com (I know I know) or WarCraft....nothing but Cossacks.
My problem is I havent played enough RTS & Tychoon games to know how to create them.
I really need to know more than how to build them, but how to make a whole range of activites that would be fun for that person to do constantly.
Let me start with my plans:
1) I was hoping to have merchanting and vice type RTS gameplay via RTS/Tychoon. I should step back and say that Id like it to be a mix of RTS/T and in-depth down on the street play.
For example as a vice merchant, you would be able to sell contraband alcohol, run illegal gambling halls, and sell prostitution and drugs. (Yes I know the ESRB rating is shot). In a tychoon fashion NPCs would frequent your shop and buy from you over time. By changing the fluctuation of prices and goods (different profit and different items) you would get more or less share of the $ in your area.
Additional gameplay would come from needing to bribe local officals and police to stay away or even protect you. You would need to buy guards, protect your facility from attack and expand your territory by doing mini-seiges on other vice outposts.
Extortion of regular businesses would be another way of expanding your territory. Youd either intimidate the shopowner or fight him for control of his business and collect a % of profits.
So that would seem fun right? To create a raider-gangster type empire...amassing money and influence...in both the player-world and NPC world?
Thoughts?
2) Id like to also make a manufacturing RTS track...but Im stumped on how to make it actually FUN.
I suppose you could take resources from the wastes and turn them into city building parts...you could by plans for machinery...you could eventually sell the most parts to NPC buyers as well as player buyers? I dont know...Im stumped. Or more accurately Im uninspired. I need someone who has played these games to help me.
3) On a radically different track...
If I were to make guilds create items on a tech tree progression....what type of gameplay would you use for research...which would progress them down the tech tree?
If that is the case, how would you make sure that the progression down the tech tree balanced a decent length of time for progression....but the dispersal of the new items wouldnt spread to fast?
Once again I call upon you all to burst from your brains innovative and fun gameplay to integrate into a casual and long-term minded MMO structure.
I must admit that I havent done much of this. I LOVED Cossacks! when it came out and played it for 4 months every day for like 3 hours a day, sometimes longer. But no StarCraft no X-Com (I know I know) or WarCraft....nothing but Cossacks.
My problem is I havent played enough RTS & Tychoon games to know how to create them.
I really need to know more than how to build them, but how to make a whole range of activites that would be fun for that person to do constantly.
Let me start with my plans:
1) I was hoping to have merchanting and vice type RTS gameplay via RTS/Tychoon. I should step back and say that Id like it to be a mix of RTS/T and in-depth down on the street play.
For example as a vice merchant, you would be able to sell contraband alcohol, run illegal gambling halls, and sell prostitution and drugs. (Yes I know the ESRB rating is shot). In a tychoon fashion NPCs would frequent your shop and buy from you over time. By changing the fluctuation of prices and goods (different profit and different items) you would get more or less share of the $ in your area.
Additional gameplay would come from needing to bribe local officals and police to stay away or even protect you. You would need to buy guards, protect your facility from attack and expand your territory by doing mini-seiges on other vice outposts.
Extortion of regular businesses would be another way of expanding your territory. Youd either intimidate the shopowner or fight him for control of his business and collect a % of profits.
So that would seem fun right? To create a raider-gangster type empire...amassing money and influence...in both the player-world and NPC world?
Thoughts?
2) Id like to also make a manufacturing RTS track...but Im stumped on how to make it actually FUN.
I suppose you could take resources from the wastes and turn them into city building parts...you could by plans for machinery...you could eventually sell the most parts to NPC buyers as well as player buyers? I dont know...Im stumped. Or more accurately Im uninspired. I need someone who has played these games to help me.
3) On a radically different track...
If I were to make guilds create items on a tech tree progression....what type of gameplay would you use for research...which would progress them down the tech tree?
If that is the case, how would you make sure that the progression down the tech tree balanced a decent length of time for progression....but the dispersal of the new items wouldnt spread to fast?
Once again I call upon you all to burst from your brains innovative and fun gameplay to integrate into a casual and long-term minded MMO structure.