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Posted 12 September 2012 - 01:10 PM
Posted 17 September 2012 - 06:26 PM
Posted 17 September 2012 - 06:49 PM
Posted 05 October 2012 - 12:57 AM
Alternately, you could allow extra Admirals, but their forces are 100% NPCs. Therefore the fighting efficiency is low, but they still get their go at wearing the hat.
On that last point, you could have Admiral and Generals. A general has control but at a lower level, and also participates in the action. If you request to be an Admiral and there are no free slots, you get made a General, but get put in a priority queue to become an Admiral.
Posted 05 October 2012 - 06:12 AM
Posted 05 October 2012 - 09:40 AM
Posted 12 October 2012 - 09:29 PM
An interesting mechanic would be that your factories and army produce wastes of various kinds, which radiate/pollute the air/ground/take space, so you need to take them away.
If it's a futuristic game, why not assume a shared economic environment with investors. If according to some metric a player becomes highly unlikely to win, investors in their side pull out for fear of being stuck with a losing bet. Their economy thus crashes. This could perhaps be a defeat condition [as opposed to being destroyed completely], or maybe just render the player in a death spiral where they quickly get swallowed up. This way a player is completely viable immediately prior to being deemed destroyed, instead of this slow grinding-down process a lot of rts's have. Helps with snowballing because the defeat condition is not a point of utter destruction, and thus it's only a matter of tipping the scales to put doubt in the minds of investors. Helps with turtling because it would be a relative level of success [one team that aggressively grows becomes more likely to defeat a player that sits there well defended] that determines a winner. Maybe against an extreme turtling player, just the act of branching out and growing while they sit there would be enough to cause collapse for them.
Posted 13 October 2012 - 09:05 AM