An unsual idea for a casual MMORTS

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13 comments, last by onemanmmo 8 years, 10 months ago

it closed down because it became boring after building your army (and some buildings) for the 50th time.

http://en.wikipedia.org/wiki/Majorem

That's why the building part is separate and persistant. You build your lander (base) and landing crew (army) in orbit, and recycle it throughout the game.


You could even further extend this by allowing ground players to offer bounty on ground targets for reward, this could be balanced by saying there is some kind of governing body who adds funds to the bounty of weaker players.

That's a cool idea. I could also add some AI players that add a bounty on the strong players. That way there is always motivation to attack the bigger players. Maybe something like ransom: You "kidnap" an enemy unit, and demand a ransom for it. The strong player is handicapped until the ransom is paid (or until he kills you). Anyhow, a mechanic that adds motivation for attacking strong players sounds good.

My Oculus Rift Game: RaiderV

My Android VR games: Time-Rider& Dozer Driver

My browser game: Vitrage - A game of stained glass

My android games : Enemies of the Crown & Killer Bees

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I had this idea about 10 years ago. I've been working on it for a little over 5. I launched Pre-Alpha of The Imperial Realm::Miranda yesterday. It works pretty much exactly as you describe. If you're interested in the technical difficulties (they are myriad) go read my dev blog. http://theimperialrealm.com/

I had this idea about 10 years ago. I've been working on it for a little over 5. I launched Pre-Alpha of The Imperial Realm::Miranda yesterday. It works pretty much exactly as you describe. If you're interested in the technical difficulties (they are myriad) go read my dev blog. http://theimperialrealm.com/

Cool!

Good luck with your game man.

How many simultaneous players do you mean to support?

How many servers do you use to communicate your world to players?

Can I try your pre-alpha? (I see it's invite only)

What are some of these technical difficulties? (I had a short skip-read through your blog, but did not encounter them)

My Oculus Rift Game: RaiderV

My Android VR games: Time-Rider& Dozer Driver

My browser game: Vitrage - A game of stained glass

My android games : Enemies of the Crown & Killer Bees

If you want to bring a fun spin to the resource collection, try bringing environmental destabilization to the table in an epic way. Its a full planet, so the looming threat of over extraction of resources makes (for an end game and makes) the end game more dangerous. First you could add predators that emerge from sectors of extracted resources puting your operation at risk. Then as more and more resources are removed a world could become unstable and a player's (possibly?) persistent "score" of resources could be at risk if they don't leave the sector in time at which point the world could end. To increase the risk reward you could make it easier to extract more resources near the end of a world. An end game can also allow you to better cap the number of players in a server since a worlds resources could act as a indicator for a cut off on letting new players join. This enables a bit of progression as well since new players could start with small worlds (shorter matches) and higher level players could choose to enjoy bigger worlds (longer matches, more players) with more resource extraction potential.

I've been pondering a casual world based MMORTS as well. Spherical maps are a great way to explore strategy on a wider scale with no edge of the map strategies.

Want to get rid of players dropping from matches because they're getting "owned"? Give players the option of surrendering to another player, a surrendering player becomes a military subordinate to the player that they surrender to, allowing them to continue with less losses but sharing a % of any resources they gather with the player that they surrendered to. This could allow a commanding player to issue objectives to other players that have surrendered to them and offer units, research, resource bonuses, etc as incentive for carrying out their commands. That way a newb doesn't need to always be matched with other newbs and can learn higher strategy from better players instead of just leaving a match because they keep losing.


How many simultaneous players do you mean to support?

How many servers do you use to communicate your world to players?

Can I try your pre-alpha? (I see it's invite only)

What are some of these technical difficulties? (I had a short skip-read through your blog, but did not encounter them)

Miranda supports tens of thousands of simultaneous players. Number of servers depends on number of players. The goal is for each server to support around 1000 simultaneous players. Sign up for the mailing list, I'll be looking for testers there.

Technical difficulties include:

  • Most game engines don't support a world larger than 8kmx8km due to floating point inaccuracy. This is why I had to make my own renderer.
  • Pathfinding on a map that is too large to fit in memory and not necessarily all loaded is very tricky. No middleware for that.
  • Connecting tens of thousands of players and communicating the state of hundreds of units per player is super tricky (I've done 3 major revisions on that system.)
  • Patching seems like it would be simple, but with 100GB of world data, it also is rather challenging.

There are lots more. Pretty much every article on my blog is about how I overcame one issue or another.

Lots of neat ideas in this thread.

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