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Member Since 22 May 2012
Offline Last Active Aug 04 2014 08:22 PM

#5171541 Theoritical Sandbox MMO Idea

Posted by aattss on 04 August 2014 - 08:23 PM

Although this is a completely theoretical thing, I think that there are good ideas in here. In other words, I  think as highly of my ideas as any other person thinks of his, so my ideas probably have holes in them that I don't know of. And then there's parts that I can't seem awkward but I'm not sure how to fix. I'm also posting this because summer vacation has given me too much free time.


Population Levels


So, when I was thinking about how to make cities, and a couple other things, I realized that I would need to start here. The npc population of a general area is dependent on factors such as safety, available facilities, and exploitable resources (i.e. rare metal mines, abundant harvests). When the population level is high enough in a region, they will consolidate into a city. Constant violence and instability in turn lowers population.




In addition to supplying things such as manpower and tax money to the owner, a city is also trade hub, and is responsible for the safety of the surrounding area.




Each city has a market at which players and NPCs can buy and sell goods. Unfortunately, markets are bound to the city, so the accessibility of different goods varies with the 




Cities are able to control groups of npc guards in a certain area. These guards are able to teleport a certain distance in the case that a crime, such as a player going on a killing spree, although the teleportation has a long cooldown such that it can't be used for retreat. The guards are managed through the barracks similarly to how other NPC soldiers are managed.






Different resources (and different crafting methods) are different.

1. They require different levels of skill to use optimally, and thus lower-level materials can result in stronger equipments than higher-level materials in the hands of an average craftsman.

2. They give different bonuses, thus making them optimal for different playstyles and classes. To give an example, a city surrounded by materials which give bonuses to finesse, which is only usable by fencers, will naturally have a higher fencer population.




Crafting is an open-ended process. There isn't a list to tell the player that distilled Lassleworth applied onto a Rebeen plate encased with Stallium can create a battery that stores magical energy, or that Foxweed enhances the healing capacities of a Ironwood staff. This means that players who experiment may find that differing combinations may produce unexpected results. However, there should be a logic to this. In other words, the code shouldn't say "Item A + Item B = Item C", but rather "Category A + Category B = Type C". Think something like how the elements are in an orderly periodic table but that doesn't make chemistry class any easier. One benefit of this would be that an expert player could use his understanding of the system to know when to replace Metalium with Alium in battery crafting when the typical materials aren't available.








Grinding will not be a feasible method of character progression. The exp required to level up will require extended amounts of gameplay. However, gaining exp will not be limited to killing mobs. Exp can be gained in reasonable amounts by crafting or traveling. The exp gained by any activity will eventually slow, not to the extent that a player if forced to take up other tasks to level, but to the extent that


Stats (and Titles)


Players will gain a mediocre amount of stat points from leveling. However, their stats will also benefit from equipment and titles (and certain other things like potion use). Titles and stats are gained from achievements or special quests or instanced events. However, only a certain amount of titles and stats can be equipped at once, generally dependent on the character's level. This means that a player with a wider variety of adventures will have more titles and thus benefit more from leveling, whereas a higher level player will have more slots for titles and stats and thus will benefit more from good titles.






Players who kill other players (and npcs to a lesser extent) will receive sin. Sin increases the death penalty and reduces the amount of sin players get for killing you. Of course, killing allied players next to a city creates way more sin than fighting in a war. Still, fighting against other players isn't free, so even if you can win a war it may leave you in a weakened state.


NPC soldiers


Players could hire soldiers at cities (although players need barracks or forts to stash them at to control a considerable amount). While players can respawn, npcs are somewhat expendable. However, even if the population of a city is 20,000, you don't get 20,000 soldiers. For one thing, it costs money to maintain soldiers, thus limiting the military force players can draw at any time. In addition, hiring soldiers and losing soldiers can reduce the morale of the npcs, which may make it difficult to hire npcs. Drafting may temporarily override this limit but will lower morale even further, which will have negative effects in the long run.


The game would provide means to command npcs from garrisons and cities by moving pieces on a map.


Events and stuff


While some events may be caused by npcs, players can fill in any role. In other words, a player might get a challenging quest to open a portal to the dark realm, and upon succeeding, may be given control of an army of demons which must be sustained by actions which make life harder for everyone else. Or he may become the chosen hero of the light and be responsible for spearheading an invasion into a new realm.

#5019159 RTS games, looking for some 'racy' ideas... :D

Posted by aattss on 08 January 2013 - 01:32 PM

A race where you can only have a certain amount of unique "spawner" units, but where each one can almost instantly summon a temporary army? The commanders would be able to summon units instantly at a typical resource cost, but the units disappear after a while, and the units would probably not necessarily be that powerful and rely on surprise and numbers.


How about a race, probably a nature race, where almost all units can't be directly controlled? You would have buildings that periodically create units, but the units either wander around, patrol your buildings, or look for fights? That would mean you wouldn't have a lot of micro to deal with as well, but you have to focus on what buildings you create and where you place defenses.

#5018862 RTS, How to slow the combat and increase the tactics?

Posted by aattss on 07 January 2013 - 08:31 PM

Something tells me that the difference between tactics and strategy is vague and indefinite.

#5016385 What makes an RTS great?

Posted by aattss on 01 January 2013 - 09:52 AM

Perhaps someone could make a new thread for race ideas in an rts?

#5015202 St. Abraham---First Person Survival Horror

Posted by aattss on 28 December 2012 - 04:22 PM

Go ahead. I'm not going to use the idea myself, after all.

#5015151 MMORPG Theory Discussion - Level Discrepency/Griefing?

Posted by aattss on 28 December 2012 - 01:51 PM

You could make it so that instead of getting numeric advantages, you gain more skills and are able to do more things. If you want to improve, then you could add equipment-based improvement so that you could make yourself stronger, but not extremely stronger (i.e. a tier 12 armor set would only give twice or three times as much health as a tier 1 set), and so that your friends could try to help you catch up. This way, your character can get stronger without depowering new players or relying on unreliable twitch-bsed combat.

#5015146 What makes an RTS great?

Posted by aattss on 28 December 2012 - 01:38 PM

Personally, I generally only play the custom maps in Starcraft 2, and try to stay away from anything with micromanagement.

#5015118 What makes an RTS great?

Posted by aattss on 28 December 2012 - 12:02 PM

I like when not only are there different races, but when the races play completely different. For example, in warcraft 3, one race raises the dead and for another race almost every single building can uproot and attack the enemy or otherwise has a purpose like healing units. There should be completely different gameplay if you decide to have multiple races. Playing a different race should mean an entirely new experience. Otherwise, I wouldn't recommend having different races.


I despise micromanaging things. Micromanaging is what keeps me from getting into these games besides playing a bit of the campaign. It sucks when you have to tell all your units to target one unit (not to mention it's unrealistic). It's one of the reasons I like to play MOBAs, as there's plenty of strategy without having to command every single unit on the map.

#5012868 The sandbox mmorpg

Posted by aattss on 20 December 2012 - 12:24 PM

I think that the point of playing with other people should be about playing with other people, not grinding or just fighting npcs.

#5006071 Zombie MMO - Spreading Players Out

Posted by aattss on 01 December 2012 - 01:15 PM

Scarcity. There can only be so much resources in a certain group. If you have better/higher level/better geared players then you could have players go on scavenging trips to feed the other players, but even then there's still a limit of how many people you can feed based on efficiency.

#5003755 Are open pvp + full loot SANDBOX mmorpg's still possible?

Posted by aattss on 24 November 2012 - 09:20 AM

DayZ still provides an example of how it's done right. Just make a level system where you get xp for scavenging instead of normal means, and make it so that leveling has as much as an effect as getting better equipment currently does, and several more tweaks, and it'll satisfy the requirement.

However, that doesn't change the fact that an rpg is not defined by its roleplay.

How brilliant of you. You noticed that the acronym was originally for role-playing game, and then you took role-playing for its literal meaning, and thought that despite the fact that everyone else meant something else when they used the term rpg, that an rpg was all about a mechanic vague enough to define pretty much every game out there.

We all know that when the poster referred to an mmorpg, he wasn't talking about the roleplay. You're just trying to "correct" him. Please, lurk moar. We've already been over this.

#4978762 Text RPG - feedback wanted!

Posted by aattss on 10 September 2012 - 08:38 PM

Nice. I would also suggest doing a wikipedia-style thing where people need accounts to edit so that it's easier to manage griefers by banning. This has the potential if you add the inventory and skills and whatnot.

#4975784 Snowballing and Turtling

Posted by aattss on 02 September 2012 - 12:08 PM

Nice. Also, hopefully under-powered players will still have stuff they can do to help their friends without feeding or just spending most of their time waiting to respawn.

#4973564 How to do level design?

Posted by aattss on 26 August 2012 - 02:32 PM

That is a vague question. How about if you try to do it, and tell us when you reach a specific problem.

#4973378 Are open pvp + full loot SANDBOX mmorpg's still possible?

Posted by aattss on 25 August 2012 - 07:02 PM

Ideally, if sheeps aren't careful, then wolves could kill them and the wolves would get more stuff than the sheep. However, if the sheep are careful, then they don't get killed and get all the stuff.