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Member Since 30 Jul 2012
Offline Last Active Jul 16 2015 07:34 AM

#5022002 Making a multi-character game

Posted by on 15 January 2013 - 07:32 PM

If you haven't played Kingdom Hearts: Chain of Memories, I would highly advise it.  It's an excellent game as is, but also shows a possibility of how to split a game between a number of characters without hindering gameplay.

#5017428 Thoughts on Splitting Up the RTS...

Posted by on 04 January 2013 - 07:46 AM

There will be plenty of AI squads running around, so you'll never know if your facing AI or human.


I like this idea - you could do something that monitors the level of players in a given area, and if it's under a certain threshold, have the server generate AI troops to join the fight.  That way there's always a decent sized battle going, and players have no trouble with low-population timezones.  When the numbers of players do get back on the server, you can just have the AI troops start falling back/losing ground, and then finally flying out when the players arrive.

In addition to this, if you're planning about making this an MMO, what happens to a person's territory when they log off?  Do their soldiers automatically defend it or do the units fly back home and the territory left open?  Is there any value to taking territory that will just be lost later if you don't have friends sitting on it 24/7?

#5015080 MMORPG Theory Discussion - Level Discrepency/Griefing?

Posted by on 28 December 2012 - 09:09 AM

So at level 5 you can play with your level 15 buddy and both have a fun and exciting time without certain threat of death due to being low level. Or that ten or so level 1's CAN fight off a level 30 player.


If you're looking for an example, Eve online does a good job of this:

- you can always bring a "lower level"  (smaller ship, less skilled) buddy along in your harder missions (to shoot smaller ships/get combat experience) as long as the higher level player is tanking, and the lower level player knows how to get out when they take aggro.  As well as this, high and low "levels" can go PVP together just fine.  Smart players will always take out the low levels first, but the low levels can still provide a valuable roll by holding down the enemy while the bigger ships get into range.

- in addition, in PVP, sheer numbers can always trap and bring down even the largest ship, although tons of the smaller ships will die in the process, and the bigger ships' tank usually gets stronger as the fight goes on, or allies get called in, etc.

#5007792 What does everyone think of this concept

Posted by on 06 December 2012 - 10:28 AM

You need to develop your idea a bit more before posting and asking for opinions.

- Tournament style (How many players? what scale is this on?)
- Skill Based (combat skill? diplomatic? multiple? Describe!)
- Guns, Alien Planets, and Futuristic Settings (is this in space? if so, what space? Inter-planetary, inter-stellar, inter-galactic? what kind of weapons?)
- Friends and Enemies (How big will the groups be? 2, 10, 50, 1000? Is there any formal system for alliances or just by-word? What benefits come from this?)

Try answering some of these and more, and then have people rate the idea - it always helps to have detail!

#4994848 How to Unsettle a Player

Posted by on 28 October 2012 - 04:26 PM

Offering fewer save points, and giving lower non-recovering HP on player, to make death more of a fear. (debating)

While this may indeed create a fear of death, you don't want to overdo it. After a while, it will become more of a nuisance than a fear, and people will just quit the game in frustration. I've had some issues with this before =)

Mirrors - Some people are terrified of mirrors in the dark. I think the fear could be related to seeing something behind you or more with your features being off. Again, players should not have the opportunity to stare, evaluate, and deem the event as a non-threat.

^^ Good Idea here - seconded. To add to this, you could make things appear in the mirrors that don't exist in reality. Just imagine the psychological effect of not being able to even trust your own reflection.