Timed task RPG where you send your hero out and wait for him to return

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5 comments, last by Touchmybow 4 years, 9 months ago

Anyone ever see a mobile rpg where you gear your hero and select his spells and playstyle, then send him out on missions and wait 2h-8h for him to return with loot/experience? I got the idea from those city builder games where you select tasks and return to the game in 5 minutes, 2 hours, or more. So basically you maybe have several heroes and you pick a place to send them (
multiple heroes so that you have multiple timers running). There should be other non-adventure tasks that instead of taking 2-8hours take only 5 or 15 minutes. It should mimic the mechanic of those empire games, which I think is an excellent way to do things on mobile, considering people are on a schedule.

All combat could be simulated. Perhaps have a combat log that shows all the fights the hero took place in, and how he did. The amount of sophistication in combat can be anything.

 

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Dont know about mobile, but it sounds pretty close to the follower mission mechanic in World of Warcraft. You might take a look at that for inspiration.

Older browser games do this is a lot.

14 hours ago, JTippetts said:

Dont know about mobile, but it sounds pretty close to the follower mission mechanic in World of Warcraft. You might take a look at that for inspiration.

 

6 hours ago, ptietz said:

Older browser games do this is a lot.

I believe this is a somewhat newer mechanic that is underdeveloped. I saw it on a medieval shop game on steam from ~2014, and in albion online. I wish to see it more fully developed into a stand alone feature possibly merged with the timed mechanics of city builders which i find to be a timeless method of play.

 

edit: The game is Shoppe Keep from 2016 and there's a sequel. I found it while researching stand alone crafting games.

So timers are a timeless method eh?

On a serious note, what does the waiting add to the player? I often feel such waiting is introduced just to offer premium items/currency for sale so the player can skip them. You add an annoyance to make the player skip that annoyance. 

It's kind of a time gate which spreads out content. Other than that, it allows the player to play a lot (short timed tasks) when he's free, or queue up a long task when he knows he's going to be busy for a while. I like that. But I understand your annoyance because sometimes they can be made to urge you to skip the wait, but I don't think that's a requirement of the game model.

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