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aattss3

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  1. 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.   Cities   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.   Markets   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    Security   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.   Crafting   Resources   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.   Methods   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.   Progression       Leveling   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.   PvP   Sin   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.
  2. Interesting that you're posting in a game development forum with an idea for a fictional MMORPG that takes place inside a LN. Still, I understand why one would do this, as I appreciated the numbers present in SAO and in 1/2 prince.   It's very useful to be able to make up new things in a work of fiction, as the characters begin to face more diverse opponents, some of which may be more rare than others.   Also, from what I'm seeing, stat increase is relatively linear. This would also mean that the danger that a lvl 20 poses to a lvl 10 character is smaller than the danger that a lvl 80 poses to a lvl 70. Also, I may be mistaken, but the hp of a lvl 100 character appears to only be about 6 times the hp of a lvl 10 character, which one may want to reconsider.
  3. I apologize, but it seems I misunderstood you. While I'm not going to argue who was more polite, I wish you the best of luck.
  4.   Thank god for single player where no one gives a crap.   Dude anyone who plays Dominions knows that you are wrong though. Not everyone picks LA Ermor every game and some people don't like it at all, even in multiplayer. The only people who want to play the optimal faction every game are idiots who don't matter.   It isn't rocket science that people who like a game like things that are in the game. I could say something along the lines of "dude anyone who plays Dwarf Fortress knows that no one cares about the user interface", but that doesn't mean that the people who play other games in the same genre don't care about the ui, nor does it mean that no one who tried Dwarf Fortress and otherwise would have loved it didn't play it because of the bad ui.   Single player isn't really relevant. It's typical for non-player opponents to be stronger or weaker than the main player. However, the strength of an ai opponent in single-player varies even when the opponent is of the same race. Besides, there is a reason that many people play multiplayer in games that have a singleplayer mode. Having a good singleplayer mode doesn't actually replace multiplayer.   A multiplayer game is supposed to be a battle of strategy and tactics. Someone shouldn't be outmatched just because the opponent picked an overpowered race. There shouldn't be a faction for players who want to win and a faction for players who don't care about winning. That's not the point of having a variety of different factions. The point is supposed to be to increase the number of strategies ant tactics someone needs to outsmart and defeat one's opponent.   I understand that it can be fun to play a game where one player is overpowered, but that's what custom maps and self-imposed handicaps are for. Not everyone wants to play the same type of game, and not everyone wants to play the same type of game all the time.
  5. Having a faction designed to be very powerful isn't necessarily a good idea. Everyone will want to be the powerful person, and people will be discouraged from experimenting with different factions.
  6. 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.
  7. Offering different control schemes can help freshen up the game and increase replay value while providing new gameplay experience, both for the player himself and his opponents. It's good when you can play Elves after feeling a little bored from playing Humans. Having factions this different hasn't been tried a lot from my understanding due to how much more work it would be, but experimenting like this will help provide more play styles which more people will be able to enjoy.
  8. Perhaps you could make it so that units are more expensive but last longer, encouraging players to retreat back to base to heal and whatnot?
  9. I suppose the lesson you learn is that different people interpret situations differently. What appeals to one player may revolt another player, and sometimes you have to target a specific niche.
  10. Something tells me that the difference between tactics and strategy is vague and indefinite.
  11. There would probably need ways for groups to rank players and for players to be able to vote-kick other players at a moment's notice. There should also be ways to assign certain players certain things (i.e. let the noob player help out in a minor war under the guidance of more experienced players)
  12. It depends on the size of the tile. If one tile is about the size of the average building, go ahead. But if one tile is one meter by one meter big, you should only have 1 character on each tile.
  13. Perhaps someone could make a new thread for race ideas in an rts?
  14. Go ahead. I'm not going to use the idea myself, after all.
  15. 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.