cairnswm
02-06-2009, 09:55 PM
Anyone remember Prehysteria?
How about Starcraft as be an online game. You register, choose a race and start playing. Each day you earn a certain amount of ticks that you then use to: Build, Harvest or attack. Each building gives you abilities that require ticks to use (I'll have to go read up on all the startcraft buildings and units again).
Various worlds can be created in which players can compete for superiority - possibly with options to form aliances on the same world, and once a world is conquerored then they can go out into space and attack other worlds. (Or the world then restarts giving everyone a chance to reset and start again).
Players can build armies by allocating built weapons to the army. Armies that go out to attack other players are then not available for a certain amount of time, before they can attack again (and they are not at home to defend the base). Some method will need to be found to encourage players to attack each other instead of just keeping everyone at home and building up a massive army. (Maybe you earn resources for the enemy pieces you destroy).
The biggest problem Prehysteria had was that it was all a positive feedbakc loop - the person who was ahead on day 1 was going to be the winner. This game needs some sort of negative feedback loop - maybe as people drop behind the leader of their world they get resource bonuses, or the tick period decreases giving them more turns in which to catch up in. (All the ways I can think of implementing negative feedback seems to encourage a defensive strategy).
Nice idea D!
How about Starcraft as be an online game. You register, choose a race and start playing. Each day you earn a certain amount of ticks that you then use to: Build, Harvest or attack. Each building gives you abilities that require ticks to use (I'll have to go read up on all the startcraft buildings and units again).
Various worlds can be created in which players can compete for superiority - possibly with options to form aliances on the same world, and once a world is conquerored then they can go out into space and attack other worlds. (Or the world then restarts giving everyone a chance to reset and start again).
Players can build armies by allocating built weapons to the army. Armies that go out to attack other players are then not available for a certain amount of time, before they can attack again (and they are not at home to defend the base). Some method will need to be found to encourage players to attack each other instead of just keeping everyone at home and building up a massive army. (Maybe you earn resources for the enemy pieces you destroy).
The biggest problem Prehysteria had was that it was all a positive feedbakc loop - the person who was ahead on day 1 was going to be the winner. This game needs some sort of negative feedback loop - maybe as people drop behind the leader of their world they get resource bonuses, or the tick period decreases giving them more turns in which to catch up in. (All the ways I can think of implementing negative feedback seems to encourage a defensive strategy).
Nice idea D!