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Yes, there are plenty of reasons at the first glance but... these are coding heavy and content heavy. It would be a nightmare to implement even half of them, and even then the city would feel monotonous and non unique. These ideas won't also make the reader go "WOW! I have to play this!"I wish I had a simple, nice, groundbeating concept that is easy to code and require not much content. I know, I'm picky I was thinking something about the lines of: Players are detectives solving the murderer's case, they travel inside a city collecting leads, visiting crime scenes, finding evidence, interogating suspects and finally chasing the murderer.BTW, nice list Topazan.
I can send you pics of my cocks if you want reference.
random quest generator can solve the replayability problem. Its easy to make.
So bascially the only thing I have to add to the list is:-Players are forced to move because the environment changes
Directional resources - 4 resources (north, south, west, east), the nearer you are to the direction the higher the chance to get that resource. The problem is that staying in the center youd yeld equal chance for all the resources to be gathered, so assuming all are equally needed then players would just stay there... Maybe add 5-th resource radiating from the center?
Wouldn't that just make it worse, since players would then be able to get equal chances for the first four resources, plus a maxxed-out chance for the fifth?
Have resource needs change cyclically as the player progresses
QuoteWouldn't that just make it worse, since players would then be able to get equal chances for the first four resources, plus a maxxed-out chance for the fifth? There is 5% of "found resource" event. If you got the event you always get exactly 1 unit of resource, only the type is determined by XY.
2. The player is in a maze type city or building that is constantly changine in which the same paths are not always present like in AvP or The Cube. The player has to keep moving if he wants to get to the exit before the paths change again.