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I have no idea how many players will play the game. Perhaps around 30
I really don't see how it's the responsibility of me as the designer to stop people forming groups and attacking each other
Also, when I was talking about designers responsibility I wasn't trying to say that I shouldn't take responsibility for every decision I make, merely that since ganging up is meant to happen in the game, it isn't for me to stop players being ganged up on.
So, you can move your ship within two squares of an enemy, and fire your weapon systems at them. Due to the nature of a browser based game, there will probably be hour-long reload times, or so.
What alternative is there but to systematically move from one opponent to another defeating each in turn?
Ultimately, the goal is to take over the whole universe though obviously this is unlikely to ever occur before a reset.
At the moment one of my favourites is some sort of "honour" based system
If 10 people are attacking a player, and the player is on their own, maybe the player should go find some friends to back him up?
QuoteAt the moment one of my favourites is some sort of "honour" based systemI really like this one
Fighting alongside alliance members is one thing, massive ganging up on someone who has 0% chance of survival is another.
So, you have to use bots/scripts to play the game, or use password sharing among alliance members.
Most (or almost all?) BBGs use a system where you focus on your own development instead of destroying others. Player with the most networth/score wins.
Another thing, early elimination is considered a bad trait for a game and it will cost you a lot of money wasted on promotion for sure (you paid for advertising, you got a player, he plays, he is destroyed, he leaves, not a nice perspective I would say ).
I agree with Chris, it's a bit weird. And be able to fire once per hour is a bit... unsatisfying
Well...often it's too late
I see this in most of your design
In every game I played it was rather the style that a player attack many other's, not causing them a significant losses but since there were many the total gain was noticeable, one wouldn't come across the same players often, and throughout the time meet many different players in combat.Imagine you're the defeated player, you play for some time, then you're totally annihilated by a number of consecutive attacks and totally loose any chance of competing with players on your level again (before reset), so you create new account, get destroyed again...and again.... it's imho better just to get a number of smaller hits and be able to regenerate and return to fight and be still competitive
I can send you pics of my cocks if you want reference.
So, you have to use bots/scripts to play the game, or use password sharing among alliance members.(Hrm, this next bit of text reads a bit aggressive to me - I've tried to calm it a bit, but sorry in advance. I don't mean to sound harsh or ungrateful Smiley )I don't see your point. This is true of a vast amount of features. Should I just not write a game because a hacker could come along and delete everything? No, and neither, IMO, should I alter a feature because someone could write a script to automate their clicking through it. I will have anti-scripting measures in place to prevent this happening as much as I can.
Most (or almost all?) BBGs use a system where you focus on your own development instead of destroying others. Player with the most networth/score wins.More of a PvE thing? My game is most definitely PvP, and whilst ultimately controlling the universe is the aim, taking down others is an important step on the way to achieving this.
Rebuilding takes time, that's life.
The general idea seems a lot like that of Tribal Wars, which is good. It is a proven design with it's strong points and it's weaknesses. The fact that it has a whole different theme and a total shift in some game elements (like moving units over the grid) makes it really stand out. You should play "Space Empires IV" because it looks a lot like your idea (or maybe it is even where you got your inspiration from?). On the other hand you can see that Tribal Wars is not an easy game to manage and your game has even more complexity, so you have to be very carefull!
A reset isn't neccecary in my opinion, multiple worlds are though.
Quote from: jannesiera on December 19, 2009, 09:04:31 AMThe general idea seems a lot like that of Tribal Wars, which is good. It is a proven design with it's strong points and it's weaknesses. The fact that it has a whole different theme and a total shift in some game elements (like moving units over the grid) makes it really stand out. You should play "Space Empires IV" because it looks a lot like your idea (or maybe it is even where you got your inspiration from?). On the other hand you can see that Tribal Wars is not an easy game to manage and your game has even more complexity, so you have to be very carefull!Finally, a high casuality/farming games lover! I have to say I completely do not understand games like Travian/Tribal Wars/Ogame. I was wondering if these are popular only because huge advertising or maybe I'm missing something crucial in their gameplay appeal? Is there anyone who likes any of these games? If so, could you try to explain why these are fun?I was playing them for a while and from my perspective the gameplay looked like that: I build some structures, then these force me to wait longer and longer to build, but let's say I can manage it when I have a lot of time and I'm bored. Next I build fleet/army and raid inactives to get resources. I could say everything is still fun and interesting. Then one day I forget to send my fleet/army out from home as I usually do, when I return my whole forces are destroyed, the resources from them are collected by enemy harvesters. I click logout and never login back.Is your gameplay experience different from my? Or maybe you have similar experience and you find it fun?
QuoteA reset isn't neccecary in my opinion, multiple worlds are though.I like resets better, anyway, just read this, it has balanced opinions listed for both solutions:http://community.bbgamezone.net/index.php/topic,834.0.html
Let of get this straight; You are making a PvP game where players can have loads of planets that they probably won't have time to manage, cannot compete without friends because gang attacking is encouraged, everything have progressive prices so recovering is very slow and where a single battle can last for several hours so you have to be online all the time?Where you are going to find players who have time to play 24/7?Oh, and before I forget, are you going to make premium account system so few players can buy their victory?
You don't have to make anti-bot scripts. You can get rid of like 99% of scripts by proper design.In your case, instead of one attack per hour make 24 attacks per day. Now players can sleep and bots are not required to play.
No, not PvE. A different purpose of attacking, you attack others to gain something not to destroy something. You are still heavily thinking in 1 vs 1 terms. Multiplayer has different best strategies. Let's say you can either destroy 2 planets or conquer 1. Which is better? In 1vs1 the answer is destroy 2, because it is zero sum game, enemy loss=your gain. What if it is 1v1v1v... in short 100 non allianced players. You want to take 1 planet then, your gain is far more important, single enemy loss will not help you in any significant way (exceptions for very top players).
Life is not playable. Real warfare is boring, random and the outcome does not comes from your skills but from external factors. Rich gets richer, poor gets poorer, stronger eats weaker. The thing is that all books about war are not representative, these are written from the perspective of survivors (even if their side lost). If a regiment has 90% casualities then you will have a book written from the perspective of the 10% survivors only. In a game it is otherwise, you will have dead speaking The nature of realistic warfare is that majority is eliminated from the game early (on both soldier and on country level). If you want a really realistic warfare simulator, put players in trenches doing nothing and randomly eliminate some each turn from artillery fire, those who survived are winners Players might say they want realism, they lie
One last thing: what's up with the name "the certainty principle"?
You should play "Space Empires IV" because it looks a lot like your idea (or maybe it is even where you got your inspiration from?).
First of all I agree with Chris that it is a totally meaningless act to add "races". It will not only provide more unnecessary complexity that doesn't add any more fun to the game, it will also scare of beginning players in the early stage of play (too much complexity is confusing) and while registering.
I suggest you start of with a really simplified version of your game and make sure it has no design flaws, think through every little aspect. Good strategy is very hard to make (unlike average strategy, which is easy to create but boring).
My solution to have smaller scaled battles and tactics instead of big alliances etc is too make the distances between players very large and to add various other elements. You were already talking about blackholes and astreoids. I'll ilustrate:An astroid field could have much resources too make you stronger but there aren't that much fields. Players will come from far but the ones with planets closer will have a clear advantage. It's a key point in the universe. Black holes have a pretty big range of influence damaging ships that go through it. Since plaeyrs have to travel far they will try to conquer key planets on the edge of the blackhole's influence etc. "Key" really is the keyword here! Instead of having random fights attacking weaker players or gathering alliances. (alliances would be a pain in the ass since players wil lay much to far from each other to easily cooperate). Space travel would become an important aspect.This idea will off course be flawed too but you can modify it to your needs.
About early elimination etc. Players should have an opportunity to start again, or in another world. The idea that they would have to create an other account is silly because it speaks for itself that you don't ever should have to create another account when you don't have anything left :S.Regarding that and the game goal. In the design for General's Map I decided to create multiple small worlds where players could participate. at a certain point these worlds would be full off course. Worlds with +- 200 planets would be much smaller scaled and players could have a global overview about what is happening in the world (with much more personal involvement than in bigger worlds) and even when taken out they could still follow what is happening in that world. Medals are given to the top players which they would show of in other worlds. (winning condition could be anything really, in my game it will probably be capture all the capitals, 10 or so)There are just so many advantages to that system... There would be a lot of worlds if you have much players but that isn't a problem, is it?When having a huge world (like TW) where the player with much points wins is also a good option. It is proven and it works. You are totally right that it would be some sort of sandbox. There are off course always some sort of drawbacks but there is no need to criticize one option when another option isn't much better. A reset isn't neccecary in my opinion, multiple worlds are though.Don't underestimate how you need to balance battle and make it fun. It is never simple. Even when you are aiming for a very simple battle system, it's very hard to really make it fun enough.
Then one day I forget to send my fleet/army out from home as I usually do, when I return my whole forces are destroyed, the resources from them are collected by enemy harvesters. I click logout and never login back.
Structures indeed take longer and longer to build but at a certain point your city is full and building is just a side activity.
It really won't hurt if you don't do anything for a few days on TW...
Worlds as opposed to resets is, as I said to Chris, something I'm very indecisive about at the moment. Both have their advantages, and disadvantages.
Then one day I forget to send my fleet/army out from home as I usually do, when I return my whole forces are destroyed, the resources from them are collected by enemy harvesters. I click logout and never login back.I think this is the difference between the players of these types of games and those that don't like them. Those that like them will often carry on playing and rebuild when this happens, and enjoy it. Those that don't will go and never come back. These types of games are all about community, even more so that other BBGs, IMO.
I've not even mentioned premium accounts yet. No, they will not be able to buy victory. Premium accounts might have small benefits such as customisable themes, identification ingame with a special image or something, no ads, customisable planet/ship names etc. They may gain very minor benefits with the game itself, like an inflexible script that produces a set number of a particular ship each day, or something. Nothing game-winning, I'm not *totally* thick.
since I want to give a benefit to people who can get online a bit more than others
QuoteStructures indeed take longer and longer to build but at a certain point your city is full and building is just a side activity. Interesting... You mean the whole building delay is not crucial to gameplay? Why they put it there? Only to push people for buying premium? Or just so they spend more time online?QuoteIt really won't hurt if you don't do anything for a few days on TW... Really?! How? Were your tribe teammates defending you during that time? Or others were afraid to attack because of tribe revenge? Or maybe the combat casualites weren't so bad?
Take a note that all the "no ingame benefits for donators" was posted by people who don't have a game online yet. Once you have to pay the bills the perspective changes
Why?[/quuote] Because I think that someone who can dedicate an hour a day rather than 10 minutes should have an advantage. I'm not intending to make it impossible to play unless you're online 24/7, but a little more activity should be able to increase your standing a bit.