Hex Wars (name may change later) is an attempt to make a family friendly FPS/RTS online game. The idea is to have a game that plays something like a strategy board game with the players taking the role of the pieces.
09 July, 2011
Treasure
I know one thing that many people enjoy is the sense of excitement at finding a treasure of some sort. I am thinking that treasure chests in this game will contain designs which can then be learned or sold. I think that hiding these chests in the caves will give another incentive to people entering the caves, and it could make it so that new designs could slowly be introduced into the game. I know I personally like to look for treasure, and having a design that no one else has would give a player a sense of ownership, especially if the design is critical for the success of the faction. Learned designs are something that that would be forgotten once winning conditions have been met in order for the playing field to be made completely level at the start of a new round.
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Taking away learned designs might take away from people's dedication to the game. Keeping an inventory of those items that give a sense of ownership creates devotion and a reason to keep coming back. Personally, if I worked hard through a round and earned cool designs that made me feel like a stronger player, and all of those things were taken away from me at the beginning of a new round, I'd quit. That happened to me on a game once where my leveling up was reset at the beginning of a new round. I played two rounds then quit. Too much reset.
ReplyDeleteIf you want to ensure a level playing field at the beginning of a new round, you'll have to think of a way to do it without stripping dedicated players of things that they've collected. Perhaps certain items wouldn't be usable for a set time period (maybe 15 - 25% of the average match length). This period would be a time of forced equality during which both teams could prepare or attempt to gain an edge. Also, perhaps a team's leader could be made aware of his opponent's existing advanced capabilities to give him a sense of direction for that beginning period. That way he could know that 5 members of the opposition have advanced armor that will become effective soon, and he'll need to get his troops the ability to damage the armor during the preparation period.
Any new capabilities gained during the setup would not be divulged to the opposition though. Only preexisting advantages would be made known.
Also, if both teams possess similar or comparable advantage items, then these items would not be divulged as they would have no bearing on the offset of balance between teams.
Just a thought.
You know I think your right. Figuring out how to keep balance is going to be rather tricky though. Another thought is that if a round is clearly won due to superior tech rather than strategy then higher end recipes could be placed in higher amounts near the other factions. Another things to worry about is what to do when the players with critical recipes decide they don't want to play anymore. I think I'll just have to try out several scenarios during testing.
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