Showing posts with label design. Show all posts
Showing posts with label design. Show all posts

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.

26 June, 2011

Economy finish

Because of the level of redundancy of many of these questions I'm just going to post them all and finish the topic

Does persistency differ from region to region?
How do you cull crafted objects?
Do you ever reset the world?
How will you deal with trash? Objects need to decompose. While stuff can reset "out of sight", well travelled areas are always in sight so won't reset. A mob needs to go and close the door. Trash collectors accelerate object decomposition, provide an amusing (cheap) target and toy for users, and gather nondecomposible stuff like quest items into one convenient area.

I think I have addressed many of these questions in prior posts.  Objects in this universe will not really be permanent is any sense.  If an item is discarded it will disappear similar to how things disappear in Minecraft.  While this may be frustrating to players ultimately getting the items in this game will be incredibly simple to do.  Yes the world will reset and be changed.  Crafted armor will disappear as soon as it has absorbed a given amount of damage, vehicles will decompose after they have been destroyed, and base structures will likewise decompose after destruction.  This will mean that the players are constantly spending their credits for things that will simply go away over and over again.  Because of the nature of the environment this will not be strange or out of place at all.  I guess a good comparison would be the environment found on the holodeck in Startrek.  Nothing is really permanent at all.  While I realize this has not been a full discussion of what will occur in this games economy, the final touches will have to made after the game has had some time to be tested.

Economy part 4

Question 4 is this:
Fixed or free economy? (aka "worthlessness" or "hyperinflation"?)

As I have specified before this will be a free economy.  Hyperinflation will reset with winning conditions.