Re: Gundam 1.26 release post.
Posted: 06 Dec 2010, 18:35
Well these are brainstorm ideas and perhaps I should make a new thread but I don't like discussing on this site for obvious reasons.
The important part is that I want expansion linked to tech. Not to resources. I just put a possible resource bonus as a thought.
The key component of the idea is rank. Either through doing things on map or claiming strategic locations(like a crashed gaw, old mining facility, hlv or perhaps even just a large cache of sea cans in a harbor)
the idea is that say take the following:
Succeed at bombing run taking out a key building: lesser promotion
Destroy enemy player: promotion
Hold mining site: promotion
lose mining site: demotion
each rank(look at the image) has 3 sub ranks. So you would step through each rank via lesser promotions. The idea being to give players goals so that they will leave their base. This plays off of two concepts that have proven to generate player interest: Unlocks and Achievements. I even thought of having a little image window with a talking head that will condemn or laud your accomplishments.
The idea is realism to some degree but with also having some ease of use, interaction and little goals so that players are no longer asking, "what am I supposed to do?"
Again, the strategic points might not even be on some maps. it is just an extra element that I can choose to put on maps to mix it up, add goals and points of interest. The real rank system goal is to encourage combat.
Sanada: As far as RTT, that would be if I focused on small unit groups. Just because I am looking at possible strategic goals does not mean rtt. I feel I need more explanation on this concern sanada.
The important part is that I want expansion linked to tech. Not to resources. I just put a possible resource bonus as a thought.
The key component of the idea is rank. Either through doing things on map or claiming strategic locations(like a crashed gaw, old mining facility, hlv or perhaps even just a large cache of sea cans in a harbor)
the idea is that say take the following:
Succeed at bombing run taking out a key building: lesser promotion
Destroy enemy player: promotion
Hold mining site: promotion
lose mining site: demotion
each rank(look at the image) has 3 sub ranks. So you would step through each rank via lesser promotions. The idea being to give players goals so that they will leave their base. This plays off of two concepts that have proven to generate player interest: Unlocks and Achievements. I even thought of having a little image window with a talking head that will condemn or laud your accomplishments.
The idea is realism to some degree but with also having some ease of use, interaction and little goals so that players are no longer asking, "what am I supposed to do?"
Again, the strategic points might not even be on some maps. it is just an extra element that I can choose to put on maps to mix it up, add goals and points of interest. The real rank system goal is to encourage combat.
Sanada: As far as RTT, that would be if I focused on small unit groups. Just because I am looking at possible strategic goals does not mean rtt. I feel I need more explanation on this concern sanada.