Concept: Teamwork Based Mod - Page 3

Concept: Teamwork Based Mod

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Post by Saktoth »

Ive had an idea very similiar to this for a very long time!

Expansionistic player. Uses metal (Territory-based). Only one tech level. Flashspam sort of thing.

Defensive player. Uses energy (exponential growth). No mobile units. Has all kinds of statics from llt to guardian up to bertha, so handles defense and bombardment. Requires energy to fire and maintain everything, as well as to build it (IE, nothing is free).

Giant Robot player. Uses buildtime (fixed economy). Starts with a single factory and builds nothing but limited numbers of giant robots that require a lot of micro or FPS'ing to be effective. Think War Evo but with a factory.

Air player. Uses buildtime (exponential growth). Has a range of risky, but easily counterable options, like air, nukes, etc. Is your recon and transportation. Has to use surprise to outfox his enemy, and switch tactics when they begin to counter.

In my plan, it was meant to be partially viable to play one faction against another (The giant robot player has a range of smaller robots he can build so that the expansionistic player doesnt raid the hell outta him). Of course i have too many projects on my hands so i doubt ill ever get around to making it.
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Felix the Cat
Posts: 2383
Joined: 15 Jun 2005, 17:30

Post by Felix the Cat »

Warlord Zsinj wrote:The point wasn't to make it a 'public, mass market game' the point was to make sure it had 'enough players to get games going at all'. In it's current state, games would be extremely rare. Even with people you know, if you need several people per side to get a game going, you've got a situation where you need to coordinate getting x amount of people in the same place at the same time, which is hard enough in itself. And that's if you've got enough people who want to play.

The point of making it pick up and play is that by rewarding teamplay but not making it unplayable in a non-teamplay situation, you allow people to just pick up and play.
You assume that the point is to make a widely played mod. This would be a mistaken assumption, for my purposes. As you've pointed out, the concept could be altered to make it widely playable. That's fine, but it's not what I personally had in mind when I created this concept.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

I understand; and I appreciate the game design on a theoretical level; but on a realistic level my concern was not that it might not be widely played, but that it might not be played at all - and through no fault of the quality of the game being offered, but rather due to the difficulty in simply getting a game going.
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Zpock
Posts: 1218
Joined: 16 Sep 2004, 23:20

Post by Zpock »

I think you should go for it, even if it's futile to get anyone to play it! I think this is the spirit, to make what you want to not what others want.

All you need to do is grab some off all the OTA stuff and edit the FBI files. This dosn't need original models or anything.
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