Long Term Motivation
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Long Term Motivation
Because Spore in space showed again how it can be done- and Spring lacks it, one Question. Why doesen´t Spring have some sort of RPG-Element or Boneyard-like Part, that brings People back every Evening over the long run? Civilisation, WorldofWarcraft, MasterofOrion, you can coun´t those Games that draw you Back in Multiplayer, even after month/years without withdrawlssigns, over the long Time- but we ignore there Methods, or no, we just say it "ain´t top Priority"...
AF_Lobby for Boneyard with RPG-AbleCom...you don´t return for a Game of TA as a Newb, but you will take "just a short look, if i still hold the starsystems i held yesterday"
And you won´t change that Easily to other Games, because the Part of the Boneyard you conquered won´t be waiting there for you...
AF_Lobby for Boneyard with RPG-AbleCom...you don´t return for a Game of TA as a Newb, but you will take "just a short look, if i still hold the starsystems i held yesterday"
And you won´t change that Easily to other Games, because the Part of the Boneyard you conquered won´t be waiting there for you...
Re: Long Term Motivation
Get sober and try again :)
- Michilus_nimbus
- Posts: 634
- Joined: 19 Nov 2004, 20:38
Re: Long Term Motivation
I agree.
I did work on something like a web based boneyards-style ladder. It has been sitting on my hard drive for at least a year now. The only thing it lacks is "Long Term Motivation" from my part. I wish I could show you something, but http://tsc.byethost13.com seems to be deleted
A better solution would be official server integration, but I'm afraid of the incredible bitching about which mod to use etc.
I did work on something like a web based boneyards-style ladder. It has been sitting on my hard drive for at least a year now. The only thing it lacks is "Long Term Motivation" from my part. I wish I could show you something, but http://tsc.byethost13.com seems to be deleted
A better solution would be official server integration, but I'm afraid of the incredible bitching about which mod to use etc.
Re: Long Term Motivation
Ive long planned this and have tonnes of docs and brainstorming and stuff but I wont go into it here unless I have screenshots I want to show off
Re: Long Term Motivation
Uhm? what's this about? I don't get it, could someone explain it a bit better?
Re: Long Term Motivation
How about avoiding the Bitch, by simply allowing every Mod in Game... the Planets/Starsystems you take, you define which Mod they are fought over. That way there will always be Specialised Small Mods Empires (who could even grow) because the Conquerors would have to take it under the Defenders Ruules..
Unfortunatly, the Core of the Galaxy would play CA, BA, AA, so if you want to Expand your Empire by Exterminating them, you will have to play on there Planets CA... so no win, without Gain.. equivalent exchange.. call it fair
You could also Add Extras (like Bonusitems a Team can collect by conquering certain Worlds defended by the best Players) or Planetdestroyers which you can active, by holding certain Starsystems..
Of course there would be complexe Managment for greater Fraktions, so there is need for at least AlphaCentauristyle Diplomacy..
You could even Add the Item Terraformkit-> which allows to change the Map, a Planet is played upon..
Got a little carried away, it is such a lovely vision..
This Feature is worth to be developed even twice- so Michilus_nimbus do not turn away just because somebody claims it is already on its way (1m per year, glacierfrozzen within Developmenthell ) ..
Unfortunatly, the Core of the Galaxy would play CA, BA, AA, so if you want to Expand your Empire by Exterminating them, you will have to play on there Planets CA... so no win, without Gain.. equivalent exchange.. call it fair
You could also Add Extras (like Bonusitems a Team can collect by conquering certain Worlds defended by the best Players) or Planetdestroyers which you can active, by holding certain Starsystems..
Of course there would be complexe Managment for greater Fraktions, so there is need for at least AlphaCentauristyle Diplomacy..
You could even Add the Item Terraformkit-> which allows to change the Map, a Planet is played upon..
Got a little carried away, it is such a lovely vision..
This Feature is worth to be developed even twice- so Michilus_nimbus do not turn away just because somebody claims it is already on its way (1m per year, glacierfrozzen within Developmenthell ) ..
Re: Long Term Motivation
that sounds... complicated.....
Re: Long Term Motivation
Yes, but it also has the sound of a worthy Enterprise.. let´s say it, this would be the kondensator for Spring getting Big.. everything else will be refined (although other Games technological and GUI-Standardwise far behind spring (SC, WC3) ) further and further, but this here is the Button, press it and you will have the Big Show, with all it´s deligths and Problems. So maybee this will also mean dead of this wonderfull Comunity by Fanboispam... to the Cliff, going the Lemingway !
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- Posts: 196
- Joined: 25 Jan 2008, 20:04
Re: Long Term Motivation
I am curious what is this boneyard thing exactly? wikipedia does not say it all.
- How are planets faught over, and when?
- Is there any punishment in refusing to fight over a planet?
- How are teams determined? Just clans?
- How badly can lesser players lose planets?(How is that mitigated?)
Re: Long Term Motivation
The Spring community is slowly breaking out into tears of emotion... one by one...
- Michilus_nimbus
- Posts: 634
- Joined: 19 Nov 2004, 20:38
Re: Long Term Motivation
Actually, that's not a bad idea, Picasso.
When a player conquers a planet, let him choose which mod has to be played to conquer it again.
It would be a great tool to promote mods (or games, whatever).
New or strangely unpopular mods would have a natural defense bonus, because nobody knows how to decently play them
Small rebel games could work together to bring down the mighty alliance of *A mods.
When a player conquers a planet, let him choose which mod has to be played to conquer it again.
It would be a great tool to promote mods (or games, whatever).
New or strangely unpopular mods would have a natural defense bonus, because nobody knows how to decently play them
Small rebel games could work together to bring down the mighty alliance of *A mods.
- [TS]Lollocide
- Posts: 324
- Joined: 30 Nov 2007, 18:24
Re: Long Term Motivation
That's an awful idea, someone could just win planets and then set it to a mod so horribly complex that nobody's ever heard of or a broken one so nobody would be able to retake it.Michilus_nimbus wrote:Actually, that's not a bad idea, Picasso.
When a player conquers a planet, let him choose which mod has to be played to conquer it again.
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
Re: Long Term Motivation
Choose from a list of valid mods.[TS]Lollocide wrote:That's an awful idea, someone could just win planets and then set it to a mod so horribly complex that nobody's ever heard of or a broken one so nobody would be able to retake it.Michilus_nimbus wrote:Actually, that's not a bad idea, Picasso.
When a player conquers a planet, let him choose which mod has to be played to conquer it again.
Re: Long Term Motivation
How would the problem of having the challenger and the challenged be on at the same time be solved? Off course we could schedule battles before hand but I, for example, cannot be sure I will be able to play spring at a given time in the future.
- [TS]Lollocide
- Posts: 324
- Joined: 30 Nov 2007, 18:24
Re: Long Term Motivation
How about every 7 days you lose a planet to attrition and either two players agree to play together liek they are attempting to capture it at the same time OR two random players who don't have planets yet get to fight over it.
And like this sort of map:
http://img227.imageshack.us/img227/2546 ... maphe8.jpg
Where you can only attack through a specific pathway, that way if you do end up capturing a 'hub' planet, you have to fight often (For those players who want to get really into it) or a dead end planet for those who want the odd game during the week.
Obviously make it bigger, but that's an idea.
And like this sort of map:
http://img227.imageshack.us/img227/2546 ... maphe8.jpg
Where you can only attack through a specific pathway, that way if you do end up capturing a 'hub' planet, you have to fight often (For those players who want to get really into it) or a dead end planet for those who want the odd game during the week.
Obviously make it bigger, but that's an idea.
Re: Long Term Motivation
You mean ever 7 days that you didnt gave anyone the change to take one of your planets right?
- [TS]Lollocide
- Posts: 324
- Joined: 30 Nov 2007, 18:24
Re: Long Term Motivation
Oh yea, I mean every 7 days if you don't fight a defensive battle (Attack battles don't count), you should lose a planet.
Course that's just a random number, it might be longer/shorter depending on how many people actually want to play.
Course that's just a random number, it might be longer/shorter depending on how many people actually want to play.
Re: Long Term Motivation
PicassoCT wrote:How about avoiding the Bitch
Re: Long Term Motivation
what about working with clans?