mualjtaulur's Teh Pirates

mualjtaulur's Teh Pirates

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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mualjtaulur
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Joined: 29 Mar 2006, 21:36

mualjtaulur's Teh Pirates

Post by mualjtaulur »

mualjtaulur's Teh Pirates - a mod about pirates (well duh)

As someone may know I have another mod project under developement Scrap Metal Battles as a result of poor inspiration I'm putting that project in deep-freeze for a while, it's not dead it is just waiting for new ideas how to make it different from all the other mods around here.

So I'm now starting another mod, with fresh ideas and fresh concept (atleast I think so) This idea of a pirate mod came out while I was modeling a pirate ship for SMB. So I just thought that wouldn't it be cool to have a pirate mod for Spring? For few weeks I have been designing concept for this and having few good? ideas about resource system and this is what I have figured out for now.

Energy = Manpower
Metal = Gold

There is two (2) sides:
Royal Navy and Pirates

Royal Navy has large ships with lots of guns firepower and firerate is better compared to pirates but the ships also need more manpower, cost more gold and have slower turnrate.

Pirates have smaller and faster ships, HP is lower, but they cost less, consume less manpower, have faster turnrate and cost less gold.

Buildings/Resource system

Hut:
You get small amount of gold and manpower from huts (both +1)

You also get gold by reclaiming the treasure chests (shipwreck)

Tavern:
From tavern you get more manpower but it also needs gold to run, amount of manpower varies in tavern like the amount of energy you get from windgenerator in AA.

Docks:
Building a ship consumes gold and manpower, ship needs manpower to move and to shoot, every shot also costs 0.5 gold.

Ship classes:

Row-boat
Can transport one (1) cannon, very slow.

Gunship
Battleships littlebrother, fewer guns, cheaper and faster.

Battleship
Large ship, lots of guns, medium speed, small storage.

Cargoship
Large storagespace, slow, has more guns than gunship but less than battleship.

Any good new ideas, constructive criticism and improvement suggestions are welcome. Ask if you have any guestions.
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Caydr
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Post by Caydr »

Hehe, actually this sounds like a pretty fun idea!
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Cabbage
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Post by Cabbage »

Change the Battleship to HMS Victory :D
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Drone_Fragger
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Post by Drone_Fragger »

Add Flagships, Frigates and Sloops.

And also, Having no energy only stops weapons working, not movement.
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zwzsg
Kernel Panic Co-Developer
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Post by zwzsg »

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Nemo
Spring 1944 Developer
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Post by Nemo »

One thing you could consider: if you're looking for manpower to be a limited asset (as in, you only have 500 men total, and each ship in existance requires a ceratin # of crew), you can give the ships a negative value for energy storage.

Actually...this could be *really* neat, if you made it a fixed scale game - as in, you start with 1000 men, and every time a ship with 100 men dies, those men aboard the ship are dead forever, and so now you've gpt 900 men to work with.

Could make for an interesting war of attrition, or at least a mutator idea.
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VonGratz
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Post by VonGratz »

Frigates are the ooolde cruisers, and sloops the scouts.Maybe cargo ships would carry "energy" and "metal" supplies and could be captured by "corsair" ships.
VonGratz
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Zoombie
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Post by Zoombie »

I love Nemo's idea. If possible, do it.
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Erom
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Post by Erom »

I like the idea of having manpower not be a TA-like resource you burn through a ton of, but rather something that is fairly rare, whith the negative energy storage idea.

Navies do take in new people though. At least, since you are already talking about a timescale where new ships are being built. You should make some "mapower" generators... just make them reeeeaaally slow. Like a "village" gives you +.1 mapower, and a "town" gives you +.5, or even less. Basically slow enough that losing a 500-crew vessel takes a good bunch of time to recover from, even with a large base of operations.

It would allow a losing player to make a comeback, but it would also make units still feel non-expendable, and give a player who sunk an enemy armatta a good bit of momentum.

You can give the settlements large footprints too, so that you need good ground to build them on, and each player never gets more than half a dozen.

Add one defensive fortification as well. A starfort or something. And a few more types of boats. What are you planning on having as con units? It would be cool if the Cargo Ships was the con unit, with a decently large nano range, so that you could build on the coastlines. It would focus the mod on the water action nicely.
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mualjtaulur
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Post by mualjtaulur »

One thing you could consider: if you're looking for manpower to be a limited asset (as in, you only have 500 men total, and each ship in existance requires a ceratin # of crew), you can give the ships a negative value for energy storage.
That's what I originally planned but because I didn't really know how to make that work so I changed it a bit, but now I can get back to the original plan.
You can give the settlements large footprints too, so that you need good ground to build them on, and each player never gets more than half a dozen.
I like this idea of having villages and towns with large footprint, I actually was going to make these huts very small (0.5x0.5 fp), but that would encourage players to spam 'em so this sounds like a very good option.
The production will stay low as planned (+1 - +5) just to add some challenge and prevent the massburning of resources just like in TA.
Add one defensive fortification as well. A starfort or something. And a few more types of boats.
As a fortification I thought a simple defence tower with one or two cannon(s) and I'll be adding more ship types in the future "updates".
I really haven't thought about what the con units would be but I should consider that Cargo Ship(s) "with decently large nano range" :wink:

I'm expecting in-game screencaps during this week (or maybe I'm addign my hopes too high :roll: )
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zwzsg
Kernel Panic Co-Developer
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Post by zwzsg »

mualjtaulur wrote:I like this idea of having villages and towns with large footprint, I actually was going to make these huts very small (0.5x0.5 fp), but that would encourage players to spam 'em so this sounds like a very good option.
Footprints are indivisible.
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