Game Development Community

Design Ideas.

by Vitaliy "Ai" Naymushin · in General Discussion · 03/30/2002 (9:21 am) · 1 replies

Ok now let me start.

What I believe RW should be is a mix between Tribes 2 and Shadowbane, more involved and static (due to a persistent world) than Tribes 2, but more combat oriented than Shadowbane.

How I think this will be done is like this: There is no such thing as experience, money rules the land, every time you kill someone you get a certain ammount of money, the ammount of mony will be determined by the following average (Bob killed 4 people then died, then he respawned and killed 2 people and then you killed Bob, Bob was alive for 2 periods of time during which he killled 6 people 6/2=3 so you get lets say 30 credits of ca$h) now even though this sounds like a good idea this would cause a very unballanced economy, so then lets make it so that Bob loses 30 credits, now Bob may not have 30 credits, lets say he has 20, you still get 30 credits and Bob has -10, he owes 10 credits.

Now the money would originally come from monsters, there will be a certain ammount of monsters in the world, they will respawn once a month (depending on how fast they will be exterminated) and they won't be like "come kill me and get the ca$h" they will be dangerous.

Ok and now that basics are covered we go to the other parts of gameplay, a player will start in a prebuilt city with guards NPCs shops and a cityhall ( a city hall is the heart of the city their purpose is to be a spawning point for killed players, to automatically rebuild damaged buildings and to serve as a place for announcements. There will be 2 types of cityhalls, grounded and mobile, Grounded is for permanent cities it will be more powerful than the mobile one and as you have guessed it can't be moved from where you placed it, mobile ones are basically for temporary bases and so on.)

In the city you can buy weapons, gamble, group up with people to go kill monsters or kill others, duel in special arenas, get quests (player generated) you can also buy all kinds of other really cool stuff, like armor, different types of ammunition, upgrades, or bots/helpers (they're like familiars, they follow you around and help you with all kinds of different things, a single bot will only serve one specific function, like there will be healing bots, scout bots, shooting bots, anything you can think of. Now a bot will require a pecial set-up station thet you will have to carry around with you [it will encumber you] and thus it will make the action somewhat ballanced) You can also buy vehicles (bikes, jeeps, tanks) some will only fit you and some will fit other people also along with you.

But thats not all, the prebuilt cities will not grow or get upgraded, and after a certain ammount of time you will be forced to move on to a better life in the wild, where you can build your own cities, player built cities will have a lot more stuff available to them, like airports with planes and helicopters, more upgrades, more of everything. So it makes sense to either start a city or join a player built city. To do that a player will have to apply for citizenship in the city, he/she will be accepted unless the petition is rejected. Once you're a part of the city you ofcourse pay taxes... all of the city will be managable by the person who started it, or ownes it (it shold be possible to sell a city).

Well to make it even more fun and ballanced there could be 3-4 different races with their own technologies and buildings and vehicles and advantages... and so on.

Any comments? Ideas? Anything I left out? Has this been mentioned before?

#1
03/30/2002 (9:25 am)
Hmm, have to hear from JT and the guys about thier initial design ideas.

From what you mention, it feels a bit too persistant and MMORPG'ish to work.

From what I can tell, we are talking more like T2 but with a master server that collates battles into an ongoing war.

How these things hang together.. well, no-one for sure knows until a design is posted.

Phil.