Planet9
Ranging Bloyster
Former Power Poster[A:0]
Posts: 1,919
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Post by Planet9 on Feb 21, 2009 18:16:09 GMT -5
We should still have achievements. I think they could just be little fun things, you know? They work with normal games, why not a forum game? Also, I like bulbmin's ideas very much. If you have more bulbmin, please shell 'em out. Because normal games automatically keep track of them.
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Waffle-SS
Gatling Groink
The Administrator[A:0]
This means WAR, MAGGOTS!
Posts: 997
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Post by Waffle-SS on Feb 21, 2009 19:04:03 GMT -5
True, but I still think we could work something out...
Meh, just keep the ideas coming. We'll argue more later.
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Post by Water Dumple on Feb 21, 2009 19:15:12 GMT -5
Since everybody likes Bulbmin's ideas, here's mostly everything else he said, aside from the races.
I was thinking about having 1 Commander position for each faction, along with 2 additional "Civilian" positions which wouldn't be mandatory, but would add some flavour. An example of a Civilian position would be Head of Research and Development at a weapons research facility or something. This way, people that don't want to write battle plans or whatever can still take part in the storyline. Sort of like an RP I guess.
Additional Commander positions could open up as the existing ones are filled for all the factions. The main resources will be Requisition and Influence. At the beginning of a battle you get given a set number of troops and machines, and a set amount of Requisition. Requisition can be used to request additional troops and whatnot for help. Bigger battles are more important and are thus awarded higher priority by the military, so you get more troops and Requisition to spend. Requisition could also be used to call in special "Support" powers, like an orbital bombardment or something.
Influence as earned and lost as your character interacts with others. Win a battle, and you influence will go up. Accidentally cause your business to go bankrupt, and it'll go way down. Influence affects how NPCs view you. From a battle point of view, a high Influence score would give you more Requisition to spend, as the military would be more easily swayed by you. Of course, there are limits.
I was thinking more along the line of having things like those affect the amount of Requisition you can get, to keep things more streamlined.
For example, you lead a surprise attack on an enemy mining colony and capture it. Due to the abundance of raw material now available, all of your faction's factories in the area can work overtime and produce extra war machines. This translates into more war machines being available for use in operations, which is represented by the player having a higher Requisition for future battles that take place nearby.
Another example of this sort of thing: A daring squad of human commandos sabotage the power plants on an Imperial production world. Without power, the factories cannot run, so the Imperial commander suffers from a reduction in Requisition until the power plants can be brought back online.
Ah, I see the problem. I think you misunderstand how I want battles to work. I'll give an example. Battles are more sort of scenarios like in an RTS. The scenarios are part of an overarching plotline that is altered depending on the actions of the players.
For example, the Radiant Empire decides to attack a Confederacy colony that is providing supplies and fuel to Confederacy ships in the sector. The Empire calls upon one of her new commanders, Player 1, to accomplish the task of destroying the colony. Player 1 recieves a PM like this: --- Basic Forces: 200 Imperial Soldiers 10 Lightning Transports 5 Kagerou Light Skimmers
Requisition: 100 ---
There would at this point be a list of available Imperial units with Requisition costs for Player 1 to chose from. For example, if Imperial Soldiers cost 1 Req. each, he could have 100 more of them in addition to what he already has, for 300 Imperial Soldiers total.
When a different battle arises (Perhaps player 1 is called upon to defend an Imperial world from a REDSTAR incursion), the player is given a fresh allocation of troops and Requisition. Well, in most cases. In some cases, closely linked battled could carry on troops and Req. from before.
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Waffle-SS
Gatling Groink
The Administrator[A:0]
This means WAR, MAGGOTS!
Posts: 997
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Post by Waffle-SS on Feb 21, 2009 19:31:42 GMT -5
Hmm. I like that. Tightening what the players have control over, and implimenting a psuedo AI would help here, I think. Good ideas bulbmin. Of course, we'd have to switch these things to be relevent to Pikmin, unless there is a group consensus to change the arc of the game.
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Post by yoshimaster on Feb 21, 2009 21:54:14 GMT -5
*Faints from pure awesome radiating from bulbmin's ideas* So maybe there could be 2 factions. Maybe the two classes. Plus some staff controlled rouge unit from both sides too. So the game would be more like being a city states ruler. I always wanted to rule a city state.
P.S. If your great mind has not caught on to this yet, I LOVE THIS IDEA. DOITDOITDOITDOITDOIT!
EDIT: Treasure hunt events: Both factions can use the Items and also exchange them for a special currency: Taming for wildlife and pokos for hoctatians. Taming could be used to summon wildlife that live in the area to battle adding more flexibility(Due to survival of the fittest, these troops will be stronger than normal). Hoctatians can exchange pokos for even stronger war machines. Powerful 1 use weapons and maybe even expensive but strong hoctatian mercenaries.
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Post by Water Dumple on Feb 22, 2009 0:12:14 GMT -5
Bulbmin outlined three factions he was going to use, and said that he was brainstorming for more, so we will definitely be using more than two.
Anyhow, the way I see it, this could be great, but it will require a great deal of fine-tuning. For one, it needs a good bit of time on the moderators, so I'm trusting you guys here. For another, it does rely a little bit, perhaps a great deal, on member honesty. I hope I can trust you folks, too.
I was thinking of having two or three resource types; something like Metal, Crystal, and Energy or something like that. I think Bulbmin had other ideas and would rather you get Requisition than resources, though, so I don't want to get ahead of him.
wat u thikn?
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Post by Water Dumple on Feb 22, 2009 0:18:01 GMT -5
By the way, if we use these, we can probably give Bulbmin a higher rank and let him help steer it if not do a lot of it himself (If he wants to, of course)--And I was thinking maybe Tinfoilman for Perennial Manager or Flower Commander or something. He's good and active, and is a populist popular guy.
Sorry about the double post, but it's completely unrelated, so that's why I did it.
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Petrosian
Giant Breadbug
The Fishman
Posts: 1,560
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Post by Petrosian on Feb 22, 2009 1:26:45 GMT -5
My translation is this: There will be several races (Bulborbs, Dweevils...), and we will play as generals that serve for them. The better you do, the larger the army you tend to control. Taking down resource bases would aid your own race in several ways. Am I right?
By the way, there are still some numbers that need to be taken care of. For one, the current army size of your faction. It can't have infinite races. Also, the troop gain will have to work with this. I think there should be things, like farms that provide food that make the troop gain rate change.
As to my own thoughts. Has anyone here ever played Heroes of Might and Magic 3? I think the players would work almost exactly like the heroes in that game. It works like this: You start with a base, a hero and pitiful troops. You just basically walk around gathering resources and experience and various treasures. Inside the base, you can create barracks for different troops, and you can buy some and leave them there till your heroes come back and add them into their army. Also, you can research magic and stuff. By going to certain mines or other places, they provide resources for you each day... Just look on Wikipedia. Well, scratch out the magic, and I think what this will be like is that the mods control the base, while we act as the heroes.
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bulbmin
Fiery Bulblax
BLU Scout[A:3]
Ooh hoo hoo, ya gun shoots medicine. That's intimidatin'.
Posts: 762
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Post by bulbmin on Feb 22, 2009 9:07:39 GMT -5
My idea with requisition was basically to simplify the resource system. An example: You capture a mine in an area. The metal from the mine can be used to create more war machines and equipment, so for all your future battles in this area you get a boost in the amount of Requisition you get, as there is an abundance of machines and equipment in this area.
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Post by Water Dumple on Feb 22, 2009 13:42:27 GMT -5
I see why you'd want that, although personally I think there would be a bigger depth of strategy if there were a few resources. My idea would be that you would use resources right before a battle to get your units; basically, you would have a number of units to choose from, and you would split your resources on them to decide how many and of which types you would get.
For example, you might have to defend a power plant; you have 300 Metal. You can get a Recon for 5 Metal, an Artillery for 20, and a Light Tank for 30 (Random, basic units I just made up). So you could do something like get 5 Artillery, 6 Light Tanks, and 4 Recons or the like. Or you could spend fewer resources if you want to conserve them for later instances. Perhaps you could also spend them on domestic projects; say, spending 100 Metal on a power plant could get you a better influx of Energy.
This is just my idea, however, so we can go with yours if you'd prefer it.
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Waffle-SS
Gatling Groink
The Administrator[A:0]
This means WAR, MAGGOTS!
Posts: 997
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Post by Waffle-SS on Feb 22, 2009 14:27:57 GMT -5
Wait, would we be sticking to the Pikmin theme, or are we taking this game a whole new direction? Because it seems like WD is suggesting a different arc, while the members seem to be sticking with the current one. So, whats it gonna be?
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Post by yoshimaster on Feb 22, 2009 14:42:19 GMT -5
No one commented on my ideas.
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Post by Azzeh on Feb 22, 2009 15:27:59 GMT -5
You have some great ideas yoshimaster but they are being overshadowed by the pure awesomeness radiating from bulbmin.
P.S. Should I stop updating my logs if we are gonna start a new version soon?
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Post by THE GODDAMN BATMAN on Feb 22, 2009 15:30:49 GMT -5
Yeah, probably.
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Post by Water Dumple on Feb 22, 2009 15:59:58 GMT -5
Wait, would we be sticking to the Pikmin theme, or are we taking this game a whole new direction? Because it seems like WD is suggesting a different arc, while the members seem to be sticking with the current one. So, whats it gonna be? I don't know. For the units, I was just making up random examples and stuff, so don't use those as a theme for the next version. Personally, I think that it would be hard to convert this to Pikmin themes; but on another level, I think it would also be a pain to change the forum to a different theme. I mean, it's been going this way for over a year and the forum reeks of Pikmin, as evidenced by the default color scheme and background and such.
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