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GuiltyKing

GuiltyKing

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GuiltyKing

Comment Posted to Topic blah by GuiltyKing on 2013/09/17


GuiltyKing

Comment Posted to Topic blah by GuiltyKing on 2013/09/17

Basics:
- The game consists of a map on which there will be 3 towns. Each town will fill with players gradually.
- The goal of the game is for the player to stay alive as long as possible and help to make HIS town the last one standing. The ultimate goal is to be part of the team whose town will outlive the other two.
- Players will gradually join the map and choose one of 5 classes. The mayor will try to get the best of them for his town.
- There is only a limited amount of slots people can take each day to prevent a map from overflowing. If a town grows or a player dies, a new one is able to join the fray.
- Players get exp points if they fulfill certain objectives depending on their class. These Exp points can be used to gain useful passive and active skills in that game. Because of this, long-time players will be very valuable and the more experienced a player becomes, the more a town will try to prevent that player from dying, because there is no respawn in this. If your character dies, you are out of this game and have to join a new one. You will also be replaced by a Lvl 1 character, so it will be a huge drawback for your group.

How to play:

- A day is divided into 8 parts, 3 hours each. One part is called a cycle.
- Each cycle, you gain one Action Point (AP). You can gain two each cycle if you rest. However, resting will last for at least 1 cycle and once you started to rest you can’t do anything until at least 1 cycle changes.
- Certain actions can give bonus AP. Eating food, for example.
- AP will be used to do everything in this game. Venturing into the vast world outside of town, constructing and repairing building, researching new upgrades, healing people,… everything you do costs AP, so you will have to spend these wisely.

Town:

- The town consists of a rectangle grid in which buildings will have to be placed. Buildings take up a certain amount of space in that grid, so if you are running out of space, you will have to expand your town.
- Expanding town works by “moving” the protective walls surrounding the town further away in order to create more room inside. This sounds handy, right? But it has its risks. Once engineers start moving the wall, the town will lose is protection, making it vulnerable to attacks. It would be wise to gather enough Engineers beforehand and only try to expand the town a little bit at a time, to avoid leaving yourself open for too long.
-To avoid having to expand the town too often, it would also be wise to make the most of the space you have at a time.

Communication:

- Each map will get a game intern forum on which people will be able to communicate with each other. There will be a map-wide forum in which everyone can talk to anyone playing on the same map as them, a town forum, in which only town residents can talk to each other and people will also be abe to create private threads to keep unwanted persons out of the discussion. (Useful if you are planning to kill someone in your own town for being a jackass or when you are planning a coup d’état against your current mayor.)
- In addition, there will also be a world forum in which you will be able to talk to every player of the game, no matter on which map they are playing.
Classes:
Mayor:
-Chooses town name if he is the very first Mayor ingame.
-Can enable elections every 7th day or block them and be a dictator (risking revolt!)
-Can appoint a second in command who is able to step in for him, if the Mayor dies, gets captured or decides to resign.
-Can resign at any time if he wishes to. Next in line would be the player he selected beforehand or the player with the highest level in town. If there are multiple players with the same level in town, the one with the most total EXP will get it.
- Can decide which classes he wants in his town. If he thinks he has enough of a certain class, he can block them from joining his town.
- Can assign missions on the bill-board. There are scavenging missions, escort missions and raid missions. The mayor decides the details of the mission. He specifies where and when the mission will take place, how much people should go and what they should try to do at said locations. People will be able to view these missions and register themselves for participation. If the mayor wants certain people to take the mission, he can assign certain players beforehand, meaning only said players can participate in that mission.
- He can also tell Engineers on what building they should focus. (Though they aren’t forced to listen to him and are still able to build whatever they want.
- Is the only one who can order town expansions.
- Can reward or punish people. (E.g. Giving them access to certain items in town or deny them such)
- The mayor chooses one of the below classes, too. That will be the class he will be playing if he stops being the mayor.

Merc:

-Has the best fighting skills
-Only class capable of wielding assault rifles, rocket launchers, sniper rifles, grenades and bullet proof vests
-Have more armor
-Are pretty much the military power of a town, though they can still help out with other tasks if they aren’t needed on the field.

Engineers:

- Bonus on constructing items and buildings
- Only class capable of repairing broken equipment
- Can dismantle unneeded equipment for parts
- Creates a blueprint on the start of each day
- This is the class that gets work done in town. Without these, the town won’t grow.

Scavengers:

- Bonus on finding better stuff outside of town. (They find more and higher quality items than other classes)
- Can carry more items
- This class will be needed to find supplies for the town. Have too few of these and your town will run out of food, fuel ammo, and other useful things.

Scientists:

- The only class able to develop new technologies and unlock new items, buildings and upgrades.
- The more advanced a project is, the more work it will need from scientists to finish. (E.g. A Lvl 1 upgrade finishes rather quickly with only few scientists. A level 5 upgrade will need more time if the amount of scientists doesn’t increase)
- This class is needed to make progress. Engineers are the ones who build the stuff, but without the KNOWLEDGE of how it can be improved, they can do nothing. To upgrade buildings to level 2, or develop better items, they will first need scientists to unlock the upgrade first.

Medic:

-This class heals HP and sicknesses. It is needed to keep a group alive. The bigger the group becomes, the more of these you will need. Especially if players lack good equipment and get hurt a lot.

How venturing out works:

- On the map, there will be coordinates. [0;0] will be the center. The towns will be placed somewhere randomly, but not too far apart of each other. Aside from towns, there will also be other random sectors which will appear randomly somewhere on the map. These sectors could be , for example, old gas stations, where you and your teammates could go to to find fuel, some food or vehicles. Or it could be a mall, where you could find all sorts of stuff.
- Beware, though, these sectors will not only appear for your town. Other towns will also be able to access them. You may end up having to share, or even being forced to fight for the resources.
- Each sector has a set amount of objects there can be found. If it runs out of items, it will stay on the map for a short while before it vanishes. A new sector will spawn somewhere else soon afterwards.
- These sectors can be hideouts of KI enemies. Going there unprotected may not be a wise idea. Even if there are no enemies present, you may never know if a different town isn’t currently searching the place and willing to shoot at anyone trying to steal their loot.
- Each player has a certain amount of backpack space and each item has a certain size. A player can only carry as much as he can fit into his inventory. Have you played Diablo before? Then you know the basic idea.
- If a player finds more than he can carry, the items will be left ther ein the open. If the player wants to get the item at all costs, he will have to return fast and come back to get it before any other group manages to find it.
- Sometimes players will find items too big to carry them via backpacks. (Such as broken vehicles, for example). In that case, the team has to return to town, get some engineers and go back to the broken vehicle. If the team can manage to collect all items needed to repair the vehicle, the team may continue to use it until it breaks again or they run out of resources to power it (like fuel).

Vehicles:

- vehicles can have random properties. Some may have a lot of inventory space, which can be used to carry more stuff back and forth. Others could be very fast, shortening the time needed to travel to a far away location. There may also be armored ones, useful to launch an attack against other towns.
- They can also be upgraded with the help of engineers and scientists. Pimp my ride, mothafucka!

Players:

There are certain things all players can do, no matter their class:

- Everyone can equip pistols, SMGs and melee weapons for when they run out of ammo.
- Everyone may also go on a expedition to search for items. Though scavengers are the best for the job.
- They can also help building stuff. They may not be as efficient as Engineers, but every man counts.
- Some minor injuries can be treated with the help of a first aid kit without the need of a medic. It may just be enough to keep a player alive until he can get treated by a real doctor if there happens to be no one available at the location the accident occurred.
- Everyone can access the forums

Possible actions between towns:

- They can attack each other if they cross the same sector. They may also pass each other without a fight. It all depends on how well you get along.
- They may also raid each other’s homes. If they win, they can either sabotage a lot of their buildings, take a lot of their resources or even kidnap players of the defeated town.
- They can also trade with each other without fighting. A town will send people carrying their goods to the town willing to trade, then exchange their goods with the ones they agreed to trade for. (However…the receiving town may betray them and take the goods without fulfilling their part of the deal. Only trade with towns you think you can trust.)
- Anything can be traded. Food, fuel, general items, vehicles and even players can be “lend” to the town to do some work for them. Keep in mind that the other town may end up holding the workers you sent off as hostages.

Hostages:

- Players of a different town who got abducted by the enemy. He will be forced to work for them. A player may refuse, but he might end up getting killed or severely injured.
- They can be rescued if their hometown launches a successful raid on the town they are held in.
- Every hostage has to be kept watch of at all times by 1 other player each, making “hostage hoarding” a very AP expensive feature for the captors.
- Every cycle in which a hostage is not kept watch of, he has the chance to either sabotage them from the inside, or break free and flee.
- A hostage can also see everything the other town has in terms of resources, buildings, weapons and players. If one escapes, he will have some information to share with his fellow residents back home.

Benefit of hostages to the captors:

- A hostage can be used as if he was a player for your own team. Manage to kidnap a high level engineer and you will be able to force him to use his skills for you. Same goes with a scientist, medic or scavenger. Captured mercs cannot be used for fighting, but they can be forced to work on buildings. A captured Mayor can be used for nothing, but it would surely hurt the enemy town the most of their precious leader was gone, right?
- There three options to get rid of a hostage. 1. You let them escape 2. You try to negotiate with their town to agree on a possible exchange for resources or a hostage of your own town they might be holding 3. You kill them.
- Killing a hostage will enrage all the residents of the town the killed hostage had been from. Enraged residents gain bonuses when fighting players of the killer town. This is a huge disadvantage, but could still be used to deny the enemy their valuable player. If you kill ahigh leveled player of their team, they lose them forever. It might be worth the risk. Especiall if you think you could take the enemy on.

Being a jackass:

- There will certainly be players who don’t give a shit about the community. Such behavior will not be punished by the admins and will be part of the game.
- Instead, if a player refuses to cooperate, you can try bribing them by offering him useful items he could use for himself IF he was willing to help out.
- If that won’t be enough to motivate the slacker, or you just don’t have it in you to give that bastard stuff for stuff everyone else does for free, the mayor has a few options to force the player into submission.
- Jail (must be build first): players put in jail can’t do anything for a certain amount of time. They can’t be hold in jail for more than 3 cycles in a row and once they are free again, they can’t be put into jail again for at least a day. However…to be forced to do nothing will surely piss them off. The mayor can even decide to deny them forum access for the time they are stuck in jail.
- Forced labor: the mayor can assign a player with a higher level than the punished player to keep watch over the “criminal”. While under watch, the AP of the criminal will be automatically added into an AP-pool which the engineers can use to spend on their constructions.
- Banishment: If the criminal is just not worth the trouble, he can also be cast out of the community. This will require the approval of the majority of the community. If the mayor is a dictator, he can do it without the consent of the community. However, he can only cast out one player a day. A banished player loses all but his personal items and will have two options. He either tries to join a different town, or he decides to “move on and search for a new home”. If he chooses the latter, the game will end for him and he will be able to choose a new map. He will be forced to choose this option if no town will grant him citizenship.

Griefers:

- If a player is dissatisfied with his community, he will run danger of becoming a so called griefer, people who will do anything to hurt said community. Simply because he hates their guts. He may choose to sabotage the community from within and rejoice at the sight of their despair. A very good griefer could pretend to be actually helping the community when he is actually destroying it from within. People should always be wary of such people and banish them as soon as possible.
-Instead of sabotaging their town from within, he could also simply decide to contact a different town and suggest acting as a spy. If the other town agrees, the griefer will become a traitor. He will now belong to the new town instead of the one he had been in until now, only that the old town will not now that immediately. The traitor gets 1 day before his status updates and marks him as a citizen of a different town. In that time, he will have to collect as much data as possible, find a way to leave this place unnoticed and meet up with his new team mates before his old ones find out he turned on them and go after him to make sure he is dead before he reaches his new home to spread their secrets.

Houses:

In addition to a working infrastructure, the town will also need one house for each citizen living in the town. Houses don’t take up much space, but they need material to be built and serve no purpose other than having every citizen have their own place in which they can store items they don’t want to share. The higher the level of a character, the more he expects of his house to be. At the beginning, a player’s character will be fine with living in a tent, but the more he levels up, the better his residence has to become. If the mayor fails to fulfill these demands, the character will end up getting penalties such as reduced health or morale. The player can either choose to live with these penalties or voice his dissatisfaction and force the mayor to do something about it. He may even use this as an excuse to force a coup d’état if he so pleases.
The more upgraded a house becomes, the more stuff can be kept inside it. Players can bring in furniture from the outside world which serves no purpose to the community but gives them bonuses if they put it into their houses. Envious players can even steal furniture from each other to keep the best bonuses to themselves.

Status:

Each player has these stats he has to take care of:

- HP. If he gets injured, he loses some. He gets them back by getting healed by medics. If they reach 0, they die. Their maximum HP can increase with certain upgrades and equipment.
- morale. Morale determines the player’s efficiency. If he is low on morale, he will work badly, if he is high on morale, he will work good. He can gain morale by various stuff like eating delicious food, having a lot of furniture in his home, or for victories in battle. Morale loss can occur if a team member dies, your player has to go hungry for a long period of time or if he stays ill for too long.
Satisfaction: This depletes over time and is only refilled by eating food. If your satisfaction reaches 0, you will lose 1 HP every cycle until you eat something or you die.

Activity:

Obviously, the more active a player is, the more he will be worth in the game. The mayor will be able to see who is the most active player in town and who sisn’t. He will then be able to decide what to do with the less active ones. He could force them into forced labor to not let their APs go to waste, or banish them in hopes of getting someone more motivated. If a player hasn’t logged in for 2 or more days, the mayor can banish him without the consent of the community and it won’t count towards the 1 player a day rule.

End of game:

The game ends in two ways for each player. The first way is when he dies. Depending on how long he survived and how much he contributed to the team, he will get a score and will be listed in a ranking. It may even be possible for him to earn points he will be able to use to buy himself some permanent bonuses for every game he plays in the future. The town he played in will be listed in his profile, so he can always check if it is still alive or if the game has ended or not, should he care. The player may then join a new game.
The second way a game ends for a player is when a town on the map he played on manages to beat the other towns and be the sole survivor. When that happens, the map ends and the victorious town ends up in the town-ranking. At the end of each season, the best players from the player ranking and the town ranking, will receive a reward.

How the game ends:

If a new player joins every time a player dies, how can the game ever end? Simple. A new player doesn’t join immediately after someone dies. There will be a bit of delay. Furthermore, the new players will start at level 1 and will be easily killed if there are no higher players left to protect them. If a town ends up being completely dead, it will vanish from the map and be replaced by town ruins. No more players will be able to live there. If this happens to two of the three towns, the remaining one wins. Even if there would happen to be only 1 survivor at the time.

GuiltyKing

Comment Posted to Topic blah by GuiltyKing on 2012/11/23

Bei näherer Betrachtung: Streicht den Mist mit dem Glücksrad und macht ein konstanten Zuwachs daraus. Das wird nach einer Weile eh nur nerven und wenn man Schlafen geht, steht das Spiel über Nacht praktisch für den Spieler still.

GuiltyKing

Comment Posted to Topic blah by GuiltyKing on 2012/11/20

Idee für ein Browsergame, die mir letzte Nacht gekommen ist. Wär schade sie in Vergessenheit geraten zu lassen. Noch ausbaufähig.

Das Spiel:

Spielt in der Endzeit. Zwei Fraktionen kämpfen um die knapper werdenden Ressourcen.
Es wird 5 oder 6 Ressourcentypen geben. Jede davon hat ein bestimmtes Feld, von dem man es abbauen kann. Felder sind sechseckig und man baut Basen an den Ecken. Jede Basis kann einmal pro Stunde ein Glücksrad drehen (oder meinetwegen ein besserer Zufallsgenerator), auf dem jede Ressource abgebildet ist. Sollte das Glücksrad auf einen Ressourcentyp fallen, an dem die Basis angrenzt, schöpft dieses Feld für jede anliegende Basis Rohstoffe aus. Auch eventuell angrenzende Gegner.
Rohstoffe werden benötigt um die eigene Basis auszubauen, die benachbarten Rohstofffelder upzugraden oder Straßen und Einheiten zu bauen. Straßen werden dazu benutzt Einheiten darauf laufen zu lassen um so Rohstoffe zu verbündeten zu transportieren oder Gegner anzugreifen.
Der Handel mit anderen Spielern ist wichtig, da jede Basis an maximal 3 Feldern angrenzen kann und daher im besten Fall nur 3 von 5 (bzw 6) Rohstoffen abbauen kann. Es muss also Teamwork betrieben werden.

Beginn des Spiels:

Beide Fraktionen spawnen zu Beginn an zwei verschiedenen Enden einer Karte. Der Spieler darf dabei selbst bestimmen wo er seine Basis aufbaut, schließlich muss er für sich selbst wissen welche Rohstoffe er abbauen will. Man kann seine Basis jedoch nur nahe seiner Fraktion aufbauen und nicht bereits zu Beginn mitten auf der Map. Ziel des Spiels ist es sich Stück für Stück an den Gegner vor zu arbeiten und alle gegnerischen Basen zu vernichten. Gewonnen hat die Fraktion, die zuerst alle Basen des Feindes vernichtet hat. Basen gelten als zerstört, wenn ihre Lebenspunkte auf 0 sinken. Sie sind jedoch sehr resistent und können nur mit genug Feuerpower und hohen Verlusten zerstört werden. Selbst wenn eine Gegnerbasis in der Nähe ist, ist es nicht immer klug direkt anzugreifen. Gegebenenfalls sollte man eher versuchen den Gegner abzuschirmen oder die eigene Basis zu verlegen.

Diese Partien sollen etwas andauern, also muss die Karte dementsprechend groß sein.
Natürlich muss man auch coolen Kram mit den Rohstoffen anfangen können, daher meine ersten Ideen für Upgrades:
Wichtig: Upgrades können bei Angriffen beschädigt und somit um Stufen gesenkt werden.

Basisupgrades:

- Flugtriebwerke: erlaubt der Basis zu fliegen und so den Standort zu wechseln. Das Fliegen kostet Rohstoffe. Je weiter man fliegt, desto mehr.
- Schildgenerator: Pro Stufe mehr Lebenspunkte für die Basis. Können sich mit der Zeit Regenerieren.
- Roboterfabrik: Wird benötigt um Einheiten zu produzieren. Je höher die Stufe desto schneller werden Einheiten produziert.
- Handelszentrum: Wird benötigt um Rohstoffe zu verschicken. Je höher die Stufe, desto mehr Rohstoffe können verschickt werden.
- Schutzmauern: Schaden von Angriffen wird reduziert. Pro Stufe ein wenig mehr.

Felderupgrades:

Wichtig: Felderupgrades bleiben bestehen, selbst wenn alle angrenzenden Basen umziehen, können aber dann nicht mehr weiter ausgebaut oder Benutzt werden bis wieder jemand an diesem Gebiet grenzt. Jeder angrenzende Spieler kann ein Feld ausbauen und Einheiten dort stationieren um es vor Sabotage zu schützen.

- Förderbänder (o. Ä.): Prozentual mehr Rohstoffausbeute pro Stufe
- Umzäunung: Gegnerische Basen kriegen weniger Rohstoffe ab je höher das Teil ausgebaut ist. Eigene Einheiten kriegen einen Verteidigungsbonus. Die Umzäunung gehört immer der Fraktion, die am meisten Einheiten im Gebiet stationiert hat. Es kann also vorkommen, dass man selbst die Umzäunung baut um Gegner zu behindern, dann aber selber daran leidet, wenn man das Gebiet nicht mehr halten kann.
- Raketensilo: Wird dazu benutzt Raketen abzufeuern. Raketen werden auf Gegnerische Basen geschossen. Es gibt auch Abfangraketen um sich vor feindlichen Raketen zu schützen. Raketen richten großen Schaden an, weshalb diese dazu benutzt werden können Gegner dazu zu „motivieren“ bei einem drohenden Angriff zu verschwinden. Sie werden als Einheiten in der Basis angefertigt, können aber nur mit einem Raketensilo abgefeuert werden. Die Stufe des Silos bestimmt die Reichweite.
- Erdbebensicherung: Verringert den Schaden durch Erdbeben. Näheres dazu später.

Sonstiges:

- Straßen: Werden benötigt um Einheiten zu bewegen. Das ist nötig um Rohstoffe zu transportieren oder Einheiten in neue Gebiete zu schicken. Straßen gehören der Fraktion, die sie gebaut hat. Gegnerische Einheiten laufen auf fremden Straßen halb so schnell, erobern diese jedoch, sobald sie sie vollständig passiert haben. Straßen, die ihre Verbindung zu allen Basen verloren haben (da sie weggeflogen sind) werden neutral und gehören dem ersten, der sie passiert.
- Schiffe: Selbe wie Straßen nur auf Wasser und mit eventuell anderen Ressourcen

Einheiten:

Wichtig: Das sind nur erste Ideen. Bessere sind immer gern gesehen.

- Transporter: Rohstofftransport. Anzahl wird von der Stufe des Handelszentrums bestimmt. Müssen beschützt werden, sonst werden sie bei Feindkontakt abgefangen und auf eine ihrer Basen umgeleitet.
- Soldaten: Billige Masseneinheit. Schnell zu produzieren, schnell tot zu kriegen.
- Panzer: Hält mehr aus, ist aber langsam.
- Jäger: Schnelles Fahrzeug mit viel Feuerkraft. Kann benutzt werden um Gegner abzufangen oder sich zurückziehende feindliche Einheiten einzuholen und zu vernichten. Hält aber wenig aus, weshalb er in Massen geschickt werden sollte.
- Mobiler Geschützturm. Während es sich bewegt völlig nutzlos, kann aber an einer Kreuzung aufgestellt werden um aus der Entfernung anzugreifen. Ähnlich wie Raketen nur mit weniger Schaden. Sollte beschützt werden, ist nämlich nicht gerade sehr robust. Braucht einige Zeit um auf- und abgebaut zu werden.

Naturkatastrophen:

Sollten nicht zu häufig vorkommen, aber dennoch hin und wieder auftreten um die Sache interessanter zu machen. Spieler werden vor den Naturkatastrophen rechtzeitig gewarnt um sich darauf vorbereiten zu können. Naturkatastrophen treten auch erst auf, wenn das Spiel eine Weile läuft.

- Erdbeben: Ein gewisses Gebiet wird von einem Erdbeben heimgesucht. Spieler, die ihre Basen nicht rechtzeitig verlegen, verlieren die Hälfte ihrer Gebäudestufen. Das Gebiet wird für eine gewisse Zeit durch die Schäden unbesiedelbar. Das heißt niemand kann dort seine Basis hin verlegen. Gebliebene Spieler dürfen dort bleiben.
- Flutwellen: Kann nur nahe am Meer stattfinden. Rohstoffgebiete werden für eine gewisse Zeit vom Meer verschluckt. Sollte das dazu führen, dass Basen danach „im Meer stehen“ werden sie automatisch in den Flugmodus versetzt und muss woanders angesiedelt werden. Hat die Basis die Flugtriebwerke nicht gebaut wird sie zerstört. Die versunkenen Felder verlieren einen kleinen Teil ihrer Upgrades nachdem sie wieder auftauchen.
- Wirbelstürme: Zieht quer durch die Karte. Fliegende Basen, die von ihm erfasst werden, verlieren einen erheblichen Teil ihrer Gebäudestufen. Am Boden gebliebene Basen erhalten beim auftreffen auf den Sturm deutlich geringeren Schaden.

Ende einer Partie:

Am Ende einer Runde (sobald eine Fraktion vernichtet ist) werden Punkte verteilt. Für jeden Spieler gibt es einmal den Wert an Punkten, die alle Fraktionsspieler kriegen und darauf noch persönliche Bonuspunkte für besondere Leistungen. (Basen zerstört, x Rohstoffe gehandelt, usw.) Mit den Punkten sollte man sich später coole permanente Sachen kaufen können. Bonis, oder spezielle freischaltbare Einheiten/Upgrades. Es sollte etwas sein, was die Langzeitmotivation fördert. Etwas, was dem Spieler das Gefühl gibt auf etwas hinzuarbeiten.
Eventuell kann man eine Weltkarte entwickeln, bei der zu sehen ist wie viele Gebiete eine Fraktion hat. Bei jedem Sieg auf einer Karte übernimmt eine Fraktion ein Gebiet. Sollte eine Fraktion mal die ganze Welt besitzen, könnte es spezielle Belohnungen geben. Es kann aber auch ohne Weltkarte gehen und die Spieler kämpfen einfach nur auf zufälligen Karten um Punkte.

GuiltyKing

Comment Posted to General Discussion by GuiltyKing on 2012/11/12

still have to get used to this. How do you even create new pages?

This website does the Banana Dance!