I think it would be interesting to implement a non-playable "UN" style force (though in our ideal setting, it works ) that would in some way counteract the rampant destruction that would entail any other rts. I can''t help but think of Dune etc in which the known universe/world was a collection of houses/lands/corporations or what not and in order to engage in combat, each had to conform to set rules of engagement lest they bring about the wrath of the emperor/UN etc. This would protect new players, as they would be protected at least by the complications in attacking which wouldnt be worth it for a large force vs. a new, small, relatively poor one. Maybe more thoughts after much needed sleep!
[edited by - ChildOfKordova on October 11, 2017 10:32:23 AM]
weird
@ Pycho - Your idea is very, very close to that of my own, and though I could take the time right here to point out some flaws and how to go about overcoming them, I''ll hope instead you take a good read at the info I have and will post here in conjunction with those flaws and their respective answers.
At the end of it all, I''ll come back to your post and point out them if needed.
Just constructive BTW, not meant in any way (EVER!) as negative, so please don''t take it that way.
- Chris -
At the end of it all, I''ll come back to your post and point out them if needed.
Just constructive BTW, not meant in any way (EVER!) as negative, so please don''t take it that way.
- Chris -
@rmsgrey -
-Quote-
The big problem with universes persisting while the player isn't logged in is the large increase in server load - if you have some sort of processing being done as well, you're looking at some pretty hefty requirements...
Of course, the more processing you dump onto the players' machines, the more you have to worry about various hacks... guess it comes down to a trade-off (like so much in life)
-/Quote-
My solution, though it may appear rather bleak, would hopefully be considered better appreciated (and at least simpler ), is to simply record the time from the previous logoff to the next logon and apply that time to all resource and advancement tasks which were active at the time of logoff.
Now, in the case of a world being under attack, first off, while either entity (player force in respect to the battle(s)) is active, the battle would rage on and if one entity was unavailable then their forces would be under direction of the automatic AI which would go into full defensive stance untill you come back to take over. Now, if and when all entities are inactive, the battle would then be considered a cease fire and would both remain dormant (like a chess game) untill given further command to resume (after an entity logs on).
In my next post, I will try to answer the question everyone is thinking of right now, one asked by mhays in his post - "What about those who would attempt to go around conquering all with a godlike force of destruction?!"
Now, on the question of processes, there are plans to try and use swap files between servers and clients in order to degrade most possibilities of hacks, but if that becomes unnegotiable, we will have to generate hack detection means and start banning players (if it becomes a serious problem). The only other question, about the processes themselves, if many of the values are used in their easiest forms, there should be no worry of lag or other difficulties. Generally this is an obstical for almost any MMOG and an engine should have means of working out these issues (I know from experience working with Torque Developers that this is a rather easy workaround with the TGE ).
- Chris -
[edited by - Ronixus on April 8, 2003 3:06:09 AM]
-Quote-
The big problem with universes persisting while the player isn't logged in is the large increase in server load - if you have some sort of processing being done as well, you're looking at some pretty hefty requirements...
Of course, the more processing you dump onto the players' machines, the more you have to worry about various hacks... guess it comes down to a trade-off (like so much in life)
-/Quote-
My solution, though it may appear rather bleak, would hopefully be considered better appreciated (and at least simpler ), is to simply record the time from the previous logoff to the next logon and apply that time to all resource and advancement tasks which were active at the time of logoff.
Now, in the case of a world being under attack, first off, while either entity (player force in respect to the battle(s)) is active, the battle would rage on and if one entity was unavailable then their forces would be under direction of the automatic AI which would go into full defensive stance untill you come back to take over. Now, if and when all entities are inactive, the battle would then be considered a cease fire and would both remain dormant (like a chess game) untill given further command to resume (after an entity logs on).
In my next post, I will try to answer the question everyone is thinking of right now, one asked by mhays in his post - "What about those who would attempt to go around conquering all with a godlike force of destruction?!"
Now, on the question of processes, there are plans to try and use swap files between servers and clients in order to degrade most possibilities of hacks, but if that becomes unnegotiable, we will have to generate hack detection means and start banning players (if it becomes a serious problem). The only other question, about the processes themselves, if many of the values are used in their easiest forms, there should be no worry of lag or other difficulties. Generally this is an obstical for almost any MMOG and an engine should have means of working out these issues (I know from experience working with Torque Developers that this is a rather easy workaround with the TGE ).
- Chris -
[edited by - Ronixus on April 8, 2003 3:06:09 AM]
I see two possibilities to make this work --
* The game focuses more on empire building, economy, and trade then combat. Combat would be mainly story driven, against computer controlled units. This would not be unlike MMORPGs, which are for the most part, cooperative. Actually, I think this would be pretty fun now that I think about it.
* I also like the idea of an FPS / RTS hybrid (which yes, has been made, I know) Some people could make units, build, etc... and other players could jump in and control the units produced. I see this as similar to a large scale C&C Renegade, or perhaps like the upcoming Planetside (that game looks GOOD ) Problem here is that you will always have losers who will take control of a big unit and waste it. *shrug* I really like this concept too though.
Traditional RTS won''t work in an MMO setting, IMO. In fact, I think any game that is MMO and exclusively PvP will be hard to work with. (Then again, isn''t Planetside gonna be kinda like that? hmm...)
* The game focuses more on empire building, economy, and trade then combat. Combat would be mainly story driven, against computer controlled units. This would not be unlike MMORPGs, which are for the most part, cooperative. Actually, I think this would be pretty fun now that I think about it.
* I also like the idea of an FPS / RTS hybrid (which yes, has been made, I know) Some people could make units, build, etc... and other players could jump in and control the units produced. I see this as similar to a large scale C&C Renegade, or perhaps like the upcoming Planetside (that game looks GOOD ) Problem here is that you will always have losers who will take control of a big unit and waste it. *shrug* I really like this concept too though.
Traditional RTS won''t work in an MMO setting, IMO. In fact, I think any game that is MMO and exclusively PvP will be hard to work with. (Then again, isn''t Planetside gonna be kinda like that? hmm...)
Peon
With reguards to the previous question (also in reguards to mhays post (in respective succession of course )) -
-Quote-
"What about those who would attempt to go around conquering all with a godlike force of destruction?!"
-/Quote-
This is the main reason behind the AI driven megaforces, they are the counterbalance to those who will become all powerful (and therefore represent a threat to the AI )! Each player will have an honorability rating, due in conjunction to their actions as well as how they go about commencing battles. As stated, a general Rules Of War will be in effect and whenever the rules are broken the entity involved will take a hike in their rating, due to the severity of their actions of course which will be monitored in-game and then flagged. If they become severe in their actions, the AI Forces will amass to defeat them (though with realitively equal forces, unless the flagged action was very severe (hacks/cheating) at which point they would probably be monitored by administration or banned). This would not only give the 'godlike player' some equal opposition, but would also make for an interesting battle for FPS players who join either force!
-Chris-
-Edit-
One thing I should make clear now, considering it can be reflected on the above posting, is the fact that along in the design I've laid out, one thing that will be encouraged is creating Allied Forces. One plan is to have an in-game Allied Forces Ladder/Ranking System and even Matchmaking between Alliances/Clans! So think just how much better the battles would then be for the forementioned 'Godlike Player!"
-/Edit-
[edited by - Ronixus on April 8, 2003 3:41:43 AM]
-Quote-
"What about those who would attempt to go around conquering all with a godlike force of destruction?!"
-/Quote-
This is the main reason behind the AI driven megaforces, they are the counterbalance to those who will become all powerful (and therefore represent a threat to the AI )! Each player will have an honorability rating, due in conjunction to their actions as well as how they go about commencing battles. As stated, a general Rules Of War will be in effect and whenever the rules are broken the entity involved will take a hike in their rating, due to the severity of their actions of course which will be monitored in-game and then flagged. If they become severe in their actions, the AI Forces will amass to defeat them (though with realitively equal forces, unless the flagged action was very severe (hacks/cheating) at which point they would probably be monitored by administration or banned). This would not only give the 'godlike player' some equal opposition, but would also make for an interesting battle for FPS players who join either force!
-Chris-
-Edit-
One thing I should make clear now, considering it can be reflected on the above posting, is the fact that along in the design I've laid out, one thing that will be encouraged is creating Allied Forces. One plan is to have an in-game Allied Forces Ladder/Ranking System and even Matchmaking between Alliances/Clans! So think just how much better the battles would then be for the forementioned 'Godlike Player!"
-/Edit-
[edited by - Ronixus on April 8, 2003 3:41:43 AM]
I like the idea of a type of UN AI that would restrict and attack players who break the rules of war. God like players can always become a problem in game such as this, but with all the factors it would take to manage such a force I don''t see many people becoming all to powerful. One thing that could help against such things also is a website that is being constantly updated. It would say what players are attacking who, who''s forming alliances and who should be kept an eye on. This way players would know ahead of time if there is a large force of players teaming up and conquering worlds, so they could form their own allances to help defend against it.
Just imagine it. A few very powerful players that have conquered a few worlds being matched by other players opposing their rule. There could be a constant war going on between these two (or more) factions trying to stop and destroy the other. A few unlucky players may get caught in the cross fire, or they may join up with one of the factions. In a way I can see players creating several factions and protecting their worlds and their allies against others. While this huge war is going on, there would be other players in other worlds, only having small fights with their allies here and there and reading about this war going on but never being apart of it (which they would most likely want).
If this game were to last for years it would create it''s own history. People would join and here from their allies how their world was once under (insert name) rule but was liberated by (insert name) and destroyed their portal to prevent from being invaded.
Which is somewhat like I said in my first post "For the first while you can''t be attacked, to help new kingdoms from being conquered from much larger ones." The last thing anyone would want is to just start off and being slaughtered before they even know what is going on. The players would be able to choose which world their kingdom will be on, and when they check a world they will be provided with the resent news on the world so they will be aware if their is a huge faction that will simply swallow them up when they venture out.
"Well, on second thought, let''''s not go to Camelot -- it is a silly place."
Just imagine it. A few very powerful players that have conquered a few worlds being matched by other players opposing their rule. There could be a constant war going on between these two (or more) factions trying to stop and destroy the other. A few unlucky players may get caught in the cross fire, or they may join up with one of the factions. In a way I can see players creating several factions and protecting their worlds and their allies against others. While this huge war is going on, there would be other players in other worlds, only having small fights with their allies here and there and reading about this war going on but never being apart of it (which they would most likely want).
If this game were to last for years it would create it''s own history. People would join and here from their allies how their world was once under (insert name) rule but was liberated by (insert name) and destroyed their portal to prevent from being invaded.
quote: The thing is, when you start out, your ''colony'' is only so big and must expand before it''s even allowed to head outside it''s world as per the setting
Which is somewhat like I said in my first post "For the first while you can''t be attacked, to help new kingdoms from being conquered from much larger ones." The last thing anyone would want is to just start off and being slaughtered before they even know what is going on. The players would be able to choose which world their kingdom will be on, and when they check a world they will be provided with the resent news on the world so they will be aware if their is a huge faction that will simply swallow them up when they venture out.
"Well, on second thought, let''''s not go to Camelot -- it is a silly place."
"Well, on second thought, let''s not go to Camelot -- it is a silly place."
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement
Recommended Tutorials
Advertisement