any MMO but MMORPG.
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I'd been thinking of a game somewhat like an MMO stragey game. You wouldn't really build up a base, just control units and blow up things to get more cash. Spend cash to buy new units. Think a turn-based, multiple-units Mech-Warrior. The catch: you'd only be able to make one(possibly) two moves per day. My idea was that once you got alot of units, you'd want to take your time and plan out strategies. Also, only having to log on once a day would make it much more accessible to the average gamer, not just the hard-core. The hard core people could get a vast army of units and spend an hour a day doing a move while the casual gamer just gets a couple of units and logs on for 10 minutes and forgets about it until the next day.
Sounds like Ferion to me.
I would love to see a online sports game where each player is one player on a team and teams duke it out tournament style, but aside from the fact that it wouldnt be MMO, it would be hard to get people on two teams to be online at the same time, so teams would have to be made on the fly, which kinda kills the whole point of the tournament anyway. :(
I would like to see several MMO genres in one. Farming sim/RPG/adventure/castle sim, etc. It would introduce a new level of awesome into the MMO genre since all characters in game are PCs. No boring static NPCs spouting out the same quests anymore.
I would like to see several MMO genres in one. Farming sim/RPG/adventure/castle sim, etc. It would introduce a new level of awesome into the MMO genre since all characters in game are PCs. No boring static NPCs spouting out the same quests anymore.
Pixel Artist - 24x32, 35x50, and isometric styles. Check my online portfolio.
I have had ideas for MMORTS games. In one of them the players had to battle against each other for control of "Realms" (the background was that the world had been shattered in a massive Mage war and this new generation of Mages were useing rifts between the fragments/realms of the world to build their empire). I had a limit on the number of realms that a player could own (7), so even if you won a battle you might not gain anything much from it.
Each battle consisted of 2 or more players linking up to fight over 1 or more randomly (or algorithmicly) generated realms. To do so they had to also put up one of their own realms as ante. This ante was only lost if that realm was lost. This made at least 3 realms that any 2 players were fighting over.
There was a limit of 6 players that could fight over a randmoly generated realm, but a player could (if they wanted to) connect to as many battles as they had realms to ante (so if you had only 4 realms then you could only connect to 4 battles simultaineously). This also applied to allies (it would be posable to build huge chains of allies, but each connection opened up a place that could be attacked via the randomly generated realm that is needed for any 2 players to join (so you might even fight the same person on multiple fronts with several connections and randomly generated realms).
The design allowed for players to "Breed" their own races to use as troops and workers. Also the reaserch system used a descrete system that stored each research "tech" as a "scroll" that had to be stored in a location (they could also be coppied and traded and lost). because they could be lost you could raid a player's library (usually where these research scrolls were kept) and steal their technology or even just burn it down so that they loose it all (a good player would have multiple libraries with copies of their tech).
Each battle consisted of 2 or more players linking up to fight over 1 or more randomly (or algorithmicly) generated realms. To do so they had to also put up one of their own realms as ante. This ante was only lost if that realm was lost. This made at least 3 realms that any 2 players were fighting over.
There was a limit of 6 players that could fight over a randmoly generated realm, but a player could (if they wanted to) connect to as many battles as they had realms to ante (so if you had only 4 realms then you could only connect to 4 battles simultaineously). This also applied to allies (it would be posable to build huge chains of allies, but each connection opened up a place that could be attacked via the randomly generated realm that is needed for any 2 players to join (so you might even fight the same person on multiple fronts with several connections and randomly generated realms).
The design allowed for players to "Breed" their own races to use as troops and workers. Also the reaserch system used a descrete system that stored each research "tech" as a "scroll" that had to be stored in a location (they could also be coppied and traded and lost). because they could be lost you could raid a player's library (usually where these research scrolls were kept) and steal their technology or even just burn it down so that they loose it all (a good player would have multiple libraries with copies of their tech).
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Original post by Ezbez
I'd been thinking of a game somewhat like an MMO strategy game. You wouldn't really build up a base, just control units and blow up things to get more cash. Spend cash to buy new units. Think a turn-based, multiple-units Mech-Warrior. The catch: you'd only be able to make one(possibly) two moves per day. My idea was that once you got alot of units, you'd want to take your time and plan out strategies. Also, only having to log on once a day would make it much more accessible to the average gamer, not just the hard-core. The hard core people could get a vast army of units and spend an hour a day doing a move while the casual gamer just gets a couple of units and logs on for 10 minutes and forgets about it until the next day.
Check out Travian. It is a free, browser-based MMOG which very much caters to the casual gamer, as you describe.
How fun would it be to have someone whipping/slashing stuff next to you in castevania? I think it be pretty fun, till there's 20+ people whipping on Dracula. Actually, I want to see that once. It'll get annoying I know but the first time would be fun.
The real problem is how do you include many people to play a game at once? I mean, it means that a player is no longer a hero but one of the many people out there trying to reach a goal. Interactivability is a must. That would mean fighting each other or helping each other.
The real problem is how do you include many people to play a game at once? I mean, it means that a player is no longer a hero but one of the many people out there trying to reach a goal. Interactivability is a must. That would mean fighting each other or helping each other.
I think the previously suggested topics have all been addressed fairly well.
As for MMO-Flight Shooting, hasn't that kind of been done via PlanetSide, a MMOFPS. Much of that game is vehicle based as well, and I have seen some pretty impressive dogfights occur with little jets vs. massive ships. Perhaps I missed the meaning of Flight Shooting, but I think what you are talking about has already been done at least once as well.
As for MMO-Flight Shooting, hasn't that kind of been done via PlanetSide, a MMOFPS. Much of that game is vehicle based as well, and I have seen some pretty impressive dogfights occur with little jets vs. massive ships. Perhaps I missed the meaning of Flight Shooting, but I think what you are talking about has already been done at least once as well.
has anhone thought about Fly For Fun? from Flying Potato?
Yours faithfully, Nicolas FOURNIALS
MMOCraft (A Tale In The Desert)
MMOPrivateer (Tradewars 2000)
Ever played "bridge builder"? You design things based off laws of physics, not based off "this item adds 3 shield units, this item does 3 damage".
Have random technological progress (new widgets, materials and designs constantly entering the game). Crafters are thus given a large collection of constanly changing materials to build spaceships and spacestations from.
By making the Crafting take actual skill and knowledge, it becomes something that not everyone is suited for. So people will go to other people for ship design, repair and upgrades.
MMOPrivateer (Tradewars 2000)
Ever played "bridge builder"? You design things based off laws of physics, not based off "this item adds 3 shield units, this item does 3 damage".
Have random technological progress (new widgets, materials and designs constantly entering the game). Crafters are thus given a large collection of constanly changing materials to build spaceships and spacestations from.
By making the Crafting take actual skill and knowledge, it becomes something that not everyone is suited for. So people will go to other people for ship design, repair and upgrades.
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