Quote:Original post by ddn3 Tower defense can be consider a subset of the broader RTS genre of games. People have been building defenses realtime, against oppoenents rushers, using towers, moveable canons, walls etc.. in these games and the dynamics play about the same. Bascily it's a fine balance, with tech trees breaking the tie, with the advantage toward the attackers. The reason why is you don't want a game where both sides just sit for hours becuase they would get anilihated if they attacked. Also RTS throw in resoruce scarity and positioning in addition to the tech tree to mix up the gameplay even more so.
There have been attempts at persistent RTS, but they ususally suffer from the fact that without human overwatch, a base/city/etc would be destroyed by a sneak attack easily. Since people can only play maybe 1 hour a day, that leaves alot of times when the city/base/etc. can be destroyed, and since it took an investment of many hours or days of gameplay to build the base/city/etc.., people ususally stop playing after their base/city/etc is destroyed.
Unlike a MMORPG where death is a mere anonyance, in a MMORTS, defeat is total destruction, so it's hard to retain players. You can tilt the game toward defense but then people would never attack becuase the chances are too low.
Check out the popular RTS to get an idea of what you'll need.
Good Luck!
-ddn |
Thanx for your comment ddn3. I have been playing a lot of warcraft and starcraft lately. They do solve alot of problems and they inspired me in some important gameplay details for my game. But the main problem of this conception actually is the fact, that game do not want to be round based.
It means the game works PvP and "only" as long as both players are online. If "player 1" leaves the game, the game does not work anymore. What i want to do is exactly get rid of this dependance and make it playable independent of the players state.
My Solution works like this yet:
Every player has a 24 hours protection after he/she goes offline. His area is still accessible for all the players but just not attackable. After 24 hours he loses his protection and can get a maximum of 15% damage throw the next 24 hours(This 15% can be wrong and needs to be balanced later).
He/she can increase his protection if he has enough credits. It will be also possible to hide his area for one week. But if this is chosen, he/she cannot change the state before the week is over.
I have no idea yet how this will affect on the gameplay. What do you guys, who have more experience with game design, think about my idea? Could this idea work or would this destroy the whole gameplay???