Quote:Original post by Edtharan
Quote:It is an interesting idea, but it doesn't really fit my game, again, because there are no "units." The only way to attain something like different units would be if PCs equipped themselves differently, which would require new items. This is an avenue I may consider. |
Ahh, you talked about squads, and types of squads, and this made me thing that you had goups of AI characters acting on behalf of the player, as typically a single individual is not a squad.
That does change a lot and I acan see why we had that misunderstanding. |
Yeah, I had meant squads comprised entirely of PCs.
Quote:I'm not happy with the RPS model because I feel like there's very little actual skill there. The optimal RPS strategy (from a game theory perspective) is playing randomly. I don't want a system where the best possible outcomes result from choosing a random "unit type"/"stance"/"formation"/whatever - this is not meaningful choice. This is a dice game and adds almost no depth. |
I agree, a straight up RPS system is not very good, but it can be used as a start, or for an AI combat system (ie: the player does not have direct control over the combat).
Also, I don't like RPS systems that are defined by fiat. I like ones that emerge naturally out of the system and are not hard counters, especially if the player has control over the subtelties within that ststem to change the balances of that SPR outcome.
So, let me check to see if I have this right:
The combat is between characters, not groups of units, where each character involved is just 1 player.
The combats will not requier the player to be present.
The combats must favour the defender.
The players, even though not present, needs to have a decent amount of influence on the outcomes of the comabt.
More or less. When you're offline, your character is not present in the game, so actions cannot be taken against it. However, it is still a browser-based, client-pull game.
Example: I enter a square on the map. I see you there. You have not refreshed the page within the last three seconds, so you don't see me yet. I click a button to attack you. You haven't refreshed the page within the last 4 seconds, so you don't have an option to respond. I
could set up the database to flag you so that, the next time you refresh your screen or try to do something, it tells you that you're being attacked and that you should respond, but what if you've just gone idle and won't be back for a long time? Can you defend yourself from a personal attack an hour later? I think that would be too strange.
As an alternative, you will be presented with an options page when you sign up for the game. You will be able to access this options page at any time during the game as well. You will choose for yourself your desired combat strategy from this page. When I attack you later, the game generates the outcome and tells it to both of us. One alternative idea that has come up in this thread is that, instead of setting an individual strategy, I can group up with other players and the group leader can set the group strategy.
The differences between strategies could be how offensive they are, how defensive they are, how much stamina they consume in combat, and whether they limit movement in some way (i.e., I could create a movement point system for combat stances, or assign a stamina cost to movement when in certain combat stances). I don't want a lot of variables.