Tactical MMO where you control a team
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
1.) Guild Wars
(http://wiki.guildwars.com/wiki/Hero) - In the Nightfall expansion, ANet introduced a feature that allowed players to unlock special characters called "Heroes". The Heroes are AI controlled party members, that the player can customize with their own skills, weapons, and armor. The heroes will use their skills on their own accord, but players can also click on a skill and force them to use it.
2.)Sword of the New World
(http://www.gamersfirst.com/swordofthenewworld/?q=Features) - This game introduces a Multi-Character Control System (MCC) where a player can control 3 characters simultaneously.
But from the look of your post, it seems like a a sort of pokemon.
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Original post by pothb
Sword of the new world was what I was going to mention too. I don't know if that was what you were looking for though.
But from the look of your post, it seems like a a sort of pokemon.
Pokemon doesn't have tactical combat, the player can only use a single pokemon at a time and there isn't a chessboard or hex grid battlefield. Monsters also would not evolve in my concept because changing the monster's appearance is as likely to make players unhappy as happy. But it is like Pokemon in the "gotta catch 'em all" aspect, and pokemon does have breeding, though mine would work differently. No pokemon MMO will be appearing though, they've made a press statement that they don't want to make an MMO.
Thanks for the recommendations guys, I'll check them out. [smile] I looked at Atlantica already - it's a pity it only has human fighters and doesn't have movement on a game board, it otherwise looks quite interesting. I was stymied by the installation page though - it says if you have Vista, don't install the game on the C drive. But I have Vista and I _only_ have a C drive. ???
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
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Original post by sunandshadow
Pokemon doesn't have tactical combat, the player can only use a single pokemon at a time and there isn't a chessboard or hex grid battlefield. Monsters also would not evolve in my concept because changing the monster's appearance is as likely to make players unhappy as happy. But it is like Pokemon in the "gotta catch 'em all" aspect, and pokemon does have breeding, though mine would work differently. No pokemon MMO will be appearing though, they've made a press statement that they don't want to make an MMO.
But they really should make one... man, would people jump on that. Anyway, I was thinking pokemon more like the anime itself, rather than the games. Like how Ash usually use 2 pokemons to fight off a group of random pokemons.
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Original post by pothb Quote:
Original post by sunandshadow
Pokemon doesn't have tactical combat, the player can only use a single pokemon at a time and there isn't a chessboard or hex grid battlefield. Monsters also would not evolve in my concept because changing the monster's appearance is as likely to make players unhappy as happy. But it is like Pokemon in the "gotta catch 'em all" aspect, and pokemon does have breeding, though mine would work differently. No pokemon MMO will be appearing though, they've made a press statement that they don't want to make an MMO.
But they really should make one... man, would people jump on that. Anyway, I was thinking pokemon more like the anime itself, rather than the games. Like how Ash usually use 2 pokemons to fight off a group of random pokemons.
Yeah the anime's much better than the games IMO. The anime shows pokemon being used for a lot of non-combat applications that might make interesting puzzles in a game. The pokemon in the anime talk too, even if they mostly aren't understood by humans (besides Meowth who is awesome).
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
I've approached these questions in a prototype I'm building for a game where each player controls a set of creatures. To attack the real-time tactical team problem, I've focused on simple mechanics (N abilities per creature) and an interface that gives the player quick access to any creature's abilities. To combat twitch gaming, I've explored queueing up abilities or slowing down the execution of abilities to give more weight to planning. I'm still working on a clean way to introduce higher level behaviors.
Creature customization and advancement interests me. I've considered allowing the player to draw from a pool of abilities to customize a creature. The pool would build up over time as the player advances. Each creature has an appearance determined by the selection (and strength?) of abilities (using simple procedurally-generated graphics). I see individual creature advancement as using an overall level or specific ability levels, but this may be too complex.
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Original post by slack
For a single-player game, I'd prefer turn-based or a system that allows pausing like Baldur's Gate. For a multiplayer or online game, I'd prefer real-time. Of course, this leads to AI-controlled minions and possibly less control over them. So what kind of system would provide full control over the minions without giving too much advantage to twitch gamers who can micromanage as in an RTS? Maybe a hierarchy of options, from high level behavior ("Aggressive") to general actions ("Attack X") to specific abilities to activate ("Activate Skill X").
I've approached these questions in a prototype I'm building for a game where each player controls a set of creatures. To attack the real-time tactical team problem, I've focused on simple mechanics (N abilities per creature) and an interface that gives the player quick access to any creature's abilities. To combat twitch gaming, I've explored queueing up abilities or slowing down the execution of abilities to give more weight to planning. I'm still working on a clean way to introduce higher level behaviors.
Creature customization and advancement interests me. I've considered allowing the player to draw from a pool of abilities to customize a creature. The pool would build up over time as the player advances. Each creature has an appearance determined by the selection (and strength?) of abilities (using simple procedurally-generated graphics). I see individual creature advancement as using an overall level or specific ability levels, but this may be too complex.
I was specifically intending this thread to be about turn-based tactical combat, such as in the game Disgaea. But interesting thoughts about real-time team combat. For a real-time game I'd personally go with the one player, one pet system such as WoW's Hunters and Warlocks, Perfect World's Venomancers, etc. Controlling a team in real time just results in depersonalizing the creatures to wield them as a troop or automating them.
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.