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A MMORTS game in theory

Started by April 21, 2010 04:35 PM
12 comments, last by eiforall 14 years, 9 months ago
Quote:
Stretching out a game of certain strategic depth from a weekend to a year doesn't make the game any deeper when the weekend was already enough to think through a tough match.


It's true it doesn't make it deeper if the weekend is enough to reach the desired goal, a lengthy game for no purpose is meaningless. I've played RTS-games over a weekend, you have a huge map and play with your friends, and between breaks you discuss the strategy with your ally friend. I would want that but in a much larger scale. I think making it slower, lengthier and with more people involved could do that. I've always wanted to play a strategy games with politics as a strong feature, I think organizing a realm/kingdom with real players as members and working together with them over a long period of time would be very interesting. You don't normally get the time to do that in-game in a RTS (well, I'm not very good at typing/thinking when I'm stressed, some are better at that). A sprint and a marathon are both about running, but they have different priorities for speed and stamina, some prefer one over the other. There are many fast paced RTS games out on the market, it would be fun if those who like to play very slow, lenghty RTS-games also had many games to choose between. Now they have Travian, Evony, Tribal Wars... but they are all browser based, no animations, not many functions. I think MMORTS is a genre that should get more love.

What I would like to see in a RTS-game is this: when the enemies are approaching the borders the member of the realm get time to discuss the situation (discussing back and forth is very fun, well to me it is :)) and come up with different strategies to save the day. If they are good and organized they'll come in agreement of how their general strategy should be, and they'll do their best to execute it. But many times this won't be the case, the less tight and organized realms might panic of the mere thought of enemies approaching, they might disagree on what strategy to use as everyone wants to do it in their way, and if they can't work together they lose. The game would be about working together with your realm, as well as being a good player on your own. A good teammate but a mediocre player might be more useful than a superb one with contempt for other players. The realm with the best players might not be the best team.

Quote:
What I meant by the question was how would you set up the mechanics so the game's actual strategy isn't shallow as a puddle.


Are you asking about what strategic elements I would want to incorporate to the gameplay (beside the obvious political/diplomatic elements)?

The basic gameplay would be simple: Build your base, keep your people happy, get a growth in population, trade with other players to get essential resources you don't have access to, tax your people to save up money, and with the money and resources you train soldiers to defeat other armies and conquer land.

Some examples of strategies/tactics I think could be interesting to have in the game:

1) The scorched earth policy as tactic might be an interesting option for players to use. If armies need to be feed each day, and there is no food to steal from the surroundings they'll starve, the player should be able to supply them with food from his own villages too somehow, but it'll be more costly and messier than sacking enemy villages for food.

2) Customizing the soldiers armor and weapons could be interesting. Heavy armor would make them walk slower, and cost more. There could also be options how how long training time you want them to have, a longer training time would make them stronger, but it'll take time, and time is gold.

3) Making population growth very important could be interesting. You can't make soldiers if you don't have the people to make soldiers of. Keeping your people happy will make the population grow.

4) It would be fun if some players could become expert traders, they might not be good at fighting battles, but be very good at making money. If the map is made so it'll be improbable for a player/realm to have access of every resource the need of trading will be vital. Some players may take advantage of the market to get rich.

Quote:
The order to move a unit could be its own little mini game, where you take direct command of your army and move it across the map, battling random AI enemies as you move towards your objective, and perhaps discover some resources. Or, if you don't have a lot of time that day, you could just have this actual move be automated, allowing you to log back in the next day to see the results. Real-time battles between two players might need to be scheduled. "I will await your army on the battlefield at sunrise." Vassalage could come into play here, in that you could hand control of your army over to a trusted friend if he is available to play at "sunrise" but you are not.


That could work. It would be cool if some of the more important battles could involve more than just two players. There could be 3 players on each side, they divide the army in three parts and take command of one each, and try to flank attack the enemies.
To me an RTS in itself is mostly fun because of how you can build your base, and think of strategies to expand it.

I like to optimize the defence systems and expansion strategies, and micro-management is just a grind.
So I think that the AI could actually be in control of the game most of the time.

But then the AI must be a planning AI, which takes a lot of different things into consideration. And you may set it up so that it values some things more than others.
And you may set up formal strategies for the AI to build with; like what kind of distance certain buildings should have to each other, and set up the geometry an expansion should have (what angles and distances buildings have between them).

But this is just theoretical, and mind-games.
Have to go!

I'm back, and continuing:
So the game would be a lot about how you design the strategies of the AI.
How you design the strategy for building an expansion for instance.
A spying AI might have discovered a resource, like a mine, and nearby there is a stream running by. So how do the AI start an expansion in this case? Running water is an essential resource for farming for instance, so if there is water you might have set up a strategy where you start up some farms nearby.
And the strategy set up for creating a mining "station", with housing for the workers, might interfere.
So there must be an architect that takes everything into consideration (places all the information into a virtual mind space), and then find the optimal set-up.

Well, there is a lot to think about! At least if you are thinking about creating a full-scale game, and not just some smaller demo of features at first.

[Edited by - dontstopdreaming on April 26, 2010 12:51:36 PM]
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Ah, the Classic MMORTS discussions. Or better yet MMORTSRPG discussions. I think you've got good foundation ideas, just work them through and you'll find their weaknesses and strengths.
Check out my mmorts game in development http://aff2aw.com

Try out Istrolid - my Unit Design RTS http://www.istrolid.com/

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