Quote:Original post by Wavinator
Quote:Original post by TechnoGoth Well of all the mock ups I like the mini map on the warren graphic best. It is interesting to see the mocks as they make the game you are working look nothing like I was expecting.
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Haha, don't know if that's good or bad.
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I suppose it’s like reading the book and then going to see the film.
Quote: Okay, you've given me some research to do, which is great. I'd never heard of Chaos Overlords, didn't get far with Space Rangers before encounters problems with a defective CD and never played Alien Legacy.
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Well it’s been a while since I played any of them but I can give you a brief run down of the features of each.
Chaos Overlord:
- 4 Factions competing for control of a city block by block.
- Each block contained at least 1 special building and up to 3.
- Special buildings each provided different bonuses when controlled, like increased cash, research bonuses, and recruitment bonuses.
- Players control a number of gangs each with their own set of stats.
- Money was gaining by extorting from blocks you controlled, which also decreased their loyalty.
- Rival gangs can attack blocks preventing you from gaining money from them for a couple turns and can try steal control of blocks from you.
- You could only see rivals gangs if you discovered them by performing a recon mission.
- Gangs each had a different technology skill level which determined the highest level of technology they could use. So you while you might have research plasma pistols your gangs might only be tech savvy enough to use normal guns.
Space Rangers:
- Large space battles some times a you might have 30 ships battling it a single system.
- Competition with NPCs. The computer controlled ships would also try and grab the best loot for themselves from the wreckage of a ship. But you could always try and destroy them to get it back.
- Breaks from standard flying around the galaxy everyone now and again to compete in choose your own adventure style mission.
- You can refuel by flying close to a star, taking fuel tanks from wreckage, or just fill up at any planet or station.
- You can spend cash to alter the game space, by paying for new space stations, and donating to different factions to strength them.
- You could spend money for a one of improvement to any gear improving one stat by up to 25 or 50%
Weaknesses
- Repair costs sky rocketed as your “levelled up” equipment on your ship. Which meant some times you had to take a break from saving the galaxy towards then end to run fetch and carry quests until you could earn enough to fully repair your ship from the last battle.
- Like all space games trading is never a effective method of earning cash.
- Too much hidden data on equipment. For example each race manufacture the same set of gear but the stats could be wildly different depending on which race built it, and even then two pieces of equipment from the same race at the same level could differ dramatically.
- Finding top range equipment at a port came down purely to luck.
Alien Legacy:
- Classic game one my top 3 most memorable outsider games of the 90s (Syndicate wars, and under a killing moon being the other 2 or made blade runner, or uplink)
- Combined colony building, exploration, and interesting story line. Covering ship board emergencies, attacks on colonies by native life forms controlled by ancient towers, battles with a mysterious alien race, a doomsday weapon that threatens to cause a super nova unless stopped in time, and a violent rebel faction within your own people. Which if you spread too quickly without dealing with the plot lines you might have to deal with almost all of them at the same time.
- There was an exploration mode where you flew over the planet and using your radar you could detect objects of interest which you then picked up. A green crystal may turn out to be an old broken bottle or a new material that will open a new research project.
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Rogue could definitely be a good template. One possibly troubling thing about that direction, though, would be the high focus on combat. You'd have this retro ship gameplay exploring a large, procedurally generated game universe where you get out at location after location and fight. (I *think* this was what Space Rogue was, come to think of it).
This may not be all that crappy of a formula (seems to work for Mass Effect) but I wonder if a more sandbox Morrowind-like gameplay would work with such a limited perspective.
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Agreed rogue like games tend be purely combat focused. But that’s not to say the same game design principles couldn’t be applied to non combat situations. A dungeon consists of a randomly generated map, points of interest, and obstacles which are typically monsters. The same engine could generate a city. It would be just a different rule and data set, to go from generating a cargo hold filled with boxes of loot guarded by an automated sentry gun, to a vip lounge with a bouncer on the door filled with important contacts and individuals.
You’ll need a gun or some hacking skills to get into cargo hold on the derelict ship, but when you’re in entertainment district of a big city you’ll need use your social skills or cold hard cash to get past the bouncer.
[Edited by - TechnoGoth on April 27, 2010 4:46:36 PM]