I had a cool idea for an MMORTS.
I had a look at " Curiosity – What's Inside the Cube". The game was not that fun, but it had one element which really got me:
It was a "near real time" game (RT)
A single persistent map that everyone can play on simultaneously. (MMO)
But... No waiting rooms, no lost matches upon disconnect. You just turn the game on and play (Casual)
I thought about how I could go about applying these mechanics to a more serious, and more interesting game. A casual MMORTS game, that you could just turn on and play when you have 5 minutes.
Let's ignore the MMO-engeneering technical difficulties. (I have some cool cloud algorithms I'm aching to try)
Game Setting:
Imagine a setting similar to Dune. There is a single giant planet map. The planet holds a rare resource that everyone wants.
Lobby:
Each player starts out orbiting the planet. At this pre-mission stage they can build their lander and landing crew.
The lander is a giant vehicle, that serves as a base.
The landing crew are your units.
Once you are ready to land, you can view an overview map of the planet. On this map resources show up spontaneously every once in a while. (Meteor strikes/ Volcanic eruptions, etc...). The map is a giant zommable map of the entire world (sort of like google maps). You pick an area where there are some resources and you land. You can see other players who have landed, and you can chose a good spot: One that has lots of resources, or one that doesn't have many adversaries.
MMO Planet surface:
Once you land on the surface, you get your crew to mine the resource, and carry it back to your lander. Of course, there are other players in your area, and they can steal resources from your harvester units by destroying them. So you have to protect them using fighters. Your objective is to get the resources to your lander and take off. The server will make sure there are less resources than players, in order to force conflicts to happen. example: If there are 700 players on the suface, there will only bee 200 resource-meteor strikes at a time. Thus forcing everyone to fight
Casual:
If for some reason you disconnect, your units will automatically return to your lander and take off. As such, a disconnection is not very harmful.
The building stage (oufiting your lander) takes place in orbit in non-real time. So a disconnect will not set you back. In fact you can purchase a new unit for your lander when you have 2 minutes between classes, but only play the mission in the afternoon.
Space on your lander is limitted. This will prevent players from getting too powerful to fight. Advanced players will be considered advanced by the total amount of resources that they have harvested. Not necessary by single army strength. Perhaps a strong army will require a large upkeep, causing the army to "decay".
Social:
Since everyone is connected (hopefully without needing to register), it would be nice to experiment with some innovative social stuff. Example: Find a game mechanic to encourage co-located users (through ip-trace or GPS) to land on the same areas of the map. That way, if there are two random players riding on the same real world bus, there is a good chance that they will fight eachother (or team up). All done transparently though...
That's the basic idea. (I have some cool algorithms about distributed quadtrees, to dynamically host the planet's surface)
What do you guys think?
Also, I'd like to know if you know of anything similar which has been done before?