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Thread: Game Development

  1. #1
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    Game Development

    I wanted this not to just get burried in the general suggestion area so Im putting it here in hopes you might find some of the thoughts useful.

    Id like to see an option to move from the current stance to an 'open field' where there would be a PVP option. Have level protection to level 20 or so , or even an option to participate in PVP on a per instance or server wide option would be good. You could also enable combined armies by having ability to build camps in allied lands, thus enabling guild wars and such.. have a new area/server where its a 'continent' allowing for more player contact - players start on starting nodes with a certian random layout and reource placement but need to range afield to expand and find more resource - this could add a great dimension to the game while also letting all the "I dont wanna pvp" whinners stay just where they are on their little islands (moving to the continent would be player choice , but done on the understanding they would then be open to PVP caveat level prot/choice/whatever you decide). Really theres a HOST of dynamics that can make the game better here - have the camp be just the base bottom option, and have a 'worker camp' move with it optionally , workers could construct earthworks/roads into enemy territory even pallisaides /cavalry breaks/moats/baileys even stone works (with the appropriate marble or stone quarry available) to make fortifying your border possible or building a siege camp/bailey/castle possible on enemy land. Have there be a gemoetric escalating cost to maintain the farther into enemy territory you go to limit jumpers/blitzers. Add siegeworks (balistas catapults onagers trebuchets catapults sappers) for a dynamic experience... you dont have to go real time but seeing the graphics of them shooting while the fight is engaged then simplify by having them just give a bonus to defense/offense, or slowly destory enemy siegeworks/defenses ... allowing you to assign workers to repair etc which could cost materials and coin... having your army draw a wage is another good idea too... maybe food supply as well? Lots to have possibly there and really impact play in a positive manner to enrich the experience. Make sure not to overtax the player tho ... have the computer micro manage and just give a cost display total in coin and food and population, give option for the seasoned player to tweak? Supply lines could be added too, ability again to path thru allied land. Lack of supply could lead to starvation/desertion. Make slow so players have opportunity to get cut off forces resupplied or fight out from behind enemy lines if an ally backstabs and 'flips'.

    I think this is something this game HAS to work towards... a cooperative team play enviornment.. you can see the common thread amongst the high level players is along the lines of "Thats all there is , remaking my mines? Boooooorrrrinnng.." Etc, ect. They have a point. This can be a cooperative game play enviornment. The origional settlers I played on my 386 was great in that I could continue to explore the countryside and that map was varying in both resources and enemy resistance. You had to search out your resources , path your settlers (planning to go around steep hills is fun potentially ... so are earthworks/tunneling and flattening land!) and keep a mind to defense/offense and expanding your borders with influence too. All are positive game experiences when executed the right way.

    Pull off something like the above and you could see a real richness added as people make great walls around their borders , extend them , build towers , lay sieges to the enemy and fight great wars. IT WOULD ROCK THIS GAME.

    That brings me to ANOTHER thing. Roads/trails/paths. These shoul enhance worker speed. Say 1.5x/1.25x/1x ? Have paths be free , trails have small costs (like .25 coin/day/meter and roads @ .5 coin/day/meter total trail/road length) and slow workers down who have to go 'offroad' by a factor of 2. This is a positive game aspect that would reward the prudent city planner. Have unmaintained roads become trails , unmaintained trails degenerate into paths.. have potholes appear, grass grow on them and trails. The maintenance would be a separate window (allowing player to spend or reduce spending for a part or slower deterioration effect). Have a slider bar with a memory mark - so when player runs out of money it goes to 0 , but comes back as soon as the treasury makes money. Roads that become trails would have to be built back (make building roads cost!) trails should have a cost too but much smaller (by factor of 10 or more).

    There should also be a tax option , which would effect growth rate - it should give VERY little money , and cause peasents to leave at over a VERY modest rate but again something the player can control. Also have empty residences require maintenance, or decay (and then at a point cost to be refurbished or if left a long time with no maintenance , collapse entirely). Another addition to the infastructure tab. Academies and schools could be required for military and advanced civillian buildings and you could have an education/technology mechanic/aspect expansion there too.

    Maybe also ensuring your RESIDENCES have access to food and water? Have the draw be small , even miniscule , but have a min of the ability to get water and some kind of food. Increase peasent growth rates with each additional type of food that becomes available ... small starvation rate if only water avail.. faster starvation rate if food becomes unavail. After a time it should be possible to go to zero , then you have to start a new account. This could come about if someone trashed your town and you didnt/couldnt rebuild too - harsh but there should be a way to win and vanquish your enemies in PVP. There should also be consequnces for poor city planning in non pvp... if you dont like this you could maybe make wheat fields and wells perpetual to a point (when depleted they produce 1 wheat/every so often to enable say 5-10 peasents to live with their meager output). This makes the game more challenging and hence good.

    Ideally I would like to see you institute a 3-d landscape like the old settlers , make the mountians climbable etc but I know thats a LEAP and 1/2 lol... maybe somedy right

    Bottom line - to continue settler's sucess longterm , you need to think of ways to interest and enthrall ALL potential players as long as it doesnt impact the gameplay of existing players. Listen to feedback and try to expand on anything that builds on community dynamic. The trades is a great thing. Coop developments can be a great thing. Guildwars and pvp can be a great thing. Map improvements / addition of 3D , infastructure plannig can be a great thing.

    Finally thanks for your hard work , and I hope you succeed !
    Last edited by Bystander; 07-26-12 at 10:48 am.

  2. #2
    Veteran General Jethro702's Avatar
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    Some great and awesome ideas on this thread!
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  3. #3
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    ehhh... any scenario that incorporates any flavor of "pay to win" is doomed to fail - long term, as handful of people willing to spend money will quickly dominate PvP and rest of us (majority) will just give up.

  4. #4
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    the only way to have them consider these ideas would be some kind of gem charge to access the new changes. I can picture them adding the little pvp islands, but charging 10k gems to access them. Sad, but true...

  5. #5
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    Um ok you totally misread my post then. You may have confused my use of 'coin' with 'gem'.

    Ive stated the maintenance and supply costs in COIN instead of GEM for good reason. Being free is what makes this game a great draw. I would also caution the developers to make the PVP continent free as well and keep basic opperating costs to coins.

    The gems model could also be transfered but should be further limited so as not to give pay players a too unfair advantage. They should be limited by an OVERALL CAP of what they can buy resource wise and how many speedups (say 3) they could do per day.

    Its a good thing to heed as you have no further to look than Evony to see what a failure their pay to play model is.

    That said , the dev do need a revenue stream to keep servers online and development going. My caution is just to be VERY frugal with your taxing of the public

  6. #6
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    And thanks Jethro for your support - what Id really like to see though is someone from BB comment on the various ideas here !

    I know Kate has her hands full but maybe someone would like to browse it??? LoL What Im really looking for is what the game dev think of these ideas and if they might have merrit within the plan they have for the game- anyhow any feedback is welcome. Thanks again!
    Last edited by Bystander; 08-07-12 at 10:09 am.

  7. #7
    Noble LadyTerra's Avatar
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    The developers don't look at this forum. Ideas are brought up by the GM's. As far as I can tell, the developers don't comment on what they think is a great idea when these suggestions are brought up.
    One thing that players have to remember is that this is a browser game. You only download a cache a very small file in order to play. Some of your suggestions would mean that files would have to be installed in order to play. That spells additional maintenance costs. All browser games that do not require an installation routine are very basic in graphics and gameplay. As far as browser games go, this one really pushes the envelope for animated graphics.
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  8. #8
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    Thats the wrong approach to take , LadyTerra.

    In fact ALL my suggestions can be implemented in the framework Ive described previously. Assuming this is a 'spreadsheet' game like Ogame , Ikariam and others , the game probably takes advantage of data files and arrays or spreadsheets to describe player's islands , and pulls values from each players array and sheet , or adds them as is needed for trades and player development.

    If so , the PVP island is just a larger array that players can access and game together with and the spreadsheet can still describe interactive combat by making each meeeting of troops a combat , and altering it every 'tick' say 30 seconds-1 min. Combat is then decided, the armies are updated with their losses and in such a manner you can even allow for 3,4, and 5 way fighting (skies the limit really if you deseign your thread stream properly). Really theres no reason you couldnt makee an island large enough to say accomodate 128 people and have players build boats and stock them with army and resources to go land on the island and start their beachheads/settlements. Others can come by assgning the PVP islands coordinates (an address system for the aforementioned array) and that way their guild mates can help out etc.

    Take a look at astro empires for example. Players start in a given galaxy and can go to other galaxies via a simple address system that works out travel times based on distance values derrived from simple formulae that approximate the geometry (in that case stacks of 10 galaxy-blocks). Not much harder to go with a 1-d or 2D setup in that case.

    Computations are handled server side , and players must wait for 'results' to be updated and shown the field. The animations of peasent movement then are just displayed according to a set of rules in the clientside browser as they are currently.

    Really it doesnt have to be the resource hog you describe.

    You just have to be a bit more ellegant about your engineering. Step up to the plate and a little effort in design and use of existing ideas here can easily result in a great product enhancement for BB.
    Last edited by Bystander; 09-30-12 at 08:34 pm. Reason: spelling

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