While developing my new game I came across a problem, or something I am unsure of.
Should I:
#1Have one person control a team from a godlike view
#2Have many people control each team while they are represented as commanders
#3Have one person be a commander of a team while others have the option to either join him team as lower commander or have the option to make their own team.
The BASIC idea of the game is for one team to collect jewels, but thats really really sripped down. I don't want to give my whole plot away.
Anyways all replies are welcome and appreaciated
(Uh...I hope I'm posting in the correct forum)
ID:153670
May 31 2003, 5:55 pm
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May 31 2003, 5:58 pm
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Depends on the sort of game. Generally #1 is my favorite, but that depends on how much work it is to control a team.
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In response to DarkView
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You have to controll a lot, such as Buildings, Population Rate, Military + Military Actions, Defense of "Base", ect.
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In response to SSChicken
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Is it fast paced? If it gets too much for a single player to control you'll have to let people form player control command teams.
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In response to DarkView
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Well, I'm not sure yet if it's fast paced. I guess you can call it that once everybody starts battling. My only problem with the multiple handling of a team is how to distribute the commmands. Say Player one sets the Reproduction rate to 50 then Player two changes it back to 25. That would be both annoying and confusing.
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In response to SSChicken
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What I would do is assign a team leader. That person hands out jobs (With verbs attached) to specific team members. The leader has the ability to access all of the verbs.
That way I can say "SSChicken, you handle Reproduction, Buildings, and Population. I'll handle training troops, building weapons, and all other military stuff. JoeNewb you can take the economic jobs." This way a team has to be rather organised and structured to reach maximum efficiency, and no one can go messing with things they shouldnt. |
In response to DarkView
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That wouldnt be a bad idea for a game. Sort of like Sim City, but instead of being the Mayor and controlling everything, each player controls a section of the council, with the Mayor (A player) overseeing everything to make sure it runs smoothly.
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In response to DarkView
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Hmn, thats a very good idea, That's just what I might do..
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In response to DarkView
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Hmn...that's a hard concept for me to grasp. Mainly because there would be a leader that might abuse his/her powers, plus that leader wouldn't have much to do except look around the game board.
I think the best two ideas so far are: #1: One player controling everything (might get hectic) #2: Each play randomly getting asigned a different job. That's a little twist of your idea considering there is no leader to assign the jobs. **Note** For #2 say somebody isn't doing their job correctly players on the team can take a vote to kick him out. Then somebody can take his job untill a new person arrives. |
In response to SSChicken
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How about a mix. You have one supreme commander type guy that the other team members donate some money to occasionally(probably automatically) unles they choose not to. The person who is supreme commander can be chosen by who the majority is donating their cash to. The other team members can be sub-commanders, or whatever fits your game, and do more of the attacking the enemy type of stuff.
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In response to Jon88
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Hmn...so your idea is: Once everybody (Say 5 people) join the team. They vote for a commander (If its a tie then a random pick) then that commander does the "economical stuff" while other take care of military?
That's a good idea, the only flow I see is my game is devided into two parts (economical and military). If one person is in charge of the entire economical system, the other 4 people will be bored just sitting there waiting around for some fighting to come. Then if there are 4 of them that will mean farther division of power. Now did I understand your idea correctly? |
In response to SSChicken
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You could add vote out leader and leave team features. This way if everyone doesnt like the way things are being ran, they can just vote together to demote the leader. That would lead to some great politics since the leader has to assign funds to everything, and attempt to keep everyone on the council happy.
Also the leader could just kick people out of office, they would need too get their motion to boot a member passed by the rest of the council. Some of that could apply over to your games team system, but the majority of it is meant for the Sim City style game. |
In response to SSChicken
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Yeah thats pretty much it. If you could find a way to split military into 4 groups it would work out nicely.
For example: General-This person handles all the actual combat. Head of R&D-This person is in charge of dividing the research and development funds into the differnt R&D areas. Training and Recruitment-This person deals with getting new troops and training them for specific tasks. Facilities Commander: This person is in charge of building the new facilities. If there is any sort of in game clock it would be good to have at midnight every night the game stops for 5 minutes while all the teams have meetings. [Edit] I forgot to mention in detail what the leader does. They basically monitor what everyone is doing and direct them, they control what percentage of funds goes to what areas. They have access to all the progress reports and stuff like that. Its a lot more intense then it sounds. |
In response to DarkView
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Yes, well I'm going to think these ideas over. They all definetly influenced how the game will come out. If anybody gets any other ideas please post them. They are all welcome ^_^
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In response to SSChicken
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If you need any help you can reach me on AIM via XDarkViewX, or on MSN at [email protected]
I probably should have just said that before the post got so big, but oh well maybe someone will be inspired to make that Sim City Council game I mentioned. |