ID:153375
 
Today, whilst watching "Pirate of the Caribbean" I had an idea for a game on BYOND that would (hopefully) avoid problems of lag, and yet be rather fun and interesting. Due to a hectic schedule (8 hours of work a day, extra studies, food, sleep, and a life!) I will be unable to make the game any time soon, but I would like to bounce the ideas off of the BYOND community.

[EDIT] I have put key words in bold so that you can read just the sections you are interested in![/EDIT]

You start as a poor fisherman with a small boat. The boat has storage for 20 crates, no weapons and a small sail. This means it can only travel slowly, and only carry 20 crates (obviously). To gain money at first you will have to fish (jump in your boat, and either get lucky or use advice from NPC's to find fish). You can also take quests to gain money. Quests such as; "Find Black Bob and bring me back his head" - Get clues from NPC's for "Black Bob's" location, and kill him, or "My Inn needs good food, fish me 20 Blue Marlin" - find a blue marlin fishing spot and get 20 of them, then bring them back to the inn.

With money you can repair your boat, buy bigger/better boats, buy hand weapons, and start trading. Trading will involve of finding an island/trading post that has a want for a particular item that you have access to. E.g. Blue Harbour Port wants grain at £200 a crate, and you happen to know that Grainmill Port sells grain for £100. Or you may happen to know a mine, and a miner there who will extract ore for you if you pay him.

Quests also give all involved crew members experience. At certain experience they gain levels. The level allows them to increase a certain attribute : Sailing, Cannon Aim, Handgun Aim, Sword skills, Brawling, Weapon Loading. I didn't want to use levels, but I see no viable way around it. Hopefully it won't be too negative.

With hand weapons, quests that require killing someone, become easier. If your quest is to defeat "Captain Silverbeard" who is level 5 at Sword skills and has a cutlass, and you are level 2 at Brawling with no weapon, it is going to be almost impossible. However if you are of equal level, yet you have a better weapon then your chances improve significantly, but are by no means definate.

Eventually, after quests, fishing and/or trading you will be able to afford a boat/ship with the ability to equip weapons. You can buy (so far the only things I have come up with) harpoon launchers, cannons, culverins(long cannons), mortars and flamethrowers in which the following ammunitions can be used (only some are compatible with some) : cannonballs, bombs, grapeshots, chain-shots and oil pots. (If anyone has more knowledge on weapons of that time, or a reference to a site, it would very much appreciated). Anyway! With the weapons you can then attempt attacking other ships. If you sink the ship then you can raid the wreckage and have a chance of find money, and a few supplies. If you render it immobile the crew will surrender, and offer you supplies in return for a safe passage to the dock; you can accept, or you can refuse. If you refuse they shall board your ship (because you will be joined next to them in order to here their offer) and slaughter as much of your crew as possible.

If they succeed in killing you - game over! If you do render them immobile, you don't have to join next to them, you can just sail away, leaving them there to either sink after 1 week of game time (crew die due to thirst) or for another ship to join next to (<--I really need a better word for this!). Another result of a fight is that you massacre their crew, without sinking the ship. In this case you can board and attack. If your crew overpower theirs (randomness takes a small part, though the main effecting factor is the quantity and quality of your crew) then you get complete control of the ship. If not, they kill you and your crew and - game over!

In the case that you get control of their ship, you can place aboard a Captain if you have an experience enough crew member. If not, you can put it in tow, or steal the supplies and sink it. If you put a Captain on two HUB icons appear; 1 for your first ship, 1 for your second. For each extra ship you capture you gain another HUB icon, with a maximum of 8. The extra ships then work just as your first ship.

You can also sell boats to get money. Boats are some of the most expensive things in the game, so to acquire lots of money your best bet is to be a very efficient pirate/naval captain. If you defeat a pirate ship, and report back to a Naval Base, you gain 1 point towards your reputation and an amount of money. If you defeat a naval ship then you lose 1 point and gain only the money you find on the ship/in the supplies. The higher your reputation, the more respectable you are. At high reputations you gain rankings, and the amount of money you gain from each defeated pirate increases, but you also begin to be hunted by pirates. At negative reputations you gain pirate ranks, and begin to be hunted by the Navy.

The fighting system is a bit hack-and-slash(mainly due to my complete lack of understanding of swapmaps which are useful for turn-based fights). You click on a HUB icon to fire the equipped weapons. There is an "autoaim" setting. If ON then it will automatically fire at the nearest, (if multiple) weakest, (if still multiple) random ship. If not an input box will come up with a list of ships, allowing you to select. Firing will occur, and dependant on the weapons, ship strength, angle to opposing ship, and randomness an amount/type of damage will be inflicted. Ships have to main factors that can be damaged - crew count and hull.

You can board the other ship at any time, though if their crew count is too high you will be in trouble! After firing, weapons will take time to reload, dependant on crew skill and the weapon type. Then you can fire again!

A few little things that I couldn't fit into the main description :

Better boats have bigger sails/better streamline, and so can sail fast.
Better boats can have more weapons.
Inns may have rumours, only available after enough drink.
In Naval Ports you will be protected if you have a positive reputation, otherwise you shall be attack by cannons in the port. The same, but reverse, for Pirate Ports.



Sorry it is so long, and thank you immensely for your time. All comments will be very greatly appreciated.

Thanks,

~Ease~
Sounds good...though I stopped reading probably half way though it...good luck...
In response to Rockinawsome
Thank you - yeah, sorry for the enormity of it, but I just had so many ideas!

~Ease~
In response to Ease
I've been pondering this idea over and over, and it is becoming more and more likely that I shall create it. I have worked out ways around complicated things, and have what I think is a good system, all inside my head. If it were not for my infernal exams soon I would have started making it by now. But I would really like to know the opinions of some game players and gurus. Design Philosophy fascinates me and I love to learn about over people's views and opinions!

~Ease~
In response to Ease
Ease wrote:
I've been pondering this idea over and over, and it is becoming more and more likely that I shall create it. I have worked out ways around complicated things, and have what I think is a good system, all inside my head. If it were not for my infernal exams soon I would have started making it by now. But I would really like to know the opinions of some game players and gurus. Design Philosophy fascinates me and I love to learn about over people's views and opinions!

~Ease~

I really really really want a byond Pirate game.....PERIOD!
In response to Nave
I ahev a question.....wil you be able to walk around on your boat? BECAUSE THAT WOULD BE AMAZING!
In response to Nave
That was not originally intended, but as soon as I read your post a method for doing so came to mind! I would have to make it so that you could only walk about the boat while anchored, because I see no way of being able to walk around while it is moving :P However I can't think of much that you could do while actually on the boat. Any ideas?

~Ease~
In response to Ease
I was thinikng that you could have battles on the boat(mostly hack and slash)

FOr Example:

First of all you have to make it so that your crew is all real people...

then you anchor and you can walk around....but if another boat comes up and anchors next to you.....they get put into your boat and the abttle begins....well something like that!
In response to Nave
I thought of that originally, but that would make the battle systems really complicated, and I would probably have to use SwapMaps (over which I have zero control of!) so I decided against it and decided to keep it nice and simple (I have forgotten if I explained to boarded ships fighting) - A crew member from each ship is selected and "battle it out" (numbers + randoms). If one dies then another from that ship replaces it until the previous winner is defeated when one of his crew steps forth. It's hard to explain, but easier with example:
A has 10 crew, B has 8

A1 vs B1 (A wins)
A1 vs B2 (A wins)
A1 vs B3 (B wins)
A2 vs B3
e.t.c.
until all of one crew is defeated. The entire crew as a whole will have a level (from experience) instead of each crew member being differently experienced. This is why you want to shoot the other ship a lot before you board, because if they have 2 crew and you have 200 it doesn't matter how good/lucky they are!

I was wondering (as I wrote this post!) : if your entire crew has a level, and you buy more crew (to replace the dead) should the level of the crew go down, or remain the same? If it goes down it will teach you to value your crew and not let them die, but it may also be annoying if you capture a bigger ship and only need more crew to fill teh spaces.

~Ease~
In response to Ease
Ease wrote:
I thought of that originally, but that would make the battle systems really complicated, and I would probably have to use SwapMaps (over which I have zero control of!) so I decided against it and decided to keep it nice and simple (I have forgotten if I explained to boarded ships fighting) - A crew member from each ship is selected and "battle it out" (numbers + randoms). If one dies then another from that ship replaces it until the previous winner is defeated when one of his crew steps forth. It's hard to explain, but easier with example:
A has 10 crew, B has 8

A1 vs B1 (A wins)
A1 vs B2 (A wins)
A1 vs B3 (B wins)
A2 vs B3
e.t.c.
until all of one crew is defeated. The entire crew as a whole will have a level (from experience) instead of each crew member being differently experienced. This is why you want to shoot the other ship a lot before you board, because if they have 2 crew and you have 200 it doesn't matter how good/lucky they are!

I think this is a good system except for the whole crew haveing the same level.....


I was wondering (as I wrote this post!) : if your entire crew has a level, and you buy more crew (to replace the dead) should the level of the crew go down, or remain the same? If it goes down it will teach you to value your crew and not let them die, but it may also be annoying if you capture a bigger ship and only need more crew to fill teh spaces.

I think the whole crew being the same level is dumb....
~Ease~
In response to Ease
Spread the same amount of experience around, so the more crew you have the less experienced they all get.

Nave, if you're going to criticise, at least try and make it constructive. =) Why don't you like it? What exactly is "dumb" about it?
In response to Nave
yo dude i need me a game maker i can make icon cus that what i do but if any of u wana u know help me my e-mail is [email protected] and if u dont have msn then this is my aim K Biggity Bad k contected me.
In response to Crispy
If the whole crew are different levels it makes it much more complicated. If they are all the same then I only need to give you one var - "Crew Level" and "Crew Quantity" - if they each have their own level then I have to give every one of them 2 vars, as well as create mobs for each crew member or something alike that. Does anyone know a better method?

~Ease~
In response to Kralleb
Unfortunately I like to work with people that I can understand, so as a basic requirement they need to speak english. Thanks for the offer, but no thanks!

~Ease~
In response to Ease
Ease wrote:
If the whole crew are different levels it makes it much more complicated. If they are all the same then I only need to give you one var - "Crew Level" and "Crew Quantity" - if they each have their own level then I have to give every one of them 2 vars, as well as create mobs for each crew member or something alike that. Does anyone know a better method?

~Ease~

How about the one Crispy suggested? Don't throw away ideas just because they can take more work on your part. What if one player doesn't like the crew, and wishes to join another?
In response to Jon88
I think you misunderstand slightly (I hope that doesn't sound rude! Sorry if it does) but the player isn't really part of the crew. He owns the crew who represent NPC's who will fight/sail for him. Also, I wasn't discarding Crispy's idea, I was asking for a better method for using it then the way I had said. For each crew member to have a level then each crew member needs two vars, but the way I had intended to do it was just using two vars for the entire crew, Crew Level and Crew Quantity. I was asking how I could do it without making a mob for each and every crew member, when the only thing the mob is going to do is hold two vars!

~Ease~
In response to Ease
You could use an array - [n][1] could be if the crew space is filled, [n][2] is his level and [n][3] is his experiance. Repeat for HP or ammo or whatever else you want. You could create datums to act as the mobs during the fights, that way you wouldn't have to do if(crew[n][3] == enemy.crew[n][3]) then crew[n][2] = 0 or whatever. Just if(crewman.attack == crewman2.life) then del(crewman2)
In response to Ease
I would personally opt for this system -- all of the crew sharing the same experience level -- due to the sheer enormity of the data involved with storing a complete set of data for each individual crewmember on a ship. Imagine how much of a memory footprint a 225-man frigate would take if each crewman was tracked individually by the system.

In other words, which is better when you don't have a lot of space: one byte, or two thousand?
In response to Spuzzum
Hmmm... Anyway. My system could be used with smaller crews ('period' ships wouldn't need 225 man crews). Anyway. Ease, you said about the game being able to avoid major lag - how would you set about this? (Lag (and CPU usage) is the devil in my games - I've clocked my games (in Linux, not with world.CPU) using 70-80% on a shared server! Ooops.
In response to Hazman
Hazman wrote:
Hmmm... Anyway. My system could be used with smaller crews ('period' ships wouldn't need 225 man crews).

Apparently you've never read about how many pirates they used to jam on those ships. =)
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