So I've been toying with the idea of developing a persistent world multiplayer RTS for some time, which I've been calling Airlands. I am testing the waters to see if anyone is interested in working with me if I go ahead with it, or if anyone has any suggestions/advice.
One of the problems with creating a persistent world using traditional RTS styles is that the fact that you will share your borders with the same player until one of you is completely removed from the map. Also if a player spends a great deal of time working towards something, it is very demotivating to loose everything that you have worked on. There is also an issue of what to do when someone is offline.
With Airlands I hope to be able to avoid all of these issues. The player takes the role of a sorcerer who resides in a tower floating in the air. The map is hex tiled, and attached to the tower are several tiles of land.
here is a quick mock up i made:
In order to increase your wealth, fame, and power you will need much more land to build your empire.
I have a somewhat brief summary of key game mechanics that I would consider core here:
-Airlands-
-Gameplay takes place in the atmosphere, floating islands dominate the sky.
-Players take control of an Airland, land is created in hextiles, the player starts with a central tower with a few tiles in which thier population, encomony, military exists.
-The larger the Airland, the lower it must fly, creating a pecking order of safety, the smallest of Airlands can escape predation by increasing altitude. In this way the largest Airlands are vulnerable to attack from the largest number of enemies, while the smallest are not vulnerable to larger airlands.
-Habituation-
The environment that a player spends their time in will affect the player's Airland, i.e. a player that spends large amounts of time in lightning storm clouds will have existing tiles pick up lightning effect generating attributes, populations will be affected by their surroundings as well.
-Populations-
Player's Airlands will have dynamic populations of various races, certain races will have easier times co-existing with other races, some races will be very difficult to maintain co-currently leading to civil wars and unrest without proper Airland structure management and design.
Players must feed, equip, pay their militaries with goods generated on their airland, or traded for from other players.
-Central Tower-
The Central Tower is the foundation of the player's persistance in the gameworld. The player can never lose their central tower, and any upgrades applied to their tower will persist even if they lose the entirety of their tiles.
Improvements to the Central Tower makes it possible for the player to quickly achieve their previous levels of airland development if they lose a large part of their airland.
Central Towers can grow to cover multiple tiles.
-Airland Layout-
The arrangement of tiles can be altered by the player, tiles can be swapped with eachother one at a time, and it takes time for the swap to complete. A more militarily defensible design could have effects on the economy of the island, or the amount of tiles required to sever a portion of the island
-Trade, Raiding, and Conquesting-
It is possible for an Airland to dock with another, at which point trade can take place, or combat. Combat has 2 parts, military and engineering. The military is used to secure land from enemy units so as to provide safe passage for engineering units which are able to cut the bonds holding tiles together. Engineering units must be protected from enemy military units for a time for them to successfully cut a piece loose from another players airland. Bonds between particular tiles are able to be strengthened via infrastructure upgrades, there are different types of bonds that are more/less easily broken by different types of engineering units. Military units are also able to capture food, equipment, or money from the storage areas of their opponent.
-The Barbarian World-
The world surface is undeveloped and primitive, this is the main source of generic undeveloped tiles. Special tiles are to be found scattered throughout the environment, volcanos, metals,
And while I haven't written it up in those notes yet, the combat would be automated based upon standing orders and strategies. Magic would be ritual based, positioning would be a large part for more powerful spells(i.e. getting your spellcasters to take position forming a triangle and channel a spell would create a powerful attack at the triangle's center. Individual units can be given assignments relating to other units or the landscape, protect, assist, avoid etc. Each hex tile would likely be broken into some form of smaller tiles, be it smaller hexes forming thirds, each hex being split into each facing direction and the center.
The games I would consider inspirations for this would be DF, Globule, Civil War General, Settlers, Stronghold, and the Total War series. Tactical battles over base rushes. Central fortified citadel with most fighting over outlying outposts. It would be impractical to defend everything with heavy fortifications, so choices must be made on tile values, and non static defenses
I would be programming using C# and XNA, and have a basic understanding of both. I have done a bit of work with getting game environments up and running with basic controls: