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Author Topic: Your dream game  (Read 6455 times)

GamerKnight

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Re: Your dream game
« Reply #30 on: January 27, 2011, 01:29:59 am »

Macro-economic? Thats like, entire worlds economics, right?
So you could engineer the depression?
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KaguroDraven

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Re: Your dream game
« Reply #31 on: January 27, 2011, 01:31:17 am »

An RPG-Strat game mix. Half, or perhaps more, of the game is as one character following the story, makeing you're choices for things, many many choices that have either serious effects story or gameplay or both wise, or just small effect. Another part of the game would be an RTS, kind of, where you control you're army and lead it either in the normal RTS fashion, overgod that controls everyone, or general orders as you're character the general.
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Lord Shonus

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Re: Your dream game
« Reply #32 on: January 27, 2011, 09:07:20 am »

I've longed for a extremely realistic RTS game. I even drew up a design document for it (I lost it). The section on air units alone was many pages, detailing how they would fly in true 3d (so instead of simply having generic "anti-air guns" you'ld have to build small quick-firing guns for low altitude, bigger guns for high altitude, and have multiple types of SAMs to get full coverage) and instead of telling it "this plane attack this tank, and that plane attack that tank" you would define a loadout for "search and destroy armor", then desginate that mission where you want your squadron to attack, and don't forget to assign an escort.

Then it got into ground and naval warfare, and became really complicated.


Basically, it was Steel Panthers, on megasteroids, in realtime 3d. Even if it got made, it would probably have a worldwide market of maybe a dozen players (and most military academies).
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GamerKnight

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Re: Your dream game
« Reply #33 on: January 27, 2011, 06:52:14 pm »

What about Neutral Civilians? Like in a real war zone. If you accidentally kill enough, they pick up guns and come after you.
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Virex

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Re: Your dream game
« Reply #34 on: January 27, 2011, 07:24:51 pm »

What about Neutral Civilians? Like in a real war zone. If you accidentally kill enough, they pick up guns and come after you.
Tying into that, how about a military simulator, instead of an RTS? You'd have some sort of objective to complete, but to do so you've got to arrange patrols, supplies and maintenance for your units and you've got to deal with unclear targets. "Do I use the Howitzers on that building and run the risk of blowing up civilians or do I let my guys storm it and risk losing men"-like decisions would be central.
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Lord Shonus

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Re: Your dream game
« Reply #35 on: January 27, 2011, 08:01:30 pm »

That's actually pretty close to what I envisioned.
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Max White

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Re: Your dream game
« Reply #36 on: January 27, 2011, 08:09:21 pm »

Seems a lot of the DF community is into RTS, stratergy, and managment games. Well I'm not surprised one bit, but still, are there no side scroller fans left in the world?'

I love side scollers.

Ochita

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Re: Your dream game
« Reply #37 on: January 27, 2011, 08:10:53 pm »

More of those mega-drive monster boy games.
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Lord Shonus

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Re: Your dream game
« Reply #38 on: January 27, 2011, 08:11:21 pm »

I always liked Contra, but the genre is more than a little dead.
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On Giant In the Playground and Something Awful I am Gnoman.
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Max White

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Re: Your dream game
« Reply #39 on: January 27, 2011, 08:12:48 pm »

I always liked Contra, but the genre is more than a little dead.
Never, EVER say that! Super Mario Bros. X is out, and it kicks the crap out of the super mario games Nintendo made.

Scood

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Re: Your dream game
« Reply #40 on: January 27, 2011, 08:31:57 pm »

super scribblenaughts 3000% better than super mario crap.
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Max White

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Re: Your dream game
« Reply #41 on: January 27, 2011, 08:33:36 pm »

Oh yea of little faith, who know not the wonders of grabbing a cannon and using it to shoot down 20 flying turtles in the space of a few seconds.

SalmonGod

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Re: Your dream game
« Reply #42 on: January 27, 2011, 10:47:47 pm »

A zombie apocalypse MMO that plays out in iterations.

Here's the idea:

Build a large, detailed city with a good physics engine and a population limit.  Nothing interesting happens and players are free to do whatever they want as people sign up for the game.  Things continue like this for two weeks or until the population limit is reached. 

Then... zombies.  Heavy GM involvement here.  Place a few zombies in a crowded area.  See if it catches.  If it doesn't, repeat a bit more aggressively.  Anyone turns who gets bit.  Death is permanent.  When a player dies, they are given the choice of either playing as a zombie and attempting to spread the infection or starting over in a new city (with different cities running parallel on staggered schedules, so there is always somewhere one can start playing).  The game keeps track of the ratio of zombie vs survivor population, and once it reaches a certain point, it becomes recognized as a full-blown zombie invasion.  GMs are hands off from here, and let things progress however they will.

From this point, it's basically humans vs zombies.  If the survivors can eradicate the zombie population, they win.  If zombies can eradicate the human population, they win.  The city has a limited amount of resources, though, and survivors will be forced to compete for them.  They need food and water at the very least.

When zombies outnumber survivors by a certain ratio, the city is considered lost, and the military prepares to nuke the place.  There will be frequent fly-overs dropping papers and megaphoning that anyone still alive has X amount of time to evacuate.  At this stage, most survivors will be barricaded in somewhere with a hard-won store of supplies.  Escape won't be easy.  But if they manage it, they get to move to a different city and keep their character.

RPG System:  No linear progression.  It's a skill/trait point system.  You get opportunities to shuffle your points around during play, but there's no leveling up bullshit. 

One exception.

If you survive a zombie invasion with your character intact, you get some perks.  The level of perk depends on the severity of the invasion you survived.  If your city eradicated the zombies early on, you don't get much out of it.  If you're the only person to make it out alive, you get something really nice.  But character death is still permanent.  If you die in the next invasion, you lose everything.

Additional Ideas:

1.  Instead of buying a subscription like in most games, you buy a character.  It's a bit of a gamble how much you'll get out of your money, of course you always have the option of continuing as a zombie if you die early on.

2.  Friend/Enemy points.  You can designate another player as an enemy.  You get penalties on everything whenever you are near this person, except for except for actions directly targeted at the death of this person.  Assigning an enemy point earns you a friend point.  You can now designate a different person as a friend for bonuses to skills and such when they're nearby.  Watch as rival factions naturally emerge, claim territory, and compete for resources.
« Last Edit: January 27, 2011, 10:58:25 pm by SalmonGod »
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Max White

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Re: Your dream game
« Reply #43 on: January 27, 2011, 10:57:08 pm »

The zombies, are comming.
That sounds interesting. I would play that, but as motivation, I would suggest unique perks for playing as a zombie. For example, you can't have a zombie game without radiation somewhere, so for killing so many survivers as a zombie, you get increased radiation resistance next round.

Maybe not that specific example, as it was obviously stolen from the fallout series, but you get the idea.

SalmonGod

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Re: Your dream game
« Reply #44 on: January 27, 2011, 11:07:24 pm »

The zombies, are comming.
That sounds interesting. I would play that, but as motivation, I would suggest unique perks for playing as a zombie. For example, you can't have a zombie game without radiation somewhere, so for killing so many survivers as a zombie, you get increased radiation resistance next round.

Maybe not that specific example, as it was obviously stolen from the fallout series, but you get the idea.

A player zombie is a bit better than an NPC zombie, and NPC zombies naturally gravitate to them and form hordes.  I can also see zombification being put to strategic use in the PvP element.  For example, one faction of survivors is starving out another.  The losing faction can sacrifice a member who goes out and gets bit, then leads a horde into the enemy.  You could say that some zombies aren't completely robbed of their memories or intellect.  They're just dominated by a terrible hunger.  They fade away if they go too long without consuming living flesh, though they can last longer than a human can without food/water.  There's also more subtle things you can do, such as speed penalties when moving away from a nearby survivor, but a boost when moving towards one.  Or an automatic bite attack if close contact is made.
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In the land of twilight, under the moon
We dance for the idiots
As the end will come so soon
In the land of twilight

Maybe people should love for the sake of loving, and not with all of these optimization conditions.
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