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MMORTS

Started by Rob Loach 2 replies 400+ views
Original Post
Rob Loach
Rob Loach
Would it be possible to have an ongoing realtime stratagy game which still keeping everything balanced? In RTS''s, player gain land, destroy, and conquer whole worlds. Would it be possible to have an ongoing one while keeping a balance between players?
Rob Loach [Website] [Projects] [
Diodor
Diodor
Try Artifact. It''s a RTS with games lasting for days and tens of players.
Dak Lozar
Dak Lozar
If you are refering to a Massively Multiplayer Real Time Strategy in which the world is persistent... I think the game play would have to undergo modifications to fit into persistent world of MMO*s.

That mayb be a topic for another thread... or even here.

Dave "Dak Lozar" Loeser
Dave Dak Lozar Loeser
"Software Engineering is a race between the programmers, trying to make bigger and better fool-proof software, and the universe trying to make bigger fools. So far the Universe in winning."--anonymous
TheShadow
TheShadow
I have been suggesting this over forums but i seem that i arrive when the thread is dead...


Player Killing Problem Solution
-Player will not die, undestructible base

Map Conquering if base is undestructible
-Players wont do this with their base, their base will be static and stable but will be built only once with a certain ammount of credits so player can all build different bases but not with more or less money than others

What''s the point of an undestructible base?
-Players can guard things inside them such as items, flags or stuff like that, turning the game a little bit RPG.

Since its Real Time and Massive
-Players don''t need that much units, they only need survivable units and real strategy capability (not like starcraft where you just mass attack and win, but there''s some chance a good strategy saves the other guy)

What''s the fun then?
Players can conquer a map region by camping, each camp will have a radius of land, this will give power to that player. The closer to his base the camp the more chances that camp will last. Camps can be considered as mini bases but players cannot make more units there but they are guardable and players could construct some protecting devices for them.
There could be a challenge or an item to posses to be great or to have an extra number of units or something like that. There''s a lot of adaptability with RTS and elements of RPG when you''re talking about persistant worlds.

What about the number of units?
-Well in SC you are capable of having 1600 units on map with 2D technology. Knowing that this game was done around 1998 that would be about five years ago you could do the math of how many units current computers support so you could make a huge deal of about 10,000 units per game if you run this in a fast computer with acceleration, no 3D. You could have 200 players with 50 units each or 250 players with 40 units each. So how about this deal? Maybe in real numbers its just half of that, but isn''t that a preety good deal already?

If my base or someone elses can''t be destroyed and I want to change my base?
-Just change it, but if you want the other guys territory you could implement in the game "The two day of Territory Claiming" Where bases are destructible and players can have their base attacked 3 or 4 times that day like accepting a challenge and if he doesn''t show up he looses the spot. So the server could email the guy so he knows about it.

Any more ideas ???
email me angellukar@hotmail.com

Mecha Engineer (Making Real Humanoid Suits)

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