Author Topic: Discussion 2  (Read 14296 times)

Parsley

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Re: Discussion 2
« Reply #15 on: August 24, 2005, 02:36:45 PM »
Not quite sure why I'm arguing this cause, as I'm not really too fussed.

But I've started, so I'll finish :)

My mental image sees this...

3D isometric world, people wandering around with a stack of 'cards' in their pocket.  These 'cards' represent CB units.

When you encounter an enemy you transfer to the Cyber Battles fight screen.

You can encounter multiple enemies, fight in groups, PVP, etc.

People will specialise in certain types of unit in order to be a good group player (plenty of support cards), lone wolf (mixed deck, heavy hitters), etc.

I'm just caught up with the image of attacking some sort of stronghold, being whisked into the Cyber Battles fight screen, and lining up with 5 other CB players on the left hand side to take on 6 NPC players on the right hand side (possibly using a slightly larger gameboard depending on battle-size).

Then scoping that up to fight 10v10, 20v20, etc.

So it's a bit like Final Fantasy in the way it plays, with the fight sequence being distinct from the interactive world.  But then that allows you to do all sorts of complicated design work in the interactive world because you don't have to worry about coding PVP or PVM interaction.

+ it has the addiction of pokemon, magic the gathering et al. because you're spending all your time trying to improve your deck by killing bigger and better monsters...

Just my 2c on the matter, no need to take my comments too seriously ;)

matlu

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Re: Discussion 2
« Reply #16 on: August 24, 2005, 03:08:30 PM »
Few comments.
You want the people to travel in world (it doesn't really matter whether it is isometric or full 3d). You want the people to see each other, right? (at least I hope you meant this, in my opinion it is a must). You also want monsters wandering around, right?

And when combat is started, you want to switch to turn-based. But other people, which are not in combat, did see you before. What should happen, should you simply dissapear from their view? Should you froze? Both is stupid.

Another thing. You wanted people to be able to attack in groups. But when a combat is started, how do you choose, WHO from hundreds other connected players will participate in this combat? Please try to think about real use-case. Imagine world like in runescape, or in Ultima Online (UO is isometric). Do you think that it is possible to make turn-based combat there?

I simply don't think that turn-based combat idea is going to work with big real-time world, where (hundreds of) people can see/meet each other.

Parsley

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Re: Discussion 2
« Reply #17 on: August 24, 2005, 03:32:48 PM »
Graphical representation of fights should be simple.  Some kind of effects denoting combat surrounding the characters would do the job.  Plenty of options there -  a glowing red triangle surrounding the fighters, representing a 'battle zone', would work well. 

That way if you walk past the people you will see who is fighting - as people die they get chucked out of the zone - where they can be picked on by PVP assassins waiting to grab a quick kill.  If it's a quest the corridor can become blocked by the fight.  Loads of flexible options.

Groups - people choose their group. 

Create group [name]
Group invite [player name]
Group kick [player name]

And when they walk, they walk together in formation, with the leader choosing where they go.  You could even possibly alter the formation so that when battle starts people are set down in a certain order.

Group formation [player name] [position]

T3h luggage

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Re: Discussion 2
« Reply #18 on: August 24, 2005, 05:27:10 PM »
Graphical representation of fights should be simple.  Some kind of effects denoting combat surrounding the characters would do the job.  Plenty of options there -  a glowing red triangle surrounding the fighters, representing a 'battle zone', would work well. 

That way if you walk past the people you will see who is fighting - as people die they get chucked out of the zone - where they can be picked on by PVP assassins waiting to grab a quick kill.  If it's a quest the corridor can become blocked by the fight.  Loads of flexible options.

Groups - people choose their group. 

Create group [name]
Group invite [player name]
Group kick [player name]

And when they walk, they walk together in formation, with the leader choosing where they go.  You could even possibly alter the formation so that when battle starts people are set down in a certain order.

Group formation [player name] [position]
Adventure Guest is not really succesful.  It'll die in a few years.
You said that the market is saturated with isometric mmorpgs.  I only know of 2 or 3.  There are ceratinly a lot you have to pay per month to play, but those wouldn't really be competition to us, because it would be free, perhaps with Members/premium account capabilites.  But we already have Cyberwars.  I think it would be pretty redundant to have it in this format.