copx
I like the idea very much.
I am hoping to include the possibility of retiring characters, but with
the idea that future characters can then come and persuade the retired
character to return to the adventuring life as a companion.
There could be a huge overarching quest much too difficult to take on
without a full party of uber characters.
--
-jude hungerford.
> He's an allmighty warlord, all
> sectors are under his control. So you retire him because there's nothing
> left to do (you have "won" - there probably won't be a fixed winning
> condition in future versions of TOD, though).
> Now you start a new character - a human - what happens? Well, your character
> arrives right after an human assault on the planet. The human forces have
> conquered one or a few sectors - conquering the rest is up to you! Of course
> that's an extreme case. It's more likely that your characters will die
> before conquering the entire planet.
But what if you want to play an orc again?
What if your actions will somehow make the game world uninteresting?
Maybe you could have an option to let the time pass, and the faction
balance would slowly come back then...
--
Radomir `The Sheep' Dopieralski @**@_
(><) 3 Ouch!
. . . ..v.vVvVVvVvv.v.. .
I've always had the plan to make the most difficult challenges require a
band of characters. I haven't thought about the possibility to recruit your
previous characters, though. But it sounds like a good idea!
copx
You're not supposed to ;)
No really, I haven't thought about that.
> What if your actions will somehow make the game world uninteresting?
I won't allow them to do that. Even if the entire planet is mono-racial that
just means your next game may be longer.
> Maybe you could have an option to let the time pass, and the faction
> balance would slowly come back then...
Good idea. That would also solve the previously mentioned problem.
I'm thinking about adding competing AI-controlled NPC heroes anyway. To
avoid the feeling that your character is the only actually "acting"
inhabitant of the world. I always hated that in commercial RPGs..
copx
> I'm thinking about adding competing AI-controlled NPC heroes anyway. To
> avoid the feeling that your character is the only actually "acting"
> inhabitant of the world. I always hated that in commercial RPGs..
True. Every Hero needs a peer group.
--
JTJ | http://www.kolumbus.fi/j.julkunen/
I like this idea as a game balancing effect.
Danger level calculated maybe like this:
First: Ideal algorithm (for unlimited processing power)
Player is on territory type Z
Other territory types are A, B, and C
Danger level =
sum of the length of all paths such that each path
is the shortest path from the user's square (i.e, territory type
Z)
to a square of a different territory type
where
the adjacent territory type square is not used by more than
one path
Second (for limited processing power):
Same algorithm but you divide the world into blocks surrounding the
player
and weight each block according to the count of friendly and
unfriendly
squares in the block. This greatly reduces the number of paths.
This will essentially count how far the player is from all
possible friendly territory squares and then use that count to
determine the danger level.
Problems:
1. Stepping on the edge of a large area of unfriendly
territory is significantly more hostile than it should
be since the player may be still quite close to a large area
of friendly territory. This may be a good thing since an
enemy owning a large amount of territory obviously is much
better at accumulating and keeping territory and therefore
more dangerous.
2. Being surrounded by 2 or more smaller areas of hostile territory
should be more hostile than being on a small hostile territory
that is near your own territory. In other words, two adjacent
enemies are more difficult than a single one.
Alterantive algorithm:
1. Divide the world into larger and larger boxes around the player
where
the weight of nearby squares is much higher than far away squares.
This is limiting in that at some point, being completely
surrounded
by enemy squares overwhelms the effect of friendly squares much
farther
away.