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- Okay, this is what I'm going to do...
Thu Dec 4 17:48:46 EST 2008
This is my aim for this week...
I am going:
NOTES: There will be 7 NPCs to speak to about the little quests(some involve collecting things from other nearby planets) and 1 NPC to tell new players what it is they should be doing.
Since this station is strictly for levels 1-10, the next one will be for the next levels above.
I haven't decided what it will be yet. It might be a space station, but I was planning on a home-world of some sort.
If I just continue on like this, I'll have a nice, BIG set of locations for players to explore.
Now, it must be pointed out, the first few levels will be more like a chain.
You'll basically go from one place to the next. There will be little diversions, like collecting objects from a nearby asteroid as a quest, however.
Once you start to get up to levels 30+, it's a different story. The galaxy is more open to you. There will be places to visit in many locations, and you'll be able to hitchhike your way there.
Naturally, if a planet pops up on your spaceship's scanner that says "Planet of Incredible Pain [100+]" you'll know that it's not for you
Even so, few locations will actually prevent you from stopping there to refuel, etc.
It might be the most convenient place to park. Just make sure you don't interact with any of the 'less civilised' locals
As an aside note, I know that the higher level players will be wanting something added for them too. I was hoping to be able to do this slowly. To branch out from one thing to the next.
I can hardly start at the beginning and make up the ending, skipping everything in between.
Ah, you know what I mean. There is no end, but without a beginning and middle, it's hard to come up with designs for the high level stuff without hating it later.
I do plan to add a few planets with monsters of higher levels. And, I suspect that they'll drop the odd items too. There may even be a few high level raids added, but I'll have to be careful how I go about it. You might be thinking, "how's it so hard to add a few monsters and make a few items?"
Well, the answer is, it's not. But consistency must be maintained, and structure is the name of the game.
I MUST make sure that things fit together more than they have done in the past.
And, finally, remember that there will be things like Territories, Player t*tles, reputations and karma coming soon too. They depend on having things build up cumulatively, rather than in a random pattern.
There, I'm done. I'll explain what I mean about those new features too, but that's as much as I can say about the designing of the maps for the meantime.
Nobody will be left out. It may sound as if I'm starting low and ignoring the players who've been here forever. That isn't the case, but spare a thought for why I'm doing it this way.
I've tried on 7 occasions to built a proper 'world', as it were.
I've failed every time, because I start by making a pathetically small number of locations for new players, then it would jump to high levels and I'd get tired of the inherent inconsistencies of it all and give up. I also had no decent storyline or character types with which to expand upon.
I have them now. Let me try.
Now, the new features:
They will be places owned by a player or guild, which give a strategic, offensive, defensive, monetary advantage, etc.
Some will be purchased. Some will be leased(you pay x amount to an NPC to keep them under your control). Some will even be captured.
A territory that has been captured will be vulnerable to capture again, by another guild/individual.
Places which are bought will not be vulnerable because it would be unfair.
Territories that are captured are usually disputed, war torn, illegal, etc. This explains away the fact that you can actually attack to acquire them.
I will explain the logistics of capturing later, but don't worry, one guild/player won't keep them all.
These things are essentially a**ets. They are properties, larger weapons and machines, etc.
They may be simple, giving you X turns_per_hour, or in the case of a casino, income_per_hour.
They may house many NPCs which your guild can use for target practice.
They might be a shop of some kind, where you are able to sell your items via a Merchant NPC.
Possibilities are endless.
You can earn many t*tles. It is up to you whether you choose to bear one t*tle or another.
You can change at any time, between the t*tles you have earned.
They will appear on your profile, as a symbol of achievement.
Likewise, if you perform a noble act for them, it will increase.
If you end up hated by the people of one space station(or world, asteroid, moon, etc) there will be issues. For instance, their merchants may refuse to sell you anything.
You can't please everyone. Choose your enemies wisely. Doing a 'good deed' for someone might make you a horrible person to another.
If you tend to do things that most people would consider naughty, your karma drops.
If you redeem yourself, it increases.
The effects of Karma are not known yet.
I am going:
- Get this space station finished.
- Get the ~50 level 1-10 items installed.
- Add the 7 beginner quests.
- Add some low level NPCs to the station, which have a decent amount of money.
They'll be humanoid, not monsters. They'll be found in the trading/eating/sleeping areas. - Move onto the next one.
NOTES: There will be 7 NPCs to speak to about the little quests(some involve collecting things from other nearby planets) and 1 NPC to tell new players what it is they should be doing.
Since this station is strictly for levels 1-10, the next one will be for the next levels above.
I haven't decided what it will be yet. It might be a space station, but I was planning on a home-world of some sort.
If I just continue on like this, I'll have a nice, BIG set of locations for players to explore.
Now, it must be pointed out, the first few levels will be more like a chain.
You'll basically go from one place to the next. There will be little diversions, like collecting objects from a nearby asteroid as a quest, however.
Once you start to get up to levels 30+, it's a different story. The galaxy is more open to you. There will be places to visit in many locations, and you'll be able to hitchhike your way there.
Naturally, if a planet pops up on your spaceship's scanner that says "Planet of Incredible Pain [100+]" you'll know that it's not for you
Even so, few locations will actually prevent you from stopping there to refuel, etc.
It might be the most convenient place to park. Just make sure you don't interact with any of the 'less civilised' locals
As an aside note, I know that the higher level players will be wanting something added for them too. I was hoping to be able to do this slowly. To branch out from one thing to the next.
I can hardly start at the beginning and make up the ending, skipping everything in between.
Ah, you know what I mean. There is no end, but without a beginning and middle, it's hard to come up with designs for the high level stuff without hating it later.
I do plan to add a few planets with monsters of higher levels. And, I suspect that they'll drop the odd items too. There may even be a few high level raids added, but I'll have to be careful how I go about it. You might be thinking, "how's it so hard to add a few monsters and make a few items?"
Well, the answer is, it's not. But consistency must be maintained, and structure is the name of the game.
I MUST make sure that things fit together more than they have done in the past.
And, finally, remember that there will be things like Territories, Player t*tles, reputations and karma coming soon too. They depend on having things build up cumulatively, rather than in a random pattern.
There, I'm done. I'll explain what I mean about those new features too, but that's as much as I can say about the designing of the maps for the meantime.
Nobody will be left out. It may sound as if I'm starting low and ignoring the players who've been here forever. That isn't the case, but spare a thought for why I'm doing it this way.
I've tried on 7 occasions to built a proper 'world', as it were.
I've failed every time, because I start by making a pathetically small number of locations for new players, then it would jump to high levels and I'd get tired of the inherent inconsistencies of it all and give up. I also had no decent storyline or character types with which to expand upon.
I have them now. Let me try.
Now, the new features:
Territories
They won't really be called territories, but that's the catch-all term I'm using for now.They will be places owned by a player or guild, which give a strategic, offensive, defensive, monetary advantage, etc.
Some will be purchased. Some will be leased(you pay x amount to an NPC to keep them under your control). Some will even be captured.
A territory that has been captured will be vulnerable to capture again, by another guild/individual.
Places which are bought will not be vulnerable because it would be unfair.
Territories that are captured are usually disputed, war torn, illegal, etc. This explains away the fact that you can actually attack to acquire them.
I will explain the logistics of capturing later, but don't worry, one guild/player won't keep them all.
These things are essentially a**ets. They are properties, larger weapons and machines, etc.
They may be simple, giving you X turns_per_hour, or in the case of a casino, income_per_hour.
They may house many NPCs which your guild can use for target practice.
They might be a shop of some kind, where you are able to sell your items via a Merchant NPC.
Possibilities are endless.
t*tles
Sometimes, when you do something to earn it, you'll receive a t*tle. An example is receiving the t*tle General of the Legions of Darkness, for helping a horde of demons to defeat their mortal enemies. Or, it could be as stupid as Pizza Delivery Boy, because you happen to smuggle goods for a mafia-like group of NPCs.You can earn many t*tles. It is up to you whether you choose to bear one t*tle or another.
You can change at any time, between the t*tles you have earned.
They will appear on your profile, as a symbol of achievement.
Reputation
When you annoy one group of people in the galaxy, your reputation will worse with them.Likewise, if you perform a noble act for them, it will increase.
If you end up hated by the people of one space station(or world, asteroid, moon, etc) there will be issues. For instance, their merchants may refuse to sell you anything.
You can't please everyone. Choose your enemies wisely. Doing a 'good deed' for someone might make you a horrible person to another.
Karma
Karma is a bit of a global statistic. It gauges your actions on a general scale.If you tend to do things that most people would consider naughty, your karma drops.
If you redeem yourself, it increases.
The effects of Karma are not known yet.
Invisible War ][
Edited 3 time(s). Last edited by Cyberkilla @ Thu Dec 4 18:23:15 EST 2008
Fri Dec 5 14:52:04 EST 2008
I knew nobody would have a long enough attention-span(and tolerance for nonsense) to read this
Invisible War ][
Fri Dec 5 16:28:21 EST 2008
I took the time to glance over it.
Now when you are done reading this get back to work and gimmy my lvl 100 planet and my own spaceship!
Now when you are done reading this get back to work and gimmy my lvl 100 planet and my own spaceship!
Fri Dec 5 16:29:16 EST 2008
Quote
I knew nobody would have a long enough attention-span(and tolerance for nonsense) to read this
Awww...
I saw it in the first minutes after you posted it, but I was sure you hate intelligent "Koooool!" comments...
So, here goes: Cooool!11!1oneoneeleven
Really now. I'm glad you expanded your first post. I can now actually cling to something.
If you did mention this... regarding the possibility to raid in order to conquer territories: at least now the users taking part in a raid and moreover the one organizing the raid will get a little amount of experience if the raid is won? I'm sure this really isn't hard to code and it's not breaking any consistency issues either...
if ( raidWon (raidID) )
then
if ( getRaidOrganizer ( raidID ) == currentPlayer.ID )
then
currentPlayer.exp+=200;
else
if ( participatedInRaid ( currentPlayer.ID, raidID ) )
then
currentPlayer.exp+=100;
fi
fi
fi
Edited 2 time(s). Last edited by Forger @ Fri Dec 5 16:35:25 EST 2008
Fri Dec 5 16:49:57 EST 2008
Thanks for reading it
Yes, raids should give players experience. I will try to do this soon. It isn't much trouble.
JackkDanialz, what's your price range for a ship?
Yes, raids should give players experience. I will try to do this soon. It isn't much trouble.
JackkDanialz, what's your price range for a ship?
Invisible War ][
Fri Dec 5 19:16:13 EST 2008
Quote
JackkDanialz, what's your price range for a ship?
Depends if my new planet is worth buying a personal ship for the trip.
Maybe I'll just stay here in these lands and attack these RED wolves!