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Book of Hook Forum Index
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  Topic: MMSG: The Online Collab
NPStan

Replies: 25
Views: 17313

PostForum: Game Development   Posted: Fri Aug 19, 2005 6:13 pm   Subject: MMSG: The Online Collab
Right, but I don't want a "win" scenario. So in a treadmill environment, what are the players' goals?

leaderboard
Meta info about how each player (not civilization) has done over time, with a vari ...
  Topic: MMSG: The Online Collab
NPStan

Replies: 25
Views: 17313

PostForum: Game Development   Posted: Fri Aug 19, 2005 6:03 pm   Subject: MMSG: The Online Collab
Well...shit. I'll have to look at civ 3 -- any opinions about how it compares to civ 2?
I'd say it compares very well. Some design elements are frustrating (see what Gus said about corruption) but o ...
  Topic: MMSG: The Online Collab
NPStan

Replies: 25
Views: 17313

PostForum: Game Development   Posted: Sun Aug 14, 2005 7:25 pm   Subject: MMSG: The Online Collab
I still don't understand "owning" land. What prevents me from bringing my barbarian tribe onto some unpopulated land owned by some king?.

"controlling" the land gives you the ability to have a vass ...
  Topic: MMSG: The Online Collab
NPStan

Replies: 25
Views: 17313

PostForum: Game Development   Posted: Sat Aug 13, 2005 7:55 pm   Subject: MMSG: The Online Collab
I don't understand the difference between "populating" and "owning" land.

Each player has a set number of control points. For example, you start with 12 and can work up to 36.

Each control ...
  Topic: MMSG: The Online Collab
NPStan

Replies: 25
Views: 17313

PostForum: Game Development   Posted: Fri Aug 12, 2005 5:22 pm   Subject: MMSG: The Online Collab
Persistence
A primary goal for a persistent MMSG is creating a system which does not require an outside reset to continue for a long period of time. The game needs to have a built in means of starti ...
  Topic: MMSG: The Online Collab
NPStan

Replies: 25
Views: 17313

PostForum: Game Development   Posted: Mon Aug 08, 2005 1:37 pm   Subject: MMSG: The Online Collab
Here is a link to our previous discussion about a game which bridges RTS and Civ-like qualities.

Proposed solution to the problem of how to create a truly persistent world that is RTS strategy.
...
  Topic: Cryptonomicon
NPStan

Replies: 5
Views: 5362

PostForum: Books and Movies   Posted: Mon Jun 27, 2005 2:25 pm   Subject: Cryptonomicon
I read all three, the whole The Baroque Cycle.

Quicksilver

The Confusion

System of the World

I really like Stephenson. But I admit these books drug out a bit. In parts they are great. A ...
  Topic: "Write Portable Code" FINISHED
NPStan

Replies: 12
Views: 8387

PostForum: Articles and Miscellany   Posted: Thu Jun 09, 2005 12:34 pm   Subject: "Write Portable Code" FINISHED
Well, apart from the dejected looking cowboy walking off in(to) the sunset that is.

Poor Cowboys....

First it was the barb wire, then next thing you know, it takes 40 people and $5 million to ma ...
  Topic: PnP RPG Analysis
NPStan

Replies: 62
Views: 34524

PostForum: Game Development   Posted: Thu May 12, 2005 12:41 pm   Subject: PnP RPG Analysis
No Harn?
  Topic: Design: Persistent multiplayer strategy game
NPStan

Replies: 17
Views: 12616

PostForum: Game Development   Posted: Tue May 10, 2005 5:58 pm   Subject: Design: Persistent multiplayer strategy game
Proposed solution to the problem of how to create a truly persistent world that is RTS strategy.

The key is for each player to control a "small" number of units. Each unit represents population. ...
  Topic: Design: Persistent multiplayer strategy game
NPStan

Replies: 17
Views: 12616

PostForum: Game Development   Posted: Mon May 09, 2005 7:08 pm   Subject: Design: Persistent multiplayer strategy game
I don't care for distinct turns. would prefer "slow paced real-time"
My anti-RTS bias is showing. Wink Ok, no turns, but I still think a ?schedule? is required so that upkeep and other game mechani ...
  Topic: Design: Persistent multiplayer strategy game
NPStan

Replies: 17
Views: 12616

PostForum: Game Development   Posted: Fri May 06, 2005 12:34 am   Subject: Design: Persistent multiplayer strategy game
Very important idea.

You need to control the order in which actions are resolved between countries. During each phase of a turn, a specific metric is used to determine order actions.

So, you mi ...
  Topic: Design: Persistent multiplayer strategy game
NPStan

Replies: 17
Views: 12616

PostForum: Game Development   Posted: Fri May 06, 2005 12:27 am   Subject: Design: Persistent multiplayer strategy game
More ideas.

Please excuse the shorthand. Cool

Strat game.

Total game length is 30 days. Each ?day? has 16 turns of 90 minutes. A player can do well only playing 2 turns a day and being o ...
  Topic: Design: Persistent multiplayer strategy game
NPStan

Replies: 17
Views: 12616

PostForum: Game Development   Posted: Fri Apr 29, 2005 6:13 pm   Subject: Design: Persistent multiplayer strategy game
3). Elite units ? Small forces will not have more elite units then large empires unless the promotion method/algorithm is tied to the number of units. Having a large number of units actually makes i ...
  Topic: Design: Persistent multiplayer strategy game
NPStan

Replies: 17
Views: 12616

PostForum: Game Development   Posted: Fri Apr 29, 2005 2:42 pm   Subject: Design: Persistent multiplayer strategy game
Sounds kind of like the SOE game Sovereign that was announced but never released.

I think there is the basis for great game using this concept, but to overcome the large empire to small empire PvP ...
 
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