kaelan01Join Date: 2008-05-17 Post Count: 21444 |
Well, I just read up on the possible new group system, with raids and ranked matches. I'm focusing more on raids, though, as to me it's the most interesting part. Since this is probably subject to change, I thought I'd make a couple suggestions on it, which will be broken down into parts since I have a lot to suggest.
-= 1 =- RAIDS
"First, Raids. We’d like to give groups the opportunity to purchase land and establish a headquarters. The more people in the group, the more land they could own — though expanding won’t be easy, as bases can get raided by rivals at any time. If the raiders achieve conquest, that territory becomes theirs."
Now, reading this, it sounds like it may be set on one planet (or one really big map). I think it would be better for each group to have two options:
1. To "create" their own planet.
2. To share another group's planet, if the other group's owner allows it.
Now, let's go over creating your own planet. First, you would pick a template to start with (Water planet, terra planet, desert, ect.) Then, you would pick the main economic area your planet specializes in (Mining, Farming, or Machinery.) For added roleplay, you could name the products that your planet is best at producing. More on this later, though.
Then, from there, you'd have a planet customizer. This is mostly just for looks and roleplay, as it wouldn't need to effect gameplay. What it would be is a bit pallet, where you would basically make your planet look however you'd like it to. If you look at the picture on the blog, you can see an earth-like planet. I think you should be able to put down your own continents, islands, liquids, ect. and color them to your liking.
Take, for an example, your group roleplays as evil bad guys. Your planet could be customized to look like a lava planet.
It would be a really nice feature, to me.
-= 2 =- ECONOMICS
It says groups would be able to use group currency (which you can name. You can call it gold, credits, whatever you'd like) to purchase land. How would this be earned? Your group would have it's own economy. For your planet to run, you would need your three resources - food, technology, and building resources. To put down a large outpost, you'd need a large amount of technology and building resources. To feed your population, you'd need food, the amount would depend on your group's numbers.
As I stated above, your planet would have a main resource. You could put down a number of different "Resource Posts" (for lack of a better term, feel free to suggest a better one. :P) - a farm, a factory, or a mine. The main resource your planet picks will be very abundant, while the other two would be fairly low. This is where allies come in. You can trade your extra resources for other ones with allies, making an effective and non-pointless ally system.
For some added roleplay, you can also name some of your "products". Say, a futuristic clan that focuses on machinery could say they produce "Laser Guns", with the label "Technology". This is more or less for roleplay/giggles, though, it wouldn't effect your bases.
During a war, it would be possible to seize the production facilities and take the resources for your own clan, which creates a need to guard your facilities.
-= BASES, RAIDING AND WARS =-
Winning a war could be done easily with the raiding system. Once you create your planet, you have a period of 14 days (more or less, of course, this is just a suggestion) to get your planet up and running. After that, you are able to be attacked by other groups. Once your HQ is taken, you win, though it can be harder than it sounds.
First, you would have your HQ being defended by certain forts/outposts/whatever you'd like to call them. When the enemy decides to invade, they would attack an outpost and seize control of it. However, any outposts near you would have to be taken over before you can raid the HQ. Once your group has seized most of the forts near them, if they're near the HQ, they are able to raid it. Big battle ensues.
Now, obviously, some people would make their bases unwinnable and their planet invincible. It's impossible to stop this, sadly. A base rating system, though, could allow people to see how other users rate the base fairness-wise, and see comments about it. Users could also block other clans from taking territory from them, as a bit of a "banning" system. They would still be able to participate in raiding bases unless a group-ban script is enabled.
-= CONCLUSION =-
These are simply my suggestions to make the group system that is currently in the works better. It sounds a bit like an RTS, but, I really like it. It would make groups more strategic. Of course, the entire system should be optional, as some people will like it old fashioned, and things like fanclubs.
Anyway, agree or disagree? Think anything should be changed up? Feel free to comment about it, I encourage discussion and criticism.
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I agree & disagree, it would be sort of ike a tycoon in my opinion, although this looks more advanced, yet wil be complex and may get boring if you don't update often. Maybe create a place to test it before you start it all full blast. |
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kaelan01Join Date: 2008-05-17 Post Count: 21444 |
This wouldn't take place at a place, lol.
It would play similarly to an RTS game. The group page could have a "View Planet" system if they have enabled it. It could also have certain ranks able to do certain things to help the planet's economy, and all that. |
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jacob726Join Date: 2008-07-24 Post Count: 10732 |
As this is rather long, and I like to reply to it piece by piece, I'm going to C&P it.
"-= 1 =- RAIDS
"First, Raids. We’d like to give groups the opportunity to purchase land and establish a headquarters. The more people in the group, the more land they could own — though expanding won’t be easy, as bases can get raided by rivals at any time. If the raiders achieve conquest, that territory becomes theirs."
Now, reading this, it sounds like it may be set on one planet (or one really big map). I think it would be better for each group to have two options:
1. To "create" their own planet.
2. To share another group's planet, if the other group's owner allows it.
Now, let's go over creating your own planet. First, you would pick a template to start with (Water planet, terra planet, desert, ect.) Then, you would pick the main economic area your planet specializes in (Mining, Farming, or Machinery.) For added roleplay, you could name the products that your planet is best at producing. More on this later, though.
Then, from there, you'd have a planet customizer. This is mostly just for looks and roleplay, as it wouldn't need to effect gameplay. What it would be is a bit pallet, where you would basically make your planet look however you'd like it to. If you look at the picture on the blog, you can see an earth-like planet. I think you should be able to put down your own continents, islands, liquids, ect. and color them to your liking.
Take, for an example, your group roleplays as evil bad guys. Your planet could be customized to look like a lava planet.
It would be a really nice feature, to me."
~>I love this. Really, I do.
But, I think it should depend on how this is going to work.
It may be, rather than one big map, a group of places linked with the Universe feature they was working on. If it's like that, then I like it how it is from them.
"-= 2 =- ECONOMICS
It says groups would be able to use group currency (which you can name. You can call it gold, credits, whatever you'd like) to purchase land. How would this be earned? Your group would have it's own economy. For your planet to run, you would need your three resources - food, technology, and building resources. To put down a large outpost, you'd need a large amount of technology and building resources. To feed your population, you'd need food, the amount would depend on your group's numbers.
As I stated above, your planet would have a main resource. You could put down a number of different "Resource Posts" (for lack of a better term, feel free to suggest a better one. :P) - a farm, a factory, or a mine. The main resource your planet picks will be very abundant, while the other two would be fairly low. This is where allies come in. You can trade your extra resources for other ones with allies, making an effective and non-pointless ally system.
For some added roleplay, you can also name some of your "products". Say, a futuristic clan that focuses on machinery could say they produce "Laser Guns", with the label "Technology". This is more or less for roleplay/giggles, though, it wouldn't effect your bases.
During a war, it would be possible to seize the production facilities and take the resources for your own clan, which creates a need to guard your facilities."
~> Love it. Just the realism involved in it... Oh some christian or pagan or whatever god out there; it sent tingles down my spine thinking of how this could improve the leadership of members, and how this could prepare me for a goal of mine IRL. 100% support.
"-= BASES, RAIDING AND WARS =-
Winning a war could be done easily with the raiding system. Once you create your planet, you have a period of 14 days (more or less, of course, this is just a suggestion) to get your planet up and running. After that, you are able to be attacked by other groups. Once your HQ is taken, you win, though it can be harder than it sounds.
First, you would have your HQ being defended by certain forts/outposts/whatever you'd like to call them. When the enemy decides to invade, they would attack an outpost and seize control of it. However, any outposts near you would have to be taken over before you can raid the HQ. Once your group has seized most of the forts near them, if they're near the HQ, they are able to raid it. Big battle ensues.
Now, obviously, some people would make their bases unwinnable and their planet invincible. It's impossible to stop this, sadly. A base rating system, though, could allow people to see how other users rate the base fairness-wise, and see comments about it. Users could also block other clans from taking territory from them, as a bit of a "banning" system. They would still be able to participate in raiding bases unless a group-ban script is enabled."
~> Another idea. The ability for members to "buy" things like siege weapons to cross things like moats and walls. Anyways, I like this. Also, groups should be able to have the ability to set it "Unraidable", as I think you said, because there are social groups who would like to take part in this new feature as well.
"-= CONCLUSION =-
These are simply my suggestions to make the group system that is currently in the works better. It sounds a bit like an RTS, but, I really like it. It would make groups more strategic. Of course, the entire system should be optional, as some people will like it old fashioned, and things like fanclubs."
~> I agree with you, it does sound like an RTS; but I love it. All of it.
Near-perfect practice for a real-life goal of mine, as well. Even if that goal is a bit far fetched; there is another, more minor goal, that is easier to reach. And this is good practice for that minor one.
All in all; 110% support.
~>Count Zero<~ |
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kaelan01Join Date: 2008-05-17 Post Count: 21444 |
"~>I love this. Really, I do.
But, I think it should depend on how this is going to work.
It may be, rather than one big map, a group of places linked with the Universe feature they was working on. If it's like that, then I like it how it is from them."
Thanks!
I do agree. I don't think I'd really want one big map of places and territories. Maybe, to search for things, there could be a "Galactic Map" of sorts. You could choose where your planet would be in the "galaxy", and there would be a search bar to easily find group planets.
Maybe you could also name your planet.
This is a bit far-fetched, but, I think it would be a really fun feature for groups. |
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jacob726Join Date: 2008-07-24 Post Count: 10732 |
It would be insanely fun.
Also; just a suggestion, but perhaps a "Super" planet (Being the one they already seem to have planned) that is larger; and any group is able to take over chunks or the entire part of it.
Combined with these smaller "Satellite" planets that follow this system.
That would be nice, in my opinion.
~>Count Zero<~ |
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kaelan01Join Date: 2008-05-17 Post Count: 21444 |
Like a big warzone planet?
That sounds cool too, an official planet that no one has official ownership to. |
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jacob726Join Date: 2008-07-24 Post Count: 10732 |
More or less.
It would be fun. And perhaps, just perhaps; groups have to "fight" for their planet after buying it. What they go against could be AI troops using the groups weapons.
I think that would be fun. Also, no side-effects for losing to the AI's. The group planet would just not show up until the group actually took ownership of it.
You could think of the price as a "Production fee" on the group weapons and/or vehicles.
Personally, I believe the groups should be able to use their own weapons. NOT a bunch of admin pre-mades. Idk which they are doing though. I PMed the mod who posted the blog about that, and whether the raid systems would be admin or user made.
~>Count Zero<~ |
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kaelan01Join Date: 2008-05-17 Post Count: 21444 |
@Jacob
I do agree with the weapons thing. Using admin pre-made weapons would be VERY annoying.
Guns could maybe use a premade script. It's editable, but both guns bust be similar damage-wise.
I'm not very sure how you would balance out forts. That would have to be decided by the devs, lol. |
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jacob726Join Date: 2008-07-24 Post Count: 10732 |
The forts; referring to the AI claiming system?
How about the AI's have the fort and the players have to attempt to take it; similar to how your raid against planet idea went.
Also; each would only have 1 "Life". Meaning, if they died once, they were forced into something of a "lobby" to spectate. The AI's would simply be removed after their death; and would not regen.
Adding just a bit to the difficulty of claiming.
And; perhaps another way to go about claiming. Paying a higher price as a bit of a "diplomatic" purchase of it and being able to use it directly with no having to attempt to claim it. For those social groups that want to just take a planet and live on.
However; I think some, if not all, Militant groups would prefer to raid the AI's, as a bit of practice beforehand on what they are truly getting themselves into.
~>Count Zero<~ |
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kaelan01Join Date: 2008-05-17 Post Count: 21444 |
It depends on how smart the AI's are. Current AI's on ROBLOX, fighting-wise, are generally stupid and usually inferior to someone with basic combat skills.
I believe AI's should help defend forts with defenders, it would encourage patrols and generally make clans more active. AI's could be backup, I think they are scriptable though (John's Cobras has a pretty cool "Guard" system.) |
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jacob726Join Date: 2008-07-24 Post Count: 10732 |
As for the premade script; It should have different ones per weapon type.
A "Explosive ammo", for Rockets and G-L's. Obviously instant kill.
A "Side-arm" one which basically applies to a pistol. 5-10 dmg?
A "Assault Rifle" one, which is your average Mach. Gun. Same Dmg for Side-arm.
A "Sniper" one which is, obviously, a sniper with Zoom. 75 dmg.
Those are just a few examples.
Also, what could be customized would be this:
Zoom: The key used to Zoom, and whether it would even have a Zoom.
Range: "Short", "Medium", "Long".
The longer the range, automatically the longer the reload.
"Short" would be approx 15-30 studs, and would basically reload as fast as you can click your fingers.
Handguns and SMG's.
"Medium" would be say... 31- 60, and would have a... 3 second reload. Maybe 5.
Mainly for things like SG's or short-range rifles.
"Long" would have a 150 stud range. With a reload of 8 seconds.
This mainly is for your Snipers and Rockets.
The stuff up there is debatable, and are just things I think would work well.
Dmg should not be able to be changed, because you would have people making guns that are just... Well, you know. Doing 50 Dmg every time you click, and the projectile flying through everything and across the map. We don't need that.
~>Count Zero<~ |
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Stahl510Join Date: 2010-04-13 Post Count: 3291 |
I love this this idea. Now if you'll excuse me, I need to read the blog post. |
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jacob726Join Date: 2008-07-24 Post Count: 10732 |
True.
But one could most likely, easily make AI's by editing basic ones, and put them on par with some of the best in ROBLOX combat.
As an example; you could have them rush to walls and such when under fire to take cover and recuperate.
That could, just with that, make them troublesome.
~>Count Zero<~ |
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I think that each planet comes with a default base style that one could edit to reflect the world's style.
Thus, groups starting out can ease into the "galaxy" by not having to build everything.
Example: Starter Brickbattle base can be edited into this kind of thing:
- http://www.roblox.com/Outpost-Frigid-place?id=23976944
[Everything for victory] |
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kaelan01Join Date: 2008-05-17 Post Count: 21444 |
Now that I think about it, I don't think a premade script would really work.
It would ruin many different types of guns.
I don't think there's a fair way to fix it. Maybe clans would just ignore clans who make their bases very unfair, like most do currently. |
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jacob726Join Date: 2008-07-24 Post Count: 10732 |
Perhaps something like (Don't flame me, I'm horrible at this sort of thing)...
if script.Parent.Humanoid.Health <= script.Parent.Humanoid.Health / 2 then
Script.Parent:MoveTo(Barricade)
end
~>Count Zero<~ |
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jacob726Join Date: 2008-07-24 Post Count: 10732 |
@Kael; true.
Personally, I would prefer to use my own weapons and vehicles, rather than ones with pre-made scripts.
I was just giving an example of some that >Could< work.
~>Count Zero<~ |
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kaelan01Join Date: 2008-05-17 Post Count: 21444 |
@Jacob
I've never seen an AI like that scriptable, though if the devs added AI's like that as a feature, it would be cool.
@for
A default base-type for those who are unable to build would be fine. I think you should be able to place existing places on your planet, though.
Also, I'm stuck deciding whether planets should only have one planet or not. Maybe you could own two planets, but also have to share the resources your group has, doubling the amount of work.
Although, I'm sure groups could find a way over that by creating multiple groups and having a planet for each one. It depends how that would turn out, lol. |
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TarkolJoin Date: 2010-02-03 Post Count: 425 |
Love the idea. I think it'd be awesome. I also think the different areas you can claim from AI's would already be producing their own resources and the more resources they have, the higher difficulty of AI you are facing. Players should also have a "buy out" option of some sort, where they can offer an amount of currency and buy the land, however they would not receive the extra resources. |
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kaelan01Join Date: 2008-05-17 Post Count: 21444 |
I'm stuck deciding whether *groups should only have one planet or not. |
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"Lore"-wise, might be annoying.
However, the double planet, double workload system WILL work well.
[Everything for victory] |
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kaelan01Join Date: 2008-05-17 Post Count: 21444 |
Yeah, I think that's a good idea too. You could have another planet, but it would cost you double the resources. |
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jacob726Join Date: 2008-07-24 Post Count: 10732 |
Really? I think it would be quite possible though.
This is just a quick scrap attempt at the "cover" function.
Barricade = game.Workspace.BarBrick
Human = script.Parent.Humanoid
OriPos = Human.Parent.Torso.Position
if Human.Health <= Human.MaxHealth / 2 then
Human:MoveTo[-- Not part of script, just wanted to place this here and ask a question; I am still learning after all. Is there a "MoveToNearest" command?](Barricade)
end
if Human.Health = Human.MaxHealth then
Human:MoveTo(OriPos)
end
~>Count Zero<~ |
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kaelan01Join Date: 2008-05-17 Post Count: 21444 |
Maybe it is possible, though I've never seen it done.
Hm, if someone could get that scripted well, it would be pretty cool. |
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