(edited by Xae Isareth.1364)
What if we turn WvW into a RTS?
I’ve said it before but WvW is the ideal format for sandboxy elements. Give the players the tools. Edge of the mists will have destructible bridges, which is a good example of what I want. But we need more.
Why not more organisational tools (alliances, hierarchy, ranks, etc.). More destructible areas and more room to actually build stuff.
Bring back: ‘Gamer’ title + MAT’s!
Throw out: Hotjoin!
So basically those who spent 100g get to play the game, others are zombies/slaves of those few. Did I get that right?
What if some squad/unit decides to not follow commander orders?
Everything else is already in the game so you are talking about details, namely which upgrades are available.
And what about troll commanders? For example for me 100g is not a big deal, if I feel like it I can buy a tag and BOOM! Bwuhahahaha, “Who is the boss of you? Me! I am the boss of you!”
P.S. +1 if you got the reference
(edited by Yaro.3251)
The commander’s job is to command, that’s why they’re called commanders. You don’t need to follow them but that’s what they’re there for.
You can’t factor troll commanders into the design because otherwise we would get nowhere.
But that’s reality, how can you ignore it. And you are correct, you are going nowhere if you are both trying to create an environment suited for massive amounts of players and to have restrictive rules in this environment. That’d not fly. You will lose first M in “MMO” pretty quickly.
@OP, so natural selection?
I’m a NS com for sure ! I enter in my command station* (read trebuchet*) and tell my Marines* to cap nodes** and bring*** me supply****
www.youtube.com/user/stephnbf
www.twitch.tv/veteran_oakheart
But that’s reality, how can you ignore it. And you are correct, you are going nowhere if you are both trying to create an environment suited for massive amounts of players and to have restrictive rules in this environment. That’d not fly. You will lose first M in “MMO” pretty quickly.
It’s one of those things like lag. It’s reality but I’d we built every mechanism around people having lag, the game would t have a dodge or interrupt mechanic to start with.
Pretty sure the first portion of what you said already exists. At least thats how I understand it from the first 500+ ranks I’ve attained commanding. The only thing that isn’t in place is the research. Which this isn’t WC like you said.
Nuclearnunununununununununununununununununuclear launch detectedtedtedted.
Nuclear launch detected.
Also disagree with comm only being able to allocate things. You already gain “upgrades” by holding supply camps… which provide you with resources… for upgrades.
So basically what you mean is that we should be able to build stuff like barracks and stables inside buildings to build mercenaries? that actually sounds interesting.
I’d personally like to see an upgrade to the npc defenders at Supply Camps. If I’m spending an hour at a time trying to upgrade a camp to full, I’d at least like to be able to move to another control point without worrying about having to go back every 5 minutes to start over. Make those npc guards champions!!!!
Pretty sure the first portion of what you said already exists. At least thats how I understand it from the first 500+ ranks I’ve attained commanding. The only thing that isn’t in place is the research. Which this isn’t WC like you said.
Nuclearnunununununununununununununununununuclear launch detectedtedtedted.
Nuclear launch detected.
What I meant was a case of different camps having different resources. A mining camp would produce ores, a logging camp wood, and so on so forth.
It brings deeper strategy for the game. For example, if you know the enemy is doing heavy production using wood, you can attack logging camps to disrupt their supply of wood, and the enemy will have to allocate resources accordingly to deal with this.
The whole idea is to make the game mode more interesting and as a way to find a way to stop the how WvW is mainly played at the moment, where both sides just form into huge mindless zergs.
What if there were alliances?
What if there were an actual guild system?
What if commander tools existed?
What if a child aspired to something greater than what society planned for him?
NSP | Os Guild Master
www.osguild.org | www.youtube.com/osthink
But that’s reality, how can you ignore it. And you are correct, you are going nowhere if you are both trying to create an environment suited for massive amounts of players and to have restrictive rules in this environment. That’d not fly. You will lose first M in “MMO” pretty quickly.
It’s one of those things like lag. It’s reality but I’d we built every mechanism around people having lag, the game would t have a dodge or interrupt mechanic to start with.
I understand where are you coming from, but that’s rather extreme.
You are basically saying that “what can go wrong with this” analysis should be simply skipped. That’s dangerous way of introducing something new into massive multiplayer system.
I didn’t say “every”. Of course each risk should be assigned a number of characteristics and dealt with differently based on them. Some mitigated, some eliminated, some tranferred. Some accepted.
But that’s reality, how can you ignore it. And you are correct, you are going nowhere if you are both trying to create an environment suited for massive amounts of players and to have restrictive rules in this environment. That’d not fly. You will lose first M in “MMO” pretty quickly.
It’s one of those things like lag. It’s reality but I’d we built every mechanism around people having lag, the game would t have a dodge or interrupt mechanic to start with.
I understand where are you coming from, but that’s rather extreme.
You are basically saying that “what can go wrong with this” analysis should be simply skipped. That’s dangerous way of introducing something new into massive multiplayer system.
I didn’t say “every”. Of course each risk should be assigned a number of characteristics and dealt with differently based on them. Some mitigated, some eliminated, some tranferred. Some accepted.
It’s slightly stretched but you need to consider the cost vs benefits of any risk mitigation strategy. Having only coms being able to decide resource allocation is already a mitigation strategy against trolls, with a cost if limiting the macromanagement experience for everyone else.
Going one step further would be to assign only certain individuals on a server to manage resources, which would mean the game can’t work without them being online, which is too high of a cost.
I suggest this a while ago. Start off with an unspoiled map with quarries, forests, mines, spread around the map.
Each faction starts in their spawn and must do their own building of other towers. How those towers look is up to you, where you place them is up to you.
Wherever you build, dolyaks must transport materials to the location. This means you need to think about the logistics when building. No point building something miles away that the supply chain can easily be broken and progress is stopped.
i want to build towers, keeps! that could be avesome!
Just the WvW
R3200+