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Mod Design Brainstorm [RPG harvesting]

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Doomonkey:


--- Quote from: Bushido on January 29, 2011, 07:52:40 PM ---a mob, let's call him a Fox, hangs around the general area and may or may not drop wood when you kill it. as you level up lumbering (or maybe just generic production mastery, probably by doing some form of quest) it is more and more likely to drop wood in addition to normal drops (gold, for instance)

--- End quote ---
Now your entire RPG is based around combat.

Chrono:

Here. Let's turn those RPGs completely upside down.

Gathering resources would be an intense, challenging, and fast-paced thing to do. You go into an area, and your character starts running at high speeds. You gotta smash on that left click, and time right click properly, while using WASD to stay on course and not run into anything. Lots of flashing particles everywhere to make it hard to see. This will be instanced.

Combat will turn your player into a bot and will automatically commence AI fighting.

Best RPG ever.

Doomonkey:


--- Quote from: Chrono on January 29, 2011, 08:10:05 PM ----snip-

--- End quote ---
That's actually a pretty cool idea, make combat the boring skill.

Doomonkey:

I just thought of something.

Make it a top-down, RTS style game. Except, all of the buildings you make are build by you, or chosen from a list. And all of the AI is programmed by you running a path. So all you do is harvest a resource once while recording it. Then the focus can be brought of of resource harvesting, and into interacting with other players.

You can advance sciences, perform espionage, trade sciences. The entirety would be built around interactions. During missions you could perform them yourself, or have AI do it.

So basically, my idea for harvesting is put it in the background.

rkynick:

Cooperation:

Tree Cutting Example
1. Trees take many hits to fell and produce 25 wood

2. When a tree falls, everyone who has hit it gets a share of the wood profit.

3. If >3 people have worked on it, everyone gets +3 wood

4. If >5 people have worked on it, everyone gets an additional +2 wood to the 3. rule which would already be qualified for.

5. Players must make x number of hits to actually get a share of the profits, where x is the number of players who have hit the tree.

6. If >=3 people hit the tree, and you did 1/3 or more of the work, you get +3 wood


So cooperation is faster and gets everyone more wood.


Random ideas for making builds better:
- force players to make necessary parts be elevated a distance off the ground.
- then make it so that placing bricks requires support from the bricks under it; a brick of X volume must have something like 3/4th X volume total in the 3-5 bricks directly under it.
- then make the necessary parts have high volume.

So it is not only necessary to build, but it is also necessary to build something.

Alternatively, make building necessary for safety. Have enemy bots spawn a distance from the player, so walls and such keep them out. Or, gives bricks HP and have them serve as walls in player v player wars. Give the player points of vulnerability and they will be inclined to protect them.



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