Author Topic: How well would a Turn Based tactics gamemode work in BL?  (Read 1007 times)

How well would a Turn Based game work in Blockland? Two scenarios: A simple game where its just "Its your turn, move that soldier over here and use up your last few Time Units to attack the guy", or something more complicated like X-COM where in addition to Time Units/Action Points, there are things like morale and panicking, firing accuracy, and some other stuff. Would Mini Empires Bricks work well with a turn based gamemode if the brick pack was modified or turned into bots? How well would it also work if it was either PvP or Player vs AI/Himself(Either vs an AI or the player controls both sides).

There have been chess games made in blockland before so... pretty well I would think.

i think it should be timed. like every move you get 60 seconds to decide and do it. and after every 60 seconds, all moves by all players are done at once (or in order i guess, but that seems like more waiting)
and those who are slow and werent rdy, basically you sit there and its your own disadvantage and you skip your turn.

i think back to risk2 on pc years ago. there was a mode where all players decided and deployments and attacks and defences. then the game went into play move and all moves by everyone was done at once. it was a genius way to play risk that only works as a video game.
« Last Edit: February 09, 2014, 01:17:43 AM by Bisjac »

It's easily possible.

Would be nice with some interactive bricks and the like.

And Bisjac, you could possibly include spectation events so you don't have to deal with limited deciding time.
« Last Edit: February 09, 2014, 02:24:56 AM by SWAT One »

Easily possible, and might be cool with bots.

I remember one game about 1 to 2 years ago in which there were 2 teams of players in a relatively roof-less compound. It was actually a brick that was invisible from the top but the face was visible from the bottom, so for the players down there it would still appear as there is a roof; anyway:
A commander was chosen from each team.
The catch is that there were 2 control points, and then there were lots and lots of rooms. What happened is that all the doors are locked per turn, but the commander can open a door per turn, after which it's the turn of the other commander. You generally wasn't able to see what's behind a door as a player, but the commanders did, so it was surprisingly the first gamemode I ever seen where teamwork was so based upon that I seen commanders lead out orders in chat and people actually followed them.
Should be very easily done, but will be wrecked if it has less 8 players (3 players on each team with 1 commander) at any time since it would be way too boring. If I remember an actual issue that game had is that there was no timer and the commander could've not done anything and basically it was endgame. Additionally I think it could've been improved with strategical points which would give players weapons or give the commander the ability to open 2 doors or something.
I wish to see this remade. If I wouldn't be a lazy forget I would personally make it. But even if I do make it, the server will not function at all if there are less than 4 players, and even then it would be heavily boring to get 1v1 (and 1v1 commanders) fight eachother through rooms per turns when they could just go to any other TDM. It's fine when there are multiple people because things can actually get interesting there (more or less).

If anything, someone who knows his stuff could make this with bots. I can figure out ways to make it so bots go in a new room when a door is opened, but I can't think of a way to split bots up so a group of bots stay in the room and just part of the bots move. Or being able to strategically place them in the corners of the room for the incoming enemy team.
« Last Edit: February 09, 2014, 04:32:56 AM by LeetZero »


Someone should make a turn based gamemode, I think it would work really well.

-snip-

This sounds awesome, I'd love to see something like this!

I'd love to see a xcom style server with two teams against each other.

About a week ago, I started (and stopped two days later because I am a procrastinator) on something like this using a boatload of events and stuff. There was a commander from above, and everyone else were the fighters. The commander had access to building things, repairing buildings, unlocking weapons, and launching support strikes, but to do this he needed resources, which were gathered by the fighters. I might pick up on that little project again.

jesus christ that might be the best idea I've ever heard for blockland

Made a topic in Suggestions and Requests for this a few days ago.