Estarra2006-08-10 02:40:35
I don't really like the idea of simply buying 'upgrades' and just holding on to them so long as you can afford the upkeep which is a little boring. I'd rather have them off plane where they could be attacked. It's up to the city/commune to decide whether to have upgrades or not, and then up to them to build, maintain and defend them.
Let's say each nexus also exists in aetherspace as a small world unto itself. By raising structures within these nexus worlds, counterpoint structures shimmer into existence on the prime city/commune. Any citizen/commune member can enter the nexus world through the nexus. Otherwise, you have to travel by ship to reach these worlds.
Enemies can destroy structures over time (to prevent destroying them in off-hours). For example, let's say a structure has 100 health. Every game day, they can be attacked for up to 10 health. To completely destroy a fully healthy structure would take a minimum of 10 hours--assuming the structure isn't repaired (say you can repair it up to 10 health per hour) or successfully defended. If a structure is destroyed, that also causes a backlash into the nexus, causing a large loss power.
(I'm not necessarily advocating anything in this thread, I just enjoy the process of brainstorming new ideas that catch my eye.)
Let's say each nexus also exists in aetherspace as a small world unto itself. By raising structures within these nexus worlds, counterpoint structures shimmer into existence on the prime city/commune. Any citizen/commune member can enter the nexus world through the nexus. Otherwise, you have to travel by ship to reach these worlds.
Enemies can destroy structures over time (to prevent destroying them in off-hours). For example, let's say a structure has 100 health. Every game day, they can be attacked for up to 10 health. To completely destroy a fully healthy structure would take a minimum of 10 hours--assuming the structure isn't repaired (say you can repair it up to 10 health per hour) or successfully defended. If a structure is destroyed, that also causes a backlash into the nexus, causing a large loss power.
(I'm not necessarily advocating anything in this thread, I just enjoy the process of brainstorming new ideas that catch my eye.)
Soll2006-08-10 02:43:41
I like that idea, Estarra.
Unknown2006-08-10 05:19:50
That would be nifty.
Could there be some extensions of upgrades INTO aetherspace? That is, that you had to attack/defend/interact with using aetherships?
That might add a nice purpose to aethership combat, if you guys haven't already chosen another option.
Could there be some extensions of upgrades INTO aetherspace? That is, that you had to attack/defend/interact with using aetherships?
That might add a nice purpose to aethership combat, if you guys haven't already chosen another option.
Exarius2006-08-10 22:02:08
QUOTE(Estarra @ Aug 9 2006, 06:38 PM) 317318
Heh, my favorite type of game.
Go, turn-based strategy games!
I think there's a lot of lessons from them still waiting to be applied to MUDs.
Shamarah2006-08-10 22:20:13
I definitely like the idea of those kinds of upgrades being raidable, yes.
Diamondais2006-08-10 22:34:50
On Elemental would be nice, a reason to go there to raid and cause some lasting harm.
Unknown2006-08-10 22:57:55
I personally love the idea of Aetherspace emphasis.. simply because that would make it highly unique compared to most games. I really think that Aetherships should be a major fuction of the game. Hell, I'd actually like to see areas on the various planets opened up through Aetherspace...
Daganev2006-08-10 23:11:24
If those changes came into afect I would drool in delight.
What I like the most is the idea that you can only destroy X amount per hour with a minum of X hours.
That way, it would really have to be a city effort, and not a one man job, or a single leader doing it the whole time. (unless they could devote 12 hours in one day to the task)
What I like the most is the idea that you can only destroy X amount per hour with a minum of X hours.
That way, it would really have to be a city effort, and not a one man job, or a single leader doing it the whole time. (unless they could devote 12 hours in one day to the task)