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Re: Game Modes

#61
HKY09 wrote:
Scytale wrote:
*Grinds teeth*
Not quite as inventive as your earlier idea HKY =P but technically distinct!
??
OH YES THAT ONE. No I was grinding teeth at the aspect of 'accidently' ramming into people xP
Lurker Mode: DEACTIVATED
The most intriguing fact about imagination is that its all in your head.
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Re: Game Modes

#63
Scytale wrote:Once more onto the beach:

Where every mistake is a declaration of war
"IN A WORLD WHERE EVERY MISTAKE IS A DECLARATION OF WAR...

...EVERY ACTION IS A MISTAKE.

UNTIL THE COMING OF... THE SHIP.

YOUR SHIP.

THE LAST SHIP."


The Last Ship, in color graded 3D, now showing for a theoretically limited time at a googleplex near you.
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Re: Game Modes

#64
Tank battles:

Using the terrain generated when a player lands on a planet, the player uses land based hover tanks to fight for territory. The player attempts to destroy military targets within the city in order to secure the city's resources.

(Think of a RTS with sci-fi tanks being deployed from a carrier in a land based assault. Tanks are limited in number and are used to capture cities by destroying the cities defensive turrets and tanks.)
Image
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Re: Game Modes

#65
Rivers of Life
Warp rails aren't just convenient speed boosters, but are necessary for survival. Warp rails are the only way besides planetary facilities that damage is repaired; When not on a warp rail, health slowly depletes, giving players an effective tube of where they can travel without dying. In the settings, this rate could be adjusted, but would optionally make warp nodes cheaper to build and maintain as the rate increases. One would expect long thin empires, bound closely to the tubes because exploration is a highly risky affair.

We the Road Builders
The same as above, but only applies to some randomly selected races. They build rails for their survival, but others can use them for the speed boost. However only these select races will ever understand the knowledge of warp rails, no one else can ever build or research the technology. That's OK though, they will connect your systems to their network for a fee, but if they are killed off, no new roads will be built, the ones left can be captured and maintained by anyone, but if a segment is destroyed it is lost forever.

Truth in Stereotypes
The various races in the universe are given randomly selected advantages and disadvantages to various aspects of the game at random magnitudes, such as particular areas of research, or speed boosts to their ships, base hit points, etc. This won't force the individual players into any particular career path, but if the magnitude of the advantages and disadvantages are great enough, the doors which are closed to them and the easiest paths will be pretty obvious and most individuals of that race will use their advantage.

Death to Freelancers
All players must either join a faction or be enemies to all factions, players have about a half hour to choose.
Image The traditional view of robotics, the metal servant who doesn't ask questions, is merely nostalgia for slavery.
User: JoshParnell is accountable for this user's actions.
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Re: Game Modes

#66
Hyperion wrote:Rivers of Life
Warp rails aren't just convenient speed boosters, but are necessary for survival. Warp rails are the only way besides planetary facilities that damage is repaired; When not on a warp rail, health slowly depletes, giving players an effective tube of where they can travel without dying. In the settings, this rate could be adjusted, but would optionally make warp nodes cheaper to build and maintain as the rate increases. One would expect long thin empires, bound closely to the tubes because exploration is a highly risky affair.

We the Road Builders
The same as above, but only applies to some randomly selected races. They build rails for their survival, but others can use them for the speed boost. However only these select races will ever understand the knowledge of warp rails, no one else can ever build or research the technology. That's OK though, they will connect your systems to their network for a fee, but if they are killed off, no new roads will be built, the ones left can be captured and maintained by anyone, but if a segment is destroyed it is lost forever.

Truth in Stereotypes
The various races in the universe are given randomly selected advantages and disadvantages to various aspects of the game at random magnitudes, such as particular areas of research, or speed boosts to their ships, base hit points, etc. This won't force the individual players into any particular career path, but if the magnitude of the advantages and disadvantages are great enough, the doors which are closed to them and the easiest paths will be pretty obvious and most individuals of that race will use their advantage.

Death to Freelancers
All players must either join a faction or be enemies to all factions, players have about a half hour to choose.
I like that last one. :twisted:

Come at me, factions. :twisted:

And we shall see who is king. :shifty:
Image The results of logic, of natural progression? Boring! An expected result? Dull! An obvious next step? Pfui! Where is the fun in that? A dream may soothe, but our nightmares make us run!
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Re: Game Modes

#67
Heh, to be an undefeatable rogue that everyone hates but must put up with.

as a twist to that idea

Liberators
All players begin in factions save for the human player. As the human player grows in strength, other players will defect from their master's control. They don't necessarily join the human player, but go independent.

Ta'veren
The player changes the world around them simply by existing. When a player gets within a certain range or has direct contact with the human player, a counter begins, and a short time later that player's personality changes by a random amount, their goals in life change dramatically, or they pick up and go very far away to a random location to start over. Or suddenly their ship changes into something else entirely at random (maybe a mining barge is suddenly a capital ship or a capital ship is suddenly a fighter)

Magic Beans
Occasionally when exploring, one will find a cargo container with a few magic beans. When a bean is activated, a fully powered warp rail will instantly appear between the player's location and a random wormhole in the system (even hidden/unstable ones). the rarity of such beans is controlled in the settings.
Image The traditional view of robotics, the metal servant who doesn't ask questions, is merely nostalgia for slavery.
User: JoshParnell is accountable for this user's actions.
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Re: Game Modes

#69
The Diamond Way
Warp rails exist from the moment of creation, they are a fundamental and static part of the universe. They can be neither created nor destroyed nor upgraded. Some rails because of where they formed are useful ways of getting from place to place, and some empires have developed along them, but other rails lead from nowhere to nowhere and have very little use to anybody. In such a mode, rails are tamed rather than upgraded; wild rails have no space allocation or position locking, no requests are accepted or refused, if you get close enough to one, you just zip down the line; but they can be tamed, and position locking and lane allocation can be implemented with upgrades to the nodes.

Solar Jello
The closer you get to a star, the greater the drag of space and the slower you can move, however the closer you are to a star, the stronger your shields become, as the stars give you a magical multiplier to shield strength... Expect most high value targets to be as close to the star as possible.
Image The traditional view of robotics, the metal servant who doesn't ask questions, is merely nostalgia for slavery.
User: JoshParnell is accountable for this user's actions.
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Re: Game Modes

#70
Hyperion wrote: Solar Jello
The closer you get to a star, the greater the drag of space and the slower you can move, however the closer you are to a star, the stronger your shields become, as the stars give you a magical multiplier to shield strength... Expect most high value targets to be as close to the star as possible.
I love this.
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Re: Game Modes

#71
The following would be Turtling paradises, and would be subsettings of the same worldgen.

Pearl Necklace
The universe consists of bundles of systems numbering no more than 100. Each bundle is connected to 2 other bundles by a single wormhole at opposite ends at each bundle. Each bundle may have an equal distribution of resources, or optionally have some resources in abundance, while other resources are very scarce, making the threads between each bundle very valuable bottlenecks.

Quantum Necklace
same as above, but the wormholes between bundles are unstable, temporary and can appear in any system in the bundle, but will still always connect the same bundles.

Volvox
Spoiler:      SHOW
Image
Each Dot in the above is a system. Each internal sphere of systems has 1-3 wormholes which connect it to the larger sphere. However No internal spheres connect to each other, nor does a system in the outer sphere connect to more than one internal sphere. Again, each outer sphere is connected to only 2 others.

The Doors of Destiny
Same as the Pearl Necklace, but instead of a wild wormhole connecting the bundles, A massive abandoned Jumpgate appears where each wormhole will be, and a high capacity indestructible warprail takes the shortest path between the two jumpgates. The gates cannot be powered or opened in any way manually. However, in very large, but regular intervals, the gates open and allow unlimited traffic through them for 1/20 the time they were closed. What will be behind the door when it opens? only ancient legends know. What will you do when the doors close once more? be stranded in your bundle obviously.
Image The traditional view of robotics, the metal servant who doesn't ask questions, is merely nostalgia for slavery.
User: JoshParnell is accountable for this user's actions.
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Re: Game Modes

#74
It's for Sean to see, the new developer. There were a lot of nice suggestions in here, many of which I don't imagine would be too difficult to implement, a lot of them are just changing around a few variables.
Image The traditional view of robotics, the metal servant who doesn't ask questions, is merely nostalgia for slavery.
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