Focus
This mode is where the groups and alliances will be maintained, outside of everything. The purpose of this is to allow the framework to be used in other games. I think by opening the framework to be used by other people will allow the framework to be expaned and improved by other parties and advanced game programmers. If someone improves the database tables or adds a feature, then I can benefit from it also.
Groups
I. Summary
I want groups to be made for the purpose of managing members and the leaders planning for war. The leaders will need to be experienced players but won’t need any special requirements. I envision having a great deal of many groups of various sizes.
II. Creating Groups
- Forms
I want information for creating unique groups and giving enough information for players to be able to choose a group that meets their same goals.
- Group Name
- Story
- Background
- Goals
- Alignment
- Rank Names
- Requirements for Joining
I think it would help approve the process of joining a group if the player knows exactly what the group leader is looking for. Giving the leader options on what the leader wants to accept will also help with leadership. The group leader won’t be able to set some things because I want everyone to be able to join a group, even low levels.
III. Rules
- Official Groups
Groups have to have more than three members to be offical and this number will change to five when the game becomes more popular and gets more members.
- Group Limit
I want to limit the group size so that there will be more groups and have some purpose to alliances. If it turns out the game becomes extremely popular, I may raise the limit. The limit is fifteen for now and I think that is enough.
- Attacking Restrictions
I want to protect unsuspecting unallied members from being raped when they play the game so I want to restrict the group players from taking advantage from new or single players.
- A group may not ever beat down an individual player not in a group unless that member has attacked a member in a group.
- A group member may not attack another group unless the group leader has declared war on that group or the group is in the list of enemies.
- A group and members may not attack another member or group in the same alliance.
IV. Group Merging
- Reasons
- Small Groups
If there are two groups that are not large enough to be official then they can merge and take dual ownership of the members.
- Group Defeat
If a group is defeated and it was decided that the winner would control the lossing group than merging will occur with the winning leader taking control of the lossing team and the leader of the lossing team lossing ranking under the leader.
- Dynamics
This feature would save time if two groups would like to join but don’t want to quit the group just to join the other one. This would be nice to have, but is improbable that any team would use this except maybe once or twice in a year.
V. Vision
- Attacking
I would like to see groups go to war and have almost everything automated for them, even records of the group battles. This is one feature that I would enjoy seeing in a lot more games.
- Protection
The great bonus about joining a group is protection. If someone attacks the member in the group, then they are attacking the group and war can break loose. This will make the groups think wisely about their actions and choose opponents with caution.
- Job Coordination
When I do add jobs to the game, I envision team members taking the role for the group and filling the needs for the group. There will always be a level of trust required from that member but over time it will be decided who is trustworthy and who isn’t. How the group leader coordinates this is up to the leader but whatever job the members have, the options will be available automatically to them.
- Exchange of Money
The only resource groups can exchange is money because it is too risky to transport (in game) other resources without the use of a colony to protect and keep everything safe and secure. It will require a banker.
Alliances
I. Summary
Alliances are collections of groups working together under the alliance leader. I also envision alliance large grand scale battles between other alliances. Each group attacking and striking down other groups in the enemy alliance. There will be other benefits in being and having an alliance of groups.
II. Creating Alliances
Creating Alliances will require a colony and at least two groups to be an official alliance. Not much to it really, I suppose it will be almost the same as creating a group, except less information will be required.
III. Vision
I don’t really envision alliances except a greater group with more features available.
- Exchange of Resources
Pretty much every resource will be exchangable for the members.
- Battles
- Inner Alliance
I have decided to allow inner alliance battles to test the might and rank of each group. The group at the top gets to have more control over what happens than the group at the bottom. Not that the members have any say in anything but the leaders at the top rank will have more voting power.
- Alliance vs Alliance
The whole point of this first version story line is to have alliances battle alliances and find the top ones. This I think will take a great amount of time and be extremely large scale.
- Recording
I think it would be cool to record the actions of the alliances as they attack each other for future reference and for the players to see the details of the grand war.
- Fears
I might not want to restrict the movements of the players too much, except during wars where the players have to stick to the guidelines of the leader. My fear is that the game will become a stalement between groups and alliances that don’t or can’t attack each other because the game won’t allow it or they are too scared from dieing. I want the game to be fun and will have to include options to allow open gameplay on top of what the group wars have to offer. Balance is the key and I have to be very careful to keep that in check when I create the game.
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- Why I Contributed to WordPress
- DragonU DB Component
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