On Multiplayer
Posted: Mon Feb 14, 2005 11:47 pm
Okay, this is my first post, so if my thoughts coincide with ones that already have been posted, I apologize in advance.
The basis of my thinking on all this is 1) that it will be not a true persistant world (who wants to fight a never ending war), and 2) that RTS elements will be employed as was suggested in a few places. Now, by not being a true persistant world I mean that the game world will NOT be the game a year from now was it was on MP launch. I think there should be rounds, where a war starts and continues till one victor remains, and then resets, perhaps with a new map. The one wrinkle comes from the members of the first faction to fall, but that can be fixed by a ) multiple servers/games, b ) observer status, or c ) (don't think this should be used but still a possibility) allowing them to join one of the remaining factions. The reason why a fully persistant world should not be desired is that it would get old fast. You would go out and shoot s---, brag about your ranking, and go home. There is little point to that and its been done to death, although admittingly not with a naval sim.
The RTS elements is where things start getting interesting and radical. I think the game should have a majority of sailors with a much smaller administrative group runs the war. It would work by an hiearchary with the CinC being the highest ranking player online and commander of the war, then down to the port commanders of various ranking ports (more on that later). These person's online efforts would be devoted to their respective responsibilities instead of going out on a ship. Now, I don't mean that there would be one of each position in the game, instead, the positions would shift around according to the ranking of people online currently. Coherance would be maintained by the ability to leave "notes" that the newcomer can read and see what you were planning and your ideas. When an officer logs in that is of an higher rank, a message appears on the newcomer's screen (I realize that many people won't want to play in this way, so it is optional despite of rank. Personally, I would spend most of my time running the war with a few "joyrides" here and there) if he would like the job, and if so, he replaces the previous one after a period that they can work together so the newcomer can get up to speed.
The CinC would be just overlooking the war and deciding whats important and whats not. Missions to players would originate with him. The CinC would be in charge of allocating the faction's resources to researching new technologies to allow his captains more choices in retrofitting, and allotting resouces to port commanders, who use it to: build new ships, build ammo, refuel ships, build airplanes, assign ships, missions, ammo, and fuel at his discretion, with the exception of large perchases such as battleships and carriers, which needs CinC approval. Also, the CinC can oversee ports and any ship under his command in a observer mode, both so he can see tactics imployed and so he can make sure the port commanders aren't going buck wild with their allotments.
Ports and cities should be included to serve as fixed strategic points to fight over. All ports would be cities but not all cities would be ports, and some cities can be inland. The primary difference between the two would be that ports are where ships are built, repaired, rearmed, etc.; would contain an airfield for defensive use (also at the command of the port commander); along with a few batteries of AA and perhaps some coastal artillery to defend from "port" rushes early game. Port ranking comes into play in terms of the size and number of ships it can service and defensive arrangements. Obviously you can't expect every port to be able to retool and conduct drydock repairs to a battleship. Perhaps ports can be upgraded with a high resource cost and a required population, but I haven't thought of the implications of that yet.
Now, cities are useless and useful at the same time. They have minor defenses (depending on size, and usually only involving AA). They cannot be directly controlled by a person, but they are the backbone of the faction. These are the places where metal is harvested (used to build ships and ammo), oil is drawn (used to fuel ships), and people magically appear (for invasions, again, more on that later). The the amount of resources attained from a city varies, but as the population gets higher, as a rule of thumb, the amount harvested gets higher. Resources, while that may make you wince, is an elegant solution to the concerned raised about the number of battleships. It also fixes the problem that sinking a ship is pointless considering that they respawn. You should feel damn fine about yourself about sinking a battleship and the blow it caused to your enemy and "meh" about sinking a corvette. The idea of a resource system would also reward players to conserve ammuntion instead of simply blasting everything in sight because it is infinite. It also rewards a faction for playing well, if they protect their more valuable ships and use resources wisely, they can have more of them than the other guy, as opposed to an artifical cap based on population.
Now, the problem with this system is that if a player loses a ship, his faction may not be able to afford giving him a new one. If this is the case, he runs a transport. With it, either he can try to attack things (if his faction is getting their ass kicked and majority of players are in transports), or ferry resources, fuel, and ammo to where they are needed, or whatnot until he can get a real command.
To wrap things up, let me talk about invasions and city attacks. They would be how cities (and ports also) would be taken, using Marines as troops of course
There would be no player controlling them, nor will they have to be visible. They can remain a number in the background. Marines spawn automatically from the population and they can be either moved out for offensive operations (or defensive in another city). The number of marines in a city/population of a city determines the number of marines needed to take the city, with some chance thrown in that number of course. In that little inbetween ground is bombardments. Factions can use bombardments from Battleships and waves of attack planes to attack coastal (or nearly so) cities and thus lower population, lower Marine count, and lower resource output. The same effect is with ports, with the added benefit that parts of the port can be attacked. Wanting to lower submarine attacks? Hit the dock that repairs and builds them. Want to soften up the area for a invasion of Marines from a troop ship? Take out that defensive artillery.
There is more to this idea of course, but going any further would be getting into the mundane details. The point I am driving at is you have an awesomely realistic game here. Don't go half-assed with the multiplayer, make it realistic also and not just in terms of graphics and ship stats. But I think the general idea is across and now I'm going back to World of Warcraft. Thoughts?
Pity I think I am a bit late on the planning process for the game.....
The basis of my thinking on all this is 1) that it will be not a true persistant world (who wants to fight a never ending war), and 2) that RTS elements will be employed as was suggested in a few places. Now, by not being a true persistant world I mean that the game world will NOT be the game a year from now was it was on MP launch. I think there should be rounds, where a war starts and continues till one victor remains, and then resets, perhaps with a new map. The one wrinkle comes from the members of the first faction to fall, but that can be fixed by a ) multiple servers/games, b ) observer status, or c ) (don't think this should be used but still a possibility) allowing them to join one of the remaining factions. The reason why a fully persistant world should not be desired is that it would get old fast. You would go out and shoot s---, brag about your ranking, and go home. There is little point to that and its been done to death, although admittingly not with a naval sim.
The RTS elements is where things start getting interesting and radical. I think the game should have a majority of sailors with a much smaller administrative group runs the war. It would work by an hiearchary with the CinC being the highest ranking player online and commander of the war, then down to the port commanders of various ranking ports (more on that later). These person's online efforts would be devoted to their respective responsibilities instead of going out on a ship. Now, I don't mean that there would be one of each position in the game, instead, the positions would shift around according to the ranking of people online currently. Coherance would be maintained by the ability to leave "notes" that the newcomer can read and see what you were planning and your ideas. When an officer logs in that is of an higher rank, a message appears on the newcomer's screen (I realize that many people won't want to play in this way, so it is optional despite of rank. Personally, I would spend most of my time running the war with a few "joyrides" here and there) if he would like the job, and if so, he replaces the previous one after a period that they can work together so the newcomer can get up to speed.
The CinC would be just overlooking the war and deciding whats important and whats not. Missions to players would originate with him. The CinC would be in charge of allocating the faction's resources to researching new technologies to allow his captains more choices in retrofitting, and allotting resouces to port commanders, who use it to: build new ships, build ammo, refuel ships, build airplanes, assign ships, missions, ammo, and fuel at his discretion, with the exception of large perchases such as battleships and carriers, which needs CinC approval. Also, the CinC can oversee ports and any ship under his command in a observer mode, both so he can see tactics imployed and so he can make sure the port commanders aren't going buck wild with their allotments.
Ports and cities should be included to serve as fixed strategic points to fight over. All ports would be cities but not all cities would be ports, and some cities can be inland. The primary difference between the two would be that ports are where ships are built, repaired, rearmed, etc.; would contain an airfield for defensive use (also at the command of the port commander); along with a few batteries of AA and perhaps some coastal artillery to defend from "port" rushes early game. Port ranking comes into play in terms of the size and number of ships it can service and defensive arrangements. Obviously you can't expect every port to be able to retool and conduct drydock repairs to a battleship. Perhaps ports can be upgraded with a high resource cost and a required population, but I haven't thought of the implications of that yet.
Now, cities are useless and useful at the same time. They have minor defenses (depending on size, and usually only involving AA). They cannot be directly controlled by a person, but they are the backbone of the faction. These are the places where metal is harvested (used to build ships and ammo), oil is drawn (used to fuel ships), and people magically appear (for invasions, again, more on that later). The the amount of resources attained from a city varies, but as the population gets higher, as a rule of thumb, the amount harvested gets higher. Resources, while that may make you wince, is an elegant solution to the concerned raised about the number of battleships. It also fixes the problem that sinking a ship is pointless considering that they respawn. You should feel damn fine about yourself about sinking a battleship and the blow it caused to your enemy and "meh" about sinking a corvette. The idea of a resource system would also reward players to conserve ammuntion instead of simply blasting everything in sight because it is infinite. It also rewards a faction for playing well, if they protect their more valuable ships and use resources wisely, they can have more of them than the other guy, as opposed to an artifical cap based on population.
Now, the problem with this system is that if a player loses a ship, his faction may not be able to afford giving him a new one. If this is the case, he runs a transport. With it, either he can try to attack things (if his faction is getting their ass kicked and majority of players are in transports), or ferry resources, fuel, and ammo to where they are needed, or whatnot until he can get a real command.
To wrap things up, let me talk about invasions and city attacks. They would be how cities (and ports also) would be taken, using Marines as troops of course
There is more to this idea of course, but going any further would be getting into the mundane details. The point I am driving at is you have an awesomely realistic game here. Don't go half-assed with the multiplayer, make it realistic also and not just in terms of graphics and ship stats. But I think the general idea is across and now I'm going back to World of Warcraft. Thoughts?
Pity I think I am a bit late on the planning process for the game.....