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Author Topic: Based on saga an idea for the mod for expanding the player profile  (Read 2452 times)
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Nevyen Offline
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« on: March 04, 2008, 04:57:51 pm »

I was looking at the saga website last night as well, and was talking to a few mates about what persistency is and what interesting persistent models use to keep the game running.

Ok so one so gonna play that it looks great!!!   

2nd there are a few ideas we could use here.

1st I know you guys want to have multiple wars, I was thinking that it would be more interesting to run campaign seasons and allow players to have permanent profiles but that’s your call on that.

I did think though that saga has got the idea of how to sort out availability from their perspective anyway.

So I had a think about how we could do something similar.   1st off each player gets a depot, all regiments had them and still do, usually the base where recruits are trained, it comprises a company of men and at one time was referred to as the depot battalion.

The player sees a screen that outlines current rating score, resource bonuses,  tier's and so on.  Yes like the war control panel but with more flavour !  But the difference is this. 

You tie an availability system in with the rating system, what you get is that as your rating (fame call it whatever) rises your ability to recruit increase, more  civies want to join your glorious formation.  Manpower bonuses not only increase what you can have in your company but help in recruitment cycles.

Recruitment cycles:  what you get here is that recruits take time to train, so at the beginning with a new formation, it might take 4 turns to train new recruits, but as you go along it gets easier,  I would have it that the rating impacts this, as your rating improves in score then training cycles decrease.  I don’t know what the rating scale is but say its from 0 to 10,000, then at every 10, 000 rating point your receive a reduction in recruitment cycle or another type of buff.   

Also tied in with your rating is the ability to also train troops with vetrancey levels (available to all doctrines) this represents better training staff and also transfers from other units.  These Vet troops though represent only a small percentage say maxing out at 10% of all new recruits coming through.   

Next up is equipment availability,  obviously small arms would only be affected by resource bonuses, but certain items like incendiary grenades,  smoke grenades increase in availability from a set stock level as your munitions rbs and rating increase.

Your Campaign medals (War Points) add benefits to all this that are individualistic. 

next up is a 2nd tier of cps that work based on a system of  respect / notoriety with different elements of the support formations in the army.  In all armies there we commanders who where known to be notorious for wasting troops or throwing away armour or not caring about their equipment.

So you receive respect points based on certain events that happen in a battle.  Splitting your support elements into Medical (men)  / Engineering (armour) / Ammo Supply (support weapons).

So based on battle statistics say for every squad that survives a battle your receive 1 pt to your medical rating, at a certain point say 1000pts you receive a buff to all infantry units of 10%hp, every time you lose based on annihilation you get a negative of say 10pts and for every squad you lose completely -2 pts.  Reason the point scored are low and the target is high is that its meant to be something that takes allot to get to, to give players something to focus on past cps’s.  Say at the next level you get a sight buff to all units or a recruitment buff. 

It would be similar for engineering say hp bonus for tanks, damage bonus at higher levels and maybe even a speed bonus (something like well maintained tanks) and of course this flows through to a similar approach for Ammo as well.

 All this is designed to give player more than vertrancy and cps to work and focus on, allows end game companies something else to work on to achieve even greater fame and glory for their faction. 

In this I would allow alts as well.  Players can make armies for both factions but of course with the amount of work needed you wouldn’t see more than one or two alts per player and of course this still allows flexibility so that games can be set up easily where there is low player count on the server.

I’m happy to flesh this out in full if I can get an idea of such things as how availability will operate in 2.0 and the rating system works and of course any additional suggestions.

Main idea here is to make the game fun and interesting at all levels of the progression scale to promote games and involvement.

Cheers Nev
« Last Edit: March 04, 2008, 05:02:06 pm by Nevyen » Logged

|-|Cozmo|-| Offline
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Posts: 4950


« Reply #1 on: March 04, 2008, 05:09:31 pm »

nice, TBH i support all of that, and it may even be feasible in 2.0 since there is going to be a new website (i think)  etc Smiley
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