|
#1
|
||
|
The new planetary interaction feature on EVE has introduced an RTS element to MMOs. Imagine if we had something like that in PotBS, I guess it would be more akin to the Settlers, with players building housing, roads and ensuring their workers were well fed and protected from crime.
Anyway, check out the video http://www.youtube.com/watch?v=WzSnf8HwQ_U
__________________
Joseph J Fletcher, Sea Lord St. George Squadron of the White SGS is a proud member of the British Nation www.potbs-british.info SGS Port Governance information |
|
|
#2
|
|||
|
Quote:
__________________
"Please don't sink my ship!"...I like already got my hair wet... "^_^" ()() (^,^) ()(")(") @};--- |
||
|
#3
|
|||
|
Quote:
I don't think the OP is saying that FLS has to do exactly what CCP has done, but I'm sure we can all agree that the econ bit in this game isn't exactly fun. Having a way to develop your econ lots a bit more would be fun. Maybe something similar to the Anno games? A little more interaction, hiring people, finding better resources, etc, would be fun.
__________________
If I should die, think only this of me: That there's some corner of a foreign field That is forever England. |
||
|
#4
|
||
|
Yeah I agree they make a meal out of explaining what is essentially a starcraft style resource gathering game.
Boiled down, you look for resources, then build mines, factories storage warehouses, linking it all with a road network. I also agree that PotBS doesn't need to copy everything CCP does. But it does need to compete against the other games by introducing fun and attention holding game play. The EVE player run economy is so detailed and interesting that a player can focus on in and ignore combat, essentially the economy is a game in itself. PotBS can't do that, a Free Trader is just another combat class with a few crafting advantages. My personal grand vision for the game is for crafting and port governance and all the other non combat aspects to be large enough that you can play the game without having to fleet or run combat missions. I'd love to see the Caribbean as a living breathing world.
__________________
Joseph J Fletcher, Sea Lord St. George Squadron of the White SGS is a proud member of the British Nation www.potbs-british.info SGS Port Governance information |
|
|
#5
|
|||
|
Quote:
Of course I think he was inspired by the "Electronic Battlefield" concept that Falcon 3.0 introduced.
__________________
Chloë Sommier / Kerrilyn Ravynmist / Reina Adiesse ![]() PotBS Population Increase Program~ |
||
|
#7
|
||
|
At it simplest you could make town labor multipliers gated by the number of inhabitants. Creating some sense of having influence over the town you're producing in while not being the governor (in P&P).
Many inhabitants - few industry = bonus to labor gathering time (eg. 10% bonus or 26.4 hours of labor in 24 hours real time) Many inhabitants - many industry = normal labor (24 hours of labor in 24 hours real time) Few inhabitants - many industry = reduced labor as production gets limited by vacancies (21.6 hour of labor every 24 hours) When there is are vacancies, inhabitants from towns with less production move to towns with vacancies to clear the deficit over time which lowers inhabitants in the towns they came from. Inhabitants increase or decrease as time goes by up till a maximum based on 1.) Town Size (DNH port towns are bigger then small rural community's) 2.) Amount of unrest (Big red Circle = no more increase of the number of inhabitants) 3.) Pirate raids kill inhabitants. (Thus lowering production in that port for a while) 4.) Amount of luxury goods brought in. (some new gamey system that someone would have to make up to make a profit, abolish daily's and do the town good in general) 5.) Discretions the Port Governor makes. 6.) Lost port battles after which inhabitants decide to leave or get killed defending. (AVcom Defence would kill more inhabitants than a town captured in sea combat) The total number of inhabitants in the Caribbean will increase in total but it's up to the players to foster which towns benefit most. and it's up to the pirates to lower the power of towns. ----- But in a sense we are already doing what the video is about: - You place a warehouse. - You place a Production structure. - You wait. - You create materials. optional: You refine them and/or create goods. - You sell or use them. Only thing we can't do is automate it, and shoot it in space (But you can haul it real high above Summerset if that makes you happy.) ---- They're only implementing this feature because their premier resource gathering system is so mind-numbingly boring they included a full featured in game browser so you can watch youtube and it's adult version while you mine. |
|
|
#8
|
||
|
Not as good as my combined FPS/RTS/Space battle game based in the 40k universe.
__________________
I will make you Blue... Avcom calculator. Useful for checking your survivability with different gear. |
|
|
#9
|
||
|
40k universe? Is that like a C64 version?
__________________
Chloë Sommier / Kerrilyn Ravynmist / Reina Adiesse ![]() PotBS Population Increase Program~ |
|
|
#10
|
||
|
While i think FLS has set the standard for combat engine, CCP is in a leauge of their own in terms of handling MMO sandbox complexity and producing a polished, interesting product (although you could argue no one else has really even TRIED lol). IMO.
Edit: oops.. wrong account ![]() |
|
![]() |
«
Previous Thread
|
Next Thread
»
| Thread Tools | |
| Display Modes | |
|
|
All times are GMT -7. The time now is 12:25 AM.
Copyright © = date('Y'); ?> Portalus Games LLC. All rights reserved.









/ Kerrilyn Ravynmist
/ Reina Adiesse 

Linear Mode
