variable length of games?
duke_Qa
Join Date: 2007-09-22 Member: 62405Members, Reinforced - Shadow
I'll try to make a smaller thread now, so that people don't need to bleed from their eyes when they've finished reading it <img src="style_emoticons/<#EMO_DIR#>/nerd-fix.gif" style="vertical-align:middle" emoid="::nerdy::" border="0" alt="nerd-fix.gif" />
what I'm suggesting is that when you create a server, you got the ability to change the speed that a game would take. the most important factors, in my opinion, to make a game longer is as follows:<ol type='1'><li>Upgrade time</li><li>Resource trickle</li><li>Hp on buildings</li><li>Construction time</li></ol>The numbers show which i personally believe need to have most time/stuff added. construction-time is not important in the big picture<i>(who wants to use 5 minutes on building a turret?)</i>. upgrade-time for new technology on the other hand is <i>( hard to win the game without the right technology, and it doesn't spoil the game too much for the mooks running around using their gamer-skills)</i>. Resources should also be slower to trickle in, but not as slow as upgrades<i>(units that upgrades uses resources, so more are needed when more deaths occur)</i>. HP on buildings is pretty important too(longer games requires more tenacious buildings, or else people will just suicide-run with the cheapest possible gear to get rid of outposts)
maybe the best solution would be to have 3-4 hard-coded alternative balances of the game which emphasizes different game-speeds(Better than trying to create a 'balanced' numerical variable that server admins could vary). <ul><li>Quick: 10-20 minutes long.</li><li>normal: 15-30 minutes long.</li><li>long: 25-60 minutes long.</li><li>epic: 45-120 minutes long.</li></ul>
what I'm suggesting is that when you create a server, you got the ability to change the speed that a game would take. the most important factors, in my opinion, to make a game longer is as follows:<ol type='1'><li>Upgrade time</li><li>Resource trickle</li><li>Hp on buildings</li><li>Construction time</li></ol>The numbers show which i personally believe need to have most time/stuff added. construction-time is not important in the big picture<i>(who wants to use 5 minutes on building a turret?)</i>. upgrade-time for new technology on the other hand is <i>( hard to win the game without the right technology, and it doesn't spoil the game too much for the mooks running around using their gamer-skills)</i>. Resources should also be slower to trickle in, but not as slow as upgrades<i>(units that upgrades uses resources, so more are needed when more deaths occur)</i>. HP on buildings is pretty important too(longer games requires more tenacious buildings, or else people will just suicide-run with the cheapest possible gear to get rid of outposts)
maybe the best solution would be to have 3-4 hard-coded alternative balances of the game which emphasizes different game-speeds(Better than trying to create a 'balanced' numerical variable that server admins could vary). <ul><li>Quick: 10-20 minutes long.</li><li>normal: 15-30 minutes long.</li><li>long: 25-60 minutes long.</li><li>epic: 45-120 minutes long.</li></ul>
Comments
If put into the game, I would be fine with it as long as it was CLEARLY presented before I join the game [server menu]. I don't care to play epic games that last 2 hours. I play for hours and hours each day gaming sometimes, but needs to have the option for the server to change the server name accordingly, so we are warned before joining.
For example, if we upped the HP of structures, this could induce the v1.04 days of Turret Farming.
Well, then we could balance that by making the building cost more. Sounds okay, but... the higher life forms running around will tool on the expensive 'rine buildings making a lost PG a greater hit in the pocket book where as a lost fade is peanuts.
Alright, so let's up the cost of upgrades, 'rines and aliens. Maybe we have something here...
Anyway, it would be great to be able to have variable length games. *Thumbs up* for the concept, but implementing it seems quite a daunting task of balance issues. The only surefire/quick way (in my mind) to preserve the current feel of the game yet have the game last longer or shorter would be to modify all properties at a fixed rate. This would not only include Res flow and HP, but map size, player speeds, rate of fire.
I think that is another reason why they created combat.