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Originally Posted by jcubes
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bPerhaps some type of game where there's a "grid" that comprises the play area and then people in the MMORPG would occupy or HOLD a grid area. Kinda like risk and make it persistent. You would fortify your positions and when you are offline it uses a risk type system to determine if your armies hold against the onslaught... since it's 2-d you could have PPC and PC clients that connect to the same back end...
You would get RISK junkies on board since it would be like a HUGE persistent game of risk. And you could have different units that would have better attack vs defense capabilities... ok now I really rambled... hope it helps :-)
For those of us who played starfleet command 1-3 it's like the dynaverse idea they had.
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That does actually share a few concepts with one of my favourite ideas, though I was thinking more along the lines of a RPG with a twist. I'm trying to design it in such a way that the world can be small at first and become huge, with players able to own land and build.
I'm considering an offline system so that you can play in a kind of sandbox when offline in a way that can benefit you online. That obviously opens up a whole can of worms with regard to people faking it and cheating though, but I'm thinking on the lines of making it so you can only do things like practice, rearrange items you've already got (not get new ones) and perhaps earn experience points at a much lower rate than when online and with a low daily cap (i.e. you play for an hour offline and get at most the same experience as playing an average 20 mins online - and if you play for longer you get nothing). If the land idea works out you might also be able to do cosmetic non-critical things to your home estate while offline.