Goals
A truly strategic online multiplayer game
Means
Actively prosecute micromanagement
Provide advisors to implement strategic decisions, even in absence of the player
Protect playability by using reputation
Canvas
Supply chains of enormous complexity (orders of magnitude more complex than Settlers TM)
Tutorial
Players start as hired work force for other players/bots
Gameplay
Players engage in contracts with each other
There is always a risk of your partner failing - use insurance, redundancy, and reputation
Side effects
Social networking
References
Settlers
SimCity
x-battle
* Tycoon
Challenges
Language for contracts
Language for strategic plans
Miscellaneous
Transport topology - relevant or not? A spectrum from vital to relevant to cosmetic to non-existant.
Ownership of land lots. Parceling?
And other real estate.
Roads and tolls. Ports and airports. Railroads and stations.
Factories.
Carriers.
Financial: loans, deposits, transfers. Stocks? Derivatives?
Legal: contracts and lawsuits. Bankruptcy.
Insurance.
Market. Sales. Advertising. Media.
Warehouses.
Retailers.
Residentials. Rent.
Packaging.
Energy.
Communications.
Business processes as property.
Research.
Strategic map - towns (municipalities) as points with attached ports, industries, and population. Connected by roads, railroads, water and air transport.
Town map - grid (or polygonal map?) of land lots.
Industries
Aerospace, food, agri, auto, chem, energy, electronics, machinery, medicinal, metal, entertainment, textile, wood&paper
Pilot Scope
Only strategic map.
Simplified economy (only parts of raw resources and industries, some transportation - roads and water, maybe energy, no sales, no financials, no legal, no insurance). Basically Middle Ages, or even antiquity - except for workforce.
No military conflict.
A game is a set of towns, plus a connectivity matrix or two (roads/water).
Each town contains population, industries, materials; and has attached raw resources availability (lumbering/farming/fishing/mining for several minerals).
Towns/neighborhoods have limited capacity for industries, so that supply chains are forced to distribute across towns.
Maybe: using vector maps to bridge the gap between strategic/town maps - there are just various LODs.
Still need some atomic map unit for purposes of logistics (site?).
Maybe: each facility' design has some polygonal footprint plus rules for internal logistics. These footprints can be freely rotated, and can have requirements on their placement (water, resources, etc.).
Research GIS systems.
3D -> features (peak/pit/pass/ridge/valley) -> drainage network -> resource distribution
http://www.carto.net/papers/svg/samples
http://www.carto.net/papers/svg/mapbrowser/index.svgz
Tuesday, October 9, 2007
Ideas
Labels:
contracts,
design,
economy,
implementation,
plans,
playability,
reputation,
social networking,
topology,
trust
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