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Game Ideas

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Feb 8th, 2016
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  1. When a player enters the lobby, they are greeted with a UI on what server they want to depart to and the 'population' of each. Each server is given a random 5-lettered string "key-code"
  2.  
  3. The servers are essentially the actual game, and they are given key codes because the actual game consists of around 48 different servers and there are key features a king (or the players) have that require some form of identification.
  4.  
  5. When they go to one of the servers on the UI, they are greeted with another UI that has a map and the words "Pick an empty region"
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  7. When they pick an empty region, they will be greeted with a message saying "Are you sure you want this region?" with a YES or NO answer. If they pick yes, they are teleported to their region.
  8.  
  9. The map shown here will be an ideal visualization and explanation.
  10. http://prntscr.com/a0e4yv
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  12. The P1-16 in Region 1 is the players regions they choose upon joining the 'server'.
  13.  
  14. P1 is the king. The king can issue global commands to people, and can spectate other players by teleporting to their region. (all players can "spectate" other regions), they can basically free-cam around the place with 0 interaction. However, there must be a button that says "return to original region" this would bypass the free-cam mode and essentially spawn you in at your spawn point as a player like in the beginning.
  15.  
  16. However, since the server wouldn't exist (0 player servers would automatically delete themselves), I will add a feature where they will have their progress saved in a table until they return to their home base.
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  18. In the scenario their home base gets attacked, they will automatically receive a message saying "HEY, YOUR BASE IS BEING ATTACKED DIMWIT!" and they would be teleported immediately back into battle, at their spawn point, with their base fully loaded..
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  20. This will be incredibly hard to script, but I think its possible :)
  21.  
  22. Now. Battles are more.. interesting.
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  24. There are going to be two types of battles, offensive and defensive battles. Defensive battles are what was stated earlier, but I will explain offensive battles.
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  26. In the link given above, with the picture of the map, you see in the center a very interesting explanation. It reads "If one nation captures anothers territory, it belongs to them, as well as the player." .. This is entirely true.
  27.  
  28. In the case a nation taking the offensive kills off a players base, the players base becomes the attacking nations. The player is forced to join their nation instead of run back to their nation.
  29.  
  30. (To reduce confusion, I'm calling the "region1, region2, and region3" areas a nation.)
  31.  
  32. In the case a nation taking the offensive does not manage to kill a players base, the players base survives the attack and can stay in their nation instead of being captured.
  33.  
  34. That's the battling system, in short. There are more detailed attributes such as base damage, what needs to be destroyed for the enemy to win, etc, but I think I'll cover that some other time.
  35.  
  36. Let's talk about the base itself now.
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  38. With the base, theres going to be either one of the two systems in mind.
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  40. One, the players base is capable of being fully destroyed, this means any walls or buildings can get destroyed. The player will have a special building that will be considered the 'jackpot' 'center' 'town hall' (clash of clans dont sue me pls) ... stuff like that. This "special building" , when destroyed, will immediately declare the battle a win to the enemy team. If the enemy wins, the player will have to restart their base at the same spawn point. They will have nothing , and would have to make another "special building". This time though, they have 50% less cash income due to being a liberated region. (I don't condone slavery, I swear!!)
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  42. Two, the players base will have a "total HP". That HP can be lowered by enemy units charging to the bases position. Of course, the HP of the base will be exponential. However, the enemy could easily overwhelm them. Therefore, I'm thinking about adding some form of "base defense" with option two, that can lessen their armies power , either by physically killing the units attacking, or by making the wall take less damage. This method would probably require more algebraic equations and would be more boring ~_~
  43.  
  44. For the time being, I'm going to stick with option one.
  45.  
  46. Now I'll talk about some specific things within a town.
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  48. You have... the "special building".
  49. The special building is the core of the base, it's likely to get targeted so its also the best thing you should defend.
  50.  
  51. You have... the NPC's.
  52. The NPC's do all the tasks around the base. This includes, but not limited to... Hunting, Gathering Food, Mining, Reparing, Shooting Cannons, Using any form of base defense, etc etc etc
  53.  
  54. You have... the military units.
  55. The military units are interesting as well.
  56.  
  57. You have two types of military units. Base defenders and attacking units.
  58. Attacking units are usually far more massive in numbers, so its better not to render in about 100,000 troops as actual humanoids.. but rather have the following, as I explain more about attacking units...
  59.  
  60. Attacking units have their own little user interface. The player opens that interface, and they have an entire screen with different types of units they can train. There will be subcategories, being "Ground", "Air", and "Vehicles". If you open one of those subcategories, lets say ground units, it'll pull up another menu with all the ground units you have to spare. What you can afford will be fully visible, but what you can't afford will be semi-transparent. You will have 3 buttons for every unit. A little UI
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