Multiplayer scenario suggestion: Proxy wars.
Posted: Tue Aug 23, 2016 9:54 am
I've had this idea for a while but I never thought to come and request someone here make it. I've been told by another modder on another forum that it should be relatively easy to make for Factorio but they didn't want to spend effort on it. Thus, I come here, wondering if someone else would like to take on the challenge.
The scenario is simple: Every player who joins the server is given their own plot of land to build their factory on. Every plot is identical, so there's no imbalance. On top of having their own plot, however, every player has visibility into an arena. As the player builds their factory, they are given the opportunity (through a UI element, I'm thinking) to spend some of their resources to hire biters and spitters. The larger the quantity of resource given, the more numerous the army they build. The better the quality of the resource given, the greater the evolution of the army they build. Then, every five or ten or twenty minutes, the armies of each player have a free-for-all battle in the arena. Whoever has an army left over at the end of the battle gains a point. First to 10 or 20 or 50 points wins! You'll notice I left some variability in here for balancing the final game, there's plenty of spots to change things around.
I think this would make for a fantastic mode because as some folks may spend early, they are also unable to invest into furthering their factory early, so there's a bit of a balancing act going on where the player has to consider how much they should invest in the army. At no point does any player know how much another player has invested until the battle in the arena starts.
So, having now described the mode, I am wondering if anyone would like to take up the coding side of it! Aside from offering a full design document detailing all required aspects of the game (things like balance numbers and which resources to apply, spawn points, how the player's location should be mapped, whatever else you need that is a "decision" to make about designing the game, etc) I can also be on hand to do basic scripting work (I'm a great editor, just a terrible constructor) and balancing tests. This isn't just a "here's a thing, make it for me" kinda deal, I'm fully willing to be involved. I also have plenty of friends willing to try this out as we create it, I just really can't find anyone with enough smarts to code it up.
Any takers?
The scenario is simple: Every player who joins the server is given their own plot of land to build their factory on. Every plot is identical, so there's no imbalance. On top of having their own plot, however, every player has visibility into an arena. As the player builds their factory, they are given the opportunity (through a UI element, I'm thinking) to spend some of their resources to hire biters and spitters. The larger the quantity of resource given, the more numerous the army they build. The better the quality of the resource given, the greater the evolution of the army they build. Then, every five or ten or twenty minutes, the armies of each player have a free-for-all battle in the arena. Whoever has an army left over at the end of the battle gains a point. First to 10 or 20 or 50 points wins! You'll notice I left some variability in here for balancing the final game, there's plenty of spots to change things around.
I think this would make for a fantastic mode because as some folks may spend early, they are also unable to invest into furthering their factory early, so there's a bit of a balancing act going on where the player has to consider how much they should invest in the army. At no point does any player know how much another player has invested until the battle in the arena starts.
So, having now described the mode, I am wondering if anyone would like to take up the coding side of it! Aside from offering a full design document detailing all required aspects of the game (things like balance numbers and which resources to apply, spawn points, how the player's location should be mapped, whatever else you need that is a "decision" to make about designing the game, etc) I can also be on hand to do basic scripting work (I'm a great editor, just a terrible constructor) and balancing tests. This isn't just a "here's a thing, make it for me" kinda deal, I'm fully willing to be involved. I also have plenty of friends willing to try this out as we create it, I just really can't find anyone with enough smarts to code it up.
Any takers?