Research teams
Posted: Fri Oct 19, 2018 6:12 pm
I feel like this wouldn't just help the game, but I feel it's necessary for any pvp aspect of the game.
This is my idea. When you join/host a multiplayer game, you can initiate a research team. You are the leader of that particular research team.
You can invite others to join it, put a password on it that other users may join in if they know the password, you can kick people from it, or you can keep it exclusive towards you. You can also set a default research team that players are automatically assigned to upon entering a multiplayer game.
You'd have options upon creating a new multiplayer map, such as lock research teams, or disable research teams, meaning everyone is on their own. You can also set the maximum (or unlimited) number of players per research team. You should be able to select whether or not players can be kicked from research teams, or if they have to leave on their own accord once they join.
If all players leave a research team, it vanishes. If the leader of a research team leaves the research team they created, leadership goes to the next in line, the second person that joined, or the leader can pass leadership before leaving.
It's kind of like a party system, I suppose. (Maybe it can be? For automobile interaction and such?)
Once you place a science lab, it is automatically assigned to your research team. All research that takes place is attributed towards the members of that research team. If a player previously has not researched something, they can join a research team and have those technologies available to them, though they will not retain those researches after they leave the research team UNLESS they were in the research team for the entire duration in which the research was being studied. Of course, that can be modified to suit the desires of the devs.
The reason I believe this is not just important, but crucial, is because it allows for a pvp experience in multiplayer. If I create a public multiplayer world, I may enjoy seeing other players join up, if they'd like to build up a big base and wage war with me, that's awesome. I love a good battle.
However, if another player joins, starts researching different crap to try and kill me while I'm researching oil refinement or something, I just end up getting annoyed. If my friend and I want to wage war with a third person, and we've agreed on a research branch, we don't need that third person changing our weapons research to turret research. How fair is that?
Coop gameplay is fun in games like this, but I want to have the freedom of dueling empires.
I could see this evolving to include robot AI in the future, to ensure that robots don't cross into enemy boundaries and start stealing resources, though that'd be pretty funny.
I'd love to hear any suggestions to improve this idea.
This is my idea. When you join/host a multiplayer game, you can initiate a research team. You are the leader of that particular research team.
You can invite others to join it, put a password on it that other users may join in if they know the password, you can kick people from it, or you can keep it exclusive towards you. You can also set a default research team that players are automatically assigned to upon entering a multiplayer game.
You'd have options upon creating a new multiplayer map, such as lock research teams, or disable research teams, meaning everyone is on their own. You can also set the maximum (or unlimited) number of players per research team. You should be able to select whether or not players can be kicked from research teams, or if they have to leave on their own accord once they join.
If all players leave a research team, it vanishes. If the leader of a research team leaves the research team they created, leadership goes to the next in line, the second person that joined, or the leader can pass leadership before leaving.
It's kind of like a party system, I suppose. (Maybe it can be? For automobile interaction and such?)
Once you place a science lab, it is automatically assigned to your research team. All research that takes place is attributed towards the members of that research team. If a player previously has not researched something, they can join a research team and have those technologies available to them, though they will not retain those researches after they leave the research team UNLESS they were in the research team for the entire duration in which the research was being studied. Of course, that can be modified to suit the desires of the devs.
The reason I believe this is not just important, but crucial, is because it allows for a pvp experience in multiplayer. If I create a public multiplayer world, I may enjoy seeing other players join up, if they'd like to build up a big base and wage war with me, that's awesome. I love a good battle.
However, if another player joins, starts researching different crap to try and kill me while I'm researching oil refinement or something, I just end up getting annoyed. If my friend and I want to wage war with a third person, and we've agreed on a research branch, we don't need that third person changing our weapons research to turret research. How fair is that?
Coop gameplay is fun in games like this, but I want to have the freedom of dueling empires.
I could see this evolving to include robot AI in the future, to ensure that robots don't cross into enemy boundaries and start stealing resources, though that'd be pretty funny.
I'd love to hear any suggestions to improve this idea.