LOL guys... I am ready to start a new map idea and I need feedback and what you think.
The name of the map is "Capitalism" are you ready to start your buisness?
The game has a simple objective: Put all the other players out of buisness.
Game Idea and setup;
The map will be a small city with several streets and places to build along those streets.
You start with enoug money to open 1 Shop and hire 10 workers.
When the game starts you can purchase a LOT of your choosing to start your buisness and place your barracks or shop.
There are many items you will be able to sell for example. Roots, Meats, Metals, and novelties.
As a buisness owner, you will purchase workers to auto gather things to sell from the surrounding forest and city.
Some of the more rare items may be dangerous places to send gathers but well worth the money if they return
The map has hundereds of Non Player units that roam the streets and city .
The way you get people to come in to your shop is to pay for advertising.
You actually purchase signs that cause units to have a greater probability of walking to your shop and purchasing items.
When a NPC comes near a shop, triggers and luck will dertermine if it walks in.
Every 5 minutes or so new LOTS will open up for auction. Some lots are in better places with more NPC's or near competitors you want to steal buisness from.
Sales. You can have sales. You set the price of the goods you gather. You can then have sale signs that intice NPC's to come to your shop.
You may also trade with other players and buy items from thier shops with your saleman unit to sell at your own for a profit.
For example. Meat may be expensive in the city but cheap on the outskirts.
Also if your shop is close to someone elses who is selling mandrake root for 30 minerals and has alot of buisness, maybe you should sell your mandrake root for 20 minerals, even better if you got it for 15 from the Stock Market 5 minutes ago lol.
The game isnt just about when and where to place your shop, but how to invest in advertising and workers and when to buy and when to sell.
Advertising is a doodad sign that can be placed anywhere on the map ( for a fee of course)
UpKeep. It takes money to keep a shop open. By stealing other peoples buisness the UPKeep will ultimatley cause them to close thier shop, mortage it or move locations.
The STOCK MARKET. This will be a global market that everyone can buy from. It someone flood the market with beef, the price of beef will fall and you may want to buy it low so you can sell it later in the game when demand comes high.
Workers. You purchase workers to auto gather. They roam the forest and villages or herd cattle. Market conditions and weather and town events can change what is selling and what is not. Hell even pure luck. Some NPC may randomly purchase 200 pounds of beef from one of your stores if you get lucky.
NPC's : These are the engine of this game. They auto spawn and have certain items they are looking to buy or maybe sell. They wander the city and look for sales or just happen to walk in to the closest shop. I will control this with a trigger system and random variables.
They are what makes everyone money. They may tend to want different items depending on events or wherer they spawn. Some of them have alot of money to spend and some of them are broke. When an NPC spends its money, it is removed from the game... There will be 100-200 of these people living throughout the map.
Here are some of the Roots you will be able to sell:
BELMART: The dark green leaves of the belmart bush can be used to con coct
a prevetative medicine against disease and poisons
BLACK LOTUS: The pollen of the black lotus is used in the preparation of
an extremely potent inhaled poison
GULMOND: The leaves of the gulmond bush, found mostly in the Svellt Valley
to the east of the Orcish Lands, are famous for increasing strength and
endurance.
ILMEN LEAF: This is a weak halluci nogen imported from the south. The
leaves are usually smoked and their vapors are said to calm even
berserkers.
KAIRAN: This fern plant only grows under water. It is extremely rare and
is collected mostly along the shores of Nine Eyes Lake, though it can on
occasion be found in other Lakes and ponds
KUKRIS: A deadly poison of almost immediate effect. It is extracted from
a southern clinging root and is ex tremely expensive
MANDRAKE: This common root often grows in approximate man shape and is the
base of many magic potions It can be found mostly in forest areas and wet
grasslands.
MENCHAL: This cactus from the edge of the deserts is a po tent
antidote to various poisons.
OLGIN ROOT: The roots of the this moss species build up a resistance
against all kinds of poison and disease. Unfortunately, olgin root is very
rare and thus extremely expensive
also Items like BEEF, CORN, Metals, Maybe even weapons or potions.
I know it will be a large project but I think it might be fun... thoughts?
I see some problems: The system is very complicated so it will need a lot of code and it will be hard to teach players how to play.
Also you need a lot of content for it to be fun.
But if you are feeling up to it, this map could acutally be fun if you can pull it off. It's just that since it's a simulation it's very easy to push it to a complexity where players just plain don't understand it anymore.
Sounds extremely awesome, but also like a crapton of trigger work. i wish you best of luck, and if you need help with anything feel free to PM me and ill do everything i can to help :) Also, please put me on the beta testers list right away :)
1st of all. In regard to the complexity. I plan on starting with a simple set of trigger rules then moving on from there. For example, a NPC will ask itself the following "Trigger Questions" every turn.
1. Where is the closest 3 shops that have what i want to buy?
2. Which is cheapest?
3. A Probability (roll of the dice which one i will choose
these 3 factors will generate a score. Which ever shop gets the highest score is where the NPC will go to shop.
I will then increase complexity as the game develops.
I love the factory idea... A way to take your resources and build better items that are worth more from raw materials. Good idea. If you played teams.. your teammate could gather metal, and you could gather wood.
Together you could sell swords with wooden handles on the market.
As far as Offensive abilities... I want the game to stay more along the lines of managment and not micro. As far as someone to attack other shops...... thats a fine line to cross. I would perfer you attack them economically. I will have to think about that,
LOL guys... I am ready to start a new map idea and I need feedback and what you think.
The name of the map is "Capitalism" are you ready to start your buisness?
The game has a simple objective: Put all the other players out of buisness.
Game Idea and setup; The map will be a small city with several streets and places to build along those streets. You start with enoug money to open 1 Shop and hire 10 workers.
When the game starts you can purchase a LOT of your choosing to start your buisness and place your barracks or shop. There are many items you will be able to sell for example. Roots, Meats, Metals, and novelties. As a buisness owner, you will purchase workers to auto gather things to sell from the surrounding forest and city. Some of the more rare items may be dangerous places to send gathers but well worth the money if they return
The map has hundereds of Non Player units that roam the streets and city . The way you get people to come in to your shop is to pay for advertising. You actually purchase signs that cause units to have a greater probability of walking to your shop and purchasing items. When a NPC comes near a shop, triggers and luck will dertermine if it walks in.
Every 5 minutes or so new LOTS will open up for auction. Some lots are in better places with more NPC's or near competitors you want to steal buisness from.
Sales. You can have sales. You set the price of the goods you gather. You can then have sale signs that intice NPC's to come to your shop. You may also trade with other players and buy items from thier shops with your saleman unit to sell at your own for a profit. For example. Meat may be expensive in the city but cheap on the outskirts. Also if your shop is close to someone elses who is selling mandrake root for 30 minerals and has alot of buisness, maybe you should sell your mandrake root for 20 minerals, even better if you got it for 15 from the Stock Market 5 minutes ago lol.
The game isnt just about when and where to place your shop, but how to invest in advertising and workers and when to buy and when to sell.
Advertising is a doodad sign that can be placed anywhere on the map ( for a fee of course)
UpKeep. It takes money to keep a shop open. By stealing other peoples buisness the UPKeep will ultimatley cause them to close thier shop, mortage it or move locations.
The STOCK MARKET. This will be a global market that everyone can buy from. It someone flood the market with beef, the price of beef will fall and you may want to buy it low so you can sell it later in the game when demand comes high.
Workers. You purchase workers to auto gather. They roam the forest and villages or herd cattle. Market conditions and weather and town events can change what is selling and what is not. Hell even pure luck. Some NPC may randomly purchase 200 pounds of beef from one of your stores if you get lucky.
NPC's : These are the engine of this game. They auto spawn and have certain items they are looking to buy or maybe sell. They wander the city and look for sales or just happen to walk in to the closest shop. I will control this with a trigger system and random variables. They are what makes everyone money. They may tend to want different items depending on events or wherer they spawn. Some of them have alot of money to spend and some of them are broke. When an NPC spends its money, it is removed from the game... There will be 100-200 of these people living throughout the map.
Here are some of the Roots you will be able to sell:
BELMART: The dark green leaves of the belmart bush can be used to con coct a prevetative medicine against disease and poisons
BLACK LOTUS: The pollen of the black lotus is used in the preparation of an extremely potent inhaled poison
GULMOND: The leaves of the gulmond bush, found mostly in the Svellt Valley to the east of the Orcish Lands, are famous for increasing strength and endurance.
ILMEN LEAF: This is a weak halluci nogen imported from the south. The leaves are usually smoked and their vapors are said to calm even berserkers.
KAIRAN: This fern plant only grows under water. It is extremely rare and is collected mostly along the shores of Nine Eyes Lake, though it can on occasion be found in other Lakes and ponds
KUKRIS: A deadly poison of almost immediate effect. It is extracted from a southern clinging root and is ex tremely expensive
MANDRAKE: This common root often grows in approximate man shape and is the base of many magic potions It can be found mostly in forest areas and wet grasslands.
MENCHAL: This cactus from the edge of the deserts is a po tent antidote to various poisons.
OLGIN ROOT: The roots of the this moss species build up a resistance against all kinds of poison and disease. Unfortunately, olgin root is very rare and thus extremely expensive
also Items like BEEF, CORN, Metals, Maybe even weapons or potions.
I know it will be a large project but I think it might be fun... thoughts?
Wow... im not asking any hard technical questions or triggering or anything... just wondering if it would be a map worth making...sigh
I like it.
Regarding the roots/materials, is there going to be item crafting/refining? You can build like a factory somewhere to increase the value of goods.
And what about offensive abilities? For example, hiring someone to trash another player's store, or similar.
But overall I like the concept, I believe it could be very fun to play.
@BudSMoken: Go
Well it might be something people would enjoy.
I see some problems: The system is very complicated so it will need a lot of code and it will be hard to teach players how to play. Also you need a lot of content for it to be fun.
But if you are feeling up to it, this map could acutally be fun if you can pull it off. It's just that since it's a simulation it's very easy to push it to a complexity where players just plain don't understand it anymore.
Sounds extremely awesome, but also like a crapton of trigger work. i wish you best of luck, and if you need help with anything feel free to PM me and ill do everything i can to help :) Also, please put me on the beta testers list right away :)
thanks for some feed back
1st of all. In regard to the complexity. I plan on starting with a simple set of trigger rules then moving on from there. For example, a NPC will ask itself the following "Trigger Questions" every turn.
1. Where is the closest 3 shops that have what i want to buy?
2. Which is cheapest?
3. A Probability (roll of the dice which one i will choose
these 3 factors will generate a score. Which ever shop gets the highest score is where the NPC will go to shop.
I will then increase complexity as the game develops.
I love the factory idea... A way to take your resources and build better items that are worth more from raw materials. Good idea. If you played teams.. your teammate could gather metal, and you could gather wood. Together you could sell swords with wooden handles on the market.
As far as Offensive abilities... I want the game to stay more along the lines of managment and not micro. As far as someone to attack other shops...... thats a fine line to cross. I would perfer you attack them economically. I will have to think about that,
Be sure to use the big doodad signs with the Blizzard logo.
Here is some concept pics I created.
All those barracks I am actually using as a tool for measuring distances and street spacing. They will be removed at some point.
Sounds like it could be good, if you make it right.
Great idea it reminds me of the good ol flash game Lemonade stand, except multiplayer and competitive (meaning awesome)