webrv
User
 Marquis
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Re:Html-based game - 2007/03/20 10:11
This is what i have on the documentation so long: though i'd still prefer you have a look at battlemaster.org over the weekend to get the general feel of that enviroment.
i like it since it is accessible with the lowest bandwidth since it uses very little graphics focusing more on gameplay and social interaction of the community:
Need Title still: Uncharted oceans? Since I already have website named unchartedoceans.com may as well use it.
Game will run on world map, not just a Caribbean map. However, i think to speed development, the 1st map will just be the caribbean until all bugs are sorted. So a catchy title like Caribbean-wars won’t work (and these days, everything including the word Caribbean is copyrighted and subject to 'patent laws'.. thx to the new pirate craze)
Player Goals: Self enrichment (gold/rank) via trade; piracy; service to your king. On a higher level: *expanding your country’s influence & power. Perhaps gain titles (a form of power giving access to other game features) from it. Money can be used for building bigger ships; port investments; barmaids.. er banks. (houses/ items(sword))
Players can:
Natural/expected: Pick a country to join. hire crew/repair ship. Travel to places Message other players
Attack ships (pvp piracy). Eg. Bounty on player from nation that lost much to him. Attack ports. (unlikely alone – see fleet admiral) unless port severely weak; out in nowhere.
Gain skills – eg. Leadership from combat, navigation skill for long trips. Provide benefits such as faster sailing.. ~less hours.
Depending on rank/titles, be assigned control over a port as governor or over a bunch of fellow player ships (=fleet admiral of certain port).
Defect to another country (with penalties) -eg. Governor of port may decide to become loyal to another country – could instigate a form of coup with his soldiers and raise the new flag. May face a peasant revolt depending on their loyalty and such to the old flag.. [see tLoyalty] -Normal ‘captains’ may wish to defect to a rival nation’s leadership (greener grass..) or become pirate.
Invest money in ports – may have been a mission from the king.. player may or may not complete it eg. Pirates could intercept him & the gold grant or the player may simply steal the money himself.. (Doubt he’ll get a mission like that ever again)
..as governor do: *Soldier drafting for port defense *Building defensive structures eg. Fort upgrades. *Give missions to captains eg. Asking a player to use his small ship for independent raids on other ports/ships (piracy) and split the profits 60/40.. (Another form of income and reducing the nearby threat levels) – However a fleet of beggars may be overpowering. *build ships to give to stranded colonists/pirates? order escort missions to ensure the safe arrival of a trade fleet. *change port allegiance to another country or form pirate port – ie. Neutral.
..as fleet admiral: Launch coordinated attack on ports often needed as it may be near impossible for single/solo player to conquer a 50gun fort with 300 soldiers in his 30crew; 6cannon trade vessel.
AI/npc:
*King: give quests /missions such as requesting captains to deliver peace treaties /ultimatums to an enemy king.. don't plan on having a human king of a nation for various extremely long reasons. *Shipwright: will allow captain to repair ships, refit cannons (replace culverins with actual 16lbs cannons); build new ship. *Market allow players (captains/governor..) to buy/sell trade goods. (A captain may want to buy a sword..)
Cron job does: (automatic end-turn activated script)
*handle economy
=‘Production’: Port produce a certain amount of sugar per week/turn, so each turnchange there has to be a increase on goods.. see table goods. Forcing players to try out different trade routes as good at ports may run out.
=Money: Cities in europa yield taxes Other ports have mainly trade, but if allied to a nation, that port pays a certain % of tradeincome to the owning country. Therefore: city gold= tax + tradeincome - maintenance(fort)-salary(troops) port = tradeincome (-20% tax to king’s coffers) –expenses.
=investment effects An investment on economy at a port may result in better farming methods and thus the crops may yield an extra +10 per turn. Affecting tGoods Portloyalty not handled by cron – should be instant update after and investment – you like someone immediately the moment you receive a gift, not 5 years after.
*edit: travel time update depending on a captain's ship-type(+enhancements/damage), he'll be able to move a certain amount of 'squares'/segments/sectors per turn eg. to reflect that a galleon moves slower than a Nao/clipper/sloop, the bigger ship should have a 2 sector movement while the sloop = 5.
*handle combat cron cycles through each sector number checking for opposing nations; calculates combat; and inform the players involved of the outcome.
Database example: (this is outdated) mm, how to add table code here with borders & all..?
tRelation
id |country |vs.eng |vs.fra |vs.spain 1 |england |null |peace |ally
tTown
id |portname |soldiers |fortlev |townlev |region |governor id |Florida keys |267 |3 |town |caribbean |Player-id -region is for wheather/agriculture townlev: City/village/trade-post..
tAllegiance/loyalty
Port-id France Italy Turkey Spain 5 - 10% 10% 80%
tEcon
Port-id |Econ-val |shipbuildlev |Current investment |Current wealth 4 |400 |455 |5000 |340gold (current wealth - info interesting mainly to pirates..)
tGoods
Port-id |sugar |coffee |wine more 45 |+4 |+50 |+10
TShipstat
id |Type |Hull-HP |Sail-HP |Max Crew capacity |CoreBuildtime 1 |Caravel |300 |40 |35 |24
Player stuff:
Pship Shipname |Type-id |Dam-sail |Dam-hull |crew |owner silly |2 |20% |0% |20 |Player-id Technote: saildamage will affect sailing speed ~ traveltime
Tplayer+skill
Acc-id |Username Pass Charname leadership sailing Titems Avatar url items eg: sword/shield
game options menu (what players wil read on their screen/what they can see/do) key: [1h] = one hour
*Profile view: where player can gloat over his avatar/stats/skills/crew/ships/titles.. *Account: email/name update.. *Travel: user select from a list of available’sectors’ around his current location and the traveltime to each. Depending on location some of the following will not be available. Eg. If in middle of sea. Each load a subscreen with more details
*Shipyard activities [?h-variable on shiptype] >> build new ship >> what type?; fix (which ship?) / scrap/sell (which ship?) -port shiptechlevel will affect buildtime
*Recruit men [2h] (interviews etc take time /depends on amount of men) >> men at this port cost 5gold each – how many? Your ship has capacity for x more.
*Pay salaries/divide plunder [5h to party the night away.. possibly more to recover and find missing sailors] *Invest >> how much? And in which field? Economy or shipbuilding tech.. add a description of each – an economic investment will increase tradegoods in the long run; shiptech investment will allow faster repairs at ‘this’ port.
If governor: Instigate Military coup >> are you sure? What country should we join – current loyalty is 70% to france.. Choices: 15 spain; 15 ottoman;..
Admiral: Attack port >> 5players are following you, total combat strength 300 port estimate 400 – proceed?
Topics not covered: Combat system (frigate vs. pinnace = frigate win?) Experience from sea travel + combat
Infiltrators: exactly what they can do - can be added later eg. sabotage of food stores or killing soldiers would be a simple [soldiers minus x in x town] process.
Ranks: In UW: squire......... duke - can't remember. In sid's pirates worked as follow: Captain= easier crew recruiting Major= cheaper ship repair Colonel= merchants trade more goods Admiral= cheaper ship upgrades Baron= easier recruit Count= free ship repair Marquis= merchants trade many more goods Duke= free ship upgrade ..but all this only for your country’s ports. Eg. A Spanish duke will not get the same service in a Dutch port. However, you would think he'll be treated well with a battleship parked next to a defenceless port...
NB. How does a player start off – as ship captain with crew and cannon, or start from sailor rank…. 1st option could result in way too many ships, also a way to cheat – ie. We need one more ship – quick, someone create another account!
Post edited by: webrv, at: 2007/03/20 11:27
Post edited by: webrv, at: 2007/05/14 09:07
Post edited by: webrv, at: 2007/05/14 09:17
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