The Mysterious "Death" of islands, and island sugg

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Arklari
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The Mysterious "Death" of islands, and island sugg

Post by Arklari »

We Don't know how it happens, or when. It just does. help us to make this more interesting by posting here feedback and junk ;]
Some ideas for an island/world whatever your calling em today.
1. Have the economy make a sudden change, :] Like adding new items to the island and new buildings. Say the World starts with, 10 buildings, maybe once like 2 or 3 of eachj of those building are made, add new ones.
2. Another idea would be a "Research Center" that could research buildings to make (An item called "Research: Weapons" ) Say you'd need that perticual "Research" to construct a building, However, Researches come and go so it changes rapidly what researches can be made, So when there all used up that building cant be built unless you build an "Artifact Research Station" which can research all the old techs
Add reward for being in top ten like if your first to max fam members you get oh say 100s to each fam member 200s to leader.
OR maybe have researchs upgrade technologies, say "Improved Motivation" decrease costs of production and time of it by 20%.
Add some kind of Networth bonus, like if u get 10,000 networth u get a bonus skill of your choice
Maybe have the map change a bit :D, say like Oooo and asteroid hit here, lets add a volcano :P

Change the models of building every so often, change the grass, the entire look and feel of the game, like every 10 game years, give the people something new to look at, because when u see a HUGE BANK insteead of the crappy wood one you think "Ooooooo Nice something new" instead of well, it's a bank and it's wooden... how unoriginal"

Just my two dollars :P
-Arklari Of Wonders
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hedgehog
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Post by hedgehog »

nice post :)

a few thoughts:
sudden economic change is prolly somethin happening both in the current zoric, reine and zion i s'pose. the real clicher is to not make the underlying economic parts to get to the "next level" feel like drudgery.

concept two in yer post is pretty much reine roja. you should play that when it comes out if yer into that kinda thing.

idea three is more a code thing. leveling up your skills is on the TDL afaik, but i do like your idea of having building production modifiers embedded in the employee even further like that. one thing that's either in here or on squish from awhile back is the idea that if you level up the building skill that you have a building constructed by already, you can "upgrade" that building to make additional products, or affect the srp, etc. all-in-all fun game ideas, but not sure it addresses the larger problem with apathy at the generally routine moneymaking process(es)

idea four..if you already have that much networth....well, you get the idea :)
maybe a skill that's not previously available on the island i guess, but that's a bit of a leg up for someone who's already prolly doin too well. that and it doesn't solve that initial 30 hour hit of "...why exactly am i bothering with this again?"

i like the map events concept, but i'm a bit concerned that would just confuse regulars and newbies alike....the rules of a particular server have to be explained enuf as it is, even when it's a relatively familiar set of conditions.

i'm quite fond of the server sort of automating it's own events really... you get the boat, so you can finally make it to the hornball course. you get the airplane, so you fly to the secret blocked off location and get cool add-ons for the v2, and suddenly an old early vehicle has jetpacks and such.

i guess there's the thing really, coming up with enuf "wee! we made 50 wood, now it's party time!" events that there's enough feel of advancement and increasing liberties, similar to a single player game. i've been thinking of a few ways that perhaps economies could be constructed that would be entirely singular - i'm thinkin the real fun will be once we figure out an advancement system that slowly unlocks the various subgames in a way that's secure to the all around economy that's being played, as well as givin' the players something to write home about after 12 hours of transfering wood pulp.

yeh, good stuff all of the above, but my big curiosity is the timing of it all. when to have what happen when.
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Post by zaroba »

could increase the deneri per sheckle by 1d every game year :P
that'd yield some interesting results by the end of the island.
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Post by hedgehog »

lol, inflation island? :)
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Post by Spider »

I don't know of any of the economic islands which have ever died out unless they were dead to start with. The economic islands always have great longetivity because there are always new people who are willing to have a go at making money. The reasons an economic island which has been going well then dies out is if
1) The economy is based on expansion and then, when space suddenly runs out, theres no where to expand (quite hard to do though)
2) a mysterious shortfall in the amount of people who can enter the island(not entirely impossible-after all look at Reine Blanche, as soon as Tom came back my computer experiences problems, as does Duke-now imagine if we all owned the major buildings)
3) a group of players trying to make the economy crash (not very self sustaining as they will eventually run out of money)
4) Another economy island opens up and suddenly everyone floods into it

In other words, it is quite hard to make a well designed economy island to crash, as it is quite autonomous. Also, deaths of the island can also appear to happen due to lots of people joining due to its "Newness" and then leaving when bored. But those types of islands are dead anyway, because their population are not "serious"

and as for Reine Blanche, a way to stop people getting bored, would be to make materials a lot easier to make and get. Peopel often find it hard to maintain interest when its hard to build anything at all when the material producing building is so expensive theres only one of them. Of course, this could make the development of stuff faster...
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Post by hedgehog »

and as for Reine Blanche, a way to stop people getting bored, would be to make materials a lot easier to make and get. Peopel often find it hard to maintain interest when its hard to build anything at all when the material producing building is so expensive theres only one of them. Of course, this could make the development of stuff faster...
really? when i started as a normal player i had a tree farm with my start cash, and went on my merry way of making cash.

i think missing the second half was probably unfortunate too...by the end there were dozens of facs in every industry gushing resources. all were in use, all sold and bought stuff unless they were trying to prevent enemy piracy. none of the usual family tricks of locking people out, and having 30 noob farms that don't sell/buy/have invest.
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