Ending The Fight For Resources
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Dragon78114
MorbiusMonster
Slayer Noir
7 posters
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Ending The Fight For Resources
First topic message reminder :
In the Runespan, nodes last longer if more people are siphoning from them.
I like this. It means that rather than fighting over resources, people cooperate, trying to get eachother together to maximise everyone's XP yield. The atmosphere in the Runespan is far more friendly than that at, say, the Varrock Yews, and I think it's part of what makes the Runespan an enjoyable experience.
So, how could this concept be applied elsewhere?
Mining
Fishing
Hunter
Woodcutting
Anything else?
In the Runespan, nodes last longer if more people are siphoning from them.
I like this. It means that rather than fighting over resources, people cooperate, trying to get eachother together to maximise everyone's XP yield. The atmosphere in the Runespan is far more friendly than that at, say, the Varrock Yews, and I think it's part of what makes the Runespan an enjoyable experience.
So, how could this concept be applied elsewhere?
Mining
- Spoiler:
- -Rocks are replaced with veins. Mines become crescent shaped
-Veins give random ores when mined
-Different mines have different probabilities for their veins - for example, only mines with runite rocks currently in them would have a chance of giving rune ore in their veins
-Veins provide a small amount of experience per tick/swing of the axe, and experience upon successfully mining ore. This experience rate, while an improvement on the current, is the slowest experience gain but faster ore gain compared to my next idea
-Every so often, rocks will fall off creating "nodes" (they spawn a small distance away from the mineral veins). These grants much faster experience rate, but slower ore rate: i.e. the experience per tick/swing is much better, but the rate of ore is slower. The node-spawn rate is a chance when obtaining ore. The more people mining at a particular mine will increase the spawn rate due to more people potentially knocking them off
-Veins give either more XP or more ore when lots of people are mining them
-Cave distraction and diversion (similar to fire spirits) where you occasionally find a cave when mining mineral veins. These are instance based and only for you. Inside the cave will be chests, occasionally a giant of some description (fire spirit's loot table), or a water spring that you can wish at to gain a particular reward (such as bonus mining experience, or auto-banking for a small period of time, bonus experience rate, etc). Upon completing the little task inside, a micro-cutscene of the cave collapsing happens and you jump out back at the mine. (For realism's sake, it could always be "You feel a tremor, and jump out just in case." and so it's the same cave everytime, rather than one wall having lots of caves in it).
Fishing
- Spoiler:
- -Rather than fishing spots, all fishable coastlines/banks are now one long hitspot
-Players must prospect/bait the water to find a fishing spot
-The fishing spots are per world, and so you can work together to find them
-Bonus experience the more people that are fishing
-The spots go through phases. Active, Dispersing and Depleted. While dispersing, you can bait the water to attract them back
-You get bonus xp for being the first to locate a fishing spot and for baiting them; only one person needs to bait, but the bait is a consumable that someone must bring with them.
-The existing "bait" would be renamed "tackle".
Hunter
- Spoiler:
Um...
Woodcutting
- Spoiler:
-Ancient Trees?
Anything else?
- Spoiler:
- People could summon resources when they run out. You could have it so that it requires multiple people to recall an exhausted resource. Just as an addition to what we're toying with...
Last edited by Slayer Noir on Thu May 17, 2012 9:26 pm; edited 2 times in total
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Ending The Fight For Resources
Perphas some of your plane deas could be applied to mining
Duskcurse- Partisan
- Number of posts : 1367
Re: Ending The Fight For Resources
Mines now visually appear as crescent-shape formations with mineral veins on all the inner sides. These have a similar experience gain to RuneSpan creatures. They provide a small amount of experience per tick/swing of the axe, and experience upon successfully mining ore. This experience rate, while an improvement on the current, is the slowest experience gain but faster ore gain compared to my next idea.
Every so often, rocks will fall off creating "nodes" (they spawn a small distance away from the mineral veins). These grants much faster experience rate, but slower ore rate: i.e. the experience per tick/swing is much better, but the rate of ore is slower. The node-spawn rate is a chance when obtaining ore. The more people mining at a particular mine will increase the spawn rate due to more people potentially knocking them off.
Both the veins and rocks are multi-ore, and last for a similar length of time to their counterparts in Runespan (i.e. on a similar algorithm of players vs. total resources).
There should be a "cave" distraction and diversion (similar to fire spirits) where you occasionally find a cave when mining mineral veins. These are instance based and only for you. Inside the cave will be chests, occasionally a giant of some description (fire spirit's loot table), or a water spring that you can wish at to gain a particular reward (such as bonus mining experience, or auto-banking for a small period of time, bonus experience rate, etc). Upon completing the little task inside, a micro-cutscene of the cave collapsing happens and you jump out back at the mine. (For realism's sake, it could always be "You feel a tremor, and jump out just in case." and so it's the same cave everytime, rather than one wall having lots of caves in it).
Every so often, rocks will fall off creating "nodes" (they spawn a small distance away from the mineral veins). These grants much faster experience rate, but slower ore rate: i.e. the experience per tick/swing is much better, but the rate of ore is slower. The node-spawn rate is a chance when obtaining ore. The more people mining at a particular mine will increase the spawn rate due to more people potentially knocking them off.
Both the veins and rocks are multi-ore, and last for a similar length of time to their counterparts in Runespan (i.e. on a similar algorithm of players vs. total resources).
There should be a "cave" distraction and diversion (similar to fire spirits) where you occasionally find a cave when mining mineral veins. These are instance based and only for you. Inside the cave will be chests, occasionally a giant of some description (fire spirit's loot table), or a water spring that you can wish at to gain a particular reward (such as bonus mining experience, or auto-banking for a small period of time, bonus experience rate, etc). Upon completing the little task inside, a micro-cutscene of the cave collapsing happens and you jump out back at the mine. (For realism's sake, it could always be "You feel a tremor, and jump out just in case." and so it's the same cave everytime, rather than one wall having lots of caves in it).
Re: Ending The Fight For Resources
Love it, but it doesn't have enough cooperation-based elements in it in my opinion...
Last edited by Slayer Noir on Thu May 17, 2012 7:34 pm; edited 1 time in total
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Ending The Fight For Resources
Just making the veins give either more XP or more ore will sort it out
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Ending The Fight For Resources
But the rocks spawning at a rate that's increased by people mining the veins?
Re: Ending The Fight For Resources
Just not enough if you ask me
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Ending The Fight For Resources
In reality, maybe. In a game, no problem
Are we happy to officially change this from a discussion to a suggestion, by the way???
Are we happy to officially change this from a discussion to a suggestion, by the way???
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Ending The Fight For Resources
OP updated, name changed, this is now officially a suggestion
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Ending The Fight For Resources
Fishing needs to be released like tomorrow or something. I swear I'm going to an hero...
Re: Ending The Fight For Resources
Fish Flingers could potentially be the answer to fishing. So I've understood, the fishing conditions are global per competition: players can share the information. Think of it as a game of mastermind where you can tell other players the answer once you've figured it out.
Fishable waters would be coloured differently to your usual water, to distinguish it, but in fishable waters the entire area is open for grabs. Players throw out a line and wait for a bite; and are required to search the area until they get one. Fishing experience is earned per tick on the water (searching for fish is valuable experience). Once you've found the fish, you will begin fishing: hauling in fish and auto-returning to the same spot. Moreso, while fishing, you have to select the correct bait and hook from the tackle box. The tackle display will appear above the inventory in free-display mode, or snug in the bottom-right corner of the game screen in bound-display mode (it can be minimized). Selecting the correct bait will increase the probability of a specific fish, and the hook will increase the speed of catching fish. Each time a spot "depletes", the fish's preferences will change.
Cage and net fishing will be unaffected.
Or something to this degree.
Fishable waters would be coloured differently to your usual water, to distinguish it, but in fishable waters the entire area is open for grabs. Players throw out a line and wait for a bite; and are required to search the area until they get one. Fishing experience is earned per tick on the water (searching for fish is valuable experience). Once you've found the fish, you will begin fishing: hauling in fish and auto-returning to the same spot. Moreso, while fishing, you have to select the correct bait and hook from the tackle box. The tackle display will appear above the inventory in free-display mode, or snug in the bottom-right corner of the game screen in bound-display mode (it can be minimized). Selecting the correct bait will increase the probability of a specific fish, and the hook will increase the speed of catching fish. Each time a spot "depletes", the fish's preferences will change.
Cage and net fishing will be unaffected.
Or something to this degree.
Re: Ending The Fight For Resources
Say, 3mpty, you can use your administrator powers to edit other people's posts, can't you? Do you just wanna edit my OP to add in your ideas as you see fit?
As for the fishing, be careful not to ruin Fish Flinger's niche.
As for the fishing, be careful not to ruin Fish Flinger's niche.
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Ending The Fight For Resources
Then I'm very much confused :S
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Ending The Fight For Resources
In a busy world you compete with other players for the best catch.
Re: Ending The Fight For Resources
So how does that make it a solution to competition for resources?
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Ending The Fight For Resources
Sooo any news on this?
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
Re: Ending The Fight For Resources
We seem to have mining figured out. Fishing is mostly 3mpty's ideas so far, so I figured he might want to finish it off. Woodcutting and Hunter need work.
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Ending The Fight For Resources
SO how about if for hunting we have huntig safaris or hunting parties, we could also have fox hunting using dogs, or convict hunting, you know, tracking them, capturing htem, and hten handing them over local authorities
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
Re: Ending The Fight For Resources
3mpty, if your ideas are all over the place, tidy them up. I'm certain there are some gems hidden in there.
And Dusk, I rather like your ideas. Hunting safaris or hunting parties. Both could be concepts worth working with.
And Dusk, I rather like your ideas. Hunting safaris or hunting parties. Both could be concepts worth working with.
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Ending The Fight For Resources
I don't wanna rip of Fish Flingers though. I've experience my first game today with multiple people... we helped each other catch the best fish. It felt awesome... if sacrificing a minigame for the greater good is required to have fishing always feel like that: so be it!
Re: Ending The Fight For Resources
Are you sure you can't create an alternative that achieves the same?
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
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