So while browsing the forums today I came across this topic, and for the most part agreed with OP for once. But in retrospect you're playing a Minecraft - inspired game here, and looking back you might realize that you could answer your own question by taking a look at the state of Minecraft and how millions of players sustained their interest in the game for so long; Community Content.
It's even on top of the forums and is the very essence of sandbox games as a matter of fact. The freedom to create and share the things you made ( mods, maps, texture packs, game modes, roleplay, etc. ) within a game that has a set of objects and elements allows the game to go beyond the confines of its intended environment it is given to run in.
The topic also made me dig up a small little idea I had back in April, and so in the spirit of Community Content I present it to you.
It's even on top of the forums and is the very essence of sandbox games as a matter of fact. The freedom to create and share the things you made ( mods, maps, texture packs, game modes, roleplay, etc. ) within a game that has a set of objects and elements allows the game to go beyond the confines of its intended environment it is given to run in.
The topic also made me dig up a small little idea I had back in April, and so in the spirit of Community Content I present it to you.
This is a game mode idea I had, PLANET HOPPING.
A mix of MOBA, RTS, FPS and Tower Defense elements, Planet Hopping is a match played between two teams, where they are to defend a number of planets and capture the same number of planets across multiple sectors.
Each team is given a set amount of ships, composed of one (1) Motherships, three (3) Cruisers, five (5) Frigates/Dreadnoughts, eight (8) Fighters and two or three Medic/Dropship/Repair Drones.
The goal is the Capture all planets that belong to the enemy or Destroy the enemy mothership.
A little something I drew up back in April
MAP
The match is played in three-dimensional space (obviously), with dimensions of 60(l)x56(w)x36(h) sectors (I was playing with a max speed of 100mph while I was thinking this up so I have no idea how balances this map size is). Each team has five (5) planets to defend, and five planets to capture if they could,and divided into two sections of the map, a section for each team to set up and defend.
Ideally the map is bounded by an invisible wall. But given the limitations of object parameters, the map is to be bounded by plexiglass in the absence of that.
*Ideally, the planets all line up in one plane, but that orientation denies any form of strategics or tactics (and end up having bunch of ships just camp and shoot at every planet from atop the map).
*Planet placement may be random or fixed, I'm not entirely sure which is best, but I like to go with a parabolic map. All planets in one side of the map form a parabolic shape, and the central axis of the map the directrix. The shape of a parabola is formed in such a way that every point in the parabola is equidistant to the center and to the directrix.
here's an interpretation.
* The last two planets at the back of the map are equipped with Planetary Fortresses, multi - turret stations that fires missiles.
*Throughout the map are asteroid fields that contain ore that can be converted to credits that can be used to purchase upgrades. More on this later.
SHIPS
Ships are a team's primary mode of dealing damage. Keeping ships alive and ugrading their weapons are essential for victory.
Mothership
Motherships are intended to be very powerful and require coordination and teamwork to destroy, and equipped with the most OP weapons in the game, since destroying them would win you the game.
Cruisers
Intended to be powerful ships that carry a shitton of firepower, but still weak enough to be countered with precision and numbers.
Frigates/Dreadnoughts
Intended to be support attack ships that do not deal as much damage as Cruisers, but still reliable for their mobility and accuracy.
Fighters
Intended to be fairly weak and fragile ships, but in the hands of skilled pilots even a few of these can take out a few frigates and maybe even a cruiser. Mostly serves as scout ships and support attach ships when frigates are unavailable.
Medics/ Dropships/ Repair Drones
Intended to be exclusively support ships that are only equipped with elements which their purpose entails them to be. They can serve a number of utilities, such as boarding parties, ship repairing, healing, among other things. Also intended to be fragile units that must be kept alive if your ships get fucked on a regular basis.
Planetary Fortresses
Not ships but more or less a team's base. Planetary fortresses are intended to be heavily armored stations that serve as a repair and refitting station. Equipped with two missile turrets for defense, destroying a planetary fortress weakens the protective shield of a mothership, allowing it to be destroyed.
*The number of ships for each class may change, since I'm not very good at balancing shit.
*Although block count may not matter (I am referring to hull blocks), Each ship must be balanced to each team at the start of the game (Shields, Weapons, Speed, Credits). Weapon upgrades become available as the game progresses (How that can be achieved I don't know, but I'm sure something can be worked out).
*Fighters and Frigates respawn, but lose any weapon upgrades they had. Cruisers, Drones and Planetary Fortresses are permanently taken out of play once eliminated.
PLANETS AND CELESTIAL BODIES
Each team has five (5) planets to defend, two of which are planetary fortresses which serve as the team's base. Each planet may contain ores that can be mined for credits. While planets can be mined this may make a team's faction block vulnerable to destruction.
Planets are captured by placing a faction block on six (6) of the twelve (12) segments that make up a planet, or by destroying all the faction blocks of the enemy team on a planet.
Throughout the map are asteroids and abandoned stations and ships that may also be salvaged of useful items or converted to credits.
On each side of the map is a shop for purchasing upgrades and possible repairing as well. Shops may not be destroyed and must not be anywhere near either of the two team's planets.
RULES AND MECHANICS
A few things that set the standards for the game:
Each player is assigned to a ship. A large ship such as the mothership may require more than one player to man, but a player cannot proxy another player (playing the match on two computers and playing as two players).
Each player has a set amount of credits. Credits are used to purchase upgrades or improvements. Each ship killed, planet captured or ore mined grants credits.
The game ends if all planets are captured or the mothership is destroyed. However, a mothership can only be destroyed if the enemy has captured at least three planets of the other team.
Absolutely no cheating.
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This is all for now. This will obviously change for balancing reasons, but this article is only so that I can share my idea. Hope you enjoy.
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