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[q]128 players VS 128 AI's split into 8 teams, with each team being 50% AI, so 32 players total per team.
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[q]128 players VS 128 AI's split into 8 teams, with each team being 50% AI, so 32 players total per team.
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A large map 100 x 100 with hills, sea, islands.
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A large map 100 x 100 with hills, sea, islands.
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A long 8 hour game, with some teams surviving super weapon attacks and going on to eventually win after weak points in other teams defences are exploited.[/q]
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A long 8 hour game, with some teams surviving super weapon attacks and going on to eventually win after weak points in other teams defences are exploited.[/q]
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Translation: I want a game where half of the people lag out or quit in the first two hours, and to deal with constant AFK notifications, half of my metal going to defender/llt spam while committing to a stale match and letting my body suffer horrible health effects!
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Translation: I want a game where half of the people lag out or quit in the first two hours, and to deal with constant AFK notifications, half of my metal going to defender/llt spam while committing to a stale match and letting my body suffer horrible health effects!
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Serious points to consider:
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Serious points to consider:
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- RTS is extremely harsh on the mind. There's a reason why large scale MMORTS games are typically web browser type games. The more decisions and active the player is and the longer the game run time is, the more mental fatigue will set in. This is typically why most hour plus games feel taxing to some people.
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- RTS is extremely harsh on the mind. There's a reason why large scale MMORTS games are typically web browser type games. The more decisions and active the player is and the longer the game run time is, the more mental fatigue will set in. This is typically why most hour plus games feel taxing to some people.
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- Any person who drops out around the two hour mark is just not coming back period. Simming that long of a game is just going to take a very long time.
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- Any person who drops out around the two hour mark is just not coming back period. Simming that long of a game is just going to take a very long time.
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-
Having
half
of
your
economy
lost
to
AI
is
going
to
be
a
frustrating
experience,
not
to
mention
you'd
have
to
distribute
AIs
in
a
way
that
if
any
one
player
drops
in
a
team,
you'd
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12 |
-
Having
half
of
your
economy
lost
to
AI
is
going
to
be
a
frustrating
experience,
not
to
mention
you'd
have
to
distribute
AIs
in
a
way
that
if
any
one
player
drops
in
a
team,
you
would
have
back
up
hosts
for
the
other
ais.
A
single
point
of
failure
for
the
AIs
in
a
team
would
just
result
in
units
sitting
around
if
the
AI
host
drops.
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13 |
- The longer a game run time is, the more human limits you're going to run up against, which means more people will be going AFK at random and this can be frustrating.
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- The longer a game run time is, the more human limits you're going to run up against, which means more people will be going AFK at random and this can be frustrating.
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- At 8 hours, you'd be mostly limited to 3-4 timezone differences total without running up against sleep.
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- At 8 hours, you'd be mostly limited to 3-4 timezone differences total without running up against sleep.
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- You'd need frequent breaks to allow 15 minute stretches/walks.
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- You'd need frequent breaks to allow 15 minute stretches/walks.
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- The game would probably get pretty unplayable before the 4 hour mark with the number of players and AI spamming stuff out.
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- The game would probably get pretty unplayable before the 4 hour mark with the number of players and AI spamming stuff out.
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- Team FFAs are one of the most frustrating experiences in ZK, period.
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- Team FFAs are one of the most frustrating experiences in ZK, period.
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- Zero-K's game design is more than likely not compatible with this.
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18 |
- Zero-K's game design is more than likely not compatible with this.
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- Coordinating 128 people to play this is going to be an organizational hell.
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- Coordinating 128 people to play this is going to be an organizational hell.
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