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Suggestion: Events

PostPosted: Mon Dec 07, 2015 3:05 pm
by v3xt
Here's a suggestion that may have already been discussed, but I feel like it would be something fun to add to the game. What if every week or two, there was some kind of "event"? Each one would give you a new modifier that you could enable when creating games. They wouldn't have to be complicated, just different variations on the normal game.

Some modifiers I think could be cool:
-Only public chat
-Start with 2 hires
-Faster shield recharge

These modifiers would only be around for the event week, so they wouldn't make game options ridiculously complicated, and they wouldn't affect all games, just ones where it was enabled, so people could still play normally. Maybe they'd only be for L2, to encourage upgrading. I don't think something like this should actually be made a priority for the devs, but it could be a cool idea to see implemented eventually. Thoughts?

Re: Suggestion: Events

PostPosted: Mon Dec 07, 2015 6:26 pm
by roadkiehl
Oo, that could be a ton of fun! But I feel like it'd be a chore to have to keep coming up with the ideas every week.

Re: Suggestion: Events

PostPosted: Mon Dec 07, 2015 7:40 pm
by v3xt
Even if they only had ten ideas to begin with, it would take over 2 months before they had to repeat. But we could always help them out. Feel free to post your own suggestions for events. Here's another one that's a little more obscure.

What if you couldn't tell who owned what? Everything that wasn't yours was the same colour, and you had to use the chat to figure out who owns what. It could be really complicated, but I think it would be a fun thing to try. People could lie about what was theirs and you'd be super paranoid about who was telling the truth.

Re: Suggestion: Events

PostPosted: Mon Dec 07, 2015 8:41 pm
by r10t--
These sound amazing.
Not knowing who owned what would be SOOO FUN.

I still like my idea of having only 1 starting driller at outposts and only +1 driller on each factory production cycle. But I would definitely love to play a game like this. The more i think about not knowing who owned what it just becomes so much more interesting. What if you didn't even know what you owned and you had to remember what outposts were yours? XDD YES!

Re: Suggestion: Events

PostPosted: Mon Dec 07, 2015 9:01 pm
by roadkiehl
So how about a game mode where specialists would be randomly shuffled on a timer? So I could have a pir/nav/assassin hurtling towards someone's queen, only to have it turn into an elder/thief/sabo mid-flight.

Re: Suggestion: Events

PostPosted: Mon Dec 07, 2015 9:21 pm
by tw2000
r10t-- wrote:The more i think about not knowing who owned what it just becomes so much more interesting. What if you didn't even know what you owned and you had to remember what outposts were yours? XDD YES!

HAHAHA what on earth is this???
I'm not even sure how it would work thought because you have to be able to send subs from your own outposts so that would be a dead giveaway

Some more ideas:
Subs are only allowed to be launched facing the left half of the outpost. You can still launch subs at an outpost to the right, but it would have to travel all the way across the map, thus taking much longer than your enemy, who would be to your right.
There is a specialist hire every 4 hours.
90% reduction in sonar range, you can only see your own subs outside of sonar range (since you wouldn't be able to see anything, you'd have to attack blindly or try and get info from the person you're attacking)
Your sonar range is the convex hull of your outposts (convex hull - the shape made when you put a rubber band around all of your outposts).
Everyone starts with a queen, a king and a princess.
The target Np is 60
Outposts are twice as dense
Everyone starts with 1 mine

Re: Suggestion: Events

PostPosted: Mon Dec 07, 2015 9:56 pm
by blanc
This is an idea for a strange game mode i pondered up while playing.

I'm explaining this imagining that exactly 8 people are playing in this hypothetical game.

So the map would be more circular, but the 'wrap-around' effect will still stand. There would be one sole base in the center of the map, surrounded by 12hours' (This will change depending on how many people are playing) worth of sea, we'll call this the Goal for the sake of this post.
Then there will be a secondary circle, spaced along the outer circle, each player will have one base to start with on that circle (Circle increases/decreases in size depending on how many players are in the game). We will call this outer rim of bases the Strongholds for explanation purposes.

So each player starts with 4 bases and one of those bases will be exactly 12 hours away from the Goal.

Now, the game will function just like any other game except the winning conditions will be different.
- A player that is in possession of the goal gains 5 points per hour
- A player in possession of a Stronghold gains 1 point per hour per Stronghold

The first player to reach 150 points wins.

Re: Suggestion: Events

PostPosted: Mon Dec 07, 2015 11:13 pm
by 6payh
sorta like roadkiehl's, instead of choosing your specialists they get chosen for you at random. You can still see the selection ahead of time. If the queen is in transit, she will spit out any hires once able.

Re: Suggestion: Events

PostPosted: Tue Dec 08, 2015 6:06 am
by v3xt
Blanc, that actually sounds really cool. Might be a lot of work to make though, so maybe that could be done for some extra special event.

Re: Suggestion: Events

PostPosted: Tue Dec 08, 2015 6:18 am
by crisismana
cristmast event ? or new year event too ? that ferfect.

maybe just change visual game ? like change sub visual to deer and snowflake blast for sub collide ? and for new year change it to fire work sub form and when collide it has fire work effect blast ?

event make the game more interesting to old and new player.