diff --git a/doc/ideas/gameplay.md b/doc/ideas/gameplay.md index 7e580bd3b0..e78fbc4ddc 100644 --- a/doc/ideas/gameplay.md +++ b/doc/ideas/gameplay.md @@ -1,7 +1,14 @@ -This file contains ideas to "enhance" the original Age of Kings gameplay. Don't worry, vanilla mode will always be available. +Gameplay improvement ideas +========================== -Weather -------- +This file contains ideas to "enhance" the original Age of Kings gameplay. +Don't worry, vanilla mode will always be available. + + +Environment +----------- + +### Weather - Change view distance (Line of sight / Fog of War) - Fog, rain, winter, summer @@ -9,40 +16,32 @@ Weather - Can be predicted by tech - Can be modified globally or locally (by voodoo priests) -Fire ----- +### Fire -Buildings made out of wood and other flammable material can be lit. -Fire departments in the city can extinguish those fires (Stronghold anybody?). + - Buildings made out of wood and other flammable material can be lit. + - Fire departments in the city can extinguish those fires (Stronghold anybody?). + - Sneaky spies could burn your city down -Day/night cycle ---------------- +### Day/night cycle -At night: View distance reduced, everything darker. -Villagers need sleep, otherwise they die at work. - - -3D terrain ----------- + - At night: View distance reduced, everything darker. + - Villagers need sleep, otherwise they die at work. + - Chemistry industry: Coffeine, Peniciline, ...? -Villagers can dig down, can discover natural resources. -Dirt, stone, etc are new resources, can be placed elsewhere -(add any minecraft/terraria-like stuff here) +Map extensions +-------------- -Infinite maps -------------- +### 3D terrain -Maps with infinite size! (Your PC is the limit!) -Spherical/Toroidal/Cylindrical surfaces would be possible, too. + - Villagers can dig down, can discover natural resources. + - Dirt, stone, etc are new resources, can be placed elsewhere + - (add any minecraft/terraria-like stuff here) +### Infinite maps -MMO games ---------- - -Play on one single map with 9001 players. - -Massively slow down the game speed, and you get a "browser game"-like experience. + - Maps with infinite size! (Your PC is the limit!) + - Spherical/Toroidal/Cylindrical surfaces would be possible, too. Research @@ -54,8 +53,11 @@ Research - Research should be placed in creating order, like in WarCraft. It's too annoying to click on building again after each research -Zombie Survival Mode --------------------- + +Game modes +---------- + +### Zombie Survival Mode The map has a bunch of zombie spawners; after an initial build-up phase, they start producing waves zombie hordes, fast zombies, tanks, petard zombies; @@ -65,9 +67,23 @@ but the closer or the more powerful you get, the more zombies will spawn. To win, survive for a specified period of time, build a wonder, or destroy the spawners (or something...). +### Conquer the castle + +Similar to "Murder the King", but with a building. +Players have some time to fortify their castle. +A player loses if the castle falls. -Better movement ---------------- + +Unit handling +------------- + +### Improved grouping + + - Manually coloring units (e.g. for teammates) + - "Mobile ping": designated unit pings its position periodically + - Implicite group definitions/reselections (double-click?) + +### Better movement - Move groups as group, or each unit with its own movement speed - Auto-resolution of blocking situations @@ -75,86 +91,91 @@ Better movement - Allow user to mark parts of the map as more expensive - Auto-set a higher path cost for tiles in the firing range of an enemy castle - Allow setting any number of waypoints (basically an extension of the 'patrol' mechanic) + - Formations: + - Attack/defense bonuses for some unit formations. + - Dependent on minimum amount of units in this formation. + - New marching formation with speed bonus but defense malus. + - Cavalry flanking +### More intelligent units -Lobby settings --------------- + - Restrictions for action areas (don't do anything here) + - Wood chopping + - Castle rampages + - Avoid hazardous areas during pathfinding (via a cost modifier) + - Automatically for stationary hazards (castles, towers, ...) + - Manually "painted" areas + - Emergency evacuation points + - Formations and movement when attacking + - Dynamic hardlocking on target units when attacking + - Don't lock on unreachable current target + - Attack the blocking units first + +### Better attack stances + + - Aggressive stance for monks (auto-convert) + - Auto-flee stance (especially for monks): Auto-task "flee" action as soon as an enemy unit comes near + - Non-coward stance for villagers + - Allow selecting the default stance + + +Multiplayer +----------- + +### Lobby settings - Most of the above should be available as lobby settings - Boosts/handicaps such as resource multipliers for players - Forced no-rush (timelimit or score limit until attacks are possible) - -Matchmaking and competitive mode --------------------------------- +### Matchmaking and competitive mode - Some kind of "official" account on servers for everybody - Automatic skill groups to create balanced matches - We can show the world that competitive games can be free open source! - -Bridges -------- - - - Ability to build bridges in water - - Blocks ships, allows land units to walk - - Forgotten Empires might already have wooden bridge textures - - Destructible, repairable, ... - - Long build time - - -Team interaction ----------------- +### Team interaction - Better team interaction - Work/resource sharing - Unit sharing (transport boats) + - Color markings + - Create signs + - Paint on map + - Create arrows +### MMO games -Unit grouping -------------- +Play on one single map with 9001 players. Dynamically extend the map. - - Manually coloring units (e.g. for teammates) - - "Mobile ping": designated unit pings its position periodically - - Implicite group definitions/reselections +Massively slow down the game speed, and you get a "browser game"-like experience. -Color marking / signs on map ----------------------------- +New Buildings +------------- - - For better team coordination: - - Create signs - - Paint on map - - Create arrows +### Bridges + + - Ability to build bridges in water + - Blocks ships, allows land units to walk + - Forgotten Empires might already have wooden bridge textures + - Destructible, repairable, ... + - Long build time -More intelligent units ----------------------- +Resources +--------- - - Restrictions for action areas (don't do anything here) - - Wood chopping - - Castle rampages - - Avoid hazardous areas during pathfinding (via a cost modifier) - - Automatically for stationary hazards (castles, towers, ...) - - Manually "painted" areas - - Emergency evacuation points - - Formations and movement when attacking - - Dynamic hardlocking on target units when attacking - - Don't lock on unreachable current target - - Attack the blocking units first +### Infinite regeneration -Infinite Resources -------------------- + - Forest regeneration or seeding + - Mills can produce sheep, cows, turkeys, etc. - - Forest regeneration +### Stone balancing -Better attack stances ---------------------- +Stone cost for all buildings, rebalce stone amount per pile. +Maybe new deep stone mines for later ages. - - Aggressive stance for monks (auto-convert) - - Auto-flee stance (especially for monks): Auto-task "flee" action as soon as an enemy unit comes near - - Non-coward stance for villagers - - Allow selecting the default stance For the lulz ------------