[MUD-Dev] Alternative team based approaches to game-play
Zach Collins (Siege)
siegemail at gmail.com
Thu Feb 3 22:00:21 CET 2005
I was struck by the thought a moment ago - what if the game's UI and
design encouraged team groupings specifically? Features would
include a list of people you've recently grouped with, the ability
to sort players within that listing by various qualities including
one's own rating of them (may or may not be shared with the other
players), maybe forming clans/guilds primarily through repeated
group activity rather than by one person standing in the town square
asking for members. Also, some form of apprenticing for junior
characters who want to play with higher-level groups, much like
CoH's sidekick option.
Perhaps adding to the group combat experience would be a good idea.
Using formations, cover, and scouting for tactical advantage;
informational and pre-planning tools (a map on the guild-hall wall
of areas the guild's scouts have explored, perhaps with whiteboard
abilities). Not just group looting where everyone with a quest gets
the quest prize, but occasionally special loot which only appears
for groups (as well as special solo-only loot in places, for
balance).
--
Zach Collins (Siege)
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