[MUD-Dev] Alternative team based approaches to game-play

olag at ifi.uio.no olag at ifi.uio.no
Fri Jan 14 14:06:29 CET 2005


Do we need the mechanics of the RPG paradigm? Does it support team
play better than a more homogenous approach?

Consider the following design:

  - A character has two modes, a healing mode and a fighting mode.

  - In healing mode you can heal a single team mate at a time, but
  you cannot heal yourself.

  - You can only switch between modes every N seconds.

  - A character has a HP bar and a limited number of heal-kits. When
  the HP bar goes down his offensive and defensive skills go
  down. When it is near zero the character is disabled, but he
  doesn't die if he is close to team mates with a healthy HP-bar. He
  will die if he goes solo.

  - The team has a HP bar. When the team-HP bar goes to the zero the
  entire team dies. The team-HP cannot be healed, but regain over
  time or between battles. Team-HP is lost when characters receive
  severe blows.

Consequences:

  - you can quickly assemble a group

  - players have to shift gears (fight or heal mode) during a fight

  - players cannot act selfishly (no self-heal)

  - if players don't look after each single individual then the
  entire team goes down (a char with low hp receive more severe
  blows which affect team hp)

Anyone seen designs like this in practice?

What are the problems with this approach? (well, except the identity
issues)

Ola.
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