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Adventure mode wish list

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Pickle:

--- Quote from: MasX on April 11, 2013, 07:08:32 am ---What's the point of of adventure mode if there nothing to gain
If there's nothing to lose

--- End quote ---

This.  Although I'd fiddle the game so it's rather than outright lose, there's a capped safety net.  It's a brave developer that produces a game you can fail in.

MasX:

--- Quote from: Helmic on April 10, 2013, 07:53:38 pm --- You can't just apply its mechanics to another game

--- End quote ---


Game designers have been taking other games mechanics for years

MasX:

--- Quote from: Hubert PIckle on April 11, 2013, 07:18:12 am ---
--- Quote from: MasX on April 11, 2013, 07:08:32 am ---What's the point of of adventurers
 mode if there nothing to gain
If there's nothing to lose

--- End quote ---

This.  Although I'd fiddle the game so it's rather than outright lose, there's a capped safety net.  It's a brave developer that produces a game you can fail in.

--- End quote ---

Fortune favors the brave
What's the point of doing missions if there's nothing to gain
What's the point of pirating enemy factions if it's.not gonna set them back a but
What's the point of playing if I as a player have.no impacted on the world
No emotional connection to the world knowing if I die I still have everything
What's the fun in that

Typhi:
What is the point of life?

Seriously what happened to the thing called fun? :p But if you want to go this road, why not make PVE and PVP ships (with different kinds of benefits) and follow the World of Warcraft model. (Repair ships, buy new armor/weapons, etc etc)

HamsterIV:
I hope adventure mode ends up being a geopolitical extension of skirmish mode. I imagine it going like this:

Each day Muse puts out a series of mission that the players can participate in from either side.
Some players with "faction alliances" will always choose a particular side, but for the most part players will be free to join either side.
When enough people are ready a game instance starts with those mission parameters in play.
If nobody joins one side the game becomes a PvE instance with slightly different rules than skirmish.
Each game instance records its results including which faction won in a database.
At the end of the day the faction who has the most victories in the database for a particular mission is declared the victor and the results of that mission's success are propagated to the over all game world.

This is just my speculation, but it seems like the easiest implementation of "Adventure Mode" given what muse has already said about it. Perhaps their stretch goals will involve something more complex.

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