Poll: Is this a good multiplayer system?

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Tarakos

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May 21, 2009
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Okay, so this is like my third or fourth post concerning a game I am making (or at least the design doc). My game is a shooter (Gears, CoD, Halo, etc.) and features a multiplayer element that is quite looked after. There's four different kinds of game: Your standard Deathmatch, a capture the flag-esque thing, a Sabotage mode, and Scorched Earth, where the map is peppered by artillery fire every 90 seconds. The multiplayer is class-based at the moment, so keep that in mind. Also, there is a ranking system (Recruit up to like Master Commander I think)
I have a clan system: A clan registers and decides on a leader who can add people to their clan, and only the leader can add or delete clan members, though anyone can delete themselves if they really want to. They decide a name and a tag to put before their gamertag or whatever in matchmaking and the leaderboards. The leader has a star before their clan?s tag, so you know who the leader is. The game also tracks a clan?s stats (when they play together) and maintains a leader board (national, friends, or world). The clan system is infantile right now, so nothing is final.
Okay, I also have a rival system, which I'm sure has been done before. Here's my idea: Every time you have a rival, they are added to your Rival?s List. You can find a rival in your list and challenge them to a match. When a challenge is accepted, the match is likea regular match, but labeled Grudge Match, and kills between the two rivals gain extra points towards their rank. Rivals who routinely battle each have their Rivalry increase (up to Red Hot,or something like that). But, perhaps a grudge match can be a one-on-one match on a special battle field, and winning player gains lots of level points. I suppose there could be a Clan variant of this system too.
To be clear, the game is NOT final, so don't grill me too much on the systems used. Also, it takes place on a different planet, but Gears-style, and by that I mean that there are humans on a different planet, but they came from that planet, not from Earth. This means their technology and culture is different to ours; just in case that needed to be said.
 

Good morning blues

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Sep 24, 2008
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That sounds like a fine concept to me, but you are worrying about the wrong things for this stage of your development (for instance the length of clan names - that's going to be determined by how you store these names, and what type of variable you're going to use is a detail that you really don't need to worry about now while you're still trying to figure out what the game is going to look like). You also need to worry about your budget, because nobody is going to host a clan registry for you; you're going to need a central server to take care of all of that.
 

hagaya

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Sep 1, 2008
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I think the rival system is a wonderful idea. I also like the Scorched Earth game-type. This is shaping up to be a quality game from what I see, but what is the stage of your development? If you are still in engine works, you should worry about the class system and the game-types, not so much the clan and rival systems. However, if you have the kinks worked out: Beta please?

Though it is a design document, it sounds like a freaking awesome one. I think you might have a career in this.
 

Tarakos

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May 21, 2009
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Thanks. Actually, I'm only 16 and entering Junior year in the fall, so I guess you can say the stage the game is in would be just me going on the computer, booting up Word and typing all my ideas in a document. So a beta is like years off. sad face.
 

Deleric

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Dec 29, 2008
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This sounds interesting. It'd be nice to have an actual button to organize a clan battle. Though I think you could throw in a few more game types, or at least a few sub-gametypes.