Deleted
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Post by Deleted on May 11, 2013 17:50:46 GMT -5
It's not similar to desert actually...Desert has NOTHING good about it. The sole purpose of the desert is for packages to be dropped off. You can but a couple 3x3 clumps on the map. And every couple of days, or however often, you drop something right in the middle. And you make it known to everyone. There is NO chance for food, it will use up your energy faster, make you get hungrier faster, and extremely easy to spot if someone is close by. There could also be a chance of a sandstorm?. But if something is dropped there...you have a choice to go try and get it or not...If you really want it, you can go knowing your risks. If anyone is within say 2 miles of any part of the desert, he spots you. If he has a bow and arrow he can kill you on the spot. If he doesn't he'll have to stalk you or go in the desert after him. Or you can stay close by the desert and see if anyone else has the guts to go in and try to get the package. If anyone goes in, you'll see them. Again, you can only kill him if you have a bow and arrow. Otherwise you have to go in after him and kill him with the weapon you do have or stalk him. It may sound like a bow and arrow is an amazing weapon, but from close range, you're basically at a fist fight. What about the caves though?
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Post by Deleted on May 11, 2013 17:52:01 GMT -5
Anyone have any suggestions for more action/moves? ?
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Post by Jancey on May 11, 2013 17:52:28 GMT -5
And since it's such a high risk to go into the desert to get the package, it needs to be something really good. 2 things of medicine and a pack of 5 throwing knives in 1 said package. Or something of that sort. But you don't tell anyone what's in it. They find out when/if they get it.
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Post by lostabroad2 on May 11, 2013 17:52:32 GMT -5
Some thoughts. To start with get rid of the square system and use a hex based map. You'll see the benefits very quickly. The map needs to be bigger and player need to be able to move more, (possibly 7 hexes for smaller players but 5 hexes for big physical players). I'd recommend danger zones. EG hexes marked as mine fields. They can be avoided or safely traversed at half speed or [game-skill]. Other hexes would be strategic. EG next to a river. Basing the game entirely on a film/book and ignoring alternatives that'll move the game in a different direction would be a mistake. The film Battle Royale should provide some ideas. There should be a much greater emphasis on weapons. There should be a dependency on water. IE you need 1 unit for day and night period. Not consuming 1 unit should reduce [water-health] by 10%, (5 days without water = death). Maximum intake 2 units per period. Drinking water should prevent loss that period and replenish 5% lost [water-health]. EG you start with 100% [water-health] in addition to normal health. Day 1 you drink no water = 90%. Night 1 you drink 1 unit = 95%. Day 2 no water = 85%. Night 2 no water = 75%. Day 3 you find a stream and drink the maximum 2 units = 85%. Players should start with no water or water containers, (Cornucopia item). You'll need to get people to fill in a questionnaire for game-play before the start. EG Minefield options: never, half-speed & safe, full-speed & 15% chance of death, only if fleeing an opponent, etc.
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Post by plax on May 11, 2013 17:52:59 GMT -5
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Post by Deleted on May 11, 2013 17:54:18 GMT -5
Some thoughts. To start with get rid of the square system and use a hex based map. You'll see the benefits very quickly. The map needs to be bigger and player need to be able to move more, (possibly 7 hexes for smaller players but 5 hexes for big physical players). I'd recommend danger zones. EG hexes marked as mine fields. They can be avoided or safely traversed at half speed or [game-skill]. Other hexes would be strategic. EG next to a river. Basing the game entirely on a film/book and ignoring alternatives that'll move the game in a different direction would be a mistake. The film Battle Royale should provide some ideas. There should be a much greater emphasis on weapons. There should be a dependency on water. IE you need 1 unit for day and night period. Not consuming 1 unit should reduce [water-health] by 10%, (5 days without water = death). Maximum intake 2 units per period. Drinking water should prevent loss that period and replenish 5% lost [water-health]. EG you start with 100% [water-health] in addition to normal health. Day 1 you drink no water = 90%. Night 1 you drink 1 unit = 95%. Day 2 no water = 85%. Night 2 no water = 75%. Day 3 you find a stream and drink the maximum 2 units = 85%. Players should start with no water or water containers, (Cornucopia item). You'll need to get people to fill in a questionnaire for game-play before the start. EG Minefield options: never, half-speed & safe, full-speed & 15% chance of death, only if fleeing an opponent, etc. I like the idea of a hexagonal map, that is a FANTASTIC idea. How the hell are we going to make a hexagonal map? Is tht possible on excel? The map is big already though, I am completely against expanding it. The moves are simple at 1-3 intervals. I do not want to get this complex yet. mine fields = too futuristic, plus we already have deserts that will be used as barriers, and the cornucopia is already a super-hot spot The water process is interesting, give me a few to digest it.
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Post by Jancey on May 11, 2013 17:54:57 GMT -5
It's not similar to desert actually...Desert has NOTHING good about it. The sole purpose of the desert is for packages to be dropped off. You can but a couple 3x3 clumps on the map. And every couple of days, or however often, you drop something right in the middle. And you make it known to everyone. There is NO chance for food, it will use up your energy faster, make you get hungrier faster, and extremely easy to spot if someone is close by. There could also be a chance of a sandstorm?. But if something is dropped there...you have a choice to go try and get it or not...If you really want it, you can go knowing your risks. If anyone is within say 2 miles of any part of the desert, he spots you. If he has a bow and arrow he can kill you on the spot. If he doesn't he'll have to stalk you or go in the desert after him. Or you can stay close by the desert and see if anyone else has the guts to go in and try to get the package. If anyone goes in, you'll see them. Again, you can only kill him if you have a bow and arrow. Otherwise you have to go in after him and kill him with the weapon you do have or stalk him. It may sound like a bow and arrow is an amazing weapon, but from close range, you're basically at a fist fight. What about the caves though? What about them?
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Post by sean2457 on May 11, 2013 17:55:19 GMT -5
What about the caves though? Pros: Acts as a shelter in terms of weather immunity and allows you to recover slightly faster. Can also disguise yourself very well in a cave. Potential rewards may await contestants. Cons: Potential hotspot for combat between players and very little chance to escape players/animals. Can be occupied by a Plaxophile and your character might never recover mentally from the sight of it.
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Post by Jancey on May 11, 2013 17:55:56 GMT -5
So no to the water/tree thing I suggested? What about my suggestion of 1 person being the beast?
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Miss Lacy
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In the book of life, the answers aren't in the back.
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Post by Miss Lacy on May 11, 2013 17:56:26 GMT -5
Well some kind of variety has to be added...maybe you put like a big patch of desert that blocks off a place that someone will want to go to...it's an awful place to be...can be spotted easily...lack of food and water...but either go through it, exposed, or around it. Idk. I'm just throwing different types of terrain out there... That's a good idea. I think I will do that with desert. How about a water oasis in the middle of a desert or high in the mountains that has healing properties?
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