Post by mase on Dec 31, 2019 19:59:02 GMT
Based on the feedback provided by Clinkzbone, I suggest the following improvements:
01 - Bringing life into the game by having active conflicts between factions throughout the whole map
02 - The player will be able conquer and control cities (perhaps they should be called towns instead )
03 - The AI factions may retaliate and try to conquer towns controlled by any other faction every now and then
04 - When a player town comes under attack, you have 20 minutes to respond in person, otherwise it becomes a simulation
05 - Every faction, including that of the player, have a home base (home town) that is protected and cannot be conquered
06 - The player can manage the strength of a town by investing into its defenses (via a new menu that will be triggered from the hideout)
07 - The player can pick up members of his / her faction from a controlled town, their firepower will depend on the strength of the pick-up town
08 - Killing members of another faction will result in heightened hostility from that faction towards the player, meaning increased force used by said faction at contact with player
09 - Player can redeem him- / herself by doing favors for a faction (i.e. killing members of an enemy faction or doing quests)
10 - Quests are where creativity will come in, such as assassination on important rival targets, theft, etc.)
11 - The ultimate object is to control as many towns as possible and to defend controlled towns from invasion
12 - Progression will be achieved by investing cash into better weapons, cars, airplanes, power-ups, real-estate etc., while skill points will be the means by which the player gains access to better equipment and jobs, as well as improve offensive, defensive skills
13 - The police will be considered a faction also, if you are in bad standing with them, they'll attack you on sight
14 - The closer to a home base of a faction you come, the fiercer their weapons and skill will be
15 - The outcome of simulated battles depends on your town defenses vs your reputation with the attacker
16 - During a real-time active defense situation enemies and defenders will be spawned in quantities according to the criteria mentioned in the previous point
17 - The player can choose an emblem from templates, or a custom image from "photos"
The initial sequence of the game will look like this:
- Tutorial (for basic controls)
- After arriving at first town (Berkton), player will be required to drive out the thugs
- Berkton will become the home town of the player (main base of operations)
- Hideout menu will be explained (increasing defenses of town and retrieving personal guards)
- Brief mention of progress menu with the added factions panel
- A taxi job (just to introduce the player to jobs for extra income and skill points)
- Monster Truck Smash
- Conquest of Arcadia
- Real estate + car purchase
- Assassination mission (to explain sniper rifle use and other features of the game)
- Arcadia is rumored to come under attack, you need to defend it. This will be achieved by acknowledging the attack from your hideout. Failure to do so within 20 minutes would normally result in a simulation, but this case is an exception.
... more coming later
01 - Bringing life into the game by having active conflicts between factions throughout the whole map
02 - The player will be able conquer and control cities (perhaps they should be called towns instead )
03 - The AI factions may retaliate and try to conquer towns controlled by any other faction every now and then
04 - When a player town comes under attack, you have 20 minutes to respond in person, otherwise it becomes a simulation
05 - Every faction, including that of the player, have a home base (home town) that is protected and cannot be conquered
06 - The player can manage the strength of a town by investing into its defenses (via a new menu that will be triggered from the hideout)
07 - The player can pick up members of his / her faction from a controlled town, their firepower will depend on the strength of the pick-up town
08 - Killing members of another faction will result in heightened hostility from that faction towards the player, meaning increased force used by said faction at contact with player
09 - Player can redeem him- / herself by doing favors for a faction (i.e. killing members of an enemy faction or doing quests)
10 - Quests are where creativity will come in, such as assassination on important rival targets, theft, etc.)
11 - The ultimate object is to control as many towns as possible and to defend controlled towns from invasion
12 - Progression will be achieved by investing cash into better weapons, cars, airplanes, power-ups, real-estate etc., while skill points will be the means by which the player gains access to better equipment and jobs, as well as improve offensive, defensive skills
13 - The police will be considered a faction also, if you are in bad standing with them, they'll attack you on sight
14 - The closer to a home base of a faction you come, the fiercer their weapons and skill will be
15 - The outcome of simulated battles depends on your town defenses vs your reputation with the attacker
16 - During a real-time active defense situation enemies and defenders will be spawned in quantities according to the criteria mentioned in the previous point
17 - The player can choose an emblem from templates, or a custom image from "photos"
The initial sequence of the game will look like this:
- Tutorial (for basic controls)
- After arriving at first town (Berkton), player will be required to drive out the thugs
- Berkton will become the home town of the player (main base of operations)
- Hideout menu will be explained (increasing defenses of town and retrieving personal guards)
- Brief mention of progress menu with the added factions panel
- A taxi job (just to introduce the player to jobs for extra income and skill points)
- Monster Truck Smash
- Conquest of Arcadia
- Real estate + car purchase
- Assassination mission (to explain sniper rifle use and other features of the game)
- Arcadia is rumored to come under attack, you need to defend it. This will be achieved by acknowledging the attack from your hideout. Failure to do so within 20 minutes would normally result in a simulation, but this case is an exception.
... more coming later