Please comment on this! I'm getting more excited the more I think about it.
Well, remember what I said earlier about not trying to shoehorn a different game into AI War
But we do try to see these kinds of requests to "bust the envelope" and try to distill them into changes that would only "push the envelope". It's an incremental process, and we have to say "Ok, here's a concrete step we can take that will at least partially scratch that itch without messing up the rest of the game", then take that step, and then ask "Did that help? Did that Hurt? Does it look like we can take another step?". The Hybrid Hives are a good example of this, and we're still in the evaluation phase because they aren't done yet. But they are an example of a kind of AI that is totally contrary to the design philosophy behind the "main" AI. But that's ok, so long as it doesn't mess with said main AI. But because it's an incremental process y'all have to be patient
* a story. I know somebody already mentioned this, and Keith you already replied, but I'm just going to say it... A campaign, even a campaign that is already set up a certain way like a mission... A story would be great for some people.
Yea, and we do have some of the pieces in place to make that possible, and I have another step in mind for the November mini-expansion. But this is the sort of thing we have to be really careful about, so it doesn't come off half-baked in some respect.
* optional boss fights. The concept of bosses... People like the challenge of going after some hard to get boss, maybe even a random spawn... This is for achiever personalities ( do you think about gamer psychology?).
Tried the Avenger yet?
Incidentally there's an achievement for killing it now, though I forget if that's in the public version.
* Something to do after you conquer the galaxy. Maybe it is a rescue mission, a "return home" mission, maybe it is a random in-game cutscene.
Not so sure about that, I guess it would be more a question of having a minor faction that isn't pacified after you "win", etc. But mostly I'm interested in stuff that happens before the end-game, since that takes so long to reach anyway.
* ranking at the end of the game. Have the AI analyze some of the game of events for proficiency and give a rundown or some feedback.. Perhaps a ranking like, "score: star commander" ,Fleet Adm., Brig. Gen., dreadnought supreme, so on and so forth....
We did some work on that but I never got much farther, Tidalis happened, etc.
* missions in game that would reward you with neutral allies, not just lowering the progress meter
One of the minor factions Chris and I are thinking about for the November mini-expansion would be something along these lines.
Maybe I should be posting this in the suggestion forum?
If you want to, and normally we really encourage away from having massive catch-all threads, but in this particular case having this one coherent (hopefully) conversation is a good thing, I think.
Oh well, what do you think?
I think these are good things to think about, and I think we can come up with something you'll like. But the initial steps are likely to leave you wanting more, just because we can't invent an RPG-within-an-RTS all in one go
Largely because we may get a step or two down that road and everyone realizes "Um, that wasn't such a great idea".
By the way, I think if tidalis attracted different gamer personalities besides just puzzle fans ( think achiever, collector, Explorer, social, mobile...), it would probably sell more copies.
Achiever: it has achievements, it has high score boards, it has a fairly extensive list of stats, and it has some very challenging levels.
Collector: it has a system of collectibles, and as you get achievements the size of the "plushy pile" gets bigger (of course, you have to find it first).
Explorer: the adventure has quite a few hidden puzzle levels you have to look for. Granted, that's not "zelda" exploration by any stretch, but it is just a puzzle game after all.
Also, the adventure has a story, for folks who like that kind of thing. And it has both brainteasers (which are not my cup of tea, though they're really well made) and action levels (which definitely are my cup of tea).
In short, Tidalis already has a lot of features to appeal to several different types of people, I don't know that we reasonably could have made it much broader in the timeframe