Context is open world mmo, pvp centric with player built structures and siege weapons being a big part of the game.
When I say mmo, I’m actually leaning towards letting players run their own servers, so populations will be smaller but the world itself is large. Similar scale to Life is Feudal.
The goal is to have group oriented combat that’s similar to GW2, Shadowbane, ESO. I know those vary a lot in but they are all group focused pvp and one on one is there but it’s marginal.
The challenge is it’s just tough for any indie game to get enough players to have large scale group focused combat. One idea I had was to have player owned/controlled npc’s.
The issue with the npc idea is I don’t want a moba. So I was thinking of having npc control tied to player abilities. You can’t directly tell npc’s what to do, that happens through player abilities. For example a ‘rush’ ability might give a speed/combat boost and at the same time trigger your npc’s to attack your target or the area where your target is if it’s an aoe. Players might have an epic ability on a long CD, and with extra training casting their epic triggers npc’s to cast theirs as well, etc. So npc’s are basically just a power boost in a way, but one that gives combat a larger feel.
Another aspect I’m thinking of is making it so attacking with npc’s drains some resource, one that has to be recharged. So you have to plan and timing becomes a strategic thing. Together with that I was thinking of defensive npc’s that are tied to land/structures. Defenders don’t drain resources they can always defend, but they can only hold out so long, you need your attackers to put up a strong defense.
The other thing I’m doing to try and make it feel larger is there is no focus on personal survival against the environment. Food is basically a boost, you don’t need food/water to survive. You don’t start out by building a small hut, you start with building a small keep or underground bunker. Same with the economy. You start out buying/selling logs/bricks/rocks in the hundreds or by the ton. I’m also planning on using the npc’s to help out here by allowing npc’s to do a lot of the harvesting of resources.
Curious to get other ideas on this.