Okay so first I have no idea where to start this post, lets try the games play style.
So the play style is a third person open world military game. You are a soldier for one of two factions fighting for control over 5 islands that are all connected in one world. You have plenty of vehicles to use, From tanks and helicopters to bombers and warships, even fully customize able mechs! Your player character will also be customize able.
Online play with 16 vs 16 player battles including multiple game modes and maybe even a huge 32 vs 32 player game mode and 16 player co op for the campaign. Rpg like progression and clan housing systems Including a mobile clan super base.
Okay so that is the features what does everyone think? Sorry really not good at explaining stuff! be easier if I had it set up and could show you
How are you going to manage the time distortion? & how will you balance potentially 64 people distorting time all at once?
Depending what the time distortion is it could also be massively resource intensive. I watched a small, single player stealth game with about 20mins gameplay that had a time effect & by the end of the game it had cached about 3gb of data so it could handle any request for the time effect. For a massive world, with lots of players, you could hit big issues very very quickly.
As a concept though, if you can pull it off & balance it, it could be interesting to play.
Well I hope you have two things: A) a massive budget and B) a large, highly skilled work force to help. Your idea sounds a lot like Battlefield 4 with a persistent world which would be really cool but also insanely difficult.
And what do you mean by “time distortion”? Do you mean bullet time? Going back in time? Forward? Ignoring the resource side of things, 32-64 people messing around with time would not be very fun for very long.
I have not figured out how to add the time distortion to the multiplayer yet, that is still being talked about. We are thinking having it as a greater power type thing and only one person could have it at one time and if he was to use it he could alter the map for everyone. As an example say everyone is using the mecha and a player uses the power to warp 100 years into the future. What that does is any of those mecha without a special part equipped to let it handle the time effect would be effectively put out of the battle thanks to rust and all the side effects of those 100 years. Of course there are items to prevent those negative time effects and keep everything playable at all time periods. The rpg like progression will also open up new skills for the time effects that will be worked on as I go. I am working on the playable prototype now, but it is still mostly in the idea and planning stages as we just started it like 4 days ago.
Make it like an old school rpg with a paper map, tokens, dice, & skills on a spreadsheet before you sink hours & hours into coding. Get your friends around to help simulate multiplayer. This will let you change rules & effects a lot easier than fiddling with code. If it works you at least have a paper rpg you could make/sell while you work out the coding logistics.
I don’t think that would be overly difficult. I wouldn’t alter any actual time parameters to accomplish that though, seems more like a simple texture/model change for the mecha more than anything else. Then you could just remove the players from the ruined mecha or kill them (it has been 100 years after all).
Yeah my friend said that shouldn’t be too hard for him to do that. And yeah it wont kill the players (or not all of them) There will be some gear that protects you and even your mech and vehicles from the effect. Also Weapons will suffer from the effect making weapon repair kits a must. Assuming you do survive the time change