To anyone who played or was involved in the Boneyards Galactic War; how did it actually work? I know the gist of the system but I'm more interested in the mechanics of the system and I'm finding them hard to find. What made it work? What could be done better? I'm ignorant of some of the most basic mechanics such as where can you fight battles and the effect of each battle on the overarching game. I think a lot of people would appreciate this information. People keep mentioning the old Galactic War in discussions of the Galactic War for PA but never with any explanation as to how it was good.
Good questions, so far I have only seen 2 implementations of it: the first GW for FA and the current GW in FAF. Both are ... well they have some serious gameplay issues. So I'd really like to see how the GW is supposed to work, especially in multiplayer.
So Frank Rogan dropped me an email about how he remembered it. To caveat this he was just one of the guys and this is going from a 15 year old memory.
The map resetting and balance as far as starting positions etc are interesting things to consider. Might I suggest a brief perusal of the World War 2 Online game? They are still active and have dealt with these issues (with not even closely matched sides) for several years now. Cornered Rat Studios is the group behind that game.
This thread is about TA mechanics not PA mechanics. Don't get confused and think this has anything to do with PA.
Yup, FAF is going that route for their Infinite (Galactic) War and the possibilities are staggering. Credits System -credits for playing games -credits for winning games -buying reinforcements -buying perks -buying mercenaries (Nomads faction) -buying game ending technology (e.g. UEF blacksun) -gambling on players (Trueskill based odds algorithm) ACU recall versus ACU death -recall takes time, leaving you vulnerable but evacuates your ACU -ACU death = all credits lost; avatar killed Roleplay aspect - Avatars -faction themed names -earning rank; reputation; hierarchy -incentive to spend credits on killing an infamous/high-profile avatar Galactic Map -planet statuses, strategic information -metaresources/planet specials (e.g. accelerating game-ender research) -diplomacy, trading -planet structures/metaresources (e.g. 0K warp cores, dropships) Planet-specific variations -Homeplanet in-game perks -Planet in-game mods Vassal factions -Defeated factions become vassals -Buying freedom/rebellion with credits Nomads - Mercenary Faction -Can attack anywhere -Take offered jobs -Paid in credits - maybe have their own perks/game ender? Probably more I don't remember Victory Conditions -Domination (% map control) -Specific Capture-To-Win Planets -Game ending technology --advance research with credits --constant self research (if homeplanet is secure) --research interrupted or captured by enemy invasion Oh dear... that was a bit of a ramble but the takeaway is that Galactic War has a lot of potential and just because it isn't some kind of Galaxy-wide RTS you shouldn't be disappointed.
Yeah, if you need to add persistance (read, basic addiction mechanics) to your game, you failed at a more fundamental level to make it fun to play. (Yeah, I always will assume the worst possible outcome, why you're asking? But for me, persistence ranks about with achievements as good game design ideas... you add those when the basic game isn't fun enough on its own.)
FAF can get away with it because it's a Mod. Planetary Annihilation wouldn't be able to give in-game balance-affecting bonuses to players. That's TOO meta.
World bonuses in MMOs are pretty much completely meaningless. It's just another over-hyped unimportant game complexity.
I agree but I view credit systems in 0K Planetwars and FAF Galactic War as adding depth rather than distracting from a dearth. For example, victory and defeat are less binary if you can recall out and not lose your avatar/credits. Being able to invest into your faction's game-ender is just a means of indirect board development like the card system in RISK. Ultimately you get to apply a meta-strategy that plays out as you play games. Achievements and useless experience points (read: cosmetic unlocks) are not the same thing as a metagame.