Ideas for new game mechanics - a-nikolaev/curseofwar GitHub Wiki

We need a new idea to add depth to the gameplay in addition to simple improvements like making better AI, adjusting prices, and things like that.

The idea must me obvious to players, it should fit the existing game mechanics, and it has to add something new to the game, making it more dynamic and fun.

###List of ideas: ####1. Diplomacy. For me, the problem with diplomacy in computer games is that it's usually not obvious how it works (except maybe in Heroes of Might and Magic). Also, it tremendously complicates the user interface.

A related topic is making teams: making teams goes against the grain of the people simulation in Curse of War. I could come up with two ways to implement teams, and both are far from perfect:

  1. The people of friendly countries don't fight with each other. Then their countries will overlap completely, and there will be no real owners of the cities and mines, because both countries have the same 499 population there. It will become a mess.
  2. Another way: Allies don't put flags on each other's territory. I think, you still can kill your ally this way, so it is a bit strange, and not very effective too.

So, I don't really consider diplomacy as a realistic way to improve the game, but I think this topic has to be included here for completeness.

Comments and discussion:
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2. Teleports

Make two distant points connected. Quite easy to implement, and probably fits well. Maybe, you need to find an artifact or develop this technology before using it. I think, one teleport (=two doors) per player should be enough. We can try one-way or two-way teleports, both are interesting options.

Comments and discussion:
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3. Altars.

There are special areas on the map that boost you country in one or another way. The altars are hidden in the mountains (look like **/X**), so they are controlled the same way as the gold mines. The altars should have both positive and negative effects.

Examples:

  • Fury (red letter "F") - your people fight better, but money income is lower.
  • Greed (golden "G") - mines give more gold, but your population growth is slower than normal.
  • Sloth (blue/cyan? "S") - people grow faster, but they are more peaceful and deal less damage.
  • ?

More advanced version: In uppercase altars (e.g. "F") the positive effects are stronger than the negative ones. In lowercase altars (e.g. "f") the negative effects are stronger.

Comments and discussion:
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###Other improvements:

  • Custom maps and campaigns (technically, a folder with maps + some text and rules)