>>3107>Cyberpunk Monopoly.Exactly.
>>3104>Does it have to be turn-based?Honestly? Pretty much.
Unless they're an RTS, strategy games that run in real time are much harder to design. You run into issues with depute resolution, figuring out the order of events, and it's very hard to avoid "snap" situations were people have to quickly react to take advantage of something advantageous. A turn based game ensures that people have time to consider what they're doing.
>Also have a currency of popularity (equal through the course of the game) and have "the consumers" be a 3rd party that can be hired for menial work like building, but pay the companies back (as consumers, buying the product you put out)That's pretty much how I'd initially imagined it working. I'm also open to the idea of area-control being a thing, in order to make the conflict between players more direct. I'll probably just start of with something really abstract and add detail as I go.
>Players wouldn't be companies, but just people. I'd expect the early players to become companies, due to real estate being extremely cheap early on. Later players that join will find it hard to start up their own company, so they'll be pretty much forced to join an existing one.That just sounds like extra complexity. If it's easy for players to start companies, why not just make each player start with one and skip the extra step?
>>3104>>3108I was torn on it before, but I think I'm not keen on the long-term play idea. The game would need to be much more advanced in order to hold people's attention, and the logistics of setting up each game would be huge. Also, we would need a LOT of players in order for them to be able to interact.
In contrast, getting 4-12 people into an IRC channel for an hour or two would be pretty easy, and if the game is kept simple turns would only last a minute or two, so there's no risk of people getting bored waiting for the next turn.
>>3109>>3110>>3111This thread is sorta for the strategy game idea. I don't have anything against the idea of building a MUD, but the other thread would probably be a better place for it.
>>3106>Each player can produce 1 of 8 assets in the game. To increase growth they need one "set" of the 8 assets. Assets can be traded from other players. Players can fight each other to steal assets if they dont want to trade.That strikes me as almost Settlers of Catan - like.
It could work, but I think I'd really have to see it in action to know how well it would turn out. It might foster trade, but it could also have the players working in parallel rather than spending the game at each others throats.
Still, interesting.
>There needs to be realtime events so people are not just sat there bored for however long a turn is.If we can get everyone into a channel at the same time, I'm not really worried about that. People don't tend to walk away from board games, and if we get this right there ought to be plenty of social interaction too.
Plus, the turns shouldn't take TOO long.