The Sinister Design Forums

Games => TSoG => TSoG Wish List => Topic started by: Duskling on March 31, 2010, 08:58:53 PM

Title: The most crazy idea for Sinister Design yet (or even ever)
Post by: Duskling on March 31, 2010, 08:58:53 PM
I feel bad even mentioning this, but this is a ridiculous, and ridiculously hard, idea for Sinister Design, are you ready? A Telepath RPG or Psy Arena MMO. I know this is an insane amount to ask for, especially with TSoG not even finished yet, but come on, in my vision it looks brilliant. I'm not expecting it, or even asking for this to be done, but that would sure be a massive change to Sinister Design. (However, if the Creator wanted to, he could use the leftover money from games like TPA2 to fund it, and perhaps players are willing to make donations?) Tell me what you think of this idea, my fellow community members!
Title: Re: The mst crazy idea for Sinister Design yet (or even ever)
Post by: Xemadus Echina on March 31, 2010, 09:31:12 PM
i remember this exact topic coming up on the old forums.  and no i don't remember specifics. but still im pretty sure a lot of people (myself included) would love to see a telepath based RPG. 
Title: Re: The most crazy idea for Sinister Design yet (or even ever)
Post by: KZ on April 01, 2010, 10:08:15 AM
Well, as rainen rightly said, this idea has been toyed with a few times before: and it did have some following. But I think it's not yet a time to release MMO project yet- maybe better off finish TSoG, if that reaches a wide audience, then maybe go with MMO, after all- it will require some minimum number of players to start it off, and I don't think we have enough currently to really kick-start it yet.
Title: Re: The most crazy idea for Sinister Design yet (or even ever)
Post by: Xemadus Echina on April 01, 2010, 12:49:55 PM
Well assume that all the players that supported my testing crew idea will support the MMO. So that's 7 or 8 people we have as of now.  that would be enough people to act as moderators in game for the beginning.  Also you can post a demo for it on game sites like kongregate and addicting games to generate a larger player base.  A problem would be making the game and upkeep. That would require a staff, a staff requires money (unless you're really really lucky) and that brings up the main problem, money.
Title: Re: The most crazy idea for Sinister Design yet (or even ever)
Post by: Duskling on April 01, 2010, 10:09:59 PM
the main problem, money.
Like I stated before, Sinister Design could use money that came from TPA2 and make a special edition for TSoG also, but it still might not be enough, and, like I said, some players might be willing to donate some $.
Title: Re: The most crazy idea for Sinister Design yet (or even ever)
Post by: WeBing on April 05, 2010, 10:58:00 PM
Ahem.

There will be no special version of TSoG. TSoG will be the special version of TSoG.

You will have to pay to play it.
Title: Re: The most crazy idea for Sinister Design yet (or even ever)
Post by: Ertxiem on April 07, 2010, 06:52:54 AM
It's not a bad idea. Sorry if it feels that I'm too negative with the questions below.

If the MMO would be inspired in TPA2, it would be similar to Tactics100 (chess like battles), that had is share of problems with cheaters and is a bit annoying to wait for the adversary to make his move or we have a timer that will not let us plan our move as we wanted to. The pay for play could give you access to higher leagues with new units to be bought.

If you're thinking in something like TSoG in MMO, that would really be hard work to put on and it's not clear to me how the battles would work...

Title: Re: The most crazy idea for Sinister Design yet (or even ever)
Post by: Duskling on April 07, 2010, 11:36:54 PM
So... bad idea?
Title: Re: The most crazy idea for Sinister Design yet (or even ever)
Post by: Zhampir on April 08, 2010, 03:30:08 AM
Good idea, hard to implement.
Title: Re: The most crazy idea for Sinister Design yet (or even ever)
Post by: WeBing on April 10, 2010, 04:27:54 PM
It's not a bad idea. Sorry if it feels that I'm too negative with the questions below.

If the MMO would be inspired in TPA2, it would be similar to Tactics100 (chess like battles), that had is share of problems with cheaters and is a bit annoying to wait for the adversary to make his move or we have a timer that will not let us plan our move as we wanted to. The pay for play could give you access to higher leagues with new units to be bought.

If you're thinking in something like TSoG in MMO, that would really be hard work to put on and it's not clear to me how the battles would work...



Any multiplayer with the current battle system wouldn't work because eventually there would be certain easy-to-remember routines and stats for perfect play.

I'll give examples of multiplayer games with similar problems and how they were solved.

Pokemon--Thousands of different combinations, many viable options.
Chess--Again thousands of different combinations, and only one piece moves at a time.
Starcraft--2d RTS with lots of variables

And a failed multiplayer game:

Colony--battles took place on two one-dimensional lines, not enough units or buildings/building space, so a few strategies were eventually found to be the most efficient.
Title: Re: The most crazy idea for Sinister Design yet (or even ever)
Post by: Xemadus Echina on April 10, 2010, 05:35:38 PM
I know how you could do battles. Make it so that everybody plays with just their own unit but what happens is instead of full team turn based you have an agility stat which determines your steps as well as the order that you move in.  The move order idea came from the Monster Den games.  You could implement a free market system and have a basic item set(or advanced if your feeling adventurous) that improves stats, elemental strengths(resistance and attack damage) and/or give you special attacks/abilities.
Title: Re: The most crazy idea for Sinister Design yet (or even ever)
Post by: WeBing on April 10, 2010, 07:44:16 PM
And how would that change anything?

With an extremely limited number of NPC's available, along with an extremely limited number of combinations for moves, TPA/TRPG styled games aren't going multiplayer anytime soon.
Title: Re: The most crazy idea for Sinister Design yet (or even ever)
Post by: Dorgon 5000 on April 10, 2010, 10:20:49 PM
And how would that change anything?

With an extremely limited number of NPC's available, along with an extremely limited number of combinations for moves, TPA/TRPG styled games aren't going multiplayer anytime soon.

Telepath is perfect for multiplayer! But it canīt be online, that simply whouldnīt work. I think that the dual mode in chapter 2 was just rough, that it could become better with more (and more different) characters, better maps and more attacks. This whould be much better than a level editor which is still too limited to make something really cool.
Title: Re: The most crazy idea for Sinister Design yet (or even ever)
Post by: WeBing on April 10, 2010, 10:44:59 PM
 ::)

Firstly, there is no difference between online and local.

Secondly, there isn't much point of having multiplayer if you don't have it online, because there is a very limited playerbase.
Title: Re: The most crazy idea for Sinister Design yet (or even ever)
Post by: Dorgon 5000 on April 10, 2010, 10:57:12 PM
::)

Firstly, there is no difference between online and local.

Secondly, there isn't much point of having multiplayer if you don't have it online, because there is a very limited playerbase.

I have many friends who love it, and we all have very fun at the unofficial tournaments in my TV room.
Title: Re: The most crazy idea for Sinister Design yet (or even ever)
Post by: WeBing on April 11, 2010, 12:45:16 AM
And once the game gets a significant playerbase on any multiplayer game it'll eventually conform to a set of specific tactics due to the lack of variation.

Perfect play will become obvious, and eventually the only people who will play a multiplayer is the people who don't know how to play, because they still find it interesting.

In TRPG, there are no surprises. You can see your opponents' stats and moves, everything takes place on a small grid. Players have limited options, and it requires no great deal of prediction to win, as the best case scenario for both sides can be easily seen.

While TRPG is great for a single player game it will never develop any intelligent metagame unless Craig decides to expand it massively, and then he will have to go back to the TPA2 buying characters method because it would take an obscene amount of time to incorporate teens of more characters into a storyline; developing them would be hard enough, there would have to be a cap on the amount of money you can spend on one teammate, each teammate would have to have at least nine moves or else there would be little variation.

In other words, unless TPA/RPG is made more varied it will not be viable for multiplayer. Your anecdotes mean little else but you and your friends not thinking when you move.
Title: Re: The most crazy idea for Sinister Design yet (or even ever)
Post by: Dorgon 5000 on April 11, 2010, 12:56:37 AM
It just needs more tactical maps and more different characters. Also it has too few attacks in chapter 2.
Title: Re: The most crazy idea for Sinister Design yet (or even ever)
Post by: Tinkerbell on April 13, 2010, 10:07:27 PM
And there was a 'programmer fairy' maybe those things would be added.

But there aren't.
Title: Re: The most crazy idea for Sinister Design yet (or even ever)
Post by: Xemadus Echina on April 15, 2010, 01:14:37 PM
Webing, your idea that everybody would use the same tactics is complete and total crap.  Have you ever played chess?  If you use one strategy the person your playing will adapt to beat it then you will again adapt to beat that strategy.  There is no "one strategy to rule them all" because there is always something that will beat the "best" like how a lowly germ can topple an entire human civilization. 
Title: Re: The most crazy idea for Sinister Design yet (or even ever)
Post by: MikeW781 on April 15, 2010, 05:33:08 PM
Firstly, there is no difference between online and local.
Do you have ANY idea what you are talking about?
establishing a simple program in which the actions of one computer are mirrored on another requires an insane amount of programming and bug fixing
Title: Re: The most crazy idea for Sinister Design yet (or even ever)
Post by: randy295 on December 20, 2010, 11:15:19 AM
it may be a good idea  BUT IT IS A GOOD IDEA IF THERES LEVELS IN A MMO! :D :D :D :D :D
Title: Re: The most crazy idea for Sinister Design yet (or even ever)
Post by: HeadShot on January 07, 2011, 05:53:06 PM
Craig is probbaly not going to make an MMO anytime soon, since Craig is working on TRPGSoG.
Title: Re: The most crazy idea for Sinister Design yet (or even ever)
Post by: bugfartboy on January 07, 2011, 07:16:11 PM
He did say that he was thinking of a multiplayer game. Whether it is TRPG related he refused to say.
Title: Re: The most crazy idea for Sinister Design yet (or even ever)
Post by: HeadShot on January 07, 2011, 08:00:51 PM
He did say that he was thinking of a multiplayer game. Whether it is TRPG related he refused to say.

Oh. I didn't read that.