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M.A.X 3 . PK`s vision about new game.  -  PK,  31.05.2009  19:54:50

In this topic I will introduce my vision about M.A.X 3 .

MAX 3 project will be based on MAX 1.04 with new things and capabilities added.
Here are my ideas:

1. Custom Clans:
Entire new system of custom races. If you ever played master of orion 2 it will be easier to understand.
Each clan can be defined by player. Each player gets some number of virtual cash/points - and can use this cash to provide better or cheaper units, factories - generally everything like in default max clans. These units would start as basic units in the game. Original max offer upgrades for cash too - but the base is depends on clan. Now the clan will be custom and base will change if player wants it.
Custom clans would require to create new system for creating races for virtual cash and balance upgrades for units and production/research. This system must be connected to new mathematical formula of creating units and buying upgrades for them. Math is heart of max. And new MAX 3 must have precise and advanced maths formulas to be playable. I see this as the greatest task for new game. A lot of work and testing. But the result will be amazing.
2. Old research tree ( % point upgrades ) and new technology tree. The new technology tree will have something from Civilisation/Alhpa Centauri and Master of Orion 2. I imagine 6-8 groups of main reasearch topics, like: computers, construction, biology, chemistry, sociology. Each tree would have levels with 1-3 technologies to pick from. New kinds of engines, armor ( several kinds of armor, not only one ), more hit points, shields, special weapons. To make good reaserch tree - it is also a challange. It must be connected with correct math formulas.
3. Terrain. Still 2d view but now the land terrain should have height. I dont remember if max 2 had it. Generally unit placed on a hill would have higher range. I would make this option custom - for turning off and on.
4. Units in game. I see units devided into 2 kinds: default made ( original max units ) and custom created from parts. Parts like: weapon, engine, armor, vehicle body, systems and etc. It would be possible to make a fighter - bomber air craft or submarine missle launcher. Of course not everthing would be given on begin of game. Many systems would have to be discovered and cost of upgrades have to fit into unit`s space. Space on unit is next step in creating custom units. Depending on vehicle body a free space value would be calculated. In this space player could add things like: engine, armor, systems, weapons.
5. Shots. In original MAX we have only 1-2 shot per unit only. I would make this 1-4. 1 for scouts and infantry. 4 for marine units and cannons. 3 for land units. 2 for air units. Marine units have the most space because they are big. Scouts and infantry would have only 1 shoot - they are small and not capable of handling biger weapons. Air units only 2 because they are a deadly power already (fast and can travel anywhere). 4 for cannons - to make them worthy to build and hard to kill. They are also large buildings. 3 for landing units as tanks and assaults kind. This must be well balanced too - including new math formulas for armor and shields vs attack points.
6. Shields. They are simmilar to armor. Shield class one would block 1 point of damage per shot. It would also have something like hit points - for example 5 points. So the attack would look like this: attacker with 25 attack would do damage: 25-1(shield I)-5(shield`s hit points)-armor(example 4)= 15 damage in his first shot to enemy unit. His second shot however would look different: 25-1-0(5-5=0 - shields are down because of last shoot)-armor(4)=20 damage. Shields would fully restore itself in next turn. Shields would have levels and kinds- from second research tree I wrote about above in point 2.
7. Armor kinds. I see 3-4 of armor kinds. Each armor would respond in better protection to some of weapons. For example laser weapon would easly pass trought classic titanium armor, but hardly against crystal armor. Each units could have 1-2 armors onboard to protect themselves ( also selected by player in custom units ). Calculation of math formula looks like this: Classic weapon vs titanium classic armor. Armor 5 points. Weapon 20 attack. 20-5=15 damage to unit. Classic weapon vs crypton armor. 20-5( x 120%=6 vs classic weapons)= 14 damage.

Game desing:

I will work on excel sheets to provide math formulas and all desing of units and reasearch.
The math side of max must be well prepared in order to make game playable and fun. Wish me luck :)

http://www.rumaxclub.ru/buffer/files/max3_data_v1.xls - first math calculations for MAX 3. Still under construction.



Редактировано PK 31.05.2009 19:54:50

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