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f13.net  |  f13.net General Forums  |  The Gaming Graveyard  |  MMOG Discussion  |  Topic: Online browser strategy game recommendation 0 Members and 1 Guest are viewing this topic.
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Author Topic: Online browser strategy game recommendation  (Read 5117 times)
Aez
Terracotta Army
Posts: 1369


on: March 17, 2008, 05:15:49 PM

I've been dicking around on google for 2 days now but I can't find any good one.  I'm sure there's some decent one out there but the main pages I could find are always lacking information.  I can't even find a decent review site.

I had an epiphany this weekend :
- I can't stand long play session
- I can't stand the same gameplay again and again, re-skinned trough different games
- I love strategy and risk vs reward decision
- I prefer persistant games, it's stupid but I like to achieve something (even useless one)

I'm waiting for http://hommkingdoms.uk.ubi.com/
I'd like to find something similar.

Anyone can help?
JoeTF
Terracotta Army
Posts: 657


Reply #1 on: March 17, 2008, 05:43:19 PM

tdzk was cool but then utterly incompetent admins shutted it down.

So, I have to ask for the same thing. Also, absolutely no passive time sinks (aka wait 30 minutes or 44 days for this structure to finish building, or for this ship/army/dude to move form point A to B).
Trun based games where you can accumulate them turns and burn them in few minutes (like tdzk did - you could burn 200h playtime in 30 minutes if intense mining), are most welcome though.

So(but bit less) are daily/weekly tick based games, as long as daily workload to keep your kingdom/ship/village/whatever afloat is minimal.

Travian and other ogame clones must die a painful death. 
Samwise
Moderator
Posts: 19324

sentient yeast infection


WWW
Reply #2 on: March 17, 2008, 06:01:44 PM

I'm convinced there aren't any decent games like this, because I've been looking for the same thing for quite some time.

Guess what I'm making if Meatplace ever releases.   Oh ho ho ho. Reallllly?
Viin
Terracotta Army
Posts: 6159


Reply #3 on: March 17, 2008, 06:05:16 PM

Not sure if this is too light weight for you, but some friends of mine and I play WeeWar.

They just added the ability to create your own maps, which is awesome.

- Viin
Aez
Terracotta Army
Posts: 1369


Reply #4 on: March 17, 2008, 06:13:47 PM

Not sure if this is too light weight for you, but some friends of mine and I play WeeWar.

They just added the ability to create your own maps, which is awesome.

I saw this one, I passed it because it's not persistent.  Still one of most promising game I found.   I'll give it a try. 

It's basically an online advance war I'm guessing? 
Sounds good enough.
Viin
Terracotta Army
Posts: 6159


Reply #5 on: March 17, 2008, 06:33:02 PM

Yah I donno of any persistent games. Usually the ones I've found are on a timer or reset once there's a winner (like Archmage - even if each game lasts 4 months, though I don't know if it's still going) or is a single 'game' with a winner. Weewar has scores but nothing else persists.

- Viin
schild
Administrator
Posts: 60350


WWW
Reply #6 on: March 17, 2008, 06:37:41 PM

It's really all about HoMM Kingdoms.
Obo
Terracotta Army
Posts: 107


Reply #7 on: March 18, 2008, 06:19:45 AM

For a while now I've been slowly working on a browser-based territorial persistent-world strategy game (well, at least I think there is some strategy in there somewhere).

It's intended to be an asynchronous multiplayer game. So you can build up your turns over time and then burn through them in a few minutes play session, setting up your structures to survive until you play again (or use an auto-queue to make moves for you over time), and the system handles contests between players.
Although to be honest the 'design' is a bit all over the place. It started out as you controlling just one avatar/unit, moving it about the map building structures etc, but now it seems to be moving more towards total management style play with a bunch of npcs/units.

But the overall gameplay is still the same.
It has a 2D grid world (actually multiple connected grids), with each tile having a number of underground layers for resources. The deeper the layer the rarer the likely resource in the spot would be, and the more advanced equipment needed to reach it. The quantity of resources in each layer in each tile would be finite, so once it's mined out it's gone until resources are respawned. While resources would be used up for creating structures, equipment, repairs etc., the main purpose of resources is to control access to them. Players would be able to place structures on the map in order to claim territorial control of an area, therefore claiming ownership of the resources.

The system would spawn regular challenges for players to compete over such as "own the most land containing resource X, for the most time, over the next week", or "own land that contains the most of resource X, for the most time, over the next week", or "extract the most of resource X over the next Y days" and so on (there would be others of the 'build a wonder', 'find and hold the relics' sort).
Players capacity for land ownership would be limited and resources likely rare enough that if someone wanted to compete in a challenge they would have to contest land ownership if someone else had a 'valuable' spot.

So the game would be about managing your control towers, deciding what weapon or armour items to equip in them to try and survive the next scheduled attack, making sure you have enough incoming resource supplies for repairs, deciding what structure upgrades to go with (better attack bonuses, defence bonuses, mining bonuses for your mines on that towers land, better spies for more accurate intel on your enemies tower setups etc), scouting new locations etc.

If your land is no longer valuable you may have to move to a new area. Especially if a resource respawn isn't good to you (although players would be able to have a degree of contorl of resource respawns with a genesis device they could win via the challenges). But otherwise the world would be persistent. Same terrain, players, guilds, markets etc.

I must get back to working on it.
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