Ideas for a turn based strategy component on the mud.
- Would twice daily/daily be too frequent?
- Variable length turns? Once all players have submitted orders resolve the next turn.
- Allow late joiners to a game?
- Multiple instances with different turn durations (could become a chore in itself, or leave certain intervals fallow)
- Adjust slowly by percentage intervals?
- Fantasy/Medieval - You're given a writ from the King as a new Baron in a wilderness kingdom
- Space - Your fleet sets out from your home planet into a wormhole that pops you out into a random corner of the universe
- Contemporary - You're set on a planet with similar technology to 20th/21st cetury earth
- Multi-genre - The cabals of eotl are sick of the same scenery all the time, they're out to take over the rest of the mud
It might be fun to have regular gameplay interface with the strategy game somehow
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- You can manually take messages to your troops by going overland, making xp in the regular fashion
- Hire messengers and you don't get the xp, but orders are still processed for the turn
- Replay an instanced version of a battle you lost in the previous turn to determine troop losses.
Could be farmed for xp, should there be a limit to the number of battles you can play in this way?
- Scale of units, does each thing represent a single person, a small party or a huge batallion?
- Training of units and/or seasoned veterans more effective? Equipment? Guild based progression(e.g. dustmen/fighter/forester/crusader/etc)?
- Morale: what happens when they run into a bigger force or large numbers die. If good morale then they can fight longer, retreat in an organized fashion which reduces casualties, etc.
- Is there a commander for the unit?
- Training halls, food production, weapons and tools(e.g. pick, hammer, sword), transport (e.g. wainwright, stables)
- Directed graph of exits to neighbouring star systems?
- Terrain ascii map