I am posting these drafts in civfanatics for people to go over and posting based on Game Interface/Policy tree suggestions/Cities/Units/and other such things. I will be posting throughout the day! I want to thank everyone once now that contributed to the creation of this thread! I believe it could truly could create the best strategy game of all TIME!!!!
-AwesoMe
Here is the place where we had discussions and many of these topics were brought up:
http://forums.civfanatics.com/showthread.php?t=454792
Game interface:
1.) Lobby built into the game. It could have a lobby like many other games (Command & Conquer) to improve the experience of multiplayer play. Steam is not as multiplayer friendly as you would think since it took a year for me to find out people actually played multiplayer. Building a community through a lobby would be an excellent way to promote what many think is the best way to play Civilization V (multiplayer). I heard that using a VPN (virtual private network) is possible. A lobby with rooms also divided among different styles of play that would be excellent.
2.) Pause button. Create a pause button where you can stop the game. There are several different solutions to this:
a. Ability to pause unlimited amount of times
b. Ability to pause a limited amount of time (3 maybe)
c. Ability for the host only to pause
3.) AFK button. Create an AFK button where you can set your status as “away.” By this I mean you are able to queue units/building/wonders/R.W.C. and then go away to use the restroom or whatever else you have to do for a certain period of time. There are also several different ways to implement this:
a. Set a limited amount of time you can be AFK without being kicked from the game (For example kicked after 10 minutes of being AFK).
b. Set it so you can AFK unlimited amount of time.
• In both cases (limited and unlimited) you could have it so you could vote kick a player after a limited amount of time.
4.) AFK timer. Create a situation where if you are idle in game for a certain amount of time (For example 5 minutes) you are automatically set as AFK.
5.) Improve multiplayer stability so players are able to play 4v4, 5v5, etc. Just improve the code enough for players to play with larger groups of people than are already able to with the game currently. If graphics are a problem I know many people willing to sacrifice some graphics for gameplay.
6.) Add players to friends list directly from the game. Have the ability to add friends maybe using the same box that displays player’s names/points/pings. Have it go out even further with a 2nd click to have a button in which you are able to add a player as a friend. 3rd click returns.
7.) Be able to hide leader points/pings display if you want. Some people like to see the whole screen with the chat box closed and if it was possible points display.
8.) Rejoin to last game menu option. Ability to rejoin the last game that you were playing in Civilization V. Currently in Civilization V you have to add all of the players from the game as friends or be in the same steam lobby where it is hard to find people and if you get booted or host gets booted the games over in public play.
9.) Add “pings.” Add the ability to “ping” the map. This would help in all types of multiplayer play to quickly identify an attack, defense, wonder, or any other reasonable reason you would want to “ping” the map.
10.) Ability to write on the map. Ability to post messages on tiles for reminders. As you get larger and larger in the number of players playing your communication is key for things such as selecting city planting tiles, attacks, defenses, etc. The ability to write messages that may be deleted possibly by teammates would be helpful.
11.) Built in communication system. Currently players have to use steam speak (which can glitch) or TeamSpeak 3/Ventrilo or other programs to speak to one another audibly. Maybe a built in communication system would promote more communication and free thinking in the game. Also it would build a sense of camaraderie with the Civilization V community.
12.) Better communication with program. More detailed in-game system messaging connection issues between players. Such as “Player X is dropping,” “Player X is in the process of “resync,” or “No response from Player X.” This will help identify the player with the connection issue so players can try to help the player fix the problem or replace the player.
13.) Built in ladder ranking system. Build in a ladder ranking system for Civilization 5 to show who is/are the better player(s). The only problem I foresee with this is that with the diversity of gameplay in Civilization V which is excellent some games (full diplomacy free for all or FFA especially) players will gang up on the better player to receive bonus for knocking that player out as fast as possible. So maybe ladder is built into the lobby rooms that have different play styles. (Maybe no ranking system for FFA) Such as:
a. Duel
b. FFA
c. CTON (cannot talk or negotiate FFA…always at war with other players)
d. Teamer
• Could make optional ranking system. Not forced to play ranked games.
14.) Drafting screen. Players in multiplayer like the ability to draft Civilizations due to balance and gameplay. Such as picking the strongest civ and/or counter picking the other team. An example of this would be Defense of the Ancients (DOTA). For example giving the option to “ban” (Civilizations no players can play) certain amount of civilizations and pick your Civilization usually in order from weakest to strongest player (Duel/CTON/FFA). In a teamer it has been found that the best games usually team the strongest player with the weakest player. Usually in the teamer situation the picking goes in order like so (this example will be a standard 2v2):
• Team one will be the one and four seeds and Team two will consist of two and three seeds.
1. Ban 6 Civilizations in order of *Team 1 *Team 2 *Team 2 *Team 1 *Team 1 *Team 2
2. Pick 4 Civilizations in order of *Team 2 *Team 1 *Team 1 *Team 2
15.) Ability to mod Civilization V in multiplayer. Many of the additions that will be suggested later on will consist mostly of things that can be mod’ed. Enabling mods in multiplayer will decrease the labor cost of keeping patches up to date with player demand.
16.) Speed up or Slow down game. Players have commented about speeding up the game pace and some have said slow the game pace. Personally I think the current balance is excellent
17.) Fast moving units. Where the computer’s CPU speed and internet connection determines who moves faster than who not the better player. A solution to this is when a unit is attacked a 4-5 second timer is activated before the attack occurs where the defending player has the ability to move, fortify, attack simultaneously (picking one). This would open up the game for special abilities like covert attacking (U.S.A. Navy Seals/Japanese Samurai for example). Also there could be a special defense ability/bonus for units to see hidden attackers like scouts for instance. Maybe reduce covert attacking and increase defense ability bonus when you discover satellites. Possibly make it required to launch a satellite into space to make these instances happen.
18.) Double moving. In multiplayer you can last move at the end of the turn and move at the beginning of the next turn. In Civilization IV beta came out my understanding is that any unit that moves in the last 8 seconds of a turn cannot move in the first 8 seconds of the next turn.
19.) Choosing starting locations. Being able to choose your starting location within for example 5 tiles of a set tile at beginning of game.
20.) Trade agreements. Change trade agreements so the players have the option to make the trade last longer than 25 turns. Another solution to this problem is prompt the user before trade agreement expires (Possibly with a globe and a scroll through it on the right hand side of the screen where you see other notifications). I believe the best option is to make it so trade agreements can last for as short of a time or as long of a time as the players want. So make the trade agreements indefinite until a player cancels them.
21.) Player Drops. When a player drops from a game you receive a prompt that pauses the game and asks player(s) if they would like to continue the game.
22.) Observer option.
a. Having two slots free for players to just observe. Having the option to add more should be considered. Though it might slow down the game/make it more unstable.
b. Ability to watch game play out after a player is defeated.
c. Have option to vote on whether observer is allowed.
-AwesoMe
Here is the place where we had discussions and many of these topics were brought up:
http://forums.civfanatics.com/showthread.php?t=454792
Game interface:
1.) Lobby built into the game. It could have a lobby like many other games (Command & Conquer) to improve the experience of multiplayer play. Steam is not as multiplayer friendly as you would think since it took a year for me to find out people actually played multiplayer. Building a community through a lobby would be an excellent way to promote what many think is the best way to play Civilization V (multiplayer). I heard that using a VPN (virtual private network) is possible. A lobby with rooms also divided among different styles of play that would be excellent.
2.) Pause button. Create a pause button where you can stop the game. There are several different solutions to this:
a. Ability to pause unlimited amount of times
b. Ability to pause a limited amount of time (3 maybe)
c. Ability for the host only to pause
3.) AFK button. Create an AFK button where you can set your status as “away.” By this I mean you are able to queue units/building/wonders/R.W.C. and then go away to use the restroom or whatever else you have to do for a certain period of time. There are also several different ways to implement this:
a. Set a limited amount of time you can be AFK without being kicked from the game (For example kicked after 10 minutes of being AFK).
b. Set it so you can AFK unlimited amount of time.
• In both cases (limited and unlimited) you could have it so you could vote kick a player after a limited amount of time.
4.) AFK timer. Create a situation where if you are idle in game for a certain amount of time (For example 5 minutes) you are automatically set as AFK.
5.) Improve multiplayer stability so players are able to play 4v4, 5v5, etc. Just improve the code enough for players to play with larger groups of people than are already able to with the game currently. If graphics are a problem I know many people willing to sacrifice some graphics for gameplay.
6.) Add players to friends list directly from the game. Have the ability to add friends maybe using the same box that displays player’s names/points/pings. Have it go out even further with a 2nd click to have a button in which you are able to add a player as a friend. 3rd click returns.
7.) Be able to hide leader points/pings display if you want. Some people like to see the whole screen with the chat box closed and if it was possible points display.
8.) Rejoin to last game menu option. Ability to rejoin the last game that you were playing in Civilization V. Currently in Civilization V you have to add all of the players from the game as friends or be in the same steam lobby where it is hard to find people and if you get booted or host gets booted the games over in public play.
9.) Add “pings.” Add the ability to “ping” the map. This would help in all types of multiplayer play to quickly identify an attack, defense, wonder, or any other reasonable reason you would want to “ping” the map.
10.) Ability to write on the map. Ability to post messages on tiles for reminders. As you get larger and larger in the number of players playing your communication is key for things such as selecting city planting tiles, attacks, defenses, etc. The ability to write messages that may be deleted possibly by teammates would be helpful.
11.) Built in communication system. Currently players have to use steam speak (which can glitch) or TeamSpeak 3/Ventrilo or other programs to speak to one another audibly. Maybe a built in communication system would promote more communication and free thinking in the game. Also it would build a sense of camaraderie with the Civilization V community.
12.) Better communication with program. More detailed in-game system messaging connection issues between players. Such as “Player X is dropping,” “Player X is in the process of “resync,” or “No response from Player X.” This will help identify the player with the connection issue so players can try to help the player fix the problem or replace the player.
13.) Built in ladder ranking system. Build in a ladder ranking system for Civilization 5 to show who is/are the better player(s). The only problem I foresee with this is that with the diversity of gameplay in Civilization V which is excellent some games (full diplomacy free for all or FFA especially) players will gang up on the better player to receive bonus for knocking that player out as fast as possible. So maybe ladder is built into the lobby rooms that have different play styles. (Maybe no ranking system for FFA) Such as:
a. Duel
b. FFA
c. CTON (cannot talk or negotiate FFA…always at war with other players)
d. Teamer
• Could make optional ranking system. Not forced to play ranked games.
14.) Drafting screen. Players in multiplayer like the ability to draft Civilizations due to balance and gameplay. Such as picking the strongest civ and/or counter picking the other team. An example of this would be Defense of the Ancients (DOTA). For example giving the option to “ban” (Civilizations no players can play) certain amount of civilizations and pick your Civilization usually in order from weakest to strongest player (Duel/CTON/FFA). In a teamer it has been found that the best games usually team the strongest player with the weakest player. Usually in the teamer situation the picking goes in order like so (this example will be a standard 2v2):
• Team one will be the one and four seeds and Team two will consist of two and three seeds.
1. Ban 6 Civilizations in order of *Team 1 *Team 2 *Team 2 *Team 1 *Team 1 *Team 2
2. Pick 4 Civilizations in order of *Team 2 *Team 1 *Team 1 *Team 2
15.) Ability to mod Civilization V in multiplayer. Many of the additions that will be suggested later on will consist mostly of things that can be mod’ed. Enabling mods in multiplayer will decrease the labor cost of keeping patches up to date with player demand.
16.) Speed up or Slow down game. Players have commented about speeding up the game pace and some have said slow the game pace. Personally I think the current balance is excellent
17.) Fast moving units. Where the computer’s CPU speed and internet connection determines who moves faster than who not the better player. A solution to this is when a unit is attacked a 4-5 second timer is activated before the attack occurs where the defending player has the ability to move, fortify, attack simultaneously (picking one). This would open up the game for special abilities like covert attacking (U.S.A. Navy Seals/Japanese Samurai for example). Also there could be a special defense ability/bonus for units to see hidden attackers like scouts for instance. Maybe reduce covert attacking and increase defense ability bonus when you discover satellites. Possibly make it required to launch a satellite into space to make these instances happen.
18.) Double moving. In multiplayer you can last move at the end of the turn and move at the beginning of the next turn. In Civilization IV beta came out my understanding is that any unit that moves in the last 8 seconds of a turn cannot move in the first 8 seconds of the next turn.
19.) Choosing starting locations. Being able to choose your starting location within for example 5 tiles of a set tile at beginning of game.
20.) Trade agreements. Change trade agreements so the players have the option to make the trade last longer than 25 turns. Another solution to this problem is prompt the user before trade agreement expires (Possibly with a globe and a scroll through it on the right hand side of the screen where you see other notifications). I believe the best option is to make it so trade agreements can last for as short of a time or as long of a time as the players want. So make the trade agreements indefinite until a player cancels them.
21.) Player Drops. When a player drops from a game you receive a prompt that pauses the game and asks player(s) if they would like to continue the game.
22.) Observer option.
a. Having two slots free for players to just observe. Having the option to add more should be considered. Though it might slow down the game/make it more unstable.
b. Ability to watch game play out after a player is defeated.
c. Have option to vote on whether observer is allowed.