Post
Topic
Board Announcements (Altcoins)
Re: [ANN][HUC] Huntercoin - Human Mining / Merge Minable Dual Algo / P2P MMO
by
cryptocoiner
on 17/03/2015, 11:44:20 UTC
Tried to play my 800 huc in game.. imposibble there is one guy controlling all exit zones except the coins that are closer to the spawn area. i can't play this sorry

besides i lost 400 huc just on the disaster thingy

Disspointed

It's true. I'm also were trying to return to playing. Wasted about 100 hucs and quit. We need a new gameplay obviously. What about ChronoKings, is it under development?


we are discussion about gameplay changes here, please contribute: http://forum.huntercoin.org/index.php/board,5.0.html

we are talking about:
- removing disaster kill (please says your thoughts)
- implementing teleports

basically, i'm for removing disaster to preserve player money and introduce a teleport system to speed up things and at the same time give something to game mechanics, implementing something that's near to the "tower defence" concept of many of current games, here my thoughts: http://forum.huntercoin.org/index.php/topic,702.msg3641.html#msg3641


here a summary:
Quote from: MithrilMan


didn't placed letters, etc. but should be pretty clear

note: no TP back to base, i'll tell you why



now let me list how teleport works in my concept because i think it's interesting and i applied some "tower defense" game style to it (it's a trend nowadays)

- everytime you use a teleport, you spend 5 HUCS. This way, the more people you control the more you spend, while we add a lot of fun to the concept  (*1)
- the teleport cost, is added to a loot that belongs to the teleport itself (so the teleport has a value that increase over time)
- teleport LANDING areas are safe zones, no one can trigger destruct there (only landing areas!)
- teleport STARTING areas are NOT safe zones, so anyone can destruct there
- when you get teleported, you can't move for few blocks (5?) [to prevent at some extent the "following" thing snailbrain is afraid of but not punish too much genuine players] (maybe not necessary and would could interfere with next point)
- teleports is active for 20 blocks, then need a 10 blocks recharge time (this thing too to prevent the "following" issue and to complicate a little bit more invasions, etc...
- if an enemy enter into an enemy teleporter STARTING (not landing) area, he doesn't get teleported anywhere
- if an enemy enter into an enemy teleporter STARTING (not landing) area and DESTRUCT, he will get the teleport loot (so all the collected tolls from hunter that used it since last teleport destruct) right into his address, no need to bank it. It's a potential big reward (increase during time like a jackpot) and would be a nice target once it gets high value
- a destructed teleport area inhibit it to works for some time (1 day? it would be very hard and risky to do so it should have a big impact on gameplay too)
- colored peripheral (or even the central ones) landing areas are bank area too (this is why there is no need for a teleport back to base)

*1
hucs can be taken right from hunter value, so you spend 200 to create a hunter, then enter the teleport and it's value is 195, so would be easier to manage the toll required by teleporters instead of taking other sums from address, etc.. and there is a less risk to run out of hucs




I think this would be very funny and worthy and technically the implementation shouldn't be much hard and could be done in this fork


Quote from: bgb
I do wonder if moving the outer landing zone away from the coin spawn would be more appropriate, more to where snailbrain has it.

if you move landing areas enemies would have too much difficult reaching the enemy spawn zone to destroy the teleporters and if someone siege the teleport area, would be cannon fodder because you just need create some hunters of the TP color and to go kill them and then bank in few minutes (as you stated somewhere in the past, sieging teleport areas isn't much an issue)

if we let landing tp areas being bank area too, we mix togheter the "miner" gamestyle with pvp play style better (so who wants to mine have a bank area near, but it's more exposed to enemies so can't farm too easily and anyway with many player, the coins shared would be too few to be relevant)

at the same time, pvp action would be possible everywhere (even because going to enemy spawn area would be worthy after some days of teleport usage)
we could even do that a % of the collected coins from middle banks areas goes to teleport loot, so it would become even more worthy!

i think that this way even the crown would be a bit useless, we could remove it and split its current perblock income among the teleporters and we could give to the crown another meaning (e.g. having a blast radius of 10, so who has the crown can organize an attack to an enemy teleport and so destroy it from a larger distance!



this is the quadrant map with color based on my expected difficult for people that like to mine (passive play style)

green = very easy
yellow/orange = easy but with some risk
red = dangerous



here the quadrant map about my expected pvp actions

Opinions?


I think these changes are great. They will definetely allow newcomers to play and at least get back hucs they've spent on hunters. And maybe this will drag ppl who were playing and quit back into game.