If you don't like stories, skip to the picture and after.
Ok, so first a little background.
Once upon a time, when Darwinia was freshly released, I intended to create a mod of that wonderful game with a full storyline and everything. I wanted to expand the world of Darwinia with new locations and history, give my own contribution to the lore of Darwinian evolution, etc.
Unfortunately, due to being at college, contracting an awful case of writer's block, being lazy and becoming shamefully addicted to a certain MMORPG, my mod remained half-finished.
I'm getting to the point, don't worry...
One of the levels I'd created was intended to be a sort of 'residential' island for the little stickguys, where they went to rest after working in the mine and to hang out with their brothers. I had Skorp/Athlonboy (who is awesome) create a new shape I designed to place on the island to represent their homes, which look something (read: exactly) like this:
The concept was that they entered in the base, and they would be stored in the structure, emitting a glow in the area enclosed by the petal-like bits at the top to show occupancy.
Fast forward to an hour or so ago.
This map returned to my mind with an idea of a game mode: When DGs are stored in these "residence bloom" (or a better name) buildings, their idle cycles contribute to a large computing task, a la real world distributed computing. Details here are fuzzy on what the purpose of this task would be; probably something associated with the annihilation of enemy DGs.
Now here's the vital gameplay elements of the mode:
- Players can insert DGs into the blooms at any time to increase their computational power
- Once a DG is in the bloom, they cannot be removed.
- The task requires a respectable number of DGs to complete. Initial proposal: starting number of 200-250 DGs to complete it in 10 minutes. Each extra DG contributes extra, so 300 => 8 minutes, 400 => 6 minutes, etc. This would probably need to be studied to find a good balance in the equation.
- There are also spawn points on the map which can be taken to spawn more DGs. Each team will have at least one secured spawn point so as not to be eliminated.
- First team to complete the computing task wins.
Now it may seem at first glance to be similar to KOTH, but there's a lot more of a tactical edge to it, I feel. The player will need to make fast decisions on whether to sacrifice some DGs to get their research moving faster, or to assault an enemy spawn point and cripple their production first.
Of course, the actual model of the blooms can be changed or altered, maybe to have an actual doorway in the base or something. (Although having something graphical that I thought up in the game would be awesome )
Anyway, that's all I got, hopefully I can sleep now.
Feel free to comment and poke holes in my idea.