Future of Multiwinia: the real thing ?

Post your ideas on where the future evolution of Multiwinia should lead

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IronWill
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Future of Multiwinia: the real thing ?

Postby IronWill » Thu Sep 25, 2008 3:15 pm

In my mind the future of Multiwinia is as simple as that : explosive, nervous, gigantic and ambitious.

Now that the Darwinians evolved on several Multiwinians tribes they only dream of proving themselves always more autonomous and powerful. To assume their own life each clan decided to develop its differences, and so to experience its own destiny. They found the way to alterate their genetic code and each tribe provided several different improvements to the electronical DNA of the Multiwinians.

Multiwinians are no longer One. They evolved into new races. And each of this race is now ready to take control of the whole known universe. The only thing that Multiwinians are all sure of is that absolute freedom can only be found in an empty-of-life universe. But the battle for DNA has just begun...

Now it's your turn. Choose your side ! And kill them all ! ALL OF THEM.

Features included:
- electronical DNA mutation weapons
- choose your attributes at the beginning of the round : there is no static race, build yours !
- some players may find a way to switch or take some of your attributes during the battle
- scientific Multiwinians may now use technological devices : set up troop formation with jetpacks !
- sacrifice your multiwinians during the battle to benefit more improvements

What do you think about that ?
Last edited by IronWill on Fri Sep 26, 2008 12:35 pm, edited 1 time in total.
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allen
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Postby allen » Thu Sep 25, 2008 11:36 pm

I'd like to see a defend your base type of thing..sorta like AOE (only RTS i've ever played) with resource management and fort building...etc. I could see it working but games would get pretty long and it wouldn't make MW as unique as it already is. or a simple army against army without the resource management and prebuilt bases which would make it "easier" and possible shorter games.

an escort game type would be pretty fun too. use MWs to escort some kind of object (WMD?) to another part of the map. attack/defend style gameplay. seems like it would be fun. it would make co-op games funner just like how fun co-op in assault is
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MarvintheParanoidAndroid
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Postby MarvintheParanoidAndroid » Fri Sep 26, 2008 3:09 pm

I had hoped never to see the phrase "resource management" in these forums... :(
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Postby xyzyxx » Fri Sep 26, 2008 4:11 pm

MarvintheParanoidAndroid wrote:I had hoped never to see the phrase "resource management" in these forums... :(
Agreed
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MrBunsy
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Postby MrBunsy » Fri Sep 26, 2008 5:05 pm

Meh, spawns are near enough resources.
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Postby mmaestro » Fri Sep 26, 2008 6:13 pm

Indeed, so are WMDs, so are trunk ports, so are solar panels.

I think the question is whether it's worth trying to introduce even more resource management, and I don't think it is. As is, Rocket Riot, probably the most dependent on this idea, is one of the least played game modes. Darwinia is too quick a game to work well with much more. While a single player game might benefit from something like this, or even a campaign backdrop (similar to getting the construction yard working in Darwinia) over the course of many missions, fighting over locations to gain the overall upper hand, I just don't feel like Multiwinia would benefit from that. It's just not that sort of game.
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Postby IronWill » Fri Sep 26, 2008 7:20 pm

Yeah but that was not the point of this original topic, I don't know why is this guy parasiting my proposal xD

what about having MW evolve with new cutomizable races (abilities) that would enlarge the gameplay ?
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Postby mmaestro » Fri Sep 26, 2008 8:14 pm

Simplicity? That's the whole appeal of the game. Anything you add gets in the way of that. While it might be interesting to allow some customization between explosives use, lasers, speed, accuracy, etc. (is it me, or do reds toss more grenades?), I'm not sure I'd want anything more than that, and even that suggestion would be a stretch, I think.
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Postby lorant » Fri Sep 26, 2008 9:38 pm

Yes, building a huge world of possibilities on top of very simple game mechanics is what I love about Multiwinia. Adding unit customization, unit evolution or more resource management would transform it into a completely different game, I think.
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Postby Pyroguy » Fri Sep 26, 2008 10:05 pm

You can already mutate your Darwinians. WITH CRATES! YAYYYYYYYY!
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Postby Kuth » Fri Sep 26, 2008 11:01 pm

Yes, building a huge world of possibilities on top of very simple game mechanics is what I love about Multiwinia. Adding unit customization, unit evolution or more resource management would transform it into a completely different game, I think.


QFT.

Most RTSs play the same nowadays- there's a tech tree to follow, one or two resources to gather... the only thing that seems to change is what the units are and the setting. Ultimately they all play the same, make X, Y, Zed units and attack the enemy or just spam x unit and swarm them.

Multiwinia is a nice escape from all this mediocrity in graphical simplicity, removal of resources, and emphasis on small gameplay. Despite the fact that it's only five minutes in some games, those five minutes were more than enough fun than it would take in a half-hour in other games. I'm willing to call Multiwinia a 'Pocket Strategy' game since it boots fast, plays fast, and leaves the player satisfied.
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Postby Greendingbat » Mon Sep 29, 2008 4:33 am

Lol, it sounds like you want to make Multiwinia a full-blown RTS like age of empires, as well as introduce Bioshock concepts
I personally don't like most of the ideas (at least for Multiwinia) as they are too dark for the rather hectic and inoccent gameplay style
These might be kinda fun to introduce into game mods, but not in to the actuall game base
Otherwise, these mechanics would work well in another game
ALL YOUR BASE ARE BELONG TO US
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Postby MrBrown » Mon Sep 29, 2008 5:36 pm

MarvintheParanoidAndroid wrote:I had hoped never to see the phrase "resource management" in these forums... :(

QFT

After my first matches I thought like "cool - no real resource management, just like World in Conflict". Actually both games (Multiwinia and World in Conflict) have some subtle gameplay similarities. The spawn system in MW feels similar to the auto-reloading budget in WiC, there is no real resource management in both games, and a single round does end pretty quickly so you don't need hours of time to finish a single map. I like it this way :)
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Postby IronWill » Mon Sep 29, 2008 7:32 pm

I am not a fan of having to manage "resources" as you have in other RTS. But you MUST NOT make a mistake about "resource" word: it is the word used to designate in-game material that will help expanding a base, but it also is the word used to designate the different "tools" that a player have at its disposal to play the game.

So if we say that in its future Multiwinia may handle more resources that means that the player may find more ways in the gameplay than it simply has with crates and spawn points. This is why I proposed that idea that MWians could have some skills that you could set up at the beginning or during the game. We have a basis of this with Multiwinians switching their grenades for rockets. A next-coming version of MWinia can handle more than that ! ;)

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