Here's is what I'd say is one of the most important posts on these boards, and yet I find its thread dormant!Devari wrote: Just a random thought, really... Perhaps we should, come summer, work a bit on reinventing FAF and Promisance. I'm not really sure what I mean, persay... Perhaps thinking of ways of adding new dimensions and features WHILE maintaining the traditional simplicity and ease of use of Promisance.
For example, heroes. Where do we want to go with them? Do we want to turn them into an almost-minigame, where they can grow (and age, and die) and have a more prominent effect on the outcomes of battles and production? And, if so, how do we do so without making the game too complex?
Take a look at QMT Epicurus to see what I mean. They had some great ideas about making Promisance more realistic and "cool", but they made it way too complex and hard to use. Can we do both? Maybe. It'll take some work, though.
As an aside, I'd really like to see the interface designed into a more modern-looking ("pretty") layout. Maybe even throw some graphics into the mix. People have a short attention span, so prettiness might grab them better; then, features and gameplay come into play. As it stands, FAF looks pretty dull and technical - perhaps we can make it more pretty and exciting.
Well, let's change that!
I write due to what I've observed: Many Promisance games have fallen into slothful decadence; they are copies of one another, will little, even no, innovation. Hence, I find it extremely refreshing, and almost suprising, to encounter a community where thoughtful ideas seem ubiquitous.
I've been browsing these boards for a while now: Between The Beatles' grocery list of gameplay additions and Ruddertail's dissertation, I'm extremely impressed by your community's ability to work fresh ideas into workable realizations. Likewise, I have my own thoughts on enhancing this game -- which I would easily consider the current standard for the Promisance-type genre -- that I'd like to toss into the mix.
First, I should note that I have come to hold sentiments simliar to those expressed by bjornredtail: additional realism, just in itself, could expand complexity while maintaining simplicity.
For instance, currently, smithies appear to generate military via some fanciful extra-dimensional rift in space -- at least, this is the lone postulate I've formed.
Perhaps produce military from population? I believe that this would be a good (and indeed logical) step towards a game of nation-building, rather than nation-warring, as well as a leap towards realism.
Additionally, the current market only caters to commercial goods. Beatles lightly touched the idea when expressing his economic thoughts, but I believe a complete money market would significantly add to gameplay: perhaps players should be able to borrow and loan from each other. One could then integrate the defunct stock market into this system, perhaps making it rely on in-game trends, rather than it being a randomly chaotic system -- true, stock markets are surely chaotic, yet they are far from truly random. Ideally, then, there would be a system of monetary trade integrated with that of commercial trade.
Though there are significant considerations prior to realizing such a significant addition to gameplay, it would prove to be quite a fresh addition if ever implemented.
I'm curious, what are all of your opinions and thoughts on this?


