The Siege - a turn based game
Basically, the player gets one turn every fifteen minutes. The player has many options of how to use the turns, from searching for survivors, to clearing out zombies, to baricading building, searching for weapons and food, or the potential of special adventures. When a special adventure is available, the character will be notified that it is open with a link.
For each choise, there will be many effects on the characters "base", from collecting more survivors, to strengthening or weakening barriers, to helping find a global cure.
After the character gets 10,000 survivors, they will have a chance to split into two seperate "towns". Both will get seperate number of turns, seperate area and seperate survivors, but share resorces.
After thirty days of inactivity without vacation mode, the players towns will be amalgomated. After three weeks, the player will be deleted.
As to the storyline, when the character emerges, they have available the Bomb Shelter, a Laboratory, and a Store. Again, as with the more people put to the task, more laboratories earned will increase research likewise… but that will be covered more in the expansion post.
I'm debating on whether to have a research value, or just create several projects that can be researched from a sub-menu…
If it's on a value system, it will be based on a past the post system, for example the first breakthrough at 5, next at ten, next at twenty, and so on so forth… If it's a choice system, I'll have to make a decision tree and a research tree on to what is available to be researched next.
(Edit)
I've finally decided it. I'm going to do a research tree system, but the way it's going to be recorded is a bit different. There is going to be a number of placeholder systems for, say five different "fields". With each part of the tree researched, it increaces the percentages of the five fields by a certain, hidden percent, offering new upgrades, cures and defences. Or I could just do a level system for each project of the research tree and allot different things by the levels gained in each branch of the tree, restricting researching other parts of the branch untill at least level 1 was gained… That seems like the easier approach.
Example:
| Rifle |
Long Arms Training |
Advanced Long Arms Training |
Long Arms Tactics(LAT) |
Advanced LAT |
| Radio |
Shortwave Boost |
Advanced Shortwave Boost |
Longwave Signal |
Satellite Signal |
| Science |
Scientific Method |
Advanced Procedures |
Contingency Protocol |
Knowledge |
| Medical |
Advanced Med |
Perfect Med |
Bio-Med |
Antivirus |
Basically, the plan for rare adventures will go as thus:
Out of every action, there is a percent chance of generating an "adventure", or basically a decision that will alter the way your town will work. It can have varying effects, and the usual distribution is 7% of turns will trigger an adventure. Of that, only a minor amount, say 3% are rare adventures.
Rare adventures may actually open up new research projects, count as a unique piece of discovered city, or reveal a hidden piece of storyline.
Out of every action, there is a percent chance of generating an "adventure", or basically a decision that will alter the way your town will work. These may have both good effects and bad effects, or change only background equations, seeming to do nothing to the player.
In each adventure, the player will be given between two and seven choices, and each adventure is mutually exclusive from all others, meaning the players decision will never exclude them from any other adventure.
There are very few adventures that have strictly good effects.
HOW TO GET NOT DELETED!
Well, the easiest is a donation of 5$ or more. For each five dollars, the player will get 200 survivers, 50 vehicles, and 400 weapons and supplies. For every ten dollars, the character's fortification will be doubled and the chance of rare adventures will increace by a slight precent. The no delete flag will last for 1 year Indefinatly, and this will exempt the player from loosing additional towns to amalgomation.