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Revision as of 15:40, 8 January 2009
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This article is currently only a proposal
The features or design guidelines described in this article are only a proposal made by one or some persons. It has not been evaluated or accepted by the core development team yet. Feel free to add your personal opinion about them or make counter proposals.
People who approve this proposal | People who oppose this proposal |
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TMW should have some PvP minigame types.
This is a great way of competition and killing time and above that a whole lot of fun.
With every game players are able to place bets. Bets for money, items, pets, women or maybe even realestate if they feel really lucky. Most games can also be played just for fun, but involving bets makes it more exciting.
All games need at least 2 players to be played. Some could be played with up to 4 players.
Add your own ideas for games we could implement if you miss something or come up with an idea.
Out-in-the-field games
These games can be played almost anywhere by challenging another player. After starting a game players automatically sit facing eachother with one tile in between them. In the middle lies the playing field where the cards are played, the dice are thrown or where the board is placed. Players walking by can magnify the playing field and follow the game. Ofcourse in case of a cardgame they cannot see the hand of the players if this is part of the rules.
Cardgames
Players that have a pack of the same sort of cards can challenge one another to play a game of cards. We could use a standard pack of cards and implement existing games.
We could also (maybe aside from the normal pack) have a pack of cards we designed ourselves. Maybe a bit like Magic the Gathering?
Dicegames
If one player has a set of dice he can challenge another player to play dice with him. Dicegames are merely based on luck.
See also:
- http://boardgames.about.com/cs/dicegames/tp/dice-games.htm
- http://www.realbeer.com/fun/games/dice.php
Combination games
Combination games involve both dice and classic cards. Both players should carry a pack of cards and one player needs a pack of dice.
Boardgames
To play board games one player needs to carry a board game with him. Some examples are:
- Go
- Gomoku
- Backgammon
- Chess
- Draughts
- Connect6
- Hnefatafl (Anglo-Norse Boardgame: http://en.wikipedia.org/wiki/Tafl_games)
- Reversi
We could ofcourse also design our own boardgame. Also every region could have his very own boardgame. This would be designed by us, may it be based on an exsisting game. Every region would have an NPC called "[name] the [game] master" that can teach you about the boardgame. He is so masterfull he can play the game simultanious against a whole bunch of players. So they can all sit around and learn the game. If you win a best-out-of-three competition from the master you get a rulebook. You can buy the boardgame at the local (general) store.
Place-bound games
These games can only be played at places where the facilities allow them to be played.
Darts
In some inns there should be a dartboard (maybe our own version) so players could play darts. Throwing darts should take place in a special window. The player controls a cursor (with keyboard or mouse) and their dexterity influences their accuracy. There are two ways to do this: The first way is to let the cursor sway around the spot where the player aims. The amount it sways and the speed with which it sways decrease with the dexterity's increase. The other way is to have a stable cursor but have the dart fly in a slightly random direction. The randomness should decrease with the dexterity's increase. There is a circle around the target that shows the area in which the dart could end up.
The first way leaves the player with more influence on the actual direction of the dart eventhough a low dexterity makes it harder to hit the spot he wants. He sees where the dart will hit the board before he presses the button, it's all about timing and reflexes. Whereas the other way the player should just be lucky with where the dart hits the board. Players should be able to add a handicap for themselves if they want to make it a fair game. Setting your handicap to 10 should decrease your dexterity with 10 during the game.
- i think any game of skill is not a good idea in an online game because it would be too easy to program a perfect playing bot which plays for you. --Crush 20:51, 16 Sep 2005 (CEST)
- What are you suggesting? Luck-based games only? Don't you agree that would suck fried peanuts? You will always keep bots, and they should be deleted. We should just make it hard to write bots. Modanung 00:50, 17 Sep 2005 (CEST)
- how about strategy games like chess variants? Or card games that have a luck component and a strategical component? --Crush 03:19, 13 March 2006 (CET)
- Well people could write a chess bot as well, right? And pure chance games are boring, if there's nothing else. Besides, if you know someone is a bot/cheater you won't play darts with him. Modanung 18:15, 13 March 2006 (CET)
- how about strategy games like chess variants? Or card games that have a luck component and a strategical component? --Crush 03:19, 13 March 2006 (CET)
- What are you suggesting? Luck-based games only? Don't you agree that would suck fried peanuts? You will always keep bots, and they should be deleted. We should just make it hard to write bots. Modanung 00:50, 17 Sep 2005 (CEST)
Ringfights
Ringfights take place in an arena or at a fightclub. Any place with something that looks like a boxing-ring will do. In a ringfight two players fight eachother without any equipment or items. Players are not allowed (and not able) to use any form of magic either. So it is hand-to-hand combat only. The goal is to knock-out the other player. Knocking a player out is easiest if your strength is high and your opponents vitality low. You can try to block or evade attacks. Both need good timing. Blocking an attack is most effective whith a lot of strength, but still makes you lose some health. The higher your strength, the less health you lose when hit while blocking. Evading doesn't always succeed. The chance to evade an attack increases with your dexterity. If you evade an attack you recieve no damage at all. If a player loses a match he is placed outside the arena with 1/4 of his maximum health. Even losers get some treatment after the match.