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| | Mechanics Overview: Hubs | |
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Raziel Admin
Posts : 13 Join date : 2014-03-10
| Subject: Mechanics Overview: Hubs Sun Mar 16, 2014 11:29 am | |
| Mechanics Overview: Hubs
So you've recruited this army of companions, but you can only take 3 with you. How do you switch party members? Where do you hang with your bros?
You arrive with three of your chosen party members in a new city. You want to settle down for a bit before continue with your quest. Maybe prepare for the next adventure, switch party members around.
This is where housing comes in. It’s a player owned house where he can chill with his companions, talk to them, or just rest. Upon exiting the player can choose 3 companions to be in his party.
How does a player get his own house? There is a house for sale in every major city. From a mansion to a small hut.
“It was all fine and good until you mentioned there will be money involved.”
There will other ways of obtaining a house. Maybe the player completes a quest or just stumbles upon an abandoned building.
Then again this is just a proposal. I think it’s the best way to do hubs, considering how spread out the world is.
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| | | Cockey Dongs
Posts : 8 Join date : 2014-03-15
| Subject: Re: Mechanics Overview: Hubs Sun Mar 16, 2014 11:37 am | |
| Since the idea is to purchase these hubs like homes, why not make two or three hubs available in a given place, with more expensive ones offering better features? Like skill trainers or shopkeeps or discount healing. | |
| | | Raziel Admin
Posts : 13 Join date : 2014-03-10
| Subject: Re: Mechanics Overview: Hubs Sun Mar 16, 2014 12:08 pm | |
| - Cockey Dongs wrote:
- Since the idea is to purchase these hubs like homes, why not make two or three hubs available in a given place, with more expensive ones offering better features? Like skill trainers or shopkeeps or discount healing.
I like the idea. I was originally thinking the player should just hire merchants and trainers respectively. I was mostly focusing on party selection, but there is a place for a lot features with housing. | |
| | | Clown
Posts : 19 Join date : 2014-03-11
| Subject: Re: Mechanics Overview: Hubs Sun Mar 16, 2014 12:48 pm | |
| People mentioned the idea of making a central hub like a ship.
And then we mentioned making the story linear up to a certain point where all the villains become available and the game becomes open-ended.
Well, how about keeping a small party during this small "prologue" with access to all of them on the fly, or a simple encampment, and then, when you get aship, recruitment becomes more open and the ship serves a a hub for your increasingly large party? | |
| | | Raziel Admin
Posts : 13 Join date : 2014-03-10
| Subject: Re: Mechanics Overview: Hubs Sun Mar 16, 2014 1:08 pm | |
| - Clown wrote:
- People mentioned the idea of making a central hub like a ship.
And then we mentioned making the story linear up to a certain point where all the villains become available and the game becomes open-ended.
Well, how about keeping a small party during this small "prologue" with access to all of them on the fly, or a simple encampment, and then, when you get aship, recruitment becomes more open and the ship serves a a hub for your increasingly large party? I don't like the airship idea. I don't think there should be a central hub. | |
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