Tag Info

Hot answers tagged

17

The only similar system I know is OGame. In OGame, players are protected from other players until the have a certain amount of points (I think it is 50.000). It makes more sense to protect players based on their score instead of time, as score gives you a better aproximation on how powerful players are. The theory is that with that many points, players are ...


7

Reduce progression in your game mechanics. Avoid making players stronger in a game-mechanical sense based on how far they progressed in the game. That way an experienced player has no unfair advantage over an inexperienced player except for their game knowledge, which a new player can also acquire when they do their research. Herd your players. When a ...


2

The main problem you want to solve is strong, powerful players pick on weak, new players after their protection ends. There are quite a few social solutions to this: Punish players for attacking those weaker than them: The spoils of defeating another player should be decreasingly lower the more weak your opponent is (and they can be multiplied the ...


1

Let's look at two examples of games that IMO do quite well to deter this behavior: Clash of Clans: In Clash of Clans, new players are given a small amount of starting gold and elixir and a 3-day shield. This shield prevents other players from attacking the new player, but is removed if the new player attacks other players. This gives the new player 3 days ...


1

Different browser games I've played used different strategies for this. All came down to resetting all players on a set time. One game dropped all new players in a new world with 400 at the same time, let them all compete against each-other until only one or a handful of alliances where remaining. A single round took about 1 month, and after that everybody ...



Only top voted, non community-wiki answers of a minimum length are eligible