I agree. Apologies for not being clear; I was referring to mechanics rather than an MMO genre as a whole. I believe the best multiplayer would be either 1v1 or Team vs. team, as MMOs not only require a large playerbase, but a lot of development even after the game is released.
Because we have so many voices and time zones, I think it’s going to be a little difficult to design by committee. Therefore, I’d like to propose an idea and document why I think it would be a suitable choice.
I propose a game that takes elements from both RTS and MOBA style games.
For the sake of not generic-izing every concept, I’ll pretend that this is space-themed, although the game ideas should be applicable to other themes. Note that this doesn’t plan to heavily use simulations/advanced physics. I also envision top-down 3D graphics similar to Stellaris or MOBA games like LoL.
Core game loop
Each game is either 1v1AI, 1v1, or Team vs. Team. Each team spawns in areas across the map, similar to any other RTS.
Teams start with a home base. If this base is destroyed, the enemy team wins, and vice-versa. In order to defend this home base, players must build defenses like drones, AI helper ships, wards, or something similar. These bases - like player ships - can be upgraded with different items.
In order to build new stations or defenses, players must balance their economy. They can earn points by killing enemies, or by AI ships docking at trading stations and purchasing resources that the team has put for sale.
Unlike most RTS games, each ship is individually controlled, and the player does not have full view of the entire map (think DOTA or LoL without the ability to pan around a minimap). The player’s ship can be upgraded with better engines, weapons, shields, or other systems. Bases can also generate AI controlled minions, which assist human players when attacking or defending. Player movement is thrust based - i.e. players control rotation, thrust, and brakes and cannot just change position instantly.
Player weapons do the most damage, and are unassisted (in other words, attacks depend on skill. Players need to aim and get their shots lined up - not like in games like Runescape where each skirmish is sort of turn-based and reliant on stats).
Why I think this is a good candidate
I’ve been thinking about this concept for a bit, and of course it’s a rough draft. Anything and everything is open to discussion, and this is just an idea I’m throwing out there. I’d like to reason why I think this game plays into Amethyst’s strengths:
@moonheart08 had a very cool idea about a game that revolved around adding and removing components. This is integrated in the player’s ship and inventory. Different engines or weapons can be equipped or removed in order to have advantage. Perhaps even unique items could appear that affect players in unique ways.
Because of the large amount of entities and AI controlled ships in the game, it would largely benefit from using Amethyst’s parallelism.
Creating new items can be as simple as making an icon and then declaratively describing its effects
A 1v1 or team vs team game allows us to experiment with multiplayer
A game like this could be hosted by a single player, and as such would not require any official dedicated servers or maintenance
This is up in the air, but top-down 3D is a good starting point. 3D would help showcase the graphic ability of Amethyst.
The core game loop as described is decently simple. We could work at that goal, and add on as many or as few features as we think are beneficial/attainable with the time given.
This is just a concept, and some modifications could be put in place. For instance, what if it was asymmetrical? Each game could consist of 2 rounds. One team defends, and the other attacks. The defending team has home advantage, while attackers have better weapons (think R6S).
Please let me know your thoughts or concerns!