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Idea: Gnomoria team vs team comp
Nefaro edited this page Dec 4, 2021
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- Type: Team task completion race
- Objective: Finish a set amount of (ordered) tasks (10). Tasks are same for all the teams.
- Win condition: Shortest (synchronized team) time for completing all tasks
- Team consists of given number of players/settlements (5)
- Tasks are in 3 categories: Easy, Advanced, Hard
- Example of easy task: Collect set amount of Tier1 resources
- Example of advanced task: Craft set amount of Tier2 resources
- Example of hard task: Have a set amount of Golem/Automata population
- Each category has a set of predefined task (the more the better)
- Before comp, set amount of tasks (10) are randomly drawn, trying to have equal amount of tasks from each category
- Example selection of tasks: 3 from Easy, 4 from Advanced, 3 from Hard
- Tasks are ordered, Easy category first, Advanced second, Hard third
- It is permissible to work on any tasks, but tasks completion conditions are evaluated in the task order given
- All tasks are revealed at the same time to everyone, provided that the "reveal" condition has been met
- The time tracking is done by in-game days
- Every calculation and data processing (ie task completion condition evaluation) is done on the same in-game day
- Per team processing is done when every team member has submitted its data for the given day
- Collect teams, register each team member
- Define real-life timeframe (1 month)
- Define start time and end time
- Define task reveal condition
- Proposed reveal condition: all tasks are revealed for everyone in case every team has 2 of the 5 members survived the first winter
- Proposed alternative reveal condition: tasks are revealed for a team that has 2 of the 5 members survived the first winter
- 3 of the 5 can wait for task reveal (to specialize) or can start right away
- New game settings are not bound (any configuration is accepted)
- Vanilla game only: no mods
- After start, accept incoming data
- Incoming data is daily status of a settlement
- Each team member sends (in-game) daily status from which general stats and task completion conditions are computed
- Team data is processed, when each member has sent data for the given in-game days
- Task completion is computed and validated in the order of the tasks
- When end time has been reached, no data is accepted anymore
- If a team member is missing data for a day and not all tasks are fulfilled, the data is filled from the last known good state
- Data is processed until all tasks are completed or until the latest in-game date available for the team.
- Getting daily in-game data
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- Can be a mod + web server setup
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- Mod sends (reduced) data on sunrise
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- Need to ID the player, unique key/token
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- Register player to comp (on server), get key, add key to mod and start game
- Player sends data for different save-games
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- Need to (unique) ID the game ?
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- Have an in-game start where the comp ID is asked and tied this to the current savegame ?
- Probably more things ...