Crowdsourcing ideas for Delta T | Crowdsourcing Ideas for Delta T | forum

Dear Friends,

Delta T Alpha is now closed. We would like to take this opportunity to thank each one of you for your participation and valuable feedback towards improving the game and making it a huge success. We have made a note of all your suggestions and will be working towards incorporating those in the Beta Version.

Thank you for all your help in testing out the Alpha Version. We look forward to your continued participation for Beta.

We will still be open to your feedback and suggestions on our forums, chat platforms and across social media. We will be keeping you posted on the updates for the beta and will be collecting regular feedback on these decisions.

We are striving towards building a truly global community for Delta T with open access to the devs at all times. We will also be reaching out to a few players to lead our community initiatives locally in various countries. If you want to help us out in localizing content and creating a presence in your countries, do reach out to us directly on feedback@deltatgame.com

Wish you all a very happy and prosperous New Year 2017!

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Topic Rating: +5 Topic Rating: +5 (7 votes) 
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Crowdsourcing ideas for Delta T
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Mahesvara
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April 6, 2017 - 3:49 am
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choochter said
+1 to Mahesvara’s idea:

Maybe letting all (3. RPE) Roles do everything. Instead of giving each role an specific task, give each role a bonus for each specific task. Researches level weapons up faster, military attacks are stronger, etc. That’s one way I see a solo player being able to survive.

It does negate the need for the three Clan Heads.

What might be nice would be for one player to level up to L5 in one wing; swap to another and level up to L5 again; swap to the third wing and level up to L5… that way, they have the levels to be their own Clan Head.  At that point, they then choose their specific wing and from then on, must remain on that wing.  

You are right, our ideas do negate the 3 heads somehow. I wasn’t thinking of becoming a CH myself so I didn’t take that into consideration.

I’m also a rural player so I won’t have much interaction with other players + I do like being a lone one, I will try to come up with ideas to make it enjoyable.

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choochter
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December 20, 2016 - 7:28 pm
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+1 to Mahesvara’s idea:

Maybe letting all (3. RPE) Roles do everything. Instead of giving each role an specific task, give each role a bonus for each specific task. Researches level weapons up faster, military attacks are stronger, etc. That’s one way I see a solo player being able to survive.

It does negate the need for the three Clan Heads (one from each wing), but as a fairly rural Ingress player with no-one around for miles, trying to establish a local clan is tricky!

What might be nice would be for one player to level up to L5 in one wing; swap to another and level up to L5 again; swap to the third wing and level up to L5… that way, they have the levels to be their own Clan Head.  At that point, they then choose their specific wing and from then on, must remain on that wing.

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MattiaV96
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December 16, 2016 - 8:38 am
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1- Anything more than just leaving the house is ok, something that is able to immerse the player even more in the game world. While the use of the camera for Pokémon GO resulted okish to watch and terrible to play with, you might work on it to make it both good to watch and playable. Still power consumption will need to be acceptable.

2- What makes me play a game again everyday is how unique is it first of all, if there are similar games that are better on the technical level, I’ll play those instead, so you should work on making sure Delta T will be a unique game with its own gameplay.

3- That’s a hard question, as no matter what there will always be people playing for themselves and themselves only, however a good idea for roleplaying might be adding special features for high rank and high respect players

4- /

5, 6, 7 – see my “missions” thread ^_^ http://deltatgame.com/dtforum/…..-missions/

8- Cores become sorts of beacon, which “light” covers the area around it, the higher the level of the core, the bigger the area covered

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Mahesvara
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December 16, 2016 - 7:17 am
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2.Replay value of the game 1.AR Mechanics

The daily bonus was a good idea. To play the game everyday, I need a sense of accomplishment at the end of each day, and also I need something to look forward for the next day. I’m not talking about uncapped levels and such. Actually, what I’m talking about might depend on local community more than the game itself sometimes, if your zone doesn’t have many players, playing everyday might turn “unnecessary”.

Mmmh…. Crazy idea I just thought thanks to Ashers Bane. What about bots in areas with not much confrontation? Not a player-activated one, of course. The problem here might be the area/worldwide scores. + it won’t be pvp anymore… would be pvpvb… Mmmh speaking of this, what about PvE? Apart from the 4 megacorps, what about an environment faction? I swear I’m not high xD Damn I really wanna see another faction now. Surely, the main story line must be quite polished at this point and I’m totally deviating hahah sorry!.  

Regarding AR mechanic. Interacting with another player, as in, actually seeing a player (arrow) on a map and tapping on him to trade/see profile would be great. I’m aware tho, that quite a few of us prefer discretion, so how about being able to activate your own visibility? And to make it fair, if you want to see other players that have their visibility activated, you have to activate your own. Maybe options like… Myself/Faction/Everybody.

4.Clan Wars

I have no idea if any kind of clan war is already implemented, and since I haven’t made it that far (also, there are no clans in my area), I might be talking nonsense in this regard, so please forgive me.

Definitely an area leader-board would motivate competition even more if there is some kind of benefit behind that (top 3?) . The problem here is that people might begun wondering: what’s more important? my clan or my faction? I’ve seen several RPGs in where a clan(1) of faction A joins hands with a clan(2) of faction B to destroy clan(3) of faction A. Is that also a desirable gameplay? I haven’t seen complaints from developers in other games, although it did upset local (server) community. 

5.Solo Gameplay and 3.Role Playing Elements

What would make our game more exciting for a Solo player? How can we make a single player actions count in the game?

That’s a good question. A solo player’s survival in a co-op game will depend on his ability to lvl up and being able to play (duuh .-.) . Is it possible to lvl up without the help of others/a clan at higher levels? Maybe letting all (3. RPE) Roles do everything. Instead of giving each role an specific task, give each role a bonus for each specific task. Researches level weapons up faster, military attacks are stronger, etc. That’s one way I see a solo player being able to survive.

Another would be a marketplace where i.e a military would be able to buy weapons with tc or energy, but at a much higher price than what it costs a researcher. Or even a community worldwide marketplace (or a community faction marketplace to keep the amount of tc within the Megacorp)

You’ve already implemented the 3rd option i thought of: trade. My question is (since I don’t have other players nearby to try out trade). Are we be able to trade between factions or just our own? The solo player here would depend (to some extent) on other players, but since there’s mutual benefit, there shouldn’t be much of a problem finding someone to trade with.  

6.Global Dominance and 8.Linking/Area Dominance

I’d love to see gigantic nets around the world (like information networks, being interconnected).  Maybe by a sum of the distance of the links connected to bases? Add a bonus per core involved?  Although as someone said before, it might sound too Ingress.

Or maybe different leaderboards. Total cores/total core energy/total bases/total links/total links’ distances/total tc

7.Daily Missions

I wouldn’t call it fun, but it might motivate some people to play everyday. 

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Cookie23
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December 16, 2016 - 4:53 am
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1) & 2) If Ingress has shown anything it is the extent players will go to create chatbots and develop tools to help their community stay engaged. Ingress suffers from lack of an API to do basic things communities need (and players have developed many work arounds to deal with that). It would be great to see Delta T be the AR game that embraced the player formed communities. I’d like to see an API which allows players to verify their end game identity with external sites. IE allow faction developers to put up a log in that verifies the faction and in game identity of visitors. Factions will work out how to make use of it for their websites, chat systems, etc. The API should also provide basic stats about the user, so they can track progress or share with the clan outside of the game. Also keep in mind players have to form the communities that keep people playing. They will do this outside in the game chat system (since your in game chat is never going to be as full featured or rich as players want). As you develop realize its primary use will be comunication with new players and visitors or across factions.

3) Id like to see faction differences represented in some way. In the story line the factions seem to represent vastly different solutions to the future of humanity, it makes sense their weaponry and abilities would be different as well. 

6) & 8) I like linking in ingress, but i don’t think it fits well with the concept of placed cores. I believe you’ll end up with limits access / restricted access cores being placed for linking and it will quickly become a farce. I think a circle of influence around the core ( increasing in size with increase in level) would be more applicable with the user core placement concept.  That would limit the effect of limited access cores and provide incentive to upgrade and attack cores. 

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Obiwin
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December 15, 2016 - 1:51 pm
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Solo gameplay is important. You should not be frustrated if you can’t make a kind of action only because you play alone.

Area dominance could be visible on the map: faction color around bases and/or cores. The higher the level, the larger the diameter. If in an opponent circle, you could not plant a core or a base.

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Scarlet
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December 13, 2016 - 5:09 pm
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AR Mechanics

In Ingress, I find the daily recharging of resonators to be tedious…but in Delta T, the Harvest-Contribute to core upgrade cycle is worse. Maybe this gets better with more players, I don’t know.

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MattiaV96
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December 13, 2016 - 4:50 pm
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http://deltatgame.com/dtforum/…..-missions/

If you haven’t already please check my ideas about missions ^_^

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CH_SwissWolf
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December 12, 2016 - 5:21 pm
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My 2 cents are in bold 😉

1.AR Mechanics

What are some exciting game mechanics you would like to see in an AR game? What did you find missing in games like Pokemon Go and Ingress that you would like to see in Delta T? something that I’ll wrote under* 

 

2.Replay value of the game

What makes you play a game every day? What would make Delta T your favourite game? it must be faster… an “on the road” game. Something that I can play without stop (or not many times), just walk making what I’ve to do in game

 

3.Role Playing Elements

What are some unique Role Playing elements which we could add to Delta T to enhance collaborative gameplay?
Resources: military can create more weapons than others, researchers can grow up seeds,… just be careful: you will have players that play alone

 

4.Clan Wars

What game mechanics would you like to see in Clan Wars? What elements can we add to make it more engaging? see below*

 

5.Solo Gameplay

What would make our game more exciting for a Solo player? How can we make a single player actions count in the game? each action is a faction action. My solo points have to count as each other action. Let say that I’m always on the road for my job… potentially I’ve more cores dispersed into the world that a little country clan who stay fixed on the local area. Let me add my cores on faction bases. Even if I’m a lone Wolf I still Gene-X.

 

6.Global Dominance

How would you like us to represent faction dominance in the game? What factors should count most in calculating dominance? easy: area covered (bases + single cores), if you would with fights results too

 

7.Daily Missions

Think of a variety of missions/actions could make the game fun to play everyday?
honestly I don’t need daily missions… if we have at least one enemy into the area the focus must be the cire capture… if not a daily lottery with TC to have rewards?

 

8.Linking/Area Dominance

What are some exciting ways to represent territorial dominance in the game? Think of AR game mechanics that could be used to achieve area dominance? use the base for a triangulation where you can’t intersect an other link…. a little bit to much Ingress? Just to know if the links are automatic or not… if not who can make links and how?

If you wouldn’t use triangulation… density of cores per km2. Let say: max 100 cores allowed into a km square (fix number)… count how many cores are for faction X,Y,… who have more cores dominate the square

What do you think?

Extra that can be put into the wall of fame 😉

My * point: a world wide arena. Don’t wait to find an enemy near you but just click on a button “I will (stop) fight!”. The system look into the world if an opponent with your same level as clicked this button too. If yes, the fight can start in a “no map zone”. Less risk to find aggressive players that would fight for real 🙂 And a player can choose if he can fight or no (I’m at work? I press “stop fight”, I go out? “I will fight”). In this way you can make a ranking clan war system too. On game players take down core/bases, for territory dominance, but in this “no map zone” you can have a Swiss Team with a certain rank that can fight VS an Indian Team with a same rank. Same speech for single players. In this way you create a real world game, based on local AR (cores, territory,…) and world based with this fights. ah… the reward can be one enemy core will be switch as to be of the winner (player/team)

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Arilou
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December 12, 2016 - 1:43 pm
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Anthony Paracka said
Here are a few concerns that our dev team is grappling with at the moment. Do pitch in your ideas on how we could make Delta T even better.

1.AR Mechanics

What are some exciting game mechanics you would like to see in an AR game? What did you find missing in games like Pokemon Go and Ingress that you would like to see in Delta T?

 

Pokemon Go was missing everything besides click-and-get-reward mechanic. Ingress did great on several points (users generated content – portals in interesting places; communities were organized and teamwork was necessary and large awesome operations were coordinated). However Ingress missed engaging gameplay on everyday bases – no complexity and interesting challenges. Both of the games missed big in one of the great advantages of AR game in real world – motivating people to explore new places.

I would like to see in AR game: (1) motivation to explore new places and locations; (2) interesting quests and challenges; (3) tactical gameplay (choosing weapons; crafting things; choosing teammates) as opposed to spamming attack button.

2.Replay value of the game

What makes you play a game every day? What would make Delta T your favourite game?

Teamwork and community motivates me to open game everyday. But to be my favorite game in should involve both some roleplaying aspect (storyline) and sense of long term achievement.

 

3.Role Playing Elements

What are some unique Role Playing elements which we could add to Delta T to enhance collaborative gameplay?

Unique game dictionary (do not use terms from other games); user generated and community vetted content and challenges. Game mechanics requiring collaboration of several people.

4.Clan Wars

What game mechanics would you like to see in Clan Wars? What elements can we add to make it more engaging?

Achievement (leaderboards), PvP and area dominance.I am sure that engagement is result when you know that your actions and success are meaningful. There could be clan leaderboards (local and global) with statistics (like bases controlled, bases destroyed etc.). Second is PvP, battling real people even through the phone screen is definitely engaging. Third, area dominance, I have written below.

Leave option to compete or even sabotage a bit other clans of your megacorp and it may become even more interesting (especially in areas with lot of players). No friendly fire, but area dominance is for clans and leave linear shorters as is. So a bit of sabotage and competition available, but no direct attacks.

5.Solo Gameplay

What would make our game more exciting for a Solo player? How can we make a single player actions count in the game?

6.Global Dominance

How would you like us to represent faction dominance in the game? What factors should count most in calculating dominance?

Factors could be changing along with developing storyline. For example, one month faction with most cores above level 10 gets into lead (and maybe pays a bonus TCs to its members), next month for stock market purposes  megacorp needs to demonstrate its dominating presence in timeline and faction with most bases get in the lead.

 

7.Daily Missions

Think of a variety of missions/actions could make the game fun to play everyday?

I am skeptical about daily missions/tasks set automatically. I do not believe that one can centrally make interesting regular tasks on a global scale for all players across the world. In order to be fun, I suggest that they are user/community generated.

 

8.Linking/Area Dominance

What are some exciting ways to represent territorial dominance in the game? Think of AR game mechanics that could be used to achieve area dominance?

I believe that interesting way would be that bases would have their “influence area” which would influence other players’ actions. Take existing size of base rings and multiply by, say, 20. And this area could represent territory or spacetime manifold that is controlled by respective clan (and megacorp). Not only it can be counted for raning/leaderboard purposes, but it also could have meaningful impact on game. For example, (1) bonus to PvP actions for respective clan; (2) discount for TCs when upgrading cores under this influence or increase in price in TCs for enemies upgrading their cores under your influence; (3) other advantages (maybe under influence there is slow regeneration of your energy).

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GothLaz
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December 11, 2016 - 8:48 am
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1. I think abilities or stats that are distinctive between the different wings would be a nice bonus. Having research wing actually able to research new technology based off real world and theoretical technology for thier clan, engineers build it and military utilize it would tie the clan building and social aspect of the game and add to the AR components of the game. 

A caution to this though would be that research and development that takes weeks, months or years (or pay to speed) complete is very discouraging to players. 

2. Replay value would be gained if players feel they are achieving goals and a part of the larger scheme. Having local and global activities that benefit the players MC that can be achieved daily would help players feel driven. 

3. Having personal equipment and stats that effect game play in positive ways that grow as a player levels adds to the role play side. Also having a story arch that players can help decipher clues and treasure hunts not limited to large cities and urban areas to gain technology for their MC would make rural players feel more involved.

4. Having clans be able to research things like plasma cannons, short and long range base strike capabilities, strategic bases for R&D would help. a rural base that is developing mech fighter planes shouldn’t mean players need to drive 4 hours into the boonies to hit it.

5. Having a mechanic that solo players can contribute to the local score, global score, and building the MC home base or goal such as Gene-X may have a goal to develop cloning and a player contributes energy, TC, or an item found would help. Daily missions that add to the completion of a MC goal for example. Having the ability to build armor or weapons for their character that effect their stats is another option.

6. Since these are corporations a type of stock exchange style representation makes sense. A page that lists current stock values that pays daily Dividends and players own shares based on “n” where “n” could be player level + cores owned etc… The more influence a MC has the higher the value of the stock.

7. Personal and MC related tasks. Personally I was a mosaic mission player in the other AR game and felt a sense of accomplishment when I would see the pictures completed once done with a mission series. Making a mechanic that a player from Germany could set up a mosaic series that through a series of missions a player in rural areas of Canada could complete without needing to travel 8000 Km to accomplish would be awesome. Going out to search for ores that the MC needs to be able to research their particular technology is another idea making players feel more connected while doing a daily task.

8. What if bases and/or cores were given an area dominance value based on their level and this value were somehow reflected in the report for the daily stock exchange value pages? While population was used in the other game (another reason not to use it) it creates a huge issue for some players having a large urban player create more value than a rural players effecting 100x to 500x the area. 

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robotroll
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December 10, 2016 - 6:18 pm
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The main feature that actually made me leave the house in ingress is fielding and layering. Some kind of way to connect the cores to establish an actual network and play around with these connections would be great.

oh and attack notifications might be helpful occasionally. 😉

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December 10, 2016 - 5:55 pm
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Hey! Great points! I have a few ideas I would like to share:

1. Being able to see other players nearby would be great.

Also, still about AR, mods for the cores would be nice too.

2. Earning TC for consecutive login is cool, but it would be better if there was a deeper storyline that could be affected by everyday login. Even impact on the reputation and being able to communicate only with clan members.

3. Clearer difference between wings, specific tasks that require combination of wings or even some actions that would require collaboration with other people from same wing, but different megacorp, like the creation of special items by 2 or 3 engineers of different megacorps.

4. Didn’t see it working yet. Will comment when I do.

5. cool solo roles would be bounty hunters, traders and other roles that could move between megacorps. Double sided agents. Spies…

6. Territory coverage could be one. Concentration of bases and cores. Combined cores power/health. Agents ranks. Total TC of megacorps.

7. Quick missions. Missions that could only be concluded after finishing tasks that would be sequential in 2, 3, 4 days.

8. Linking is too ingress. Having bases planted on specific places, like near the Pentagon, White House, Mt. Fuji, Tajmahal, Christ in Rio etc would be a good way, because people would fight for those bases and places. And a combination of different bases on close landmarks could determine dominance.

I’ll write more when I play more. 

Cheers

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Anthony Paracka
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December 10, 2016 - 4:52 pm
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Here are a few concerns that our dev team is grappling with at the moment. Do pitch in your ideas on how we could make Delta T even better.

1.AR Mechanics

What are some exciting game mechanics you would like to see in an AR game? What did you find missing in games like Pokemon Go and Ingress that you would like to see in Delta T?

 

2.Replay value of the game

What makes you play a game every day? What would make Delta T your favourite game?

 

3.Role Playing Elements

What are some unique Role Playing elements which we could add to Delta T to enhance collaborative gameplay?

 

4.Clan Wars

What game mechanics would you like to see in Clan Wars? What elements can we add to make it more engaging?

 

5.Solo Gameplay

What would make our game more exciting for a Solo player? How can we make a single player actions count in the game?

 

6.Global Dominance

How would you like us to represent faction dominance in the game? What factors should count most in calculating dominance?

 

7.Daily Missions

Think of a variety of missions/actions could make the game fun to play everyday?

 

8.Linking/Area Dominance

What are some exciting ways to represent territorial dominance in the game? Think of AR game mechanics that could be used to achieve area dominance?

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