I saw that one of the stretch goals is coop-multiplayer (which I agree like most others, that it should be prioritized as a $300,000 stretch-goal over PvP, of course more development would be required for this versus PvP).
Me and my friends really enjoy playing against AI factions as its a bit more relaxing and a more friendly environment (also if you take out a buddy in PvP, he can no longer play your game, where as vs AI, you can house your friend and help him rebuild until your taken out next!). Of course the AI has to be somewhat intelligent and we usually dont mind if they cheat a bit to get the edge.
I see that Stonehearth will have alot of AI automation for gathering, farming, building for the player so they don’t have to micromanage as much. So I was thinking that the AI can use many of these automated mechanics and have more behavior types like, exploration, trade, rare item/resource gathering, reacting to player behaviors, basically a mirror image of common player behavior types in these styles of games.
Some quick examples of AI behavior types:
1.) Conquerer behavior:
-AI will attempt to conquer the entire world and all valuable territories (this will take time, good economic management, and obedience/approval of the populace. Maybe some backstabbing of allies eventually).
-Mechanics that create dictatorships, democracies, political strategy/deception etc.
2.) Explorer/Trader behavior:
-Will attempt to expand into environments that yield valuable resource and economic gains.
-Mechanics for diplomacy and trade, expand, build up military but for purposes of securing the settlement(s) from bandits/barbarian type factions, assist allies etc.
3.) Tribal, Smaller Colonies, Barbarian behavior:
-A more primitive but free type of faction growth. These type of behaviors can be rebel forces from evil dictatorships, rebellions, natives of the lands they were born into etc.
-Primitive but special ways to harvest certain resources that they know of (think pilgrims and indians).
-Barbaric armies that roam the lands, pillaging and moving from settlement to settlement like the Mongols in force.
A combination or system that can make the above behaviors more dynamic and complex so each new world of AI feel completely unique.
Few games that have this type of coop-gameplay:
Total War series, more specifically Shogun 2’s Campaign multiplayer
The Guild 2 (very ambitious for its time and worth a buy if you’ve never tried)
Anno series but specifically Anno 1404 Venice
So far I love what the devs are doing here. I will be backing regardless but would very much like to see these mechanics in early so the modding community can expand on it.
What do you guys think?