Updated game mechanics concept thread
Updated game mechanics concept thread
ATLIS DEVELOPMENT DIRECTION
Core Mechanics & World Systems Overview
A summary of the gameplay systems currently being designed for Atlis.
[hr]
1. Core Philosophy
Atlis is designed around several key principles:
2. Free-to-Play Model
Atlis will be Free to Play.
Free players can access almost the entire game including:
3. World Structure
The world expands naturally as players populate it.
World
→ Countries
→ States
→ Towns
→ Spawn Locations
As populations grow, new towns and states activate, allowing civilization to spread across the world.
[hr]
4. Spawn Expansion System
Spawn points shift dynamically based on player population.
Example progression:
[hr]
5. Early Game Progression
Players begin with almost nothing.
Starting item:
Rock
The rock allows players to:
Rock → Tools → Mining/Woodcutting → Equipment → Combat → Economy → Magic → Travel → Politics → War
[hr]
6. Core Skills
Mining
Provides metals for tools, weapons, and construction.
Woodcutting
Provides materials for tools, bows, and buildings.
Crafting
Teleportation unlocks gradually.
Every 10 magic levels unlocks a new teleport slot.
Players assign teleports by visiting lodestones.
[hr]
7. Lodestone Travel System
Teleport nodes exist across the world.
Alliance members receive a free teleport to their alliance headquarters.
[hr]
8. Alliance System
Typical alliance size:
50–100 players
There is no minimum size.
A small skilled alliance of 10 players can compete with larger alliances through coordination and effort.
Alliances form the backbone of:
9. Town Building & Fortifications
Alliance towns can build defensive structures.
Resources are donated to:
Wood Palisade → Stone Walls → Iron Reinforced Walls → Steel Fortress Walls
Gates must be destroyed to enter towns during wars.
This creates real siege gameplay.
[hr]
10. PvP Structure
Combat occurs at several scales.
Open World PvP
↓
Town Skirmishes
↓
State vs State Wars (weekly)
↓
Country vs Country Wars (monthly)
[hr]
11. State vs State Wars (SVS)
Frequency: Once per week
Points are earned from:
The leader of the winning alliance becomes the State Governor.
[hr]
12. Country vs Country Wars (CVC)
Frequency: Once per month
Duration: ~2 hours
Requires Elite membership.
Battles occur on large instanced maps.
Objectives may include:
13. Battlefield Strategy
Maps include:
[hr]
14. War Voting System
States vote on which states they want to fight.
This allows:
[hr]
15. Long-Term World Evolution
Over time the world may develop:
The World of Atlis Will Grow With Its Community.
Civilizations will rise.
Wars will shape borders.
Players will write the history of the world.
Core Mechanics & World Systems Overview
A summary of the gameplay systems currently being designed for Atlis.
[hr]
1. Core Philosophy
Atlis is designed around several key principles:
- Skill and time investment determine power
- No pay-to-win mechanics
- Player driven politics and world evolution
- Massive procedural world
- Community-focused MMO design
[hr]The world will not be scripted.
It will be built by the players who live in it.
2. Free-to-Play Model
Atlis will be Free to Play.
Free players can access almost the entire game including:
- Exploration
- Quests
- Skills
- Crafting
- Combat
- Clans and alliances
- State vs State battles
- Economy and trading
- Town building
- Minigames and events
- Country vs Country wars
- International travel
- Participation in global political events
- Eligibility for government leadership roles
[hr]Membership unlocks experiences — not power.
3. World Structure
The world expands naturally as players populate it.
World
→ Countries
→ States
→ Towns
→ Spawn Locations
As populations grow, new towns and states activate, allowing civilization to spread across the world.
[hr]
4. Spawn Expansion System
Spawn points shift dynamically based on player population.
Example progression:
- Players spawn in Town A
- Town A fills → spawn moves to Town B
- Towns fill → spawn moves to next State
- States fill → new Country opens
[hr]
5. Early Game Progression
Players begin with almost nothing.
Starting item:
Rock
The rock allows players to:
- Mine basic ores
- Craft early tools
- Fight if necessary
- Restart progression anywhere after death
Rock → Tools → Mining/Woodcutting → Equipment → Combat → Economy → Magic → Travel → Politics → War
[hr]
6. Core Skills
Mining
Provides metals for tools, weapons, and construction.
Woodcutting
Provides materials for tools, bows, and buildings.
Crafting
- Jewelry
- Arrows
- House materials
- Special items
- Players build bases and alliance towns
- High XP rates encourage creativity
- Recipes with ingredients combined in order
- Better ingredients produce stronger meals
- Plants grow through 4 stages
- Seedling → Growth → Growth → Fully grown
- 1 in-game day = 6 real minutes
- Relaxing skill providing cooking ingredients
- Occasional rare item rewards
- Pickpocket NPCs or players
- Steal 0.05% – 1% of coin pouch
- Higher pouch values reduce percentage chance
Teleportation unlocks gradually.
Every 10 magic levels unlocks a new teleport slot.
Players assign teleports by visiting lodestones.
[hr]
7. Lodestone Travel System
Teleport nodes exist across the world.
- Fixed Lodestones – towns and major locations
- Personal Lodestones – player houses or alliance bases
Alliance members receive a free teleport to their alliance headquarters.
[hr]
8. Alliance System
Typical alliance size:
50–100 players
There is no minimum size.
A small skilled alliance of 10 players can compete with larger alliances through coordination and effort.
Alliances form the backbone of:
- Town building
- Territory control
- War participation
- State politics
9. Town Building & Fortifications
Alliance towns can build defensive structures.
Resources are donated to:
- Coin Coffer
- Material Coffer
Wood Palisade → Stone Walls → Iron Reinforced Walls → Steel Fortress Walls
Gates must be destroyed to enter towns during wars.
This creates real siege gameplay.
[hr]
10. PvP Structure
Combat occurs at several scales.
Open World PvP
↓
Town Skirmishes
↓
State vs State Wars (weekly)
↓
Country vs Country Wars (monthly)
[hr]
11. State vs State Wars (SVS)
Frequency: Once per week
Points are earned from:
- Player kills
- Assists
- Objectives
- Participation
The leader of the winning alliance becomes the State Governor.
[hr]
12. Country vs Country Wars (CVC)
Frequency: Once per month
Duration: ~2 hours
Requires Elite membership.
Battles occur on large instanced maps.
Objectives may include:
- Capture the flag
- Control strategic buildings
- Hold control points
- Escort objectives
- Kill enemy = points
- Capture flag = large points
- Assist capture = smaller points
13. Battlefield Strategy
Maps include:
- Multiple spawn bases
- Flag zones
- Support buildings
- Multiple combat routes
- Healing shrines
- Mana towers
- Stamina boosts
- Defense boosts
[hr]
14. War Voting System
States vote on which states they want to fight.
This allows:
- Revenge matches
- Coalitions
- Strategic matchups
- Political manipulation
[hr]
15. Long-Term World Evolution
Over time the world may develop:
- Ancient alliances
- Massive cities
- Destroyed towns
- Frontier settlements
- Powerful nations
The World of Atlis Will Grow With Its Community.
Civilizations will rise.
Wars will shape borders.
Players will write the history of the world.