Updated game mechanics concept thread

Game updates, patch notes, important server news
Post Reply
tater pie
Site Admin
Posts: 5
Joined: Tue Apr 29, 2025 12:12 am
Updated game mechanics concept thread

Post by tater pie »

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:
  • Skill and time investment determine power
  • No pay-to-win mechanics
  • Player driven politics and world evolution
  • Massive procedural world
  • Community-focused MMO design
The goal is to create a living world where players build civilizations, fight wars, and create their own stories.
The world will not be scripted.
It will be built by the players who live in it.
[hr]

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
Elite Membership ($5-$10/month) unlocks specialized content such as:
  • Country vs Country wars
  • International travel
  • Participation in global political events
  • Eligibility for government leadership roles
Membership unlocks experiences — not power.
[hr]

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
Civilization gradually spreads outward.

[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
Example progression chain:

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
Construction
  • Players build bases and alliance towns
  • High XP rates encourage creativity
Cooking
  • Recipes with ingredients combined in order
  • Better ingredients produce stronger meals
Farming
  • Plants grow through 4 stages
  • Seedling → Growth → Growth → Fully grown
  • 1 in-game day = 6 real minutes
Fishing
  • Relaxing skill providing cooking ingredients
  • Occasional rare item rewards
Larceny (Thievery)
  • Pickpocket NPCs or players
  • Steal 0.05% – 1% of coin pouch
  • Higher pouch values reduce percentage chance
Magic

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
Teleport cost scales with distance.

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
[hr]

9. Town Building & Fortifications

Alliance towns can build defensive structures.

Resources are donated to:
  • Coin Coffer
  • Material Coffer
Wall progression example:

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 alliance with the most points wins.

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
Example scoring:
  • Kill enemy = points
  • Capture flag = large points
  • Assist capture = smaller points
[hr]

13. Battlefield Strategy

Maps include:
  • Multiple spawn bases
  • Flag zones
  • Support buildings
  • Multiple combat routes
Buildings provide buffs such as:
  • Healing shrines
  • Mana towers
  • Stamina boosts
  • Defense boosts
This spreads players across the battlefield.

[hr]

14. War Voting System

States vote on which states they want to fight.

This allows:
  • Revenge matches
  • Coalitions
  • Strategic matchups
  • Political manipulation
Players influence future wars through voting.

[hr]

15. Long-Term World Evolution

Over time the world may develop:
  • Ancient alliances
  • Massive cities
  • Destroyed towns
  • Frontier settlements
  • Powerful nations
The history of Atlis will be created by its players.

The World of Atlis Will Grow With Its Community.

Civilizations will rise.
Wars will shape borders.
Players will write the history of the world.

Post Reply