Deriving Inspiration from Professional Titles
Gran Turismo 5

	Note that these suggestions are purely hypothetical. They are intended to be scrutinized and discussed by the team collectively to eliminate any potentially bad ideas or introduce new ones that would benefit gameplay. Also note that I am not taking into consideration the amount of work involved in the application of these features, though being that we are currently in our alpha phases of development, we should not be ruling out new ideas simply because the project has been in progress for so long. It is by no means set in stone. That being said, please point out any features that would be infeasible or non-beneficial to the project.

	▪	Applied Learning
	⁃	GT5 - License Tests
	⁃	5 different levels of licenses, each with 10 tests of proficiency
	⁃	Use of time and technical ability to asses completion of each goal
	⁃	Allows game to introduce difficult techniques and familiarizes the player with cars that they would otherwise not have access to
	⁃	0 A.D. - Rank Promotions
	⁃	In this single player gameplay mode, the player is given a very specific scenario, ranging from incredibly simple to devastatingly complex. They will not be randomly generated, as to ensure that the gameplay is fair. 
	⁃	Instead of licenses, we will use societal ranks: ranging from peasant to infantryman to general to emperor/king, and anything in between. We can theoretically use this game mode in place of a tutorial, as the introductory levels will be simple enough for new players to grasp.
	⁃	All challenges should be relatively easy to complete within the easiest time frame - those that are able to complete the challenge should be able to finish it without any struggle. Of a supposed three levels of difficulty concerning the time limit, the hardest should require even accomplished players a few attempts before they find a "sweet spot" and are able to attain the goal.
	⁃	The time frame also helps our players manage their time while playing the game. Though this is not a primary goal of ours, the minimum and maximum time frames should give the player a good idea of how long they'll be spending on any one particular challenge.
	⁃	Completion of the scenario will require that they meet a set of goals: one time requirement (constant throughout all scenarios in this game mode), and one or more challenge requirements.
	⁃	Within the challenge set for a specific rank, the player may choose to do them in any order. Doing a more difficult test will not waive any incomplete tests preceding it.
	⁃	Examples of challenge requirements:
	⁃	Accrue a certain number of resources
	⁃	This will depend on the number of villagers they build, shuttling etc. Costs of any units or buildings constructed will factor into their final score - they must reach a certain value before being awarded the goal. Therefore, finding the optimal ratio of gatherers to resources will pose as a major factor into their time.
	⁃	Overcome several enemy camps
	⁃	Though each of these camps will be simple to defeat individually, allocation of troops will be the deciding factor here.
	⁃	Recover from a near loss; enter the game while being raided by enemy
	⁃	Challenge Factors
	⁃	Construction limitations: limit on number of houses/civ centers to enable a forced pop cap
	⁃	Available resources
	⁃	Number of enemies
	⁃	Each rank will have 5 challenges, the last of which will be a full match in which the player can and should use all of the skills acquired in the preceding challenges to complete. Once the final challenge is completed, the player will advance to the next rank of soldier.
	⁃	Earning ranks will additionally earn experience points and various rewards for each level. See the following for details.
	▪	Experience and Unlockables
	⁃	GT5 - Levels
	⁃	Many aspects of game earn experience: victories, completed license tests, special events, online play etc. Experience adds up to levels, which in turn unlock aspects of the game
	⁃	In addition to there being a competitive aspect involved, earning a higher level than one's friends, levels unlock additional difficulties of races. For example, level 10 is required to participate in a "Professional" level race series.
	⁃	These more difficult races not only consist of an increasingly difficult AI, but faster cars - keeps the player from getting bored.
	⁃	0 A.D. 
	⁃	We have the advantage here - there are many more aspects of gameplay that we can calculate and factor into experience. Amount of resources gathered, number of enemy units killed/buildings razed, # units trained/buildings constructed.. the list goes on and on.
	⁃	If we set experience to be earned at a proper pace, experienced could be used to unlock more challenging AIs, new maps or minor rewards.
	⁃	Another advantage of experience points is matchmaking. If done right, skilled players will earn experience rather quickly, while those unfamiliar with RTS games will earn points gradually. We can pair similarly-leveled opponents together in our lobby automatically. Likewise, players will be able to see their opponent's ability prior to the match, therefore enabling them to intentionally set themselves up with someone who is better or worse than they are.
	⁃	We need to find a way to prevent people from "grinding" for experience points. Perhaps you can only earn the maximum value of points for something the first time you do it. Each successive time after that, it decreases by 15%. After 10 games vs. the same AI and the same faction, you'll eventually start to earn next to nothing.
	▪	Rewards
	⁃	GT5
	⁃	Major - all items are limited in both single player and multiplayer, except for arcade mode
	⁃	New cars
	⁃	New tracks
	⁃	Money
	⁃	More difficult gameplay (see above)
	⁃	Minor
	⁃	"Museum Cards" (essentially history information)
	⁃	Car items (colors, horns, parts etc.)
	⁃	0 A.D.
	⁃	Major*
	⁃	New factions (earned via campaign)
	⁃	New maps (earned via experience in any game mode)
	⁃	Increasingly difficult AIs (earned in skirmishes - single or multiplayer)
	⁃	Minor
	⁃	New technologies
	⁃	Special buildings
	⁃	Super units

*Only limited for single player. In online skirmishes, these features will be available regardless of game achievement. That should encourage new players to try out multiplayer if they want to get to the new maps and factions sooner, thereby facilitating community growth.