I'll be making a game...(RTS fans look here)

Cheomesh

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...as a long-term project to "showcase" things I learn as I work towards my computer science degree.

That being said, I was wondering for you RTS fans; what do you think of a "long term goal" game? That is, a game style similar to what we saw in Age of Empires III, where you where rewarded for playing your faction continuously?
 
Never played Age of Empires 3. Could you be a bit more specific about what you're talking about?
 
There is one thing that hasn't been released for RTS as of yet, and that is achievements (similar to Xbox Live and Steam)

But this time, you gain achievements in an RTS, and you gain perks for the faction you are playing
 
No resource gathering. Take World In Conflict as a model.
 
Customizable Units.
I'm talking you get points to equip your units with weapons, armor, colors and shit... Like Dawn of War only more extensively.
 
It's cool when units gain experience/ranks too, so they are not all "ordinary", doing good strategy and battles reward your units rather than just resources or land.
 
Customizable Units.
I'm talking you get points to equip your units with weapons, armor, colors and shit... Like Dawn of War only more extensively.

That's actually the very focus of the game.
 
No resource gathering. Take World In Conflict as a model.

I like that idea. Makes for a more action-based RTS. However, if you want a more tactical RTS, you could implement a resource system similar to Supreme Commander, by which there is a constant stream of resources, but units require a certain amount of "resources per second" until completed. Makes the development of a good economy important.
 
You mean a rate-based economy? Eh, Supreme Commander was probably one of the worse RTS's I've played, and the Rate-based economy created infinite headaches. It worked well with their style of play, though.

Acepilotf14 said:

Damn right. I loved Alpha Centauri for it, and it inspired me.

I'm not going to be leaking any info, sorry, but I can tell you this: The faction you play will be YOURS.

And that's enough on that.
 
I actually think supcom is one of the best rts's I've played. Tons of units duking it out on a massive scale with an easy way to control all of them.
 
Customizable Units.
I'm talking you get points to equip your units with weapons, armor, colors and shit... Like Dawn of War only more extensively.

Ever heard of Warzone? You can stick mix any weapon with any chassis to make whatever you want.
 
Ever heard of Warzone? You can stick mix any weapon with any chassis to make whatever you want.

Only mine consists of infantry and vehicles where warzone was vehicle only. Infact I'm trying to make it so that if you want a balanced force, you pretty much "need" infantry in some form or another. I wanted to allow you to develop your own weaponry in a more detailed level but I think I might go with a general styling of that.

Grr. No more info for the yous.
 
Avoid making the equipment selection boil down to this:
Gun... or a bigger but more expensive gun?
 
Range, acc, cost, etc. is what I'd go for.

Got tired of games that spun off star craft's "mandatory" upgrades -- there is no reason NOT to get upgrades for your troops, as it makes them better for the same price.

Example:

Trooper
-Some_Cheap_Gun
-No_Armour
-Training_Time: Next_to_Nil
-Toys: None
Cost: Cheap_as_hell
Effectiveness: Minimal

vs

Shock Trooper
-Decient_Weapon
-Medium_Armour
-Training_Time: 4x_Trooper
-Toys: Mine_detector
Cost: 7x_Trooper
Effectiveness: High
 
I have literally thousands of awesome ideas for games of various genres, but for now I'm going to have to keep them locked away in this mush I call a brain.

I wish you good luck though. :D
 
Yeah I'm talking too much about it already :|

All I need to do is get some more manpower. I can do the coding, but I'm not an artist or whathaveyou. I'll likely try to recruit during my C++ class tonight, if I go.
 
You mean a rate-based economy? Eh, Supreme Commander was probably one of the worse RTS's I've played, and the Rate-based economy created infinite headaches. It worked well with their style of play, though.

Headaches? Managing an economy in TA/SupCom is far easier than any other RTS...EVER. The only thing I hate about SupCom is the lack of basic combo units and structures i.e. the rocket turret in TA which could shoot land and air just not as effectively as structures designed to do one thing.
 
...as a long-term project to "showcase" things I learn as I work towards my computer science degree.

Crazily, I'm doing the same thing. But I'm doing a short-term project just to show employers that I know how to use C++.

-Angry Lawyer
 
Headaches? Managing an economy in TA/SupCom is far easier than any other RTS...EVER. The only thing I hate about SupCom is the lack of basic combo units and structures i.e. the rocket turret in TA which could shoot land and air just not as effectively as structures designed to do one thing.

It's so much simpler to pay an upfront sum IMO...
 
easier to manage perhaps but not really how it works irl. You don't usually just buy a house and pay cash up front. Especially if you're building it, you pay it off in pieces but you can use it while you're still paying for it.
 
Make an F2P MMO based on Mechwarrior.
It'll sell MILLIONS.
 
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