RTS First Person shooters

spookymooky

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If you've played natural selection, you know what im talking about. If not, 1 person is a commander who builds objects and upgrades his troops, and sees the playing field from a top-down perspective. The rest of the players play like your standard fps. Are there any plans to make something like this for a full game? I really enjoyed it on NS, and I know how game company's are always looking for some original idea. Why hasnt anyone else tried this yet?
 
I only played the demo... and it was very good!

I almost bought it... but... didn't... for some reason. :)

And I haven't kept up with it, but I think their community support was heading in the right direction and even planned to add free content to the game!
 
spookymooky said:
really? i havent heard about that. how did it turn out?
Well, appearently, the company thought they could come up with a new, innovative game that would revolutionize everything and it didn't do so well.
Star Craft and Quake should never be one. :stare:
 
Savage did great, the devs add content for free and patches fix all the problems. The game is a lot of fun.
 
I think Starcraft as a RTS/FPS would be great! It would come complete with player controllable missile turrets, Goliaths, Vulcans, capital ships, fighters, Dragoons, tanks..... you get what i'm saying.
 
Its a just announced aspect for Battlefield 2. :D
While theres no building or resource collecting, the teams can decide who gets to be a commander (by default its the most experienced player on the server), who then leads the team ala Natural Selection.
 
That is cool, but there will still be no teamwork. For there to be teamwork in the game there has to be an incentive for players to stick together, and not dieing isn't a good one. There has to be symbiotic type advantages...like if a 2nd person is helping a machine gunner they could help with the ammo so the MG guy doesnt have to and could tap them on the shouler to point of enemies....stuff like that.
 
Anthraxxx said:
I think Starcraft as a RTS/FPS would be great! It would come complete with player controllable missile turrets, Goliaths, Vulcans, capital ships, fighters, Dragoons, tanks..... you get what i'm saying.

That's a wet dream for thousands of geeks everywhere. In NS teamwork is a must if you want to win as the marines.
 
Teamwork is sort of used, but not really. I mean like military style team work, most of the time it ends up 4 people run to one place and 1 or 2 people might trail behind them and then there will be a steady stream of 1 or 2 people running to that spot all on there own until a good number of people die and wait at the base.
 
About 5/6 years ago, there were a game called Uprising where you more or less did the same principle. Except the difference is that you are in a vehicle waging war, while building a base and building troops. That was pretty fun, too bad that genre never took off.
 
Foxtrot said:
That is cool, but there will still be no teamwork. For there to be teamwork in the game there has to be an incentive for players to stick together, and not dieing isn't a good one. There has to be symbiotic type advantages...like if a 2nd person is helping a machine gunner they could help with the ammo so the MG guy doesnt have to and could tap them on the shouler to point of enemies....stuff like that.
americas army handles this pretty well with their honor system. almost 0 tks.
 
That is true AA is one of the first games that players seem to use teamwork in pretty well, I think it is a combination of the community(military shooter fans, realism) and the way the game, weapons and maps are set up. I would still like to see A LOT more team work in this game, voice com would help if everyone had it.
 
If you want RTS and First person in one...you should deffinately go to http://www.empiresmod.com and download the Battliefield 1942 mod which lets someone take charge of a construction vehicle. You set the place where you want buildings to build and it creates it...although an engineer has to actually finish it off with his spanner before its operational. There are resource points and base defenses. Almost noone plays the mod though, so its kinda annoying have noone to go against.
 
Yeah, last time I tried it out it was still in a super-buggy stage. Has it cleared up since then?
 
Depends on when you tried it :D

I think a lot of the bugs have been ironed out now, but that doesnt mean it hasnt still got quite a few to get rid of. Plus they still need to add some more content really. Its basically there, it just needs expanding and buffing up.
 
I tried one of the first releases, and wasn't really impressed. A lot of crashes and only the occasional person wandering around on a server with no idea what to do.
 
Well one of those problems is largely because the mod has no advertisment, word of mouth or otherwise. Noone knows about it...
 
IMO, the perfect FPS/ RTS would actually be recognisable as both genres at different times. Like the ones mentioned here (or the ones i know about mentioned here) are all more FPS than RTS. not in the way things are done but the way it looks. like NS, its all tight corridoors (the maps ive played, anyway)- very FPS. RTS are allways big open landscapes, tho. So i will now describe my dream game of this FPSRTS genre...

THE GAME:
The game would be based on C+C generals, because it is modern enough to have guns and vehicles (and therefore be similar to most other BF1942/ planeside war games )and because it focuses on military tactics (only having 1 resource and all). The game would be open landscapes, with interiors in buildings and supplies scattered around the map. Victory is when all the players are dead, and there are no buildings that any can spawn from.

THE RTS COMMANDING SIDE:
SKILLS: At the beginning of each round there would be a 2-3 minute section where people assign roles to players and decide tactics as a team. This would last until a timer ran out or until the majority if players accepted. Players would be assigned a secondary role as well as infantry (so they could be a pilot, or a tank driver, or a heavy infantry). But they can only use this skill if an item has been bought for them- so they cant drive a tank unless there is a tank bought in their base, or they cant get the heavy weapons if a barracks hasn’t got any in stock.
RESCORCES: Anybody can collect resources and bring them back to a supply drop, but they would be venerable, would only be able to carry a small amount, and would obviously be far inferior to a player who has a skill to ride a resource collecting vehicle. When resources are collected, this goes into a large pile of money for the whole army to spend on buildings (and vehicles/ upgrades) and then a small amount goes to each individual player- so they can buy vehicles themselves. Obviously vehicles would cost less for players.
COMMANDERS: The commander is voted into power, (if the majority vote is "cant choose" the commander is the person who has the top score) and fights on the battlefield just like any other soldier. The commander can bring up a map at any time to spend the armies resources on buildings and upgrades, but he can only build if a unit is in the area. The commander is just like a channel admin- he is very powerful but CAN get voted out, CANT build too much at once and there CAN be more than one. The commander can spawn at any building.

THE FPS FIGHTING SIDE:
SKILLS: If a player has a certain skill, they can command a vehicle. This can be a plane, tank,
resource truck etc. They can either get in a vehicle that has been bought by the army, or by one themselves, in which case a lock is put on the vehicle so it is ONLY theirs. They must buy a vehicle from a building that distributes them (airfield for planes, barracks for heavy infantry, supply centres for supply truck etc). The higher the score a player gets with a vehicle / skill, the higher rank he gets out of a possible 3 (veteran, elite, heroic). These give him access to better hit points and allow him to get upgraded vehicles- or get better at their skill in general.
LOCATIONS: The maps would be generally flat, with little obstacles. Fights can take place on open ground, or in buildings- where there are corridors and rooms. Buildings can be either attacked, to be destroyed, or entered and captured, although this is harder. When inside the buildings are detailed but small, with pickups scattered around. Only infantry can enter a building.

THE UNITS:
SKILLS:

Infantry (compulsory): Players start with an infinite ammo machine gun (good against infantry) and grenades (good against vehicles). They can capture buildings from the inside, and gain rank if they kill ,which improves their hit points and slightly improves their gun. This is a SEPERATE rank to any they get from killing in a vehicle.
Heavy infantry: Players get a heat seeking rocket launcher (good against ALL vehicles), high
explosive grenades (replace grenades: are better),an infinite ammo improved machine gun (excellent against infantry, has attached scope) and armour (doubles health). When they increase in rank, double the hit points are gained.
Tank driver: there are two types of tanks: one with a cannon and one with a heavy mounted gun. The driver fires the attached gun, and up to two people can hitch a lift, one can fire out. The driver gets improved tank hit points and an improved mounted gun for getting kills WITH the tank. This is carried over to any vehicle he enters. A tank has infinite ammo.
Pilot: There are two types of planes. the first, a fighter bomber, can automatically lock on to
vehicles with rockets, bomb buildings and shoot a machine gun. It has very limited ammunition though and must return to a friendly airfield to restock. The second vehicle is a troop transport
helicopter, that carries infantry and one vehicle, but has very little defences. Gaining rank
improves vehicle armour and ammo that is carried, and also increases the amount of space to carry units in a helicopter.
Resource gatherer: a truck that can carry 10 times more resources than one man, and can travel at fast speeds. it has NO way of defending itself, but can run over infantry. If sufficient resources are gained, the player can advance in rank and can therefore get a stronger, faster truck that can carry more resources.

BUILDINGS:
BARRACKS:
the only place where players can spawn, no matter what rank they have. Heavy infantry get access to special lockers here that contain more gear (noted in "skills"), but these must be paid for by the army or the player. health and ammo is stocked here in infinite amounts.
GARAGE: tank drivers can spawn here, and tanks can be repaired and bought here.
AIRFEILD: Pilots can spawn here and aircraft can be repaired and bought here.
STRATEGY CENTRE: Heavy infantry can spawn here and if a general enters the building, he can purchase upgrades for the army. These include Machine gun upgrade, Tank upgrade, Aircraft upgrade and 5% extra resource upgrade.
SUPPLY CENTRE: Resource gathers can spawn here and the supply truck an be repaired and bought here. Resources can be deposited here, and this building steadily generates a small income.
COMMAND CENTRE: This is where all the commands from the commanders gets sent: and without at least one of these, the only thing the commander can build is another command centre.



OMG i only intended to write a paragraph but then spent almost a whole hour writing crap. I HAVE WASTED SO MUCH TIME!!!!
 
Suicide42 said:
OMG i only intended to write a paragraph but then spent almost a whole hour writing crap. I HAVE WASTED SO MUCH TIME!!!!
agreed. actually it was pretty interesting to read. good ideas.
 
Here is the answer suicide....make a mod for halflife 2 :D


Actually, your ideas were quite interesting, i would quite enjoy playing that.
 
Suicide, Savage did some of that. Try out the demo.
 
... sort of like that little game "C&C: Renegade"... except not crap?
 
Renegade didn't even have building in it, just a whole lot of suck.
 
the thing is, many games have tried to make a FPS/ RTS but none have actually created one that has all the elements of an RTS as well as all the elements of a FPS. The reason for this is probally because only one player can control an army efficiently, and most mods (which are the only type of game ambitios enough to host such a unique game) are best suited for multiplayer. If someone gave it a go and experimented, we may have a first class mod. if not, we know what not to do next time and modders can learn from the mistakes.

if i was actually good at modding, i probally would try and make a game like this, but as im not all i can do is think ideas and draw sketches. I may actually spend time drawing ideas and scribbling notes for fun- because although this would be a very hard mod to make it would be really fun to design. Who knows, i could allways give my ideas to a mod team!
And btw, i litterally just wrote that on the spur of the moment (i actually wrote it on word incase i accidently clicked the "back" button on my mouse. :O )
 
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