PDA

View Full Version : Your own RTS game


Cylon Crusader
09-09-2007, 02:08 PM
How would you make your own RTS game, it doesn't have to be CNC related, although it can be, but what inovative way will you make your very own RTS game, remember to include a detailed story, factions, units, structures, gameplay and whatever else you can.

If I could make an RTS game, it would be called Terra Prime:The Liandri Conflict. It would have 2 sides, the humans and the Liandris, each side will have 2 subfactions along with their main faction. The resource system would be a combination of capturing control points which give you credits, you can also build supply drop zones in which you can have cargo ships drop off supplies for you. The game will include land and space based battles, you will recieve credits in space battles when you destroy an enemy ship or station, you will recieve a steady supply of credits from drop ships if you have atleast one supple station. You must first attack the enemies' planet from space, and then take the conflict to the planet itself CNC style in the campaign. The game will feature up to 24 player online multiplayer (a guy can dream, right?). In multiplayer, you will either pick a space battle or a land battle and then go in and slug it out.

I will start off with a detailed anlysis of the human race and then the Liandris, covering the main faction and the subfactions. I can't do this right now, for I have to leave but I will be inserting all the information at a later time.

Deadeye
09-09-2007, 02:24 PM
I've always wanted to make one where there's no set faction that you can pick. Instead, I'd have one where you pick units from different manufacturers and planets.

You'd start the story as a general/business (wo)man in control of a planet with no real military on the verge of being destroyed by another empire. Small businesses and planets would come to you offering infantry (as all good RTSes start with the infantry only part :P). You'd buy one set of infantry, and then get on with a few missions. Then you'd be presented with more units in the same fashion. The whole story would be based on a world domination mode like "Emperor: Battle for Dune" where you didn't have to go from map 1 to map 2, and you simply have to fight your way to the enemy's home planet. Space battles could also be a part of it (afterall, not all battles are on planets).

Economy would be part resource collecting, but also receiving resources from off planet. There would be limited resources on the map to harvest, and once they're all gone, you have to rely on your own forces coming in to help out on the planet.

Of course, it would be very complicated to work everything out and I've never really given much thought to how I'd like an RTS, but it'd be something that gives the player a lot of control over his/her forces in as many ways as possible.

Daishi
09-09-2007, 02:39 PM
Star General in RTS form. (no, not Star Wars: Empire at War) All 7 of the original races made unique through specializations, space/ground combat with an easily set-up economy. References to internet memes in the dialogue.

Annihlator :D
09-09-2007, 03:12 PM
well, I have this habit of designing video games in my head on long trips... They tend to not be incredibly fleshed out but I enjoy it, anyway here goes.

A space RTS with a triple axis of movement, playing on a 3D plane, not 2D.
You create a base mainly on space stations, but also on asteroids for increased defense. Asteroids are mobile however, and can also be mined on. It will be a choice of producing a heavily defended base capable of holding of a small fleet on it own, or a mining platform producing unprecedented riches. There will be several ship types that will be customizable, however they will only be customizable outside of the game. In addition to naval space combat, you will be able to board vessels, this immediately slows down time and transports you into the ship to control your light, heavy, and medium infantry (also customizable).

Thats a little of what I've thought of.

Daishi
09-09-2007, 04:44 PM
More info on the races in my RTS.

Cephians: Small in stature, this race of scientists are doubtlessly the most intelligent race in the world. These dwarves resemble large monkeys, but are rarely seen in their natural state due to the popularity of implants to make the Cephians much more menacing up close. Their mythology is filled with stories of how a weaker opponent could defeat a seemingly much more powerful opponent through the use of guile. Cephians love, above all else, the sight of utter annihilation, and would blow up the universe just to hear the bang (Cephian civilians line up for the suicide squads). Therefore, they are generally distrusted, though they've found friends in the Alliance, who is using much Cephian technology in their vessels. Sadly, the Cephians have absolutely no creativity, and one can see this shortcoming in the ugly gray ships that make up their space navy, which don't have names, just serial numbers. Their land strategy is to deploy mines everywhere before making a large group of superior ships. Their space battle involves rush tactics with superior early units, which turns into a sneaky guerilla war as the battle wages on.

Dragonians: The reptilian Dragonians grow to a whopping 9 feet tall, but surprisingly, are only menacing if "threatened." Ultimately paranoid, the Dragonians are absolutely certain that the only safe universe is one that they alone control. Their tactic for galactic domination is as follows: send thousands of forces to take over a city. If the system's defenders retaliate, it's viewed as an attack on the homeland, and a much larger force follows. The Dragonian navy is, for the most part, contructed of small asteroids, each of which has been thoroughly mined and packed full of weapons and electronics. Their structures are mostly made out of the land. Their strategy on the ground is to pump out heavily armored units, reinforced by special defensive infantry, to overrun their opponents. Their space strategy involves building up and waiting, and then opening up with everything they have when opposition is spotted, as their specially designed Vortex Platforms illustrate.

Fleet: The military of the Alliance of Worlds, which contains many different humanoid species and holds a great deal of political power in the Capitol, Earth. The Alliance has gotten through the ages by treaty and trade, and as such, the Fleet is the most technologically advanced army in the world, utilizing borrowed tech from the Cephians, Hressa, and even the Xritra with a gigantic amount of resources coming from half the galaxy, which the Fleet has maintained control over for a long time, under reasonable peace. Their economic prosperity is what has brought them into the crosshairs of many of the other factions of the galaxy, wanting all these rewards for themselves without surrendering to the Fleet's imperialistic nature. Their ground strategy is straightforward and based on winning combinations of their varied units. Their space strategy is to play defensively to grab as many resources as possible without losing their initial funding until their technology kicks in and allows them to strike their enemy with the Alliance's full arsenal.

Hressa: These catlike humanoids are the ultimate samurai. Retreat is never an option, and every battle a Hressan ship enters will end with one side being wholly annihilated. Rather than using sacrifice, however, this race uses superior training and natural skill to remove its enemies from the battlefront. The Hressa have many military options and can perform surgical strikes against the most powerful units the enemy can throw at them, and their land and space tactics both revolve around overpowering their opponent after they've managed to decapitate their most important units.

Khalians: The Khalians were long believed to be imbeciles because they were the most technologically inept race in the galaxy outside the Alliance. Most of the Khalian navy consists of outdated vessels originally designed by the Schleinel, given in exchange for a strategic alliance to crush the Fleet. The Khalians accepted, but before the Hegemony knew it, the Khalian army was rampaging through their territory and enslaving their people, many of which were then eaten. Dubbed "weasels" by their enemies because of their ungrateful past, the Khalians will gladly initiate a war by capturing a planet and using its population to feed its troops. Their outdated technology is crossed with a tendency to sacrifice shields and electronics for weaponry, which means the Khalians have the biggest and the most guns in the galaxy. Their space tactics are pretty straightforward, because the Khalians consider everything a worthy target, and their land battles involve ravagers that sneak into enemy bases and speedily destroy as many buildings and kill as many people as possible to cripple the enemy. They think the human race is tastiest.

Schleinel: The Schleinel Hegemony were originally a small group of human clans that were unsatisfied with their status in the Fleet. They seceded, captured a few worlds, and became the biggest pain the Alliance has ever had to deal with. Their prosperity has corrupted many leaders of every faction to their side, and their propaganda and standard of living keeps their homes happy and their businesses clean. Their ships are beautiful, and just as deadly, and the Schleinel strategy is space is to use a fast economy to overpower the opponent with their advanced forces. Their fleet is costly but easily maintained because of the efficiency and cutting-edge shine built into each unit, which are overall designed slower than those of the other factions. They will not hesitate to send their serfs in suicide ships to cripple an enemy cruiser or battleship. Their land strategy is to use their special artillery, the Death Blossom, to tear the opponent apart from long range as their ranks and tanks creep forward.

Xritra: these insectoids grow their own space ships, and they fight so they can have more room to spawn their offspring. In appearance, their navy and army are massive, yellow/green capsules, resembling all sorts of microbes and insects. However, the ingenuity of Xritran biologists has turned them into a decent fighting force. What they lack in power can be compensated for by the Xritrans' quick, efficient production methods. Their space strategy is to pump vessels to every corner of the map, until they can send their special Hive ships, which are massive, significantly more expensive transport/firepower/repair complexes that can hold gigantic armies and effectively deliver them to the surface, where the carnage begins. Their planetary strategy is to swarm the battlefield with their bizarre army, surrounding the enemy from all sides before opening fire. If the enemy can outgun them in close-combat, which is often the case, they have a fearsome airforce, including Blood skimmers to annihilate infantry and exposed production units.

Nod Fanatic
09-09-2007, 05:23 PM
A full space-sim, with rich storyline and the ability to command anywhere from a single fighter up to full-scale wars, with a rank-system to determine how much you command, IE: Lt you guide a squadron of a few fighters, Captains command single ships, Admirals overlook certain fleet actions, with a higher rank that looks over the whole war.

Cylon Crusader
09-09-2007, 05:52 PM
Continuing from my last post: I want space combat to mimic that of homeworld 2.

United Terran Starfleet (UTS):

Fleet Supply Station:You start off with one at the beginning of the match, it constructs scouts,mining ships,construction ships and comes quipped with many defense platforms, 150 gattling turrets, 50 missile batteries, 10 ion batteries and 50 MAC batteries.It also collects supplies with automatic supply drop offs from supply ships arriving every 30 game seconds.

Fleet Shipyard:This builds all Terran ships, with the exception of mining ships and construction ships.Terran ships that can be built are as follows:scout,cobra fighters,viper bombers, destroyers, cruisers, frigates, battleships, carriers and sealth ships.The shipyard comes equiped with 30 gattling turrets and 15 missile batteries.

Fleet Defense Platforms:These can be built on asteroids and on open space, they provide defenses every which way, they come equipped with 50 gattling cannons,30 missile batteries and 10 MAC batteries.They can also detect stealth.

I'll put up more info a little later, as you can see this is only a fraction of my thoughts, I love to think out games on long trips and at hoome when ive got nothing to do, you guys have got good posts and fresh ideas, keep it up guys!:):):):):):color1::color1::color2::color2::color3::color3::color4::color4:

SgtRicko
09-09-2007, 11:59 PM
...Oh if you only knew the true scale of how I dream...:evil:

To keep it nice and brief, A combo of Galactic Civilizations II, Supreme Commander, and Star Wars: EAW (particularly the space part for the latter).

I'll post the overall scheme later.

Delta-4
09-10-2007, 06:12 AM
Mine most likely wouldn't be a true RTS, but more of an FPS/RTS hybrid.
Essentially, it'd go like this:
One player is the commander and the rest of the players are his/her forces.
The commander isn't just some support power-wielding, order-giving guy with a star over his head like in BF2142, he'd actually be something more. The Human troops on the battlefield would not be able to spawn without the commander purchasing a spawn for them, kind of like they're a hero unit. The commander can also set down structures, defenses, and other stuff as in usual RTSes, but, he needs his personnel to build some of the more important, smaller things, like defensive structures. One class of the player units is the engineer who, obviously, is the one who builds stuff. As with RTSes, the commander can purchase upgrades which bulks up starting armor, movement speed, starting weapons, or general equipment gains, like gaining an IR vision enhancement for use against covert ops. The commander can also purchase vehicles for his personnel to use, as to be expected. Support powers are also available to the commander, mainly in the form of supply drops (Also including vehicle drops in that category) and fire support, like air strikes and artillery strikes. The main downside for the commander is that he is absolutely worthless as a combatant being only equipped with a high-caliber pistol and having poor accuracy with pretty much everything, as well as the lowest armor rating. This forces the commander to stay at his comcenter.

The ground forces would be class-based, obviously making the game require at least some degree of teamwork. They get the standard FPS traits using a sort of Battlefield-like weapons organization; everyone gets a certain weapon that feeds off of a certain ammo and so forth, but no two classes have the same weapon save for the sidearm and combat knife. But, instead of being restricted only to the gun you have with you or taking an enemy's class kit to replace your own, you can pick up any weapon you desire. Your class' effectiveness with it probably won't be so good if it's not your class' kind of gun, meaning accuracy reduction or ammo storage capacity in most cases. Sometimes, your class might just not know how to operate the danged thing and be unable to fire it, like with one side's anti-tank weapon; the plasma lance (The name is a nickname, just so you know. It's not like an actual lance.). The lance would be inoperable for Human (Not players, Humans. What game is complete without aliens? :shifty: ) factions or a certain completely biological faction (Say "Zerg" and I'll rip your face off with my feet and eat it.).

The factions would be fairly diverse for an FPS. There'd be multiple, differently-specialized Human factions, one generalized alien faction, and another, psychotic alien faction that uses tactics which some might consider odd for any game outside of a horror/survival game like The Thing (Which is actually what they're based on. :shifty: ). The Human factions would be pretty simple specializations; tank, infantry, air force, and one generalized faction. The technological alien force would be a generalized, ultra-powerful faction that consumes an unholy amount of resources to be useful, thus meaning they take on the role of the "strong and few" faction. The psychotic faction is the completely biological force I mentioned earlier. Their tactics include the standard "numerous and weak" strategy used by the Scrin and Zerg, for example, but with a sinister reason. This faction is capable of turning the other species into soldiers for their cause if they don't have the proper protection. Their basic infantry and heavy units are also only vulnerable to certain weapons, namely plasma weapons, flamethrowers, and explosives.

Unfortunately, I don't have time to go into any more detail here, but if you want, you can wait a year or so until I finally feel like typing it up. :p
You'd need to do quite a bit of reading before you read what I typed, though. Got a whole lot of backstory which is required for it to make any sense.

JBV3737
09-10-2007, 11:32 AM
This is the game I'm working for. Its set for release somtime 2008. Its sort of simular to bfme2, or age or empires 3.
http://www.dawnoffantasy.com/
Where about to get a whole crap load of new graphics in like bloom and HDR effects; the screenshots are like 1 year old. :\ we'll update em soon.

You guys have some really good ideas for RTSs, you should head over to the forums and give some for Dawn of Fantasy.

Avapodnaught
09-13-2007, 07:43 PM
Mine would be a futuristic game that would have battles taking place in more than one place... the game of the future, not only future, but also in the game it would have you advancing thru time at an accelerated pace from the earth, to conquering seas (adding forces as u go along, by time u can go to the seas armies can be built...), to the skies, and even in space, te game would cause the player to be aware of his surroundings everywhere some advancements made can bring u closer to the future, but in risk of attack, and in games called rift of life, where u start out with robots and cannot bring in forces until u have mined and teched up your robotic world then made it habital forlife... then war can be brought down to your planet, for control of the universe, and worlds will have more than one map, only maps can be few on natural boundaries that have you locked them in, and in space, u may bring more support, bring your own creatures, have amies of emmence size, and many different advanced civilizations


Schisms of the Galaxy...expansionpack includes make your own civilization included, with world and galaxy maker, online competition brought closer with more specialized online maps, 5 new generic civilizations, including the species that created the life and played god, and their rival species... and other powers of the universe... Including a universe control system, a galactic control system, and a solar control system... (universe has several main battles in enemies universes. and multi dimentional battles.. one for about each small one, more for the larger battle scaped ones..., galaxy is similar, except with battles on several of the planets of different unknown {random} galaxies, and solar system control has battle on both enemy and allied planets, and regular play is just battles on planets selected from someone, random game is called Galactic choice, u get to chose what galaxy, universe {differences in universe are usually local force easy or hard... easy games for skilled players, will combine them with best choice atm}, and galactic system, no specific planets, and even some more asteroid combat near major points... as even the great black hole battle...)

Cheers to whoever can give me input on the first part, good luck reading both... I want someone to at least read my idea of switching from modes looking into the seas, space, land, and atmosphere (air units..)

SgtRicko
09-14-2007, 01:28 AM
Avapod, I hate to be harsh, but can you please use periods and proper paragraphs/sentences!? I'm going crosseyed trying to read your post there!:freek:

Avapodnaught
09-14-2007, 09:36 AM
Im sorry, but I used to be able to make is indent... but I can't change scheme on this here... CNCDEN Scheme 1, I used to do it on Modden, but it just won't ******* change.... may look different on another scheme...
Found out how to change scheme in options, but still, it won't put in paragraphs for some reason...
just like this....
Less than one space, no more than that...

SgtRicko
09-14-2007, 11:02 AM
That's odd. What browser are you running?

Trogdor
09-14-2007, 07:17 PM
I'd do a remake of CNC Generals, but with 4 sides (USA, China, GLA and Russia). Update to kick-butt graphics. I'd include a world domination type campaign where how well you do in one battle influences your control and certain available resources.

USA still gets the most high-tech weapons, China gets hacking, best napalm weapons, mass attacks, Russia gets massive tanks, heavy helicopters, GLA gets stealth, toxins. And angry mobs - lots of angry mobs.

One thing I'd like to see is lots more units, that actually give the player a choice. So instead of just Battlemasters and Overlords, you get maybe 4 or 5 tank types, each with certain advantages and problems. It would make a nice change from seeing the same battle order over and over again.

And they should keep the same not-too-serious feel of the original. I still get a kick out of telling my workers to repair something and they tell me "Well - it is not looking too good is it?"

Avapodnaught
09-14-2007, 09:07 PM
That's odd. What browser are you running?
Some reason, im not allowed to msn on that comp, so I use explorer, problem is, is that active x isn't allowed on that comp because of security (bad virus on that one...) I will fix it with this comp now

Quadhelix
09-19-2007, 09:11 AM
This is just the outline of an idea, so don't expect it to be too good.

Basically, the game (Tiberium Conquest?) is set in a modified version of the Tiberium universe, with several major as well as minor changes to the backstory.

Gameplay elements include:

Multiple resource types: although all of the games resources, such as Iron (used for vehicle chassis and armor), copper, and silicon (the later two used for computer equipment), are collected by harvesting Tiberium, different patches of Tiberium have different concentrations of the different resources based on soil conditions and the presence of various mineral deposits (somewhat analogous to the resource deposits in Star Trek: New Worlds, i.e., invisible to the Player under most circumstances, but still playing an important role in resource collection).
New method of unit production: On RTS convention that always confused me is how new infantrymen magically appear from a barracks. Here, they don't. The Player starts with a large group of "Technicians" that can man buildings, crew vehicles, or be equipped with armor and weapons at the Armory/Hand of Nod and sent of to fight. Although the Player can receive more Technicians as reinforcements, he/she cannot "train" new Technicians on the battlefield.
New Squad system: Based loosely around the squad system in Warhammer: Dawn of War, Squads consist of a Squad Leader and one or more other infantrymen. Although all infantrymen can see and shoot, only the Squad Leader removes Shroud/Fog of War; also, it takes far longer for infantry isolated from a Squad Leaders to obey orders (the explanation being that Squad Leaders have an EVA HUD, while regular troops have to receive their instructions through audio transmissions; it's the difference between the EVA ordering the soldiers, "Follow Captain Hudson," while placing a directional arrow on Captain Hudson's HUD and EVA ordering the soldier, "Go 15 degrees East of North..." requiring the soldier to get out a compass, etc.).
Anyway, I'll have to expand on this later.

SgtRicko
09-20-2007, 06:09 AM
Hmmm... well, one way you can get past the whole "OMG WHERE TEH HELL DO DOES INFATRY COMES FROM!!!!11111" debacle would be to show a dropship bringing them in, using warp technology like the Scrin do, having them paradrop in, or just replacing them with clones and robots altogether that actually are built on the battlefield.

But personally, I don't mind them popping out of the barracks like they do, it's actually the factories and how they make vehicles WITH THEIR PILOTS ARLEADY IN THEM that bothers me!:p

Soviet779
09-20-2007, 08:05 AM
Well if i was to make my own RTS game it would be futuristic. There would be 3 perfectly balanced sides but not mirrored. There would be the humans, who ended up in a far away part of the galaxy in a failed attempt to colonize alpha centauri their ships went on for many years and ended up in a far away system... lets call it the... korprulu sector. The second side would be a nearby advanced alien race called the protoz. The third side would be the zurg and they would be all biological, no tanks or anything, they infest other species and grow their own warriors from larvae. They have come from across the galaxy to infest the protoss and make them part of the zurg swarm, thats what they call every zurg "the swarm".

The resource collected would be something simple like say minerals and maybe some kinda gas. I would call it vesfane, but anything will do as long as its green and comes from a geyser. The game itself would be called MoonCraft.

Just a sketch idea im throwing out there, havent went into too much detail.

Quadhelix
09-20-2007, 10:09 AM
Hmmm... well, one way you can get past the whole "OMG WHERE TEH HELL DO DOES INFATRY COMES FROM!!!!11111" debacle would be to show a dropship bringing them in, using warp technology like the Scrin do, having them paradrop in, or just replacing them with clones and robots altogether that actually are built on the battlefield. True, but I like the idea of starting with a pool of personnel that you can "customize" using your game resources.

But personally, I don't mind them popping out of the barracks like they do, it's actually the factories and how they make vehicles WITH THEIR PILOTS ARLEADY IN THEM that bothers me!:p Really? I always just thought of the drivers coming from wherever the infantry came from (i.e., just like you have a magic pool of infantry in your Barracks, just waiting to be trained, you also have a magic pool of drivers in your war factory, just waiting for vehicles to drive). The real question that bugged me was how to explain those "magic pools."


Anyway, to expand on the previous idea:


Individual tanks "cost" about ten times as much as individual light vehicles, which "cost" about ten times as much as individual infantrymen
In general, accuracy*range=constant. Missiles and tank guns shot many times the distance of machine guns but rarely hit smaller targets like infantry, although they usually do hit vehicles. Machine guns, on the other hand, have shorter range but do hit infantry. Artillery, which can fire nearly anywhere on smaller maps, often miss even structures
"Realistic" damage: Missiles and tank cannon might not hit infantry all that often, but it's an instant kill when they do. Machine guns mow down infantry and tear open light vehicles (depending on the machine gun's size) but do no damage to tanks or structures.
Focus on base siege: Base defenses generally have much longer range and better accuracy than the units that they are supposed to destroy; also, bases can be surrounded by walls that are difficult to destroy, even for tanks, effectively halting rushes. On the other hand, a few soldiers armed with rocket launchers can scrap an unguarded Harvester, and Artillery has very, very long range, despite its inaccuracy. Furthermore, the aircraft used to bring in more troops/vehicle drivers can be shot down (this is especially important given that the starting bases are placed roughly halfway between the edge of the map and the center of the map [resulting in some huge maps], giving plenty of room to flank the enemy and intercept the aircraft).

SgtRicko
09-20-2007, 11:45 AM
Sounds like you should try out Act of War: High Treason. It has a few of the ideas you had there, plus a few interesting takes on how to summon aircraft or how a tank would realistically win against any type of infantry 1vs1!;)

Dracaveli
09-20-2007, 12:43 PM
I've always wanted to make one where there's no set faction that you can pick. Instead, I'd have one where you pick units from different manufacturers and planets.

You'd start the story as a general/business (wo)man in control of a planet with no real military on the verge of being destroyed by another empire. Small businesses and planets would come to you offering infantry (as all good RTSes start with the infantry only part :P). You'd buy one set of infantry, and then get on with a few missions. Then you'd be presented with more units in the same fashion. The whole story would be based on a world domination mode like "Emperor: Battle for Dune" where you didn't have to go from map 1 to map 2, and you simply have to fight your way to the enemy's home planet. Space battles could also be a part of it (afterall, not all battles are on planets).

Economy would be part resource collecting, but also receiving resources from off planet. There would be limited resources on the map to harvest, and once they're all gone, you have to rely on your own forces coming in to help out on the planet.

Of course, it would be very complicated to work everything out and I've never really given much thought to how I'd like an RTS, but it'd be something that gives the player a lot of control over his/her forces in as many ways as possible.

Civilization on steriods:hyper:

Cylon Crusader
11-22-2007, 09:19 AM
How about this- WW3:Western Promises. It has 2 sides, United Allied Command (UAC) and the United Socialist Republic of Asia (USRA).

UAC consists of North America, South America, Europe and portions of Northern Africa. The USRA consists of all of Asia, Australia (which was taken in the early stages of the war), the remaining parts of Africa as well as some of the Arctic.

UAC uses fast, more technologically improved tanks, while the USRA relies on using tactics that involve heavier units, heavily armoured and armed tanks, ships and aircraft.

More on this later.

Quadhelix
01-07-2008, 11:01 PM
One idea that I have was inspired by C&C: Generals. Generals seems to be something of a hybrid between the Command & Conquer series (with elements such as power requirements and structure selling) and RTS games like Starcraft (with finite resources on the map, worker units instead of construction yards, and a 1 producer=1build queue system). So, my idea is a similar hybrid, but instead of global hybridization (i.e., all factions get the same elements from the same RTS genre), each faction gets different elements from different games. For example:

Terran Defense ForceThe Terran Defense Forces' rely on a small core attack force backed up by diverse sets of support forces, including repair and medical teams, artillery, and air support. Terran units tend to have heavier armor, stronger weapons, and either higher speed or longer range than their equivalents among the Scourge and Progenitor forces.

Power Grid: Terran Structures require power, which must be produced by power plants; if there are insufficient power plants, many Terran Structures will go offline, while others will operate only at reduced capacity.
Dozer: Not actually a Bulldozer, this treaded mass of mechanical arms can construct any Terran Structure, no matter where it is (i.e., it acts like a C&C: Generals Dozer).
Survivable Forces: Medics, Mechanics, and Engineers (or some equivalent thereof) supplement the Terrans' already durable forces by repair damage during and between battles.
Infantry Garrisons: Terran Infantry are capable of occupying civilian structures and firing from within.
Supplies: The Terran Defense Forces fuel their "economy" using supplies, which can be gathered from warehouses or acquired from building a Supply Drop Zone (i.e., supplies are basically unchanged from C&C Generals, except that only one Supply Drop Zone can be built)The ScourgeThe Scourge are roughly analogous to Starcraft's Zerg in nature: forces that are purely organic in nature with a focus on suicide tactics, infection weaponry, and large numbers of weak units.

Breeding: Scourge units are grown from larvae, and certain Scourge Structures can be grown anywhere on the battlefield from resource collectors (i.e., Scourge units are produced in the same way as Zerg units and some Scourge Structures can be grown in the same manner as Zerg Structures).
Growth Hubs: Nearly all Scourge Structures are grown as extensions from heavily armored structures known as Growth Hubs-and multiple extensions can be grown simultaneously; each hub can support a limited number of Structures-also, defenses supported by a Growth Hub are destroyed when their Hub is-but destroyed Scourge Structures will regrow when destroyed as long as their Hub still stands (think of this thing as an unholy mixture of Construction Yard, Protoss Probe, and Nod Turret Hub).
Biomass: The Scourge gather Biomass in order to "fund" their operations; Biomass can by planting a Biomass Tree and then harvesting its secretions (thing C&C 3 Tiberium; also, Biomass Trees have a small build limit) or by harvesting living organisms.Progenitor EmpireAlthough the Progenitor are similar in technology and nature to Starcraft's Protoss, the Progenitor do not fill a similar gameplay niche; Progenitor forces depend mainly on stealth and mobility to quickly overwhelm the enemy with small numbers of weak but still expensive units.

Carryall: The Progenitors' most important unit, the a Carryall can pick up Progenitor vehicles (much like Tiberian Sun's GDI Carryall); Carryalls can also be upgraded to pick up properly upgraded Progenitor Structures.
Assembly Hub: Progenitor Assembly Hubs are capable of fabricating an entire Progenitor Structure internally before assembling the structure externally (i.e., it acts almost exactly like a C&C Con Yard).
Power Grid: Like Terran Structures, Progenitor Structures require power to operate properly.
Energy: The Progenitor use Energy to construct their forces; Energy can be obtained by deploying Energy Collectors at positions known as Nexus Points (the Energy Collector are sort of like the Surveyor/Emissary/Explorer in C&C3 in that Energy Collectors deploy into a permanent structures to do their work; once deployed at a Nexus Point, Energy Collectors act much like an Oil Derrick or Tiberium Spike).The basic premise for the infrastructure of the three factions is that Terrans can build anywhere, the Scourge can build only in their own base but do so at extremely rapid rate, and the Progenitor can build only in their own base but can then move their structures any where on the map via Carryalls.

This idea still needs fleshing out, and the addition of other sides should not be precluded at this time.

(BTW, sorry for the Necro-Post, but I didn't feel that this idea was worth a new topic)

erviu
08-07-2008, 08:03 AM
Good job dear......

thetechieotaku
08-18-2008, 02:29 AM
I would rather have the story set on Asia rather than Europe and America

Statalyzer
08-18-2008, 01:21 PM
I've had an idea in my head for awhile involving alien species invading earth in almost the present-day although a bit in the future. So, no completely united force, although some of the major Earth countries will share a lot of units in common with each other. So, there'd be a bunch of common units, but 10 "subfactions", so whether you played Russia, China, Japan, Israel, United States, Great Britain, France, Germany, Egypt, or Brazil would make a difference in what type of MBT, fighter plane, etc, you had, plus they'd each have a couple of country-specific technologies available, probably slightly futuristic ones but nothing crazy. They'd also each have their own unique hero.

The battles would take place on land mostly although both sides would have some slight space support. I figure that, like Earth, these aliens all have a ton of land fighting technology available but not space weapons. I'd have to figure out how they got such amazing space travel technology though - perhaps a wormhole?

Each of the 3 alien races would have no subfactions, but except for perhaps a few common base buildings (I'm assuming they allied to build common transportation ships) they'd share no units in common, and each would have a different fighting style based on how life, technology, or culture developed on their planet.

Race #1: Their bodies have top-down spherical symmetry with no front, sides, or rear and they build their vehicles and weapons the same way. Everything has a turret or swivel mount to fire in all directions, equal armor in all directions if armor exists, and the ability to move in any direction with equal speed.

Race #2: Nothing resembling gunpowder or fire exists on their planet, but they do possess incredibly strong metals. So, they mostly fight adjacent by ramming, chopping, knifing, etc. Even a lone man with a knife made of their metal can cut through a tank's armor. But, with only catapult and crossbow type devices for ranged weapons, they'll be at a disadvantage against earth countries unless they can close the range. They are immune to radiation or biological weapons and also grow plants that are toxic to humans, using these as defensive weapons or even for stealth attacks.

Race #3: Very physically weak species on an overpopulated planet. They depend a lot on bizarre technology and so half of their fighting doctrine includes a very small number of expensive units that have powerful abilities. The other half includes very cheap, easy-to-kill units that can be quickly massed to try and overwhelm the enemy with sheer numbers.

ein1017
08-18-2008, 01:38 PM
For a class project, me and my teammates came up with a RTS style game. It is heavily based on the mechanics of Faces of War. It also have a touch of the Warhammer 40k story mixed in. Basically far into the future, mankind was been expanding across the galaxy (Human Imperial Federation) and as either forced other alien lifeforms to conform and accept their rule or be utterly destroyed.

There are 2 alien forces that is still a threat to humanity, the Zani and the A.I. (not original but works) The Zani is an alien race that relies on organic technology (like the tyranoids from 40k and the bugs from Starship troopers) We don't understand them and they don't understand us so war broke out real early. they mostly rely on hit and run tactics and thier prime ammo type is an acidic base compound that can eat through armor fairly quickly.

The A.I. are a race or robots developed my another race to be the perfect fighting machine. Unfortunately the A.I.'s turned on thier master and have set out to eradicate all organic based lifeforms (Duh the necrons from 40k).

The gameplay would not be based on gathering resources or building units/buildings. The main idea is to control a squad of units (or more) and complete the objective however possible. The enivronment to completely distructable and the A.I. (not the race) is pretty smart. Each unit has a backpack, stanima and health. It would be hard to run out of ammo since you can pick up ammo and thier weapon from fallen bodies (halo series) The problem is having the right weapon at the right time. Once a unit yu control dies, there is no replacement so take care of your men. Some missions will give you extra men but only after a certain objective have been completed.

Our group where the only ones to come up with a non FPS game in that class.

CivBase
08-18-2008, 09:23 PM
I'm actualy a very active member in Ensamble Studio's Halo Wars forums (though I still love CnC). Untill E3, we had little to no info about the game... so about 2 months ago I had mapped out what I wanted the game to be like before E3, when they released all the info on it. It is basicly a map of the two factions... but you get the idea on how it all works.
To see this, go here (http://www.halowars.com/forums/thread/195903.aspx). At the bottom of my orriginal post, you can also find links to two other threads that discribe how ages would work and how the structure construction process would work.
Basicly, the storyline behind the game is when humanity first comes in contact with the group known as the Covenant, which is a rather large collection of alien species united under a single government. Humans must defend their home, and retake a planet recently lost.
This game is based around the 360, which means that multi-tasking is hard to do. Because of this, there is a very limited economy (1 resource, automaticly gathered by refineries)

Quadhelix
08-18-2008, 09:53 PM
The Zani is an alien race that relies on organic technology (like the tyranoids from 40k and the bugs from Starship troopers) We don't understand them and they don't understand us so war broke out real early. they mostly rely on hit and run tactics and thier prime ammo type is an acidic base compound that can eat through armor fairly quickly. Sounds good.


The A.I. are a race or robots developed my another race to be the perfect fighting machine. Unfortunately the A.I.'s turned on thier master and have set out to eradicate all organic based lifeforms (Duh the necrons from 40k). The Necrons had a valid reason for wanting to exterminate all organic life (harvesting souls for their C'Tan masters). What reason do these have, besides being evil machines?


The gameplay would not be based on gathering resources or building units/buildings. The main idea is to control a squad of units (or more) and complete the objective however possible. The enivronment to completely distructable and the A.I. (not the race) is pretty smart. Each unit has a backpack, stanima and health. It would be hard to run out of ammo since you can pick up ammo and thier weapon from fallen bodies (halo series) The problem is having the right weapon at the right time. Once a unit yu control dies, there is no replacement so take care of your men. Some missions will give you extra men but only after a certain objective have been completed. This seems a lot like MechCommander and Fallout: Tactics. Perhaps players should be able to replace lost units mid mission, but at the cost of some resource, to provide some original feature.

ein1017
08-18-2008, 10:02 PM
The Necrons had a valid reason for wanting to exterminate all organic life (harvesting souls for their C'Tan masters). What reason do these have, besides being evil machines?

This seems a lot like MechCommander and Fallout: Tactics. Perhaps players should be able to replace lost units mid mission, but at the cost of some resource, to provide some original feature.

We did come up with a reason but I don't remember atm.

Like I said before the gameplay was based heavily on Faces of War which runs the same way. Granted in singleplayer your guys could take a bit more punishment then the enemy but is never a good idea to stand out in the open in the line of fire. And I liked Mechcommander. I like that style cause it teaches you to manage your resources in a careful way.

CADTC
08-20-2008, 03:42 AM
Hmmm.. I want to have the RTS game player to battle alongside with the Nazis.. :D Imagine another parallel dimension game that allows you to play with.... Hitler? I'm sure a lot of folks would hate that. It should also allow the player to play alongside Stalin. It is set on WW2 and you are a commander of either the Red army or SS.

deadlyman204
09-29-2008, 05:38 PM
I would make a game based on robots attacking earth.
Factions:
Earth Protection Force: The humans. They are alot less fragilethan the other factions, but their space technology is sucky.
Aurora: Alien robots who attack earth. They are all about speed and stealth. They are the most fragile and easy to kill of all the 3 factions.
Derekk Militia: A group who usually uses melle weapons. They're speed is requiered to get close and kill. They are the strongest.

eLDiablo
09-29-2008, 09:26 PM
Rock paper scissors!:

Faction 1:
Rock

Faction 2:
Paper

Faction 3:
Scissors

Annihlator :D
09-29-2008, 10:17 PM
Rock paper scissors!:

Faction 1:
Rock

Faction 2:
Paper

Faction 3:
Scissors

ZOMG



Amazing

Daishi
09-29-2008, 10:23 PM
Rock paper scissors!:

Faction 1:
Rock

Faction 2:
Paper

Faction 3:
Scissors

EPIC SINGLEPLAYER CAMPAIGN

eLDiablo
09-29-2008, 10:50 PM
Also, MOST BALANCED GAME EVER!

Avapodnaught
09-30-2008, 09:59 AM
I didn't believe it at first but it has; INCREDIBLE GRAPHICS

Derek
09-30-2008, 11:44 AM
I don't know guys, when I've tried to play it I've had a lot of "Out of Sync" errors :\

eLDiablo
09-30-2008, 12:02 PM
Now i feel compelled to create a PPD for the RPS RTS (ZOMGLOL).

SgtRicko
09-30-2008, 12:09 PM
I'm having trouble trying to define the factions via their colors. They seem to be all the same, even in shape somewhat!:looklive:

Daishi
09-30-2008, 12:58 PM
If they didn't look at least SOMEWHAT the same, can you imagine how hard the game would be to balance on different battlefields?

SgtRicko
09-30-2008, 01:25 PM
If they didn't look at least SOMEWHAT the same, can you imagine how hard the game would be to balance on different battlefields?


Eh, it's doable. I've seen people do it with a couple of their units missing; they just need to be more creative.;)

That, or they could use the Konami code to erect the southern tower - it usually ends up going down again once the excitement dies down a bit, but it's pretty strong and somewhat OP for while it lasts!:D

Zardac the Great
09-30-2008, 01:59 PM
I had an idea for a game several years ago. Some of the ideas I had have been put into other games since then, but I swear I wasn't psychic!

The name I came up with was Showdown.

The first would revolve around a war between the US and the UN. Because it sounded cool, that's why. :p

Build Mechanic: You'd start out with a factory that would build Construction Cars. These would deploy into the building you chose (exactly like the Japanese in RA3). This is how you'd get your Barracks, Weapons Plant, Radar Towers, Docks, etc. From the Barracks, Engineers would be buildable. They would be minimally armed, but build trenches, defenses, airfields, walls, etc.

Rescources: There are two, sometimes three. In game, there is oil and ore. Ore mines must be built where there is ore, and the same goes for oil. Infantry will cost no oil. During the campaign, you also have to worry about population. It is unlikely, but if you lose too many units during the course of the campaign, you can exhaust the expendable population of your side and be forced to surrender, regardless of your battlefield exploits.


Infantry would be invisible while not moving in cover, unless enemy infantry are around.

Ships would be BIG. They would also be very powerful, and very expensive.


To dabble in a little weirdness, a few things could be added to some units.

For instance, Grenadiers could be upgraded globally. Give them diskus shaped grenades, and they fly farther, but do less damage. Upgrade the bang of a grenade, and it does more damage, but doesn't go as far. Add jet engines to an Iowa class battleship, and it goes faster (they're hideously slow), but takes a LOT more damage. etc.

And the UN would have a HAT. Heavy Artillery Tank. This is a tribute to C&C. It's a huge tank with a Big Gun. It can also elevate it's weapon to become an artillery piece.

Artillery would not shoot at a unit, but at an area of ground. The more artillery you have, the wider the space is. It's good for saturation fire, not for pinpointing units.

I may elaborate later.

Quadhelix
10-05-2008, 05:26 PM
One idea that I had a while ago was a Homeworld-like game set in intergalactic space. As a result, the only way to acquire resources is to salvage destroyed ships, either your own or the enemy's, although salvaging a ship returns only ~50% of its purchase price, so resources can get used up very quickly if players aren't careful. Players would also have the ability to decommission old vessels for ~80% of its purchase price; repairing damage ships costs ~30% of the purchase price, divided by the percentage of remaining health.

The ability to decommission old ships would prove especially important in the late game, as more advanced ships rendered old ships obsolete. Researching new ships does not cost resources, but it does cost time and the research has to be directed: you could research the ability to produce cruisers or you could research the ability to build more advanced fighters, but you could not do both simultaneously. Furthermore, players could not rush Tech, as new technologies would be generated at a constant rate for all players

The basic idea of the game is that the resources available are limited, and thus the players have to conserve what they have. If a ship is damaged, it should be repaired. If a ship is severely damaged or is rendered obsolete by a new design, that ship should be should be scrapped and replaced. Destroyed ships should be salvaged whenever possible.

SgtRicko
10-06-2008, 07:20 AM
That's actually a pretty original idea you got there, bud. Granted, it still sounds a lot like Homeworld, but the whole space scavenging concept not only sounds like a first for a strat game, but seems balanced too! Only thing is, you might want to tone down the price for repairing ships, because at 30% some of the smaller ship classes may end up being shoe-horned into being nothing more than cheap kamikaze or one-way scout units.

Statalyzer
10-06-2008, 12:50 PM
He did say 30% divided by the remaining health, so a half-damaged ship that cost 1000 credits would only cost 150 to repair, not 300.