I am open to suggestions for ideas
by Adam "Genocide" Estes · in Game Design and Creative Issues · 07/17/2004 (3:07 pm) · 10 replies
Thanks alot guys, I am going to check out all this software in the next following weeks, right now, I am trying to make my Doc Paper. I am sure you guys have all played an RTS game, and thought, " This would make the game cooler." I am trying to have a variety of options, so what better then to ask you all. In an RTS game, what would "races" would you guys like to see. For example, Warcraft III had humans, Orcs, Night Elves, and Undead, any races you guys would like to see. I am very open to suggestions.
Genocide
Oh yeah, I am definitely going to have a Human race in the RTS game, however, to switch it up a little bit, I am going to try to include new weapons, artillery, and transportation to the race. So if you guys have any suggestions, type it down. Thanks.
Genocide
Oh yeah, I am definitely going to have a Human race in the RTS game, however, to switch it up a little bit, I am going to try to include new weapons, artillery, and transportation to the race. So if you guys have any suggestions, type it down. Thanks.
About the author
#2
if not how bout "The Scourge" which is a race made of part flesh part Mechanic. they would be better fighters but have lousy mining skills.
07/19/2004 (10:05 pm)
What timeline is this game or is their one- if not how bout "The Scourge" which is a race made of part flesh part Mechanic. they would be better fighters but have lousy mining skills.
#3
07/19/2004 (10:07 pm)
The problem with clans is that its hard to give them all different weapons/vehicle ETC. or overpowering them. basicaly a Tank on one side is gonna be equal to tank on another unless their is a technology difference then in that case its hard to make it balanced unless you SPEND alot of time on it.
#4
@Adam You could do it more to contries, insted of Clan's... Something like that though.
07/19/2004 (10:21 pm)
@Michael Clan's as in Kin, Faimly, as that is what a Clan really is.... It is what i mean't too.@Adam You could do it more to contries, insted of Clan's... Something like that though.
#5
07/19/2004 (10:46 pm)
I would like to see an rts with realisitic numbers of troops through out history weve her about battles that invove thousands of troops but current rts games limit us to around 200 although it might not be to technically possable and it would be a pain to micro manage thousands of troops also howabout a more realistic city in most rts there just a single static building which gets taken over what about the millions of people that live in you country? id love to see some kind of city that would grow as you gained more terratory. also one last suggestion add some kind of system where troops get better with more combat i guess you could use a level sysytem i dont know how tehnically fesable this would be but hey there just suggestions and good luck with your game
#6
07/19/2004 (10:58 pm)
@Brian Lyon I am pretty sure the game that is soon to be out, or maybe is already out is "Spartan's" it has such a battle system i am pretty sure...
#7
07/19/2004 (11:05 pm)
Instead of races, how about different types of civilizations, each with their own forms of governing, religion, culture, etc.?
#8
07/20/2004 (3:24 am)
How about branching tech trees/belief systems. Let players develop their identity as they play. It worked great in Warrior Kings: Battles (except the game was buggy as hell and didn't receive much attention...)
#9
I will quickly go though how I would create 3 factions/races.
I think the general dynamic should be some core units with support units for different strats.
I also think the different factions/races/religions we don't know yet, should have different benefits and weaknesses.
So think of some strengths and weaknesses, play games to see the ones out there, think some more. OK.
My first faction is going to be real fun. They are going to be my ambush, hit and run, stealth faction. So their basic design will be fast moving, long range, medium hitting but low HPs. Possibly some hard hitting weapons too. Basic unit are going to be the soldier types. They will have long ranged rifles/bows. There can be a unit that provides stealth, a unit that provides movement(transport), a unit that can lay mines, a unit that can increase range of units. Their bases could be invisible from air and easily moveable.
OK that is an ok faction, might need some work. No balance factions with the first faction in mind and work it out.
Then think, ok why are they long ranged and weak HP wise. Are they wizards? Are they Elves? Are they cyborgs, or some race that was once enslaved and won freedom with tactics against bigger stronger enemies. ;)
Anyway, the point is gameplay can lead to story quick, but getting to gameplay from story can cause you to worry about story when you should be worrying about gameplay.
07/21/2004 (11:56 am)
What makes a RTS great? Is it the story or the gameplay. I will vote gameplay. So IMO figure out how the gameplay will work. Starcraft is possibly the best game to look at for ideas. I will quickly go though how I would create 3 factions/races.
I think the general dynamic should be some core units with support units for different strats.
I also think the different factions/races/religions we don't know yet, should have different benefits and weaknesses.
So think of some strengths and weaknesses, play games to see the ones out there, think some more. OK.
My first faction is going to be real fun. They are going to be my ambush, hit and run, stealth faction. So their basic design will be fast moving, long range, medium hitting but low HPs. Possibly some hard hitting weapons too. Basic unit are going to be the soldier types. They will have long ranged rifles/bows. There can be a unit that provides stealth, a unit that provides movement(transport), a unit that can lay mines, a unit that can increase range of units. Their bases could be invisible from air and easily moveable.
OK that is an ok faction, might need some work. No balance factions with the first faction in mind and work it out.
Then think, ok why are they long ranged and weak HP wise. Are they wizards? Are they Elves? Are they cyborgs, or some race that was once enslaved and won freedom with tactics against bigger stronger enemies. ;)
Anyway, the point is gameplay can lead to story quick, but getting to gameplay from story can cause you to worry about story when you should be worrying about gameplay.
#10
That's what I think, that it's better when the races all have some sort of common basis, and that you just add one or two extra units, and tweak some stats to make it interesting.
07/24/2004 (9:11 am)
Personally, I think having completely unique races for every side is overrated. My favourite RTS of all time is still Age of Empires 2. All the races start out with units that are almost completely the same in the early game, but by the late game things get interesting with only one or two unique units per races, plus a few differences in some other areas. For example, the Britons had extra range on their archers, whereas the Franks had much stronger Cavalry.That's what I think, that it's better when the races all have some sort of common basis, and that you just add one or two extra units, and tweak some stats to make it interesting.
Zoe