Quote:Well, there is Majesty, and Populous as someone mentioned. I think the key is to have further gameplay elements beyond production, because the truth is that many RTS games are won by the player with the highest level of production. |
Never seen those games. Is there something that can be incorporated from those games into this gameplay concept?
Quote:What I have in mind is turn the focus more to the characters. Each character has skill levels that can (or not depending on implementation) increase with use. Character X has 5% skill in swords, ranged weapons, training soldiers and 85% skill in forging swords. Take the same approach with buildings and instead of saying the barracks is for training and the forge is for forging swords and make it that the barracks have +5% defence, +10% training, -10% forging swords and the forge has +10% forging swords, +0% defence and training. |
That's an interesting concept, but... this is going to be a nightmare to implement. It's an incomplete concept because there's so many redundant, specific skills and building-functions I would have to design.
And it's supposed to be a futuristic, sci-fi RTS. So, swords wouldn't fit in. =S
And I thought we already agreed that buildings would get built automatically according to demand, like in Sim City 3000/4.
Quote:This would allow more of a long term RTS game where the player can build the strength of his units instead of simply building as fast as he can... |
Isn't there some other way to make this into long-term strategy without making it an RPG on the side? More complex economy? More natural resource besides Minerals and Uranium?
So far, this is how I expect a typical game would go:
I begin the game with:
Mining Complexes near Natural Mineral Deposits,
Nuclear Power Stations,
with power-lines leading to all other structures,
small Military Complex,
Consumer/Commercial Complex,
and growing Urban/Residential Complex.
As urban population grows,
the rest of the city grows on its own based on demand/capacity.
I zone some more areas for future development.
Use "Prospector" characters to explore
the map for enemies and resources.
I spot a new Mineral Deposit.
Send "Engineer" characters to this place.
Zone Industrial area for new Mining Complex construction project.
Build roads and run power-lines to it.
Zone Industrial area for Nuclear Power Stations near it,
and Consumer/Commercial zones,
and Urban/Residential zones.
Then, zone Military area around it all.
Watch cities grow for a while.
When a population outgrows physical confines of the zones,
many workers become mercenaries to find jobs.
Meanwhile, my Prospectors find enemy's base.
I build an army, and then
order an attack to disrupt enemy's economy
using "General" characters.
A few attacks go back and forth,
a few more cities are grown and destroyed,
and then someone emerges as the winner.