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Original post by GBGames
Ok, I'm guessing there would be some. Still, removing bases completely would imply that you are not necessarily dealing with strategy so much as tactics. Now you are dealing with individual battles instead of an entire war. I admit, I am not well versed in RTS design, or game design in general, but it seems that these would all be things to take into account.
Exactly. My ideas focus on tactics rather than overall strategy. The amount of individual units under your control would range from about 50 (platoon command) to about 1000 (batallion command), selectable in groups from about a 10 units or so. I'm not going to deal with larger groups, like divisions, because I think then a tabletop approach would fit better for such a large-scale army deployment.
In other words, I want the low-level combat, not the high-level maneuvring and deployment. Politics may play some role in the story perhaps, but not as an active gameplay element. Bases are just buildings that often have a long-term function. Restoring a badly damaged vehicle to '100%' won't happen in the time-scale this idea adapts. The idea is not to use bases as they're used in most RTS, as unit-producin, vital elements, but as a selection of buildings with a strategical, long-term value.
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Original post by Bezben
How about a system in which you build your base before the game proper starts? Instead of credits you normally get, you have a certain amount of man power and time, so you might be able to construct a barracks and a tank factory or you could build a barracks and two aaguns, you have to gamble on whether the enemy will have planes/tanks etc. Then you move onto the game proper in which you have a number of troops that will be automatically supplemented by reinforcements from this base. You have to march to the enemy base and take it over. For added strategy you could have different options for taking it over, you could say be able to blow it up quickly or take it over slowly. Taking it over would give you more buildings for your next pre-game base, but also give the enemy time to send units to bulk up his next base etc.
I've covered that as one of the multiplayer game modes in a previous post on the previous page. It would be a mode, the game and the singleplayer idea especially focus on combat in the field, the tactics. Anyway, how a player would conquer an enemies base in this mode is free to him, every player is left to his own tactics.
The idea to reward capturing a base with more 'construction points' for the start of a next round is nice, but then you're playing a sort of campaign mode or round-based mode against an opponent, something I haven't thought about yet. Somehow I don't feel it will work really, since you make the strongest player stronger in the next battle, and I think this impacts the balance in a negative way.
All in all, you could say this idea is more a Real Time Tactics than a RTS... :)