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RTS (features and story)

Started by February 22, 2010 07:32 PM
81 comments, last by Orymus 14 years, 11 months ago
*interested*
But Civ4 is turn-based right?
Will need some adaptations of the core ideas...
The fact you were there before they invented the wheel doesn't make you any better than the wheel nor does it entitle you to claim property over the wheel. Being there at the right time just isn't enough, you need to take part into it.

I have a blog!
Well yes, to a degree its turned based (typically use async time based turns though). But most of the features I am refering to could just as easily be implemented in real time.
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For an indie project, having multiple races or unique units don't immediately sound like good ideas, but I'll look into the mod.

I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.

I agree the scope in species should be restrained.

What do you mean by Uniques? As in, units only available to one species archetype?

The fact you were there before they invented the wheel doesn't make you any better than the wheel nor does it entitle you to claim property over the wheel. Being there at the right time just isn't enough, you need to take part into it.

I have a blog!
I was assuming 'unique' meant that a player can only have one of that unit, because it's an NPC or 'legend' (like in magic the gathering) but that was just my guess at what PaulCesar meant, I may be wrong.

I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.

ya, i agree with you, i don't really like uniques, they kinda tend to be unbalanced and sorta cut on player options.
On the other hand, I like it when a species has one or many (if not all) units that others cannot produce. It gives them an edge, but also complexifies things. More often than not, it also takes away another unit spot, and thus, generates natural weaknesses and strenghts which kinda condition a certain playstyle.


The fact you were there before they invented the wheel doesn't make you any better than the wheel nor does it entitle you to claim property over the wheel. Being there at the right time just isn't enough, you need to take part into it.

I have a blog!
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I think that how ever the buildings are done they should fit it with the story of a campaign (if one exists) and also any back story about the world, people etc.

One idea I like is the "army" being a small warrior band that doesn't have a huge army to call units in from (or doesn't train them on the battle field), but instead build a "town" (kind of like in Majesty) and recruit units from a building that would attract that sort of person (possibly having a "current population" stat for the building that increases over time instead of having a build time). eg. A Tavern would get thugs and assasins, a church would get Clerics.
The thing is though that the structures would start as tents and move into proper buildings as time was spent to upgrade them, hence attracting more and better units.

ya, I had Majesty in mind too. Especially because of its indirect AI control. I don't really like the flag idea, but the whole idea of controlling goals instead of units is a definite plus in my opinion...
The fact you were there before they invented the wheel doesn't make you any better than the wheel nor does it entitle you to claim property over the wheel. Being there at the right time just isn't enough, you need to take part into it.

I have a blog!
Now that Civilization has been brought into the picture...

One thing I really enjoyed about Civilization was the fact that at the higher levels, especially in the early game, you couldn't just follow your typical strategy: you really had to "play the map", meaning that your strategy would depend on the layout of the randomized map. Your standard strategy might be to build cavalry units as fast as possible, but if you don't locate any required resources (horses) near your starting point, you would have to adapt your strategy.

Regarding buildings: How about making the buildings mobile?

You either believe that within your society more individuals are good than evil, and that by protecting the freedom of individuals within that society you will end up with a society that is as fair as possible, or you believe that within your society more individuals are evil than good, and that by limiting the freedom of individuals within that society you will end up with a society that is as fair as possible.
Playing the map is something I love to do in tactical turn-based games, so I bet it could be a lot of fun in an RTS.

I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.

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