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Original post by Wai
Re: Aspirer
Have you played something like this in an actual game?
Nope, which is why I actually want to make a game like this. Something totally untouched, where I'm free to try and break-grounds. It's always easier to set a standard than it is to live up to "the last great hit," you understand?
I think a potental issue is that a typical FPS player and RTS player have a different time frame for gaming. So a game where an RTS player considers "short" could be "too long" for the FPS player.
This is what I gave a lot of consideration to before taking a serious look at what I had here... I think you might misunderstand a bit though... RTS stands for "real-time," ya know. :-P RTS fans like the intensity of using strategy on-the-go. We don't like building bases and staring at our own pace in C&C. We like the rush of producing tanks, setting up our infantry, sending strikes at critical units and upkeeping our defenses, all at the same time. Besides, by giving enough of the power into the FPS players hands, we're also eliminating the "sit-and-wait" element of RTS. Consider it actual REAL, real-time simulation.
Other probable issues:
o The FPS players don't want to shoot at bots. They want to shoot at players.
Which is why I want to have 10-player minimum sessions, eventually. And, I believe FPS'ers would be fine with bots, too, if it were large-enough scale. Halo is a great example, I know people who love the scenario as much as multi-player? But, do you think this could be countered by a well-enough developed AI?
o The FPS players often want to play in terms of scenarios, where they can replay the same setting over and over.
Would different maps and "goal" oriented play, and especially a single-player mode, be enough to satisfy this need? I have the rough-designs of the back-story and so forth that a single-player mode could possibly be crafted from?
o The FPS players, when playing an scenario, is always already at the height of the conflict, they don't need to wait for an interesting situation to arise through RTS.
I'm intending to put enough FPS-element into the game that it will start in conflict. For example, have you played Unreal Tournament 3? Specifically, Warfare mode? Where you start at a base, with weapon pick-ups, etc., but have to hit certain check-points along your path to destroy the enemy base? These give you new pick-ups and access to more vehicles, etc. Well, my idea is somewhat BUILDING these check-points in strategic locations, rather than just be the first to reach it.Quote:
[The RTS player] would be in charge of managing resources, structures, droid production, etc.
If all of these are going on like an actual RTS, the FPS players would be bored to death. You could stretch out the RTS session across multiple FPS sessions, but an FPS player would only want to play the parts where things are ready to go. The FPS players would rather play preset scenarios that are guaranteed exciting than to sit in a game hoping something exciting would happen.
It might make more sense if the RTS player just controls a set of pre-determined equipment. The equipment could be jointed decided by the team. During the game, every team member can command the equipment, but given that it could be distracting to do both FPS and RTS at the same time, a player may dedicate himself just to command the equipment.
I think you underestimate how much power sits in the hands of the FPS player, perhaps? As far as managing resources, yes, the RTS would be in charge of most of that. But, venturing out to get the resources and returning them to specific locations, that's the FPS players responsibility. These resources would be placed in locations guaranteed to be centers of conflict between teams. Most of the buildings BUILT by the RTS player, would be used totally by the FPS player. For instance, I considered and probably will go ahead and have the Commander build the Android Manufactory, but the Soldier (FPS) will be able to decide whether he wants to go to the base and deposit it for building stronger equipment, or if he wants to hit the Android Manufactory and spend what he has collected on building androids to add more members to his squadron. The Commander would build Re-Supply Stations, but the FPS'er would visit to load up on his favorite weapon before heading to the main conflict areas.
Plus, the ultimate goal is to destroy your enemies Command Center, which would be totally up to the Soldiers. If they wanted a quick round, then hurry and rush into it, and start pounding on the Command Center. All the quile, the RTS player is building Re-Supply Stations and Droid Manufactories, etc. and making the combat even more intense.