Page 2 of 2

Re: Favorite RTS Feature

Posted: 21 Mar 2013, 01:19
by SanadaUjiosan
What do you mean by arcade maps?

Re: Favorite RTS Feature

Posted: 21 Mar 2013, 02:10
by Petah
SanadaUjiosan wrote:What do you mean by arcade maps?
Have you played SC2 recently?

They where called "use map settings" in old versions old SC.

Tower defense, left for dead, marine arena, marine special forces, etc.

Kinda like a spring mod mutator built into a map.

Image

Re: Favorite RTS Feature

Posted: 21 Mar 2013, 02:48
by SanadaUjiosan
Oh, those. I really don't like those :P

Re: Favorite RTS Feature

Posted: 22 Mar 2013, 06:02
by dimm
Dats how dota got started.

Mono-direction invincibility for the microing. Units with huge upkeep costs. Fast mobile factories that play hide and seek. CounterStrike build-a-bomb stealth units. Factories that produce units for free instead of the economy inflation. Make factory commits be whole races rather than just a unit subtypes and untradable. Nearly indestructible defense that does very little damage. Very slowly moving defense to fix porpine. Make repair cost real resources. Abuse the physics engine with units that don't do much damage but cause blowback in a large area. LRPC that needs shields to bounce and propel the plasma to actually do damage.

Re: Favorite RTS Feature

Posted: 23 Mar 2013, 21:43
by 1v0ry_k1ng
custom formations in spring, by fifty fucking miles.

also the ability to zoom all the way out to view icons/map

then customization and asymmetric matchups

Re: Favorite RTS Feature

Posted: 24 Mar 2013, 10:12
by knorke
units saying cool/funny stuff when clicked

transport / drop ships that are somewhat useful
(starcraft, age of empires, c&c Tiberian Sun and Generals)

Those "ha, i got you!" effects like when using a vehicle to run over a bunch of idle infantry or making good run with bombers.

Re: Favorite RTS Feature

Posted: 24 Mar 2013, 18:39
by dimm
1v0ry_k1ng wrote:custom formations in spring
EDIT: I thought the thread changed to "suggest new features". Neddie's post is about this post.

Re: Favorite RTS Feature

Posted: 25 Mar 2013, 00:23
by PicassoCT
Deathstar moments: Greenlight Alderan!

You know you are drool when a nuke goes off?

Re: Favorite RTS Feature

Posted: 25 Mar 2013, 23:52
by Neddie
Dimm, he knows these are all in Spring, he even said the first one was in Spring explicitly.

Re: Favorite RTS Feature

Posted: 24 Apr 2013, 14:22
by varikonniemi
Sane unit AI that allows the player to focus on strategy rather than micromanagement.

Re: Favorite RTS Feature

Posted: 24 Apr 2013, 15:07
by PicassoCT
idle animations:

For those small breaks were everything is going according to plan. And you just can watch soldiers smoking, airfields preparing planes.. and all those insane other stuff that says "Hi im a to remain nameless guy, i have way to much time over till my next deadline, and though i wont be known- i luve this job, and shall spend some hours in addition on it"..

Re: Favorite RTS Feature

Posted: 24 Apr 2013, 19:20
by zerver
The build queue/automation. I.e, when all rally points and such are set up so that you can go AFK and the enemy would still be outspammed.

Re: Favorite RTS Feature

Posted: 27 Apr 2013, 23:40
by hoijui
- custom formations
- unlimited zoom
- asymmetric matchups
- there was a unit in Dark Reign, that captured enemy foot-soldiers, and turned them into ling, walking bomb zombies
- units saying cool stuff when you click on them

but the most important thing, which made all non TA/Spring stuff boring for me, is this:
The game has to be so complex, that even after years and hundreds of people playing every week, new funny stuff can still be invented, and is invented by players. this is contrary to other games, where you have only a handful of techniques, that may be mastered. if you are lucky, they can be combined. but you generally see little new stuff.
it is like.. being closer to nature.. just more interesting.
it is a bit like the difference between chess and TA, or between a physics simulation and one of the old indiana johnes games, where only certain objects in the scene allowed interaction in predefined ways.

Re: Favorite RTS Feature

Posted: 28 Apr 2013, 11:11
by PicassoCT
that s quite a point you make there hoiju

Closer to nature == more opportunities to play different == more fun == difficult to balance


So basically, if we would add more ways to change the battlefield, or recombine units this would make agame more interesting?
EnviroMental:
Freezing Generator freezes maps water solid?
Shooting at hills of a certain steepness, can trigger avalances?
Watering dessert can generate swamps?
Atmoshphere containing enough flameable gas that every shot can spark a little airborn wildfire?

Units:

The sort of recombination actually could be improved by a powerfull squad based Micro-AI. Rockos, taking shelter behind bulldogs come to mind.
Also Units specifically designed for recombination.. (Throwers, Knorkes magnetic mod more controlled (glue two tanks to those shoulders)..

Now for some intersting recombinations:
Tanks that can only drill into soft ground for increased armour.. (And who can be burried benath cheap tanks - you allready saw that :P)
The Zero-K Dirtbox
Gravity Distortions.


So many roads left unexplored.Seems this thread sparks a second spring for the spring luv..

Re: Favorite RTS Feature

Posted: 28 Apr 2013, 12:01
by rattle
I like my real time turn based

Re: Favorite RTS Feature

Posted: 28 Apr 2013, 14:16
by PicassoCT
There are games, that can last a live, a move every birthday..

Re: Favorite RTS Feature

Posted: 28 Apr 2013, 17:43
by zerver
hoijui wrote:The game has to be so complex,
I also agree very much to this, it was one of the main reasons why I decided to make the Red Annihilation mutator. If the game is too complex, noobs will be scared off though.

Re: Favorite RTS Feature

Posted: 28 Apr 2013, 18:57
by Cubex
PicassoCT wrote:There are games, that can last a live, a move every birthday..
Wow, that was deep :shock: