Civilian Faction - Page 2

Civilian Faction

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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SerjnDestroy
Posts: 38
Joined: 08 Nov 2008, 22:40

Re: Civilian Faction

Post by SerjnDestroy »

Sorry, whenever there is a place in which 2 letters can be placed, my fingers instinctively twitch, and ends up with me writing rather ridiculous words.. If spell check doesn't catch it, there is no way that I will, hah. (a little 'stache on the robot would look very funny too, come to think of it :P)

Anyway, first post updated. More info to come when it stops being 2am in the morning, haha
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KaiserJ
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Joined: 08 Sep 2008, 22:59

Re: Civilian Faction

Post by KaiserJ »

heh... it's an interesting idea for sure; im not sure how well it would integrate into the current mods, for the reasons some have mentioned... but on the other hand if there WERE a mod where the basis of economy was from capturing / harvesting / working with NPCs, then this could become a very lulzy oncept.

reading this, i was envisioning a game with wild humans running around, where i would have the option to smash them immediately for points (terminator) or harvest them for an investment opportunity (matrix) or some sort of conscription system (those evil robots from star trek.) if the civilian faction, if unchecked, was able to actually create fighting units and fend for themselves, this would also add something very interesting to the game... imagine your greediness getting the better of you as your massive porc human slave population suddenly attacks your base from within!... anyone remember the trick from duckhunt where a player could control the ducks with the second controller? 8)

the big problem with this would be implementation... how would the balance work? what would happen if all of the specs decided to gang up on a single player? however, it would work perfectly for those long games of FFA... once you are forced out of the game, you have a chance to move into semi-spec mode, and represent the resentment and anger of your populace living in a territory controlled by an oppressive force that only recently invaded and slaughtered their countrymen...

so yes. very interesting idea. i say, their huts should be made of grass and animal dung. +1
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Day
Posts: 797
Joined: 28 Mar 2006, 17:16

Re: Civilian Faction

Post by Day »

b0ring
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: Civilian Faction

Post by Pressure Line »

KaiserJ wrote:some sort of conscription system (those evil robots from star trek.)
the Borg [/nurd] would be kinda lulz tho. kinda doesnt fit in the *A universe
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SerjnDestroy
Posts: 38
Joined: 08 Nov 2008, 22:40

Re: Civilian Faction

Post by SerjnDestroy »

KaiserJ wrote:heh... it's an interesting idea for sure; im not sure how well it would integrate into the current mods, for the reasons some have mentioned... but on the other hand if there WERE a mod where the basis of economy was from capturing / harvesting / working with NPCs, then this could become a very lulzy oncept.

reading this, i was envisioning a game with wild humans running around, where i would have the option to smash them immediately for points (terminator) or harvest them for an investment opportunity (matrix) or some sort of conscription system (those evil robots from star trek.) if the civilian faction, if unchecked, was able to actually create fighting units and fend for themselves, this would also add something very interesting to the game... imagine your greediness getting the better of you as your massive porc human slave population suddenly attacks your base from within!... anyone remember the trick from duckhunt where a player could control the ducks with the second controller? 8)

the big problem with this would be implementation... how would the balance work? what would happen if all of the specs decided to gang up on a single player? however, it would work perfectly for those long games of FFA... once you are forced out of the game, you have a chance to move into semi-spec mode, and represent the resentment and anger of your populace living in a territory controlled by an oppressive force that only recently invaded and slaughtered their countrymen...

so yes. very interesting idea. i say, their huts should be made of grass and animal dung. +1
Cool ideas too, but that would definitely be in the "huge new mod" category..

I'd still thing the innocent bystander approach would be something with a good ease to implement/interestingness level ratio (even though most of the people playing won't ever see it, like most non A mods)
Ashnal
Posts: 104
Joined: 24 Jun 2008, 00:57

Re: Civilian Faction

Post by Ashnal »

Why bother involving specs in the game when they are specs? If you want to be playing instead of spectating then host or join another game instead of speccing the full one.
GaraTapo
Posts: 1
Joined: 18 Aug 2009, 22:28

Re: Civilian Faction

Post by GaraTapo »

Having a civilian faction is a very cool idea,
it would help Spring:44 feel more like a wargame than a RTS. You would have to avoid killing civilians, or some kind of penalty would be suffered (like a number of civilians inside a certain radius of your troops will attack you, or spy for the enemy revealing your positions, or commands points decreased for loss of moral leadership). At the same time, civilians could block roads with refugees columns, you would have to send recon before destroying a region, etc. To someone preparing scenarios it would be a source of inspiration.
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JohannesH
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Joined: 07 Apr 2009, 12:43

Re: Civilian Faction

Post by JohannesH »

KaiserJ wrote:anyone remember the trick from duckhunt where a player could control the ducks with the second controller? 8)
This is the interesting part of this thread to me, I didnt know you could do that
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Petah
Posts: 426
Joined: 13 Jan 2008, 19:40

Re: Civilian Faction

Post by Petah »

It would be interesting to have humanoid units for a spectator, these would be tiny and would only be able to build things like houses and trees which would not effect normal player units. Player units would simply run over humans killing them instantly and not effecting game play.
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Civilian Faction

Post by Gota »

It could be great to allow players to understand the real size of the units.
ATM units are low poly and low detail especially in TA mods so they don't really look massive.
Having a comparison to a human would make them feel bigger.
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Re: Civilian Faction

Post by Neddie »

I've been toying with the idea of entirely AI driven neutral civilians in 1944, the World War II game running on the Spring engine, for some time. As for player controlled intrusive or non-intrusive, it is an interesting idea, and I'll bring it up with Nemo as a long-term gimmick.

It would be kind of cool in Gundam. By kind of, I mean very, especially if they have dramatic stories and end up somehow being caught up in the war.
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: Civilian Faction

Post by BaNa »

neddiedrow wrote:I've been toying with the idea of entirely AI driven neutral civilians in 1944, the World War II game running on the Spring engine, for some time. As for player controlled intrusive or non-intrusive, it is an interesting idea, and I'll bring it up with Nemo as a long-term gimmick.
I can see some big gameplay opportunity in there for the germans
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