post your spring rts mod idea

post your spring rts mod idea

Post just about everything that isn't directly related to Spring here!

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nightcold
Posts: 179
Joined: 03 Dec 2009, 05:47

post your spring rts mod idea

Post by nightcold »

Hi folks

what attracted me to spring community(even thought I hardly participate) and the spring forms was reading all the ideas that people have in regards to new mods that they wanted to create. I loved reading about game play systems and ideas people where drafting as well as the occasional unit model to spark my imagination and mod lust.

As of late there has been a drastic decline in new ambitious contenders for spring mods. I have not seen a “I am announcing my mod thread” perhaps in over a year. It also seems that most of the current mod makers are working in secret to avoid a community back lash or are just maintaining their current mods and adding nothing new.

Post you mod idea, I would love to hear it. It dose not matter if you will ever create it or not. Ideally it should be some what plausible. Go into game-play detail and art style, say anything you want to. Just say your idea, It dose not matter if you have the proper skills, time or commitment to do anything about it.

Also please be serious and avoid trolling and getting off topic
Last edited by nightcold on 26 Dec 2012, 02:05, edited 2 times in total.
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MidKnight
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Joined: 10 Sep 2008, 03:11

Re: post your spring mod idea that you will probably never c

Post by MidKnight »

You might want to edit the topic title if you want the thread to be long-running.

...and here's a game idea I had a few hours ago
In this game, you essentially play an agent of Death. A conflict of some sort has begun (or you have to begin one) and your job is to make sure that as many people die as possible. You achieve this either by influencing minds/reaping souls (not sure about this yet). You can get the two sides very closely balanced so that a long, drawn out conflict will bleed them both dry, or hype one side to the point that it curbstomps the other, then turns back and eats itself alive.

As a nice side bonus, this game makes for some cheesy social commentary!
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: post your spring mod idea that you will probably never c

Post by Jazcash »

Me and Sheep wanted to create a game for Spring a couple years back but quickly realised it'd never actually happen due to our lack of coding skill at the time. Maybe we'll even revisit it some day but I doubt it xD

The basic concept of it was a dark, mechy game. This is from the doc file I still have lying around my PC:
Game Name: Total Assault (?)
Objectives:
• To make a fun RTS game
• To make a skillful RTS game
• To make a pretty and unique RTS game
Theme: Futuristic, Mechs, Robots, Mech Tanks, Evil robots
Design: Dark units, colourful pretty effects and lasers, different eco system?, basic maps to complement units
Skill/Micro points: Each unit is awarded XP for killing a unit/damaging? These poin ts can be used to buy certain abilities:
• Increased Speed of units
• Increased Accuracy of units
• Increased Health of units
• Increased Damage of units
• Increased LOS/Range of units
Etc..
Would need a way to make these skill points only be useful if players micro their units well. Rewards for skill.
Faction selection at game start, pretty animation?
Combine game with the most addictive parts of MMORPG’s. (Level system, rewards etc) to make players want to keep playing.
gajop
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Joined: 05 Aug 2009, 20:42

Re: post your spring mod idea that you will probably never c

Post by gajop »

Co-operative (PvE) fantasy game:
You control a group of units highly specialized in certain areas:
- absorbing damage
- healing
- doing single target damage
- doing multiple target damage
- boosting/hindering other unit's performance ...?
- etc.
The game is played on specific maps against custom made encounters, made mostly of just boss events. The goal of the game is to understand and master events presented to you in terms of : correct group setup, strategy (positioning, unit allocation, etc.) and execution. You have a limited number of resources: f.e a set number of units, and its' your goal to choose proper unit types that can be used in a strategy you can think of.

Units would have a few skills (around 5), all on low or no cooldown but differing in effect. An example of healing skills would be:
- Single target healing over time: mana* effective, but takes long to do its' full effect (difficult to time properly)
- Fast cast, mana ineffective heal
- Slow cast, mana effective heal
- AoE (Area of Effect) heal, mana and hp/time effective if it effectively heals more than f.e 3 units.
- Normal cast, mana/hp ineffective heal, but usable while moving

Units will also have one "ultimate skill" - a higher CD but highly effective action, the intention being to time it properly.
Player should be able to turn certain skills on auto-cast or if possible a certain simple rule-based system for skill usage. Example of a priority rule-based system:
- Unit below 20% hp -> Burst heal that unit
- Units in area effectively healable by an area-heal spell -> Use AoE heal
- Otherwise heal normally

I'm thinking of introducing items (mostly to add in fun as well as a strategy building factor), with each unit having a standard set of items and everything else you obtain goes into your (invisible and always reachable when not in a boss event) war chest.
Each unit type would have at least two modes, resulting in:
2h berserker / 1h + shield warrior
healing priest / (AoE) damage dealing mage
dmg avoiding thief / ranged damage dealing ranger

In a way this looks like WoW's raid dungeons, which was indeed part of the inspiration. The main differences would be in a different interface (most skill activation could be automated to a certain extent) and with far fewer players.
This would hopefully take less time to execute per attempt, and most of the time would go into strategy construction, rather than human resource management.

mana*: each unit would have at least one additional resource other than HP, mana or magic pool being the most likely name in case of caster units
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: post your spring mod idea that you will probably never c

Post by FLOZi »

A few old ideas that never went far:

Rebel Summer
A 'Star Wars In Space' game with the purpose of getting a SW game out in a few weeks then turning it over to the community (in no small part to humiliate Zsinj), Spiked wrote up a full GDD for it and modelled and textured x-wings and Tie fighters. Quite similar in design to THIS, floundered due to me not getting on top of the massive amounts of lua required for stuff like hyperspace jumps and interdictor bubbles.

Some untitled Eve Game

The above but with the 4 eve races and ripped models.

Some Star Trek Game #1
Dominion War era mega-rts with Federation, Klingons, Romulans, Dominion, Cardassians, and the odd Borg. Never went anywhere due to the sheer insane scale of it. Spiked made some stuff back in the TA days:
Image
Image

Some Star Trek Game #2
TOS-Movie era game with just: Constitution, Miranda, Excelsior (Possibly Sydney & Oberth in a 'protect the convoy' type game mode) vs. Klingon K'Tinga & Bird of Prey. Occasional Romulan BoP too. The basic idea was to rewrite movement using movectrl to ahve full 3d and have a kind of 'cooperative single ship duel' type game where you could fiddle with your ship 'all power to forward phasers!' etc Also per-piece targeting to disable enemy warp drive or shields etc. Never went anywhere due to the sheer amount of lua required.

Spring: 1968
The mod I started working on before AATA was even started, TACW, in Spring form. Detailed unit lists for 9 nations at the last count. Never went very far in Spring (there's a video of a Centurion i used to test animated tracks somewhere) so here's some TA pics:

Image

Image

Image

Oh, Spring pics:
http://www.tauniverse.com/forum/showthread.php?t=30879

Industry
Settlers 2 / Tropico / Transport Tycoon / Street Wars inspired economy management mod based around the Industrial Revolution, farm crops, build factories, be a Owenite Socialist and build lovely houses for your workers or build cheap slums and grind them to death in your dark satanic mills. Produce beer to keep them happy but watch out - too much will reduce their productivity etc. No idea how this would work in a fast paced Spring multiplayer game.
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Re: post your spring mod idea that you will probably never c

Post by PicassoCT »

I always dreamt of a zombiegame- vs military. As a lord of the zombies, you want to infect civilians, and cause rioting, as a military guy you wanna get the the population under controll. Would need might powerfull gaia ai, and then propably would turn into something towerdefensish, were you try to bring down the militarys moral- sending soldiers fleeing.
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KaiserJ
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Re: post your spring mod idea that you will probably never c

Post by KaiserJ »

I wanted (and still want) to make an action/rogue-like with procedurally generated levels and items.

Levels would have been generated like something from Angband or Nethack; mazes made from algorithms and populated with enemies and hazards.

Players would pick a "class" at the start to somewhat dictate starting stats and items and then be able to level up their characters according to experience gained; Weapons and loot would be plentiful and have generated stats (more likely to find better stuff later in the game)

Monsters would have generated stats; Combat would be something like a combination of Gauntlet (take out the generators) and LoL (abilities like flash, area stuns) as well as having rifles and things like one-off weapons (grenades etc)

Had some sadistic ideas about having to carry dead players to the end of the level to revive them; perma-death unless someone still alive helps you. A ton of ideas really, just never really got to the implementation point

I got CarRepairer and Bob Dino pretty stoked for it at one point, but I think overall I had bitten off a lot more than I thought initially; the artwork was taking forever and I think there was a bit of impatience over the whole thing (rightly so.) Car had made a ton of contributions (including a really slick implementation of a procedural maze generator as well as a lot of bits and bobs like helping me set up a SVN etc) and Bob had contributed a lot in the vein of gameplay ideas. Knorke suggested to me that I work in baby steps, but this good advice fell on deaf ears. Smoth helped me out by showing me that what I wanted to make would actually be possible; that was very important too.

I feel bad / lazy / regretful about where I've left it at this point; I had made so much of the artwork but after making the umpteenth character I just had to put the project down and work on something else for my sanitys' sake. So much already done, yet even more left to do in immeasurable amounts. RL has caught up with me a lot recently too so I've been working a ton; haven't had much time for the project. I do want to pick it up at some point though... the ideas are still solid, the artwork is good, and the game would be a lot of fun.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: post your spring mod idea that you will probably never c

Post by PicassoCT »

I always wanted to make a Santa Clause mutator, which lets on x-mas a robotic santa drive over the battlefield bringing mayhem and destruction to everyone :D
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VelvetClaw
Posts: 37
Joined: 10 May 2012, 03:34

Re: post your spring mod idea that you will probably never c

Post by VelvetClaw »

Well,
TIME OF WAR: RISE OF KINGS 2
- A mediaeval to modern history mod, spanning over 50 factions all over the globe
- Lead your people from the Middle Ages and to glory through researching gunpowder weapons and industrialisation, unleashing the modern era.
- Influence your foes - for instance, turtlers, rushers, and boomers all have different abilities - rushers who can achieve kill count supremacy can cause defections, while turtlers can initiate ceasefires where all factions will be forced into peace with one another, while boomers may discover that they have a marked technological advantage.
- A simple tutorial campaign where you take control of Jamestown with mediaeval era units, and must develop and arm your colonies to achieve independence.
- Further details can be read here.
Time of War is unique in that it brings some city-building action into the game. Cities start off as supply dumps which can be upgraded later into fortresses or villages, which generate income if merchants come by to visit. This means that war can sometimes be a profitable business indeed. Also, we will be introducing formations that make your troops more powerful - there is nothing like ordering swordsmen into a wedge formation to charge musketeers!
TIME OF WAR: VIA SERICARIA
- A classical era mod, spanning the period of 350BCE-420CE
- 30 factions are covered, ranging from the Persians (who are the main focus of this project) and the Greeks, as well as lesser known civilisations like the Mon and Sriwijaya in Southeast Asia
- A mod that focuses on the role of religion, politics and trade in shaping the world: religions are very powerful upgrades that have substantial tactical influence: for instance, Buddhists will find themselves more capable of research, while Christians can convert non-Christians which are critically injured on their home turf.
- Further details can be seen at http://surrectumetdeclinatum.wikia.com
I originally envisioned it as a mod for Rise of Nations, but soon discovered Spring and that's when things took off.
TIME OF WAR: TIMELINES
- Your run-of-the-mill Age game, need I say more?
- Take a Copper Age tribe and raise it to the heights of glory and civilisation (still not done)
nightcold
Posts: 179
Joined: 03 Dec 2009, 05:47

Re: post your spring mod idea that you will probably never c

Post by nightcold »

gajop wrote:Co-operative (PvE) fantasy game:
You control a group of units highly specialized in certain areas:
- absorbing damage
- healing
- doing single target damage
- doing multiple target damage
- boosting/hindering other unit's performance ...?
- etc.
The game is played on specific maps against custom made encounters, made mostly of just boss events. The goal of the game is to understand and master events presented to you in terms of : correct group setup, strategy (positioning, unit allocation, etc.) and execution. You have a limited number of resources: f.e a set number of units, and its' your goal to choose proper unit types that can be used in a strategy you can think of.

Units would have a few skills (around 5), all on low or no cooldown but differing in effect. An example of healing skills would be:
- Single target healing over time: mana* effective, but takes long to do its' full effect (difficult to time properly)
- Fast cast, mana ineffective heal
- Slow cast, mana effective heal
- AoE (Area of Effect) heal, mana and hp/time effective if it effectively heals more than f.e 3 units.
- Normal cast, mana/hp ineffective heal, but usable while moving

Units will also have one "ultimate skill" - a higher CD but highly effective action, the intention being to time it properly.
Player should be able to turn certain skills on auto-cast or if possible a certain simple rule-based system for skill usage. Example of a priority rule-based system:
- Unit below 20% hp -> Burst heal that unit
- Units in area effectively healable by an area-heal spell -> Use AoE heal
- Otherwise heal normally

I'm thinking of introducing items (mostly to add in fun as well as a strategy building factor), with each unit having a standard set of items and everything else you obtain goes into your (invisible and always reachable when not in a boss event) war chest.
Each unit type would have at least two modes, resulting in:
2h berserker / 1h + shield warrior
healing priest / (AoE) damage dealing mage
dmg avoiding thief / ranged damage dealing ranger

In a way this looks like WoW's raid dungeons, which was indeed part of the inspiration. The main differences would be in a different interface (most skill activation could be automated to a certain extent) and with far fewer players.
This would hopefully take less time to execute per attempt, and most of the time would go into strategy construction, rather than human resource management.

mana*: each unit would have at least one additional resource other than HP, mana or magic pool being the most likely name in case of caster units
i like this, was this just an idea, did you do anything about it...this is actually plausible, the old nota developers had missions with events on common maps (imo they were very well done) also the zk folks have heroes of sorts that could be tweaked.....but you would have to use already made spring syfy models...i don't know about the auto casting Thu

KaiserJ, can you bless me with sexy pics of your mod to be
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: post your spring rts mod idea

Post by knorke »

Spring Golf
You have a one unit, it is some golf player guy and you bounce your balls across the map into the holes. The balls roll around on ground either by projectile physics (projectiles can bounce) or the ball is a unit and moved with movectrl scripted physics.
Launching the ball could be done in various ways..either with an interface like in Scorched Earth and Worms or the player unit just gets a weapon with high impulse and no damage.

It would be funny because to hit the ball again you actually have to walk to where the land landed. Might not be easy on hilly maps or with lava etc. Could either be turnbased or players all play at once (maybe allow hitting enemy balls or even the players)
It does not look like this but this was video of ball physics test:
http://www.youtube.com/watch?v=Q0pYfDydKPE
(it rolls/slides across the slopes of the terrain)
aside from this never did anything with the idea but still think it would be fun!

---
As of late there has been a drastic decline in new ambitious contenders for spring mods.
I think the everything more awesome and buff krogoth mods are now in the zK forum. :wink:
It also seems that most of the current mod makers are working in secret to avoid a community back lash or are just maintaining their current mods and adding nothing new.
Personally I figured for me it not worth the effort. I have/had two projects in spring, one unreleased (cube thing) and one released. (spring tanks)
Both were only played when I asked people to test but afaik nobody really tried playing them on their own. So released or not, not really a difference :P
adding nothing new
That might be because most projects were started years ago: The basic design is done and adding anything radically new would break existing gameplay and balance, meaning much wasted work or result in something completly different.
The design foundations for most games were also laid years ago..before Lua really took off.
Of course this way you are limiting yourself...similiar to how when you paint a picture and think you are just scribbling around.
Then you take a step back and suddendly hesitate to continue in fear of ruining it.
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KingRaptor
Zero-K Developer
Posts: 838
Joined: 14 Mar 2007, 03:44

Re: post your spring rts mod idea

Post by KingRaptor »

Generic Mil-SciFi RTS (alternately: Spring 2744) (not actual intended title)

Like some other modern warfare RTSes you've seen (with a Spring twist), but set in THE FUTURE! Infantry, armor and aircraft square off with gun, bomb and laser on dirtside battlefields.
Infantry dynamics largely similar to S44 - inf are the primary force with other units playing a supporting role; wide variety of weapons; use of suppression mechanics, etc.
Art style: Mostly realistic, gritty (but not real-is-brown), but with bright colors.

Three planned factions:
  • Generic Anglosphere Nation IN SPACE! Balanced faction; uses hovercraft armed with things like railguns; has some cool electronic warfare toys.
  • Generic East Asian Nation IN SPACE! Prefer frontal approaches with heavy combat. Their armored units are primarily mecha. Really like lasers.
  • Space lizards! Lots of esoteric stuff built using organic technology, opportunity for guerilla warfare.
Story:
A colony of Generic East Asian Nation revolts, GEAN sends troops to put down the uprising. Some shooting takes place; Generic Galactic Council deploys a peacekeeping mission made up primarily of Generic Anglosphere Nation troops. Some accident happens, GEAN and GAsN start shooting each other until a commander of another contributor to the peacekeeping force, the space birds (a previous benefactor of humanity) intervenes to make them stop (there is a dramatic scene where space bird commander interposes his fleet between the considerably larger GEAN and GAsN fleets). Humans agree to a ceasefire.

Meanwhile, space lizard government has been taken over by hardliners. Said hardliners, looking to settle some old scores with humankind, attempt to derail the peace process; when this fails, they launch a direct invasion of both human powers. The rest is left to the player to shoot stuff until the politicians and diplomats can get the negotiating table upright again.


I still have the bits and pieces of the project on my HDD (been working on it since the CA days), but it never got anywhere -I have enough on my plate as it is.
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MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: post your spring rts mod idea

Post by MidKnight »

The following isn't a Spring mod idea, but it is a mod idea, and heck, this is the Off-topic forum, so whatever:

This is an idea for a Minecraft game map wherein the world is divided into a number of fields, separated by walls. The number of fields corresponds to the number of players, and each field has a sign (or other kind of prompt) telling the player what to build there (these can be bundled with the game or written by the players at the start of each game).

The players are teleported into the fields at random, and have two minutes to start building whatever the field tells them to build before they get teleported to the next field over and have to continue someone else's thing.

This continues for 20 or so minutes, after which the walls between the fields come down and everyone flies around and looks at the franken-builds.
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VelvetClaw
Posts: 37
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Re: post your spring mod idea that you will probably never c

Post by VelvetClaw »

FLOZi wrote:A few old ideas that never went far:

Spring: 1968
That looks very interesting. Would you like to help develop Time of War: Timelines? you can work on the modern units (this would include stuff from 1917-2012) and I could, possibly (but only just) produce the ancient era units. I have not fully developed Timelines in full, but it would contain stuff such as religion, commerce and technology - for instance, you can't "age up" from the Middle Ages to the Renaissance unless you have discovered several important advances - those being alchemy, printing and feudalism.
FLOZi wrote: Settlers 2 / Tropico / Transport Tycoon / Street Wars inspired economy management mod based around the Industrial Revolution, farm crops, build factories, be a Owenite Socialist and build lovely houses for your workers or build cheap slums and grind them to death in your dark satanic mills. Produce beer to keep them happy but watch out - too much will reduce their productivity etc. No idea how this would work in a fast paced Spring multiplayer game.
Why not set this not in Industrial Age Europe, but in Interbellum China instead? it would probably resemble XCOM: Apocalypse meets Monopoly. We could have several different scenarios, each with different buildings and the like. Scenarios included could be Shanghai, Hong Kong, Guangzhou, or maybe (for those who like a challenge) the more distant cities like Chengdu or Beiping. Interbellum China is a good place to start, because you have a good mix of ancient and modern, and you can also have ferocious gangland wars or even wars between different militant groups. Carrepairer (does anyone know if he's still alive and connected?) commissioned me to create models of buildings for his Time of War mod - I have not started because I am busy skinning other stuff, but if you think I can, I can start off in earnest - I have earmarked units for him, and western buildings for Time of War and Spring: 1944. I can grind out Asian buildings as well for you because Time of War also covers the Qing armies as well too.

I was developing a biz-based TCG game with slapstick and comedic elements, but I think now would be a good time to call it quits and develop something new.
Last edited by VelvetClaw on 27 Dec 2012, 01:20, edited 1 time in total.
gajop
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Re: post your spring mod idea that you will probably never c

Post by gajop »

nightcold wrote: i like this, was this just an idea, did you do anything about it...this is actually plausible, the old nota developers had missions with events on common maps (imo they were very well done) also the zk folks have heroes of sorts that could be tweaked.....but you would have to use already made spring syfy models...i don't know about the auto casting Thu
It's just an idea, and will probably never be created, just as the thread suggests :). I don't have the time for it in the (near) future, I also can't model nor animate, and this would require a lot of extra work: mesh/skeleton based animation models, hero/abilities/items mechanic, all of which either isn't done or isn't done to a satisfactory point (the lua part would probably be easily doable for me, but as said no time to find out).
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SinbadEV
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Re: post your spring rts mod idea

Post by SinbadEV »

Black & White except no Avatar and more fighting.
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KDR_11k
Game Developer
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Re: post your spring mod idea that you will probably never c

Post by KDR_11k »

MidKnight wrote:You might want to edit the topic title if you want the thread to be long-running.

...and here's a game idea I had a few hours ago
In this game, you essentially play an agent of Death. A conflict of some sort has begun (or you have to begin one) and your job is to make sure that as many people die as possible. You achieve this either by influencing minds/reaping souls (not sure about this yet). You can get the two sides very closely balanced so that a long, drawn out conflict will bleed them both dry, or hype one side to the point that it curbstomps the other, then turns back and eats itself alive.

As a nice side bonus, this game makes for some cheesy social commentary!
There's a game roughly like that that came out of a Ludum Dare competition IIRC, you grant units and buildings to two sides of a conflict and your goal is to keep them both alive long enough to start a nuclear war.
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Anarchid
Posts: 1384
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Re: post your spring rts mod idea

Post by Anarchid »

An idea for a mod/game that i wanted to try doing on Spring several times, but always managed to get the hold of myself after realising that it probably needs skeletal animations, and video playback.

(actually now that i look at it, the world has changed, and 0ad seems quite an engine for this idea. curse you thread, curse you.)

Players control small settlers-style towns with some neutral buildings that create population from time to time, and said population can be recruited into fighting units or put to ...other uses.

Besides the player(s), map contains neutral towns(population sources) and various special technological items - such as monster lairs, daemon altars, etc.

Capturing towns allows players to increase their population growth, or to sack the town for valuables and slaves.

Getting certain 'leader' units near the tech locations allows player to ally with the 'special factions' that the 'tech structures' represent - sometimes for a cost. After this, player can build special structures in their towns that allow them to build special units or use special powers. It is also possible to tech a bit without allying with any special power, but normally techable units are at most useful as supports, and generally not as awesome as the specials.

Most special factions require sacrifices of various kinds, putting a downwards trend on player's population. These, mind, are not always lethal, but they put down the citizen as production unit towards production of whatever the special structure produces.

Oh, and also, most of the specials are sex-obsessed in crazy ways. This is actually a hentai rts concept.

Gameplay example: Player A creates some scouts and finds a Daemon Altar, Tentacle Lair, and Neutral Village in his immediate vicinity. He then quickly masses a lot of basic Raider units, and marches to village while his initial leader attempts to sneak to the Lair. En route to lair, his leader is almost killed by a scouting unit of player B, but barely survives and manages to negotiate a deal with Tentacles, then waits for reinforcements to escort him home. Meanwhile, Raiders invade the neutral town, conquer it after killing all defenders, and probably start raping everything and pillaging a bit. Player B attempts to disrupt A's control of the town by killing some of the people, which leads A to decide against holding the village for now, even as his leader negotiates another deal, now with the Daemons. After deal is completed, the player upgrades some of Raiders to Slavers, neutral town is sacked, and its citizens enslaved. All men are sent to the freshly erected succubi shrine in A's main town, while all women are sent to tentacle pits to produce monster offspring, which in few short minutes allows A to mass a powerful assault army supported by offensive buffs and some low-level daemon units capable of converting the wounded enemies. The scouts locate another town being invaded by B, so A sends his new hell-army to intervene - only to be met with similar, yet different surprises from B.

:P
Last edited by Anarchid on 27 Dec 2012, 09:54, edited 1 time in total.
Google_Frog
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Re: post your spring rts mod idea

Post by Google_Frog »

I think I have had something like these ideas for a long time because I remember starting to implement their basic mechanic in Game Maker which puts their inception at least 8 years ago.


Infrastructure/Supply Line Game
Similar to Moonbase Commander, Fibre, some Earth2150/2160 mechanics, Donkeys from Cossacks II, certain flash games which involve and energy grid and turrets.

In short the idea is to remove global resources and explore the implications. The main challenge in designing this game would be to make the infrastructure actually important instead of a chore. For anyone who remembers playing Fibre I think it was clear that actually severing a linkage was quite a rare event for various balance reasons.

I'll give some examples in terms of TA. There would have to be a power grid system to distribute and power most structures. Metal extractors would drop chunks of metal which have to be transported to storage structures or factories. Internally bases could have some sort of metal conveyor belt or abstracted transfer delay. Efficiently harvesting a wreckfield would take quite a bit of vulnerable infrastructure.

Now this might sound cool but to make it fun the various infrastructure options would have to be well balanced. I have the experience to know this would be difficult. For example it is interesting when people have the option to invest in secondary bases as a way to cut down on transport time but you don't want this option to be so cheap that you can spam factories at the frontline. Cutting supply lines with raids should be quite a large part of the game but there is probably a thin balance between making long supply lines impossible or impregnable.

I get the feeling that this game would have to have a very large scale for these goals to be realized. To allow raiding troops would have to be fairly slow and there would be a lot of intel warfare. But these mechanics would be there to make the infrastructure mechanic work. The combat unit set would be fairly boring and functional, much like in TA or Supcomm (I realized that when I say "boring units" I am comparing the units to Zero-K).

I am convinced that this game is possible with Spring, just recently Deadnight Warrior implemented personal storage for constructors. The lua would not be more challenging than anything I have done before. My high standards for anti-makework micro would create extra difficulty as the UI for controlling your infrastructure would have to be smart, automated and powerful.


Decentralized Exponential Aliens Game
Similar to Earth2160 aliens, Expand and Exterminate aliens, ZK experimental chicken faction.

This time I want to see how a completely decentralized economy could work. This was probably inspired by Earth2160 aliens because that implementation has the same basic idea but the implementation, UI and map design is not good.

In short units individually harvest resources and either clone or morph themselves into different unit types. The main lua challenge for this game would be creating an order queue system which takes the morph and clone commands into account. Without this I think the game would be unmanageable for any interesting scale. Once players can set up and control a large 'hive' I think the game could become very interesting.

The morph 'build order' UI would have to have a directed graph structure with normal move or attack type commands between morphs. The graph structure would let people automate unit production.

For example you may have 10 worker units harvesting a resource and you want them to produce a constant stream of units. Their order queue would consist of a clone command which has two outwards arrows representing the output units. One outwards arrow would be dragged to point back to the clone command while the other arrow would point to a "morph to combat unit" command followed by a move command to what is a effectively a rally point.

For another example workers could have a "seek out food" command which sends them to the nearest unsaturated resource. Giving a worker a queue Clone -> Seek out food (for both arrows) -> loop back to Clone would result in workers eventually (and exponentially) saturating all resources in an expanding area.

Aliens could even "reclaim" by eating dead aliens much like Puppy Goo.

This game mechanics would be very easy to create with a bit of modification of the morph gadget but the UI would be crappy. My UI standards are very high so this would be quite a hard game for me to create. But I think that a powerful UI is required otherwise the exponential production rate of units would be quickly capped by a player's ability to manage it.


Something to do with Terraform and Physics

This is a mini-mod type game. It is barely worked out but I have a notion of something involving a map which is mostly lava with players constructing terraformed fortresses as other players are busy knocking them down. Would involve gravity guns and deflector shields.
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FireStorm_
Posts: 666
Joined: 19 Aug 2009, 16:09

Re: post your spring rts mod idea

Post by FireStorm_ »

Almost right after I got involved with spring I thought of this:
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And I modelled these guys a few times, but when the gadgets had to be written and I became disheartened. :-)

Then I made this stuff a few years ago:
Image
more shots:
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But I kinda ran into the same problem of lack of programming skills and motivation to properly learn it.

I have mixed feelings about this tread. :-) Yes, sharing ideas is fun and like minded people might team up because of it, but...well you know... by themselves ideas are not much...without the work no game.

Now I feel good about helping out BAR. It is the most likely way for me to see some of my ideas in action. :-)
(and sorry for my bad spelling here and there)
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