Invaders!

Invaders!

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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Invaders!

Post by PicassoCT »

Image

A GameConcept:
Imagine a RTS with layered Maps. From Underground to far out in space.
The underground is realized by splitting a second part of the map off, hang a camera above it and blend the whole mess with the view of the first part of the map. Buildingtype is obviously defined by side you are on.

Up-Town harvests Comets and Asteroids,builds Planes and Invasionferrys and has to wait for supplys to arrive.

Low-Town builds observant outposts, digs underground shelters and bases, harvests magma and geothermal power, to errect flak and defenses.

Now if we combine this with the Eye in the Sky Concept -

Image
In EyeInTheSkye you see the map, and you see your units, as long as they can report to you.
You don't see the enemy they encounter, unless:
-The Unit has time to report its contact- a activity for which the unit has to be not in a direct battle engagement and have eye-contact with the enemy.
-The Unit has a sensory Package- which makes it expensive. Very expensive.
-Your Satellite is going over that section of the battlefield. A Satellite always follows a linear path, and all you can change about that is the angle and point of entry on the battlefield, for the next run.
- Satellite can be gunned down- and are really, really expensive to replace. However, Satellite reaching guns, have a very small area they can target after being deployed.

In return, just because you don't see them, doesn't mean, your units have ceased to exist. Disrupted communications, don't mean they cant still carry out there last received orders.

Which brings us to the next different Point:
Communications:
Communications by default works
However- it can be disrupted in several ways:
-Transmission disruption
-Sending disruption
-Receiving disruption

And allows for a vector of attack never seen in games before:

-Transmission hacking
-Sending hacking
-Receiving hacking

This amounts to the ability to send faked commands to enemy units, which equivalents to a takeover until communication restoration.

Units are conventional today asymmetric war forces.

The really interesting aspect in this game comes for once from the realism.. the fact you only partially know what is going on. Which allows for ruses and require well thought through timing with reconnaissance. And with that comes a requirement to think ahead. To give your units long term order chains- or missions, as they might be out of contact until they return.
FrankenStein the Game- it lives!
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Last edited by PicassoCT on 01 Sep 2015, 12:04, edited 1 time in total.
Orfelius
Posts: 103
Joined: 17 Nov 2014, 20:57

Re: Invaders!

Post by Orfelius »

You just have to think of the map in vertical sense. Top would be "air" bottom would be "ground". And the barrier between ground and underground would be a modular object from which could for example be drilled a hole for missile silo.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Invaders!

Post by PicassoCT »

Updated Post..

@Orpheus_philius:

The underground concept would workd with a partioned map..
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