Re: post your spring rts mod idea
Posted: 29 Dec 2012, 18:54
Every since the Extracredits Episode on it i dreamed of a mod, were the outcome of a battle would be also interesting for the looser, and thats not only through the wreckage.
Ta did alot of stuff right there, with wreckage and capturing+stunning. Could be even more interesting. What if there was a sort of "Weapons" destroyed inbetween stage? Were your mighty, experience rich unit might still be limping away from battle?
How about a "self-fixxing" maschine, that only needs cover behind wreckage to do so?
You could also add a combination system.. two halfdestroyed glued together by a battlefieldtechybot make one well working+ some spare wreckage.
This can be pulled to ridiculos levels.. units whos weapons get stronger if fired upon with another weapontype - the railgun who gets more dangerous if fired upon with emp.
I always imagined adding a social component to battles would be interesting. Units who fight better if with there team. Who are devastated/raging when one of there family-members dies. Love/Hate each other (your friendly fire almost killed us back then) among groups.
However - all of these can be expensive on a very limited ressource human attention. So if you want to integrate something like this, you also need a powerfull interface to keep the micro at bay. Or you have to drastically reduce Units (under your controll)
One thing i did integrate into journeywar was Off-Spring, meaning a unit has every experience levelup the possibility to spawn copys of itself* expLvl..
Another thing i haven tryied yet is power formations.. meaning, if you line up units in a certain way- they form a factory, or superweapon, (12 pewees in a row).
There is still lots of space unexplored in the rts genre.
Problem is it doesent have the hero attachment, direct action of other genres. TA did better there with the comander (better then c&c and sc), but still does look pale beside dota. Why should you emote for your boy with the gagball?
If the comander had some important strategic role beside first builder that could cut it.. something like a limited teleporter able to transport a troopgroup behind enemy lines. Or if you just couldnt kill it.. it just becomes something defenseless, slow, that has to crawl back to get repaired- or that could get imprisoned. It definatly would provide more drama. And drama is what we need the most.
Ta did alot of stuff right there, with wreckage and capturing+stunning. Could be even more interesting. What if there was a sort of "Weapons" destroyed inbetween stage? Were your mighty, experience rich unit might still be limping away from battle?
How about a "self-fixxing" maschine, that only needs cover behind wreckage to do so?
You could also add a combination system.. two halfdestroyed glued together by a battlefieldtechybot make one well working+ some spare wreckage.
This can be pulled to ridiculos levels.. units whos weapons get stronger if fired upon with another weapontype - the railgun who gets more dangerous if fired upon with emp.
I always imagined adding a social component to battles would be interesting. Units who fight better if with there team. Who are devastated/raging when one of there family-members dies. Love/Hate each other (your friendly fire almost killed us back then) among groups.
However - all of these can be expensive on a very limited ressource human attention. So if you want to integrate something like this, you also need a powerfull interface to keep the micro at bay. Or you have to drastically reduce Units (under your controll)
One thing i did integrate into journeywar was Off-Spring, meaning a unit has every experience levelup the possibility to spawn copys of itself* expLvl..
Another thing i haven tryied yet is power formations.. meaning, if you line up units in a certain way- they form a factory, or superweapon, (12 pewees in a row).
There is still lots of space unexplored in the rts genre.
Problem is it doesent have the hero attachment, direct action of other genres. TA did better there with the comander (better then c&c and sc), but still does look pale beside dota. Why should you emote for your boy with the gagball?
If the comander had some important strategic role beside first builder that could cut it.. something like a limited teleporter able to transport a troopgroup behind enemy lines. Or if you just couldnt kill it.. it just becomes something defenseless, slow, that has to crawl back to get repaired- or that could get imprisoned. It definatly would provide more drama. And drama is what we need the most.