[WIP] Global Annihilation
Posted: 23 Sep 2008, 16:08
First, a quick introduction and some ground rules for this thread.
I'm SpliFF, from Australia. I've been involved with playing Spring and writing Spring widgets (lua scripts) for about 3 months now. I've been studying existing mods and the Spring source code and I've compiled it on Windows and Linux. I am writing a Lua Manual for Spring which is already in excess of 30 pages.
Before this I was writing mods for Dawn Of War and Supreme Commander, about half of which were actually released (I'm very fussy about releasing incomplete mods). I am also somewhat experienced in 3d modelling and I work as a Web Developer with access to high-ping/load servers. I own original CD's of over 60 strategy games (not an exaggeration) including TA.
Below is the outline of my new Spring mod I started today. It is based on concepts from my Advanced Tactics mod, Epic W40k (table top game), Rome TW and a few other non-conventional strategy titles. I'm porting the concepts and code to Spring because I'm sick of trying to work around bugs and poor documentation in closed-source commercial games.
Anyway, what all that should tell you about me is I'm no stranger to modding or strategy titles. So with that lodged in your brain please consider the following rules before commenting:
* No comments on how impossible you think this will be to write (I probably know more about that than you).
* No asking me when it will be done (one day. i'll update this thread with news)
* No comments about how this is like this or that or some idea you had (i'm not claiming originality, just intent)
What I would like is for people to read the proposal carefully and tell me if you see any major flaws or potential improvements in general gameplay.
Thanks for listening.
Spring: Global Annihilation
GA is a spring mod set a few centuries from now amongst the blasted ruins of Earth. With space travel a long forgotten dream, the survivors of World Wars 3 and 4 have banded together into armed factions to fight over the remains of once-great cities and precious farming land. Even within factions most allegiances are stretched and mutiny and civil unrest are never far away.
Factions
Each player is a general in one of the many large armies fighting over the dwindling resources of Earth. There is no limit to the number of factions except that only highly ranked generals may start new ones. Factions have 'presence' in one or more regions on the global map and the extent of the factions presence, more than the number of generals, determines a factions true power.
Rank
Completing objectives and killing enemy units will gain you rank, you also lose it for failures. Rank is your primary 'resource' in the game. The higher your rank, the more (and better) units you may control in future battles. Higher ranks also receive special priviledges such as control of super-units and nuclear strikes. In future versions the highest ranked generals will also be able to control alliances, army deployment and production on the global map.
Although rank is generally assigned automatically it is not totally immune to politics. High ranked players may grant or penalise limited amounts of rank to faction members who display considerable valor or stupidity in battle. You can also gain rank through desertion to a lesser faction (the faction can bribe you with a higher rank). To improve faction balance generals may never defect to a more powerful faction.
Gameplay
Games are automatically hosted by the Global Annihilation server. When players join their first game they are placed as a low ranked general in the weakest faction. In your first game you will receive a small allocation of troops and a set of orders for the battle. During the setup phase you will choose units from your allocation and place them on the map within your allocated setup area.
When the game starts begin manuevering your units towards your assigned objectives. You can focus on a single one or split your troops to attempt multiple objectives.
After 15 minutes of play each team will learn the enemy objectives as well. At this point you may need to adapt your strategy to intercept. The round will end when:
* the game timer ends (usually 30 mins from setup), or
* a team completes all its objectives, or gains a set amount of rank, or
* only 1 faction remains (others have fled or been destroyed)
Units
Unlike many Spring mods (and RTS games in general) you do not produce units during the game. Instead units (and sometimes structures) are allocated to you at the beginning of the game or as reinforcements. Allocations are based on a number of factors that include:
* Your factions tech level (based on labs and factories controlled)
* Your factions popularity with the local civilian tribes (civilian units may join you team for the battle)
* Your rank (defines the percentage of available faction units you personally command.)
* Reinforcements may be automatically gifted when you complete an objective.
Objectives
To keep gameplay fluid and exciting each game will automatically generate objectives. Objectives are usually variations on the following mission types:
* Take & Hold: You will be directed to capture a map location. To do so you must hold the 'balance of power' in the area surrounding the objective for a given amount of time.
* Destroy: You will be directed to assasinate an enemy or civilian unit or destroy a structure.
* Escort: Prevent a given unit, resource or structure from being destroyed until it reaches a given location, or the game ends.
* Survive: An order to minimise casualties or simply flee. You'll be rewarded extra rank for units that escape destruction.
Persistence
Battles do not take place in isolation but instead inherit from the global and regional situation and recent battles. Surviving units keep their experience across battles and may be put back into action in future games. Wreckage and defence emplacements may already exist under the control of the defending faction or even civilian militias. Even available start locations are affected by a factions previous domination of a region (the defenders usually get a larger setup zone).
I'm SpliFF, from Australia. I've been involved with playing Spring and writing Spring widgets (lua scripts) for about 3 months now. I've been studying existing mods and the Spring source code and I've compiled it on Windows and Linux. I am writing a Lua Manual for Spring which is already in excess of 30 pages.
Before this I was writing mods for Dawn Of War and Supreme Commander, about half of which were actually released (I'm very fussy about releasing incomplete mods). I am also somewhat experienced in 3d modelling and I work as a Web Developer with access to high-ping/load servers. I own original CD's of over 60 strategy games (not an exaggeration) including TA.
Below is the outline of my new Spring mod I started today. It is based on concepts from my Advanced Tactics mod, Epic W40k (table top game), Rome TW and a few other non-conventional strategy titles. I'm porting the concepts and code to Spring because I'm sick of trying to work around bugs and poor documentation in closed-source commercial games.
Anyway, what all that should tell you about me is I'm no stranger to modding or strategy titles. So with that lodged in your brain please consider the following rules before commenting:
* No comments on how impossible you think this will be to write (I probably know more about that than you).
* No asking me when it will be done (one day. i'll update this thread with news)
* No comments about how this is like this or that or some idea you had (i'm not claiming originality, just intent)
What I would like is for people to read the proposal carefully and tell me if you see any major flaws or potential improvements in general gameplay.
Thanks for listening.
Spring: Global Annihilation
GA is a spring mod set a few centuries from now amongst the blasted ruins of Earth. With space travel a long forgotten dream, the survivors of World Wars 3 and 4 have banded together into armed factions to fight over the remains of once-great cities and precious farming land. Even within factions most allegiances are stretched and mutiny and civil unrest are never far away.
Factions
Each player is a general in one of the many large armies fighting over the dwindling resources of Earth. There is no limit to the number of factions except that only highly ranked generals may start new ones. Factions have 'presence' in one or more regions on the global map and the extent of the factions presence, more than the number of generals, determines a factions true power.
Rank
Completing objectives and killing enemy units will gain you rank, you also lose it for failures. Rank is your primary 'resource' in the game. The higher your rank, the more (and better) units you may control in future battles. Higher ranks also receive special priviledges such as control of super-units and nuclear strikes. In future versions the highest ranked generals will also be able to control alliances, army deployment and production on the global map.
Although rank is generally assigned automatically it is not totally immune to politics. High ranked players may grant or penalise limited amounts of rank to faction members who display considerable valor or stupidity in battle. You can also gain rank through desertion to a lesser faction (the faction can bribe you with a higher rank). To improve faction balance generals may never defect to a more powerful faction.
Gameplay
Games are automatically hosted by the Global Annihilation server. When players join their first game they are placed as a low ranked general in the weakest faction. In your first game you will receive a small allocation of troops and a set of orders for the battle. During the setup phase you will choose units from your allocation and place them on the map within your allocated setup area.
When the game starts begin manuevering your units towards your assigned objectives. You can focus on a single one or split your troops to attempt multiple objectives.
After 15 minutes of play each team will learn the enemy objectives as well. At this point you may need to adapt your strategy to intercept. The round will end when:
* the game timer ends (usually 30 mins from setup), or
* a team completes all its objectives, or gains a set amount of rank, or
* only 1 faction remains (others have fled or been destroyed)
Units
Unlike many Spring mods (and RTS games in general) you do not produce units during the game. Instead units (and sometimes structures) are allocated to you at the beginning of the game or as reinforcements. Allocations are based on a number of factors that include:
* Your factions tech level (based on labs and factories controlled)
* Your factions popularity with the local civilian tribes (civilian units may join you team for the battle)
* Your rank (defines the percentage of available faction units you personally command.)
* Reinforcements may be automatically gifted when you complete an objective.
Objectives
To keep gameplay fluid and exciting each game will automatically generate objectives. Objectives are usually variations on the following mission types:
* Take & Hold: You will be directed to capture a map location. To do so you must hold the 'balance of power' in the area surrounding the objective for a given amount of time.
* Destroy: You will be directed to assasinate an enemy or civilian unit or destroy a structure.
* Escort: Prevent a given unit, resource or structure from being destroyed until it reaches a given location, or the game ends.
* Survive: An order to minimise casualties or simply flee. You'll be rewarded extra rank for units that escape destruction.
Persistence
Battles do not take place in isolation but instead inherit from the global and regional situation and recent battles. Surviving units keep their experience across battles and may be put back into action in future games. Wreckage and defence emplacements may already exist under the control of the defending faction or even civilian militias. Even available start locations are affected by a factions previous domination of a region (the defenders usually get a larger setup zone).