Evolution RTS implementation roadmap
Posted: 22 Nov 2009, 04:46
Pardon any spelling mistakes. This "document" is mainly intended for the team members to discuss. Other discussion is permitted, but if it starts straying off topic, I'll split it into another thread.
At current, this unit list is only geared for t1, so keep that in mind. If you would like to suggest sweeping changes, either quote this post and change what you want and repost, or pastebin your suggested changes.
If your suggested changes are minor or small, just post them and we'll debate.
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Roles:
Raider
Skirmisher
Support
Assualt
Unit weapontypes by class:
Hover - Moderate AOE, Single projectile
Amphib - No AOE, Higher damage
All Terrain - High AOE, Multiple projectiles, low damage per projectile
Starting unit: Hover Factory
Hover factory t1 unit list:
Engineer
Lighttank - Raider
Flametank - SKirmisher
AAtank - Support
Medtank model - Assualt
Amphib Factory t1 unit list:
Engineer
Buggy - Raider
(no model yet) - Skirmisher
rock - Support
Medtank - Assualt
All-Terrain t1 unit list:
(no model yet) - Engineer
(no model yet) - Raider
(no model yet) - Skirmisher
(no model yet) - Support
(no model yet) - Assualt
Aircraft t1 unit list:
(no model yet) - Engineer
Scout
Fighter
Carpet bomber (low damage, high aoe)
Transport
Engineers:
Solar
Mex
Storage
Radar Tower
Geothermal plant
Lightning turret
Plasma Turret (Long Range)
Barricade
Teching Tower
Teching Implementation:
Teching towers will be ranged. You can of course build multiple teching towers (for the purpose of unlocking multiple tech trees). If your tech tower is destroyed, any tech provided by that teching tower will be re-locked.
Tech 2 Implementation:
Tech 2 will implement units that perform their t1 counterpart roles in a more specific manner. Where t1 can perform cross roles to an extent, t2 is rigidly locked within their roles, however, t2 will perform those roles better than their t1 counterparts at the expense of being only good for that which they are designed.
More teching:
I propose that teching for each factory be separate. Teching towers will have the option to be morphed into 1 of 4 choices (air, hover, amphib, all-terrain). Once teching to one of the 4 choices has been achieved, teching to t3 will be allowed. Additionally, teching to t3 will also unlock t2 for all 4 previous choices, making it a very worthwhile investment. T3 will house the more "odd" unit choices, most notably, the sawtank and others of that nature. T3 will also provide the ability to use "Ancient Technology".
Ancient Technology explained:
Ancient technology will be comprised of the perviously proposed "Terra" units. We have shittons of models from bumblebee. Kaiser and I both would like to see them in use.
To aquire ancient technology, a luagaia unit will be spawned in the center of the map. This unit must be captured before ancient technology can be built. There will only be a single ancient technology building spawned, meaning that only one player in the game will have access to ancient technology at any given time. This unit will not be able to be reclaimed nor destroyed, but it will be able to be captured by engineers.
Ancient technology will not have any defined "tiers". It will have multiple units designated to single roles or even multiple roles. Some of the units involved will be bumblebee's bi-ped mechs. Ancient technology will by default be better than the base faction units, but will not obsolete them.
If you lose control of the Ancient Technology building at any time, ancient technology will no longer be available to you.
At current, this unit list is only geared for t1, so keep that in mind. If you would like to suggest sweeping changes, either quote this post and change what you want and repost, or pastebin your suggested changes.
If your suggested changes are minor or small, just post them and we'll debate.
*************************************************
Roles:
Raider
Skirmisher
Support
Assualt
Unit weapontypes by class:
Hover - Moderate AOE, Single projectile
Amphib - No AOE, Higher damage
All Terrain - High AOE, Multiple projectiles, low damage per projectile
Starting unit: Hover Factory
Hover factory t1 unit list:
Engineer
Lighttank - Raider
Flametank - SKirmisher
AAtank - Support
Medtank model - Assualt
Amphib Factory t1 unit list:
Engineer
Buggy - Raider
(no model yet) - Skirmisher
rock - Support
Medtank - Assualt
All-Terrain t1 unit list:
(no model yet) - Engineer
(no model yet) - Raider
(no model yet) - Skirmisher
(no model yet) - Support
(no model yet) - Assualt
Aircraft t1 unit list:
(no model yet) - Engineer
Scout
Fighter
Carpet bomber (low damage, high aoe)
Transport
Engineers:
Solar
Mex
Storage
Radar Tower
Geothermal plant
Lightning turret
Plasma Turret (Long Range)
Barricade
Teching Tower
Teching Implementation:
Teching towers will be ranged. You can of course build multiple teching towers (for the purpose of unlocking multiple tech trees). If your tech tower is destroyed, any tech provided by that teching tower will be re-locked.
Tech 2 Implementation:
Tech 2 will implement units that perform their t1 counterpart roles in a more specific manner. Where t1 can perform cross roles to an extent, t2 is rigidly locked within their roles, however, t2 will perform those roles better than their t1 counterparts at the expense of being only good for that which they are designed.
More teching:
I propose that teching for each factory be separate. Teching towers will have the option to be morphed into 1 of 4 choices (air, hover, amphib, all-terrain). Once teching to one of the 4 choices has been achieved, teching to t3 will be allowed. Additionally, teching to t3 will also unlock t2 for all 4 previous choices, making it a very worthwhile investment. T3 will house the more "odd" unit choices, most notably, the sawtank and others of that nature. T3 will also provide the ability to use "Ancient Technology".
Ancient Technology explained:
Ancient technology will be comprised of the perviously proposed "Terra" units. We have shittons of models from bumblebee. Kaiser and I both would like to see them in use.
To aquire ancient technology, a luagaia unit will be spawned in the center of the map. This unit must be captured before ancient technology can be built. There will only be a single ancient technology building spawned, meaning that only one player in the game will have access to ancient technology at any given time. This unit will not be able to be reclaimed nor destroyed, but it will be able to be captured by engineers.
Ancient technology will not have any defined "tiers". It will have multiple units designated to single roles or even multiple roles. Some of the units involved will be bumblebee's bi-ped mechs. Ancient technology will by default be better than the base faction units, but will not obsolete them.
If you lose control of the Ancient Technology building at any time, ancient technology will no longer be available to you.