Smoth's unnamed game concept dump/discussion/bestest ideas.
Posted: 05 Dec 2014, 16:41
OMFG MY ULTRA AWESOMEST GAME IDEA
So my thoughts are that I need to get my art to the next part. So, here are my thoughts.
The test project is going to get it's reusable components moved into the GBS CORE.
After that I may well begin moving towards a new game as far as getting a few buildings and other structures so I am just putting some brain storming stuff here so I know what concepts I have to draw. Believe it or not all the buildings in GRTS that I made up were originally sketches I did. So I like to draw out my buildings and all before I make them part of the game. So this list is shit I need to get my basic game elements to a functional level of something playable.
Resource structure
I like the 3 resource system I used in gundam RTS. That stays.
Basic -> Money
Refined -> Basic Components(will be basic in the ui)
Exotic -> Exotic Components(keeping this name)
Pilots -> *NEW* This is a resource which requires baracks to be built. Some units are "ai" driven units so a human pilot might not be necessary.
Income.
Basic, constantly accumulated.
Refined, paid for in basic
Exotic, costs refined.
Pilots are house in barracks, every so often, the base has a supply ship come in, that ship can resupply troops so if you are ordering nothing, your troop resupply will happen.
Command building and Map Control
Players had been requesting this for some time, so I figured why the hell not. So here is what I had planned on doing. For each LZ you take control of, you get 1000xp for each capture. YOU CAN ONLY GET THE REWARD 1 TIME! Afterwards you only get an LZ
Barracks can only get extra pilots from an LZ if they are NEAR THE LZ.
Your main part of your base is your LZ. NOT a command building. LOSE YOUR LZ AND YOU CANNOT GET RESUPPLIES! As in, no mechs, no pilots, nothing! When you take an LZ, a supply ship will fly in on the next cycle and drop off a free construction unit so you can begin base building.
LZ is just a glowing pulse with smoke coming from it until the ship lands at which point I am unsure of how I want to indicate it.
A 2 player map would have 5 LZs 1 for each base and 2 expansions. One LZ in the middle. The idea being that the player should be able to get at least 3 expansions and then have stuff delivered forward.
Being that since I shut gundam down I was reluctant to continue this as MW spring already did it.. but screw it, I am still ripping off DOW.
World options.
these are map parameters
night: units receive reduced sight and reduced heat accumulation
ice: reduced heat accumulation
desert maps: increased heat accumulation.
snow/rain: reduced visibility
Research.
Remains unchanged. Same as gundam 1.28(unreleased)
"overheating."
once a certain heat is reached the unit will cook it's pilot or cpu and fall silent(hold position, hold fire, not accept orders).
Water, night and snow reduce heat accumulation. so standing in cold water at night would result in the least amount of heat accumulation possible
Desert worlds have increased heat accumulation
"fire select."
Only select weapons systems will have the ability to overheat. Piloted units that can speed up their fire rates will have 3 modes:
Normal fire: fires at normal rate
Overdrive: fires faster, can reach 100% heat and stop shoots until heat drops below 100%
Limiter off: fires faster, will not stop shooting, there is a legitimate chance to cook your pilot
"AI UNITS"
AI units are always on fire at will and hold position.
"AI UNITS" mechanics ideas(not sure still)
- berserk, if they go into berserk mode, they will be set to roam and fire at will, randomly get move orders in the directions they are facing. their weapons will fire at 1.2x fire rate and begin to overheat. Unlike player controlled units, they have no fire select, so they will always behave as if they have their no limiter setting on while berserk.
Aircraft
I plan on having aircraft never land and get "called in." The exception being transports.
Aircraft will require some sort of support structure(s) so players can scout.
Behemoth corp Initial unit list:
Air
hawk: air dominance.
Finch: scout
Raven: scout
- has stealth on night maps
Albatross: bomber
Eagle: transport.
Demi-frames
Badger: mid-range, all rounder.
- minigun 2x, medium damage
Kodiak: close-range, heavy dominance.
- shotgun 1x
- has heavy armor type due to plates 1.6 move speed
- rocket pods, only targets on command
Hell Cat: medium-range, area saturation
- huge miniguns that fire inaccurately
- has fire select
- slow-ish
Lynx, mid-range, base assault
- 2x rocket launcher
- thruster pack, can travel over water(hover unit), can use jump jet to hop a short distance
Snapping turtle, long range, artillery
- slow, stealth
- artillery cannons 2x
- missile pods
- has to deploy before it fires artillery cannon(morph)
Tanks(all tanks are ai driven and do not require a pilot.)
Recluse, mid range
- stealth
- gets cloaking on night maps.
- large bore gun(heavy vs medium)
Goliath bird eater, anti-air
- twin linked miniguns
- smaller minigun on top of tank.
- prioritizes air(need to investigate target priority tags still even work)
Structures:
Supply chain
- can build other supply chain warehouses
- Permanent upgrade(morphs)
-- seismic detection structure
-- sight tower structure
-- radar structure
-- repair structure
-- armored all round defense turret
-- armored anti-air defense turret
Seismic detection structure
Supply chain building with little poles in the ground and wires going out to those poles
- gives seismic detection
Sight tower structure
gets large tower extending from the top of it with windows
- unaffected by night maps
radar structure
Radar dome with a few randomized sat dishes and antennas in the perimeter.
- gives radar
- consumes power
repair structure
Has little / / / / / lines around it and a crane on the top facing n,s,e,w.
- repair/resupply any nearby unit not engaged in a fight.
armored anti-ground defense turret, anti ground
large turret with a fortified looking base
- consumes power
armored anti-air defense turret, anti air
large turret with a fortified looking base
- consumes power
Power facility
Looks like fairly large angular structure with power building looking greebles
- Permanent upgrade(morphs)
-- can get concrete walls around it, gains +1000 hp
- produces power
Barracks
long tent like structure with protective walls around it
- holds x amount of pilots(pilot resource storage)
- Permanent upgrade(morphs)
-- can get concrete walls around it, gains +500 hp
2/12/15 Update
SO I have been thinking, I may change a few things.
1: economy from my old project will be changing.
Basic -> will become "credits"
exotic will no longer be a tiered resource, it will represent available human pilots. Some units in the game will require you to spend resources on pilots.
Refined will now become ace(pilot)s
The pilots will be flown in exchange for supplies and credits. Ace pilots will cost much more and have their own special units, they cannot be used for for the standard pilot units.
ok so will the pilots eject from the units? yes. Will they attempt to run back to base? yes. Will there be recovery vehicles? yes. But they'll be small, yep. It worked years ago, it will work now.
ok so then what about other units? these units are ai units. Not ai as in you do not command them, but AI units. It is not going to be as capable as the rest of the in game units piloted by a human. How so? not sure.
Anyway. That and the conyards are going to require placement on a metal spot.
that is all for now, good night.
So my thoughts are that I need to get my art to the next part. So, here are my thoughts.
The test project is going to get it's reusable components moved into the GBS CORE.
After that I may well begin moving towards a new game as far as getting a few buildings and other structures so I am just putting some brain storming stuff here so I know what concepts I have to draw. Believe it or not all the buildings in GRTS that I made up were originally sketches I did. So I like to draw out my buildings and all before I make them part of the game. So this list is shit I need to get my basic game elements to a functional level of something playable.
Resource structure
I like the 3 resource system I used in gundam RTS. That stays.
Basic -> Money
Refined -> Basic Components(will be basic in the ui)
Exotic -> Exotic Components(keeping this name)
Pilots -> *NEW* This is a resource which requires baracks to be built. Some units are "ai" driven units so a human pilot might not be necessary.
Income.
Basic, constantly accumulated.
Refined, paid for in basic
Exotic, costs refined.
Pilots are house in barracks, every so often, the base has a supply ship come in, that ship can resupply troops so if you are ordering nothing, your troop resupply will happen.
Command building and Map Control
Players had been requesting this for some time, so I figured why the hell not. So here is what I had planned on doing. For each LZ you take control of, you get 1000xp for each capture. YOU CAN ONLY GET THE REWARD 1 TIME! Afterwards you only get an LZ
Barracks can only get extra pilots from an LZ if they are NEAR THE LZ.
Your main part of your base is your LZ. NOT a command building. LOSE YOUR LZ AND YOU CANNOT GET RESUPPLIES! As in, no mechs, no pilots, nothing! When you take an LZ, a supply ship will fly in on the next cycle and drop off a free construction unit so you can begin base building.
LZ is just a glowing pulse with smoke coming from it until the ship lands at which point I am unsure of how I want to indicate it.
A 2 player map would have 5 LZs 1 for each base and 2 expansions. One LZ in the middle. The idea being that the player should be able to get at least 3 expansions and then have stuff delivered forward.
Being that since I shut gundam down I was reluctant to continue this as MW spring already did it.. but screw it, I am still ripping off DOW.
World options.
these are map parameters
night: units receive reduced sight and reduced heat accumulation
ice: reduced heat accumulation
desert maps: increased heat accumulation.
snow/rain: reduced visibility
Research.
Remains unchanged. Same as gundam 1.28(unreleased)
"overheating."
once a certain heat is reached the unit will cook it's pilot or cpu and fall silent(hold position, hold fire, not accept orders).
Water, night and snow reduce heat accumulation. so standing in cold water at night would result in the least amount of heat accumulation possible
Desert worlds have increased heat accumulation
"fire select."
Only select weapons systems will have the ability to overheat. Piloted units that can speed up their fire rates will have 3 modes:
Normal fire: fires at normal rate
Overdrive: fires faster, can reach 100% heat and stop shoots until heat drops below 100%
Limiter off: fires faster, will not stop shooting, there is a legitimate chance to cook your pilot
"AI UNITS"
AI units are always on fire at will and hold position.
"AI UNITS" mechanics ideas(not sure still)
- berserk, if they go into berserk mode, they will be set to roam and fire at will, randomly get move orders in the directions they are facing. their weapons will fire at 1.2x fire rate and begin to overheat. Unlike player controlled units, they have no fire select, so they will always behave as if they have their no limiter setting on while berserk.
Aircraft
I plan on having aircraft never land and get "called in." The exception being transports.
Aircraft will require some sort of support structure(s) so players can scout.
Behemoth corp Initial unit list:
Air
hawk: air dominance.
Finch: scout
Raven: scout
- has stealth on night maps
Albatross: bomber
Eagle: transport.
Demi-frames
Badger: mid-range, all rounder.
- minigun 2x, medium damage
Kodiak: close-range, heavy dominance.
- shotgun 1x
- has heavy armor type due to plates 1.6 move speed
- rocket pods, only targets on command
Hell Cat: medium-range, area saturation
- huge miniguns that fire inaccurately
- has fire select
- slow-ish
Lynx, mid-range, base assault
- 2x rocket launcher
- thruster pack, can travel over water(hover unit), can use jump jet to hop a short distance
Snapping turtle, long range, artillery
- slow, stealth
- artillery cannons 2x
- missile pods
- has to deploy before it fires artillery cannon(morph)
Tanks(all tanks are ai driven and do not require a pilot.)
Recluse, mid range
- stealth
- gets cloaking on night maps.
- large bore gun(heavy vs medium)
Goliath bird eater, anti-air
- twin linked miniguns
- smaller minigun on top of tank.
- prioritizes air(need to investigate target priority tags still even work)
Structures:
Supply chain
- can build other supply chain warehouses
- Permanent upgrade(morphs)
-- seismic detection structure
-- sight tower structure
-- radar structure
-- repair structure
-- armored all round defense turret
-- armored anti-air defense turret
Seismic detection structure
Supply chain building with little poles in the ground and wires going out to those poles
- gives seismic detection
Sight tower structure
gets large tower extending from the top of it with windows
- unaffected by night maps
radar structure
Radar dome with a few randomized sat dishes and antennas in the perimeter.
- gives radar
- consumes power
repair structure
Has little / / / / / lines around it and a crane on the top facing n,s,e,w.
- repair/resupply any nearby unit not engaged in a fight.
armored anti-ground defense turret, anti ground
large turret with a fortified looking base
- consumes power
armored anti-air defense turret, anti air
large turret with a fortified looking base
- consumes power
Power facility
Looks like fairly large angular structure with power building looking greebles
- Permanent upgrade(morphs)
-- can get concrete walls around it, gains +1000 hp
- produces power
Barracks
long tent like structure with protective walls around it
- holds x amount of pilots(pilot resource storage)
- Permanent upgrade(morphs)
-- can get concrete walls around it, gains +500 hp
2/12/15 Update
SO I have been thinking, I may change a few things.
1: economy from my old project will be changing.
Basic -> will become "credits"
exotic will no longer be a tiered resource, it will represent available human pilots. Some units in the game will require you to spend resources on pilots.
Refined will now become ace(pilot)s
The pilots will be flown in exchange for supplies and credits. Ace pilots will cost much more and have their own special units, they cannot be used for for the standard pilot units.
ok so will the pilots eject from the units? yes. Will they attempt to run back to base? yes. Will there be recovery vehicles? yes. But they'll be small, yep. It worked years ago, it will work now.
ok so then what about other units? these units are ai units. Not ai as in you do not command them, but AI units. It is not going to be as capable as the rest of the in game units piloted by a human. How so? not sure.
Anyway. That and the conyards are going to require placement on a metal spot.
that is all for now, good night.