Rate my mod idea
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Rate my mod idea
Or should that read "rape my hopes and dreams?"
Either way, this is the design document I've drafted up. Story and such fluff is in another document I wrote earlier (was planning on a 3d action game primarily and an RTS secondarily) that's written in German.
I've avoided absolute values since what sounds nice on paper may not work out in the game so I'm just using vague terms to describe stuff.
Either way, this is the design document I've drafted up. Story and such fluff is in another document I wrote earlier (was planning on a 3d action game primarily and an RTS secondarily) that's written in German.
I've avoided absolute values since what sounds nice on paper may not work out in the game so I'm just using vague terms to describe stuff.
Aren't melee attacks currently not possible in Spring?
It sounds like an interesting design, though you really should go back and look at more of the gameplay fundamentals. Reading it, it seems like an anime-style mod with each side centered around a few powerful units? How do you plan to deal with the usual exploit in this setup? (Namely, that the first player to get more powerful units in the right place at the right time, either through luck, resource advantage, or just clicking faster, usually wins, because losing a powerful unit is a major setback for their opponent.)
It sounds like an interesting design, though you really should go back and look at more of the gameplay fundamentals. Reading it, it seems like an anime-style mod with each side centered around a few powerful units? How do you plan to deal with the usual exploit in this setup? (Namely, that the first player to get more powerful units in the right place at the right time, either through luck, resource advantage, or just clicking faster, usually wins, because losing a powerful unit is a major setback for their opponent.)
I was thinking of having at most 7-8 dragoons (except for Luchses which are just practical jokes on legs and get raped in seconds by any other dragoon) in play per team. Since there is a hard limit a setback would be only temporary (unless you lost your comander which is supposed to pretty much end the game). The starting ressources should be enough to hit the unit limit for dragoons. Also the shields would prevent too much KOTH strategy, I think, since you couldn't snipe enemies very well and would have to send at least a few melee units to breach the shields. I'm not really sure how that'd end up since I haven't seen that exploit in a game yet. Of course a problem I can see is that there is little incentive not to camp, or at least I think so. With slow turning camping could become more dangerous as flanking becomes more effective... Hm...
Melee would be implemented through an invisible shot with very short range and a matching animation, I think I could cobble together a script to use animations from Blender for that (it's 50% done, all that's left is adding a formula to convert from a rotation matrix to Spring's rotation system. Unfortunately the Eulers it can automatically convert to don't seem to work for that).
Zoombie: Originally it was in .sxw format which added linebreaks, I'll see what I can do.
Melee would be implemented through an invisible shot with very short range and a matching animation, I think I could cobble together a script to use animations from Blender for that (it's 50% done, all that's left is adding a formula to convert from a rotation matrix to Spring's rotation system. Unfortunately the Eulers it can automatically convert to don't seem to work for that).
Zoombie: Originally it was in .sxw format which added linebreaks, I'll see what I can do.
Its not really a powerful units mod (from what ive read)
simply put it uses a system similar to countries from red alert 2 or Generals from Zero Hour. Wherein u have the two basic sides Empire & Combine (Allies/Soviets) and then secondary factions represented by pilots (countries). So when choosing a side u make tactical descisions as to what u want. Do u favor long range? or Melee? or do u want a standard army with which u can adapt to ur enemy?
u trade an advantage in one area for a disadvantage in the others. You get stronger unit A and access to unit B but unit C is unavailable and all units of type X (i.e. long range, melee, etc) are "less efficent".
Its interesting. I would equate it to Metal Fatigue of sorts. the most common items on the battlefields were vehilces with robots being far more powerful. However the bots were still vulnerable to vehicles if they were used incorrectly.
This is a good start and an interesting concept and it allows a lot of variety with only minor tweaks to units. keep it up and really flesh out the pilot sub factions more before u start working.
one last thing whats with all the letters in front of the vehicle names:
simply put it uses a system similar to countries from red alert 2 or Generals from Zero Hour. Wherein u have the two basic sides Empire & Combine (Allies/Soviets) and then secondary factions represented by pilots (countries). So when choosing a side u make tactical descisions as to what u want. Do u favor long range? or Melee? or do u want a standard army with which u can adapt to ur enemy?
u trade an advantage in one area for a disadvantage in the others. You get stronger unit A and access to unit B but unit C is unavailable and all units of type X (i.e. long range, melee, etc) are "less efficent".
Its interesting. I would equate it to Metal Fatigue of sorts. the most common items on the battlefields were vehilces with robots being far more powerful. However the bots were still vulnerable to vehicles if they were used incorrectly.
This is a good start and an interesting concept and it allows a lot of variety with only minor tweaks to units. keep it up and really flesh out the pilot sub factions more before u start working.
one last thing whats with all the letters in front of the vehicle names:
Code: Select all
ArtRakFz Katapult: Weak armor, moderately expensive, long range, low damage, indirect fire, unguided but accurate missiles, no shield penetration.
Right. But the problem there is that losing a Dragoon becomes a serious problem. Say each side can only have 8. If you lose 1 or 2 and your opponent keeps his in a mob, you probably won't be able to win. He can then hunt down your remaining Dragoons and can drop them even if you throw all your Dragoons against his mob.KDR_11k wrote:I was thinking of having at most 7-8 dragoons (except for Luchses which are just practical jokes on legs and get raped in seconds by any other dragoon) in play per team. Since there is a hard limit a setback would be only temporary (unless you lost your comander which is supposed to pretty much end the game). The starting ressources should be enough to hit the unit limit for dragoons.
The letters are supposed to be abbreviations of the vehicle type (in this case "Artillerie Raketenwerfer Fahrzeug", artillery rocketlauncher vehicle). I don't think they are correct but they make it look slightly more like something a real military would use. You can see some of that here
Yes, Metal Fatigue was the direction I was going for, vehicles are produced en masse and relatively weak but they fill support roles. Also I won't have turret rushes
. I think with "powerful units mod" he mean that exact thing, a few units that are very powerful but limited in number and some support for them.
Egarwaen: The ressources do regenerate over time so if he drops one of your dragoons you can replace it if you survive long enough. They aren't meant to increase much in efficiency when bunched since their shields react to one enemy already and having multiple dragoons take one enemy on may be effective for destroying that enemy but you'll sustain heavy damage since all of your attackers will be unshielded and open for vehicle and ranged attacks while the enemy will have most of his dragoons still shielded. Of course it's hard to tell how exactly that will play out before I've actually implemented it...
Yes, Metal Fatigue was the direction I was going for, vehicles are produced en masse and relatively weak but they fill support roles. Also I won't have turret rushes

Egarwaen: The ressources do regenerate over time so if he drops one of your dragoons you can replace it if you survive long enough. They aren't meant to increase much in efficiency when bunched since their shields react to one enemy already and having multiple dragoons take one enemy on may be effective for destroying that enemy but you'll sustain heavy damage since all of your attackers will be unshielded and open for vehicle and ranged attacks while the enemy will have most of his dragoons still shielded. Of course it's hard to tell how exactly that will play out before I've actually implemented it...
Just encourages people not to overshoot the limit
. After all you could bring your metal down to 50 units remaining and build something that takes 200 off it.
Okay, the designations will go, at least from the ingame names.
I've thought about the problem of camping a bit, either the other player would have to make hit and runs to reduce the camper's vehicle pool or I'll add supply buildings which get placed on geovents and increase your ressource income a bit (~20%) but force you to spread out a bit to keep them. That would also make it necessary to not have all of your dragoons in one place so the enemy doesn't walk in with one Luchs or Gepard and crushes your dragoon-less outposts (that was in fact the intended purpose for the Luchs, attack spots that have no dragoons). What I'm not sure about is whether the supply buildings should be able to build something. Probably only vehicles.

Okay, the designations will go, at least from the ingame names.
I've thought about the problem of camping a bit, either the other player would have to make hit and runs to reduce the camper's vehicle pool or I'll add supply buildings which get placed on geovents and increase your ressource income a bit (~20%) but force you to spread out a bit to keep them. That would also make it necessary to not have all of your dragoons in one place so the enemy doesn't walk in with one Luchs or Gepard and crushes your dragoon-less outposts (that was in fact the intended purpose for the Luchs, attack spots that have no dragoons). What I'm not sure about is whether the supply buildings should be able to build something. Probably only vehicles.
It sounds very animish and you got me interested. The vehicle names are pretty ok, don't worry about them.
You people apparently don't watch these japanese fantasy/sci-fi anime series often, they're full of german terms. What series is this based of by the way? Or did you make all that up your mind? (At first I thought you were referring to NGE)
I'd say this cries out for a third type of ressource like food as in WarCraft 2.
You people apparently don't watch these japanese fantasy/sci-fi anime series often, they're full of german terms. What series is this based of by the way? Or did you make all that up your mind? (At first I thought you were referring to NGE)

I'd say this cries out for a third type of ressource like food as in WarCraft 2.
It's no preexisting series although I did take some inspiration from second-hand reports of NGE (which I never watched myself). Especially the shields and justification why exactly there are huge bipedal robots (which is a form factor that's severely inferior to wheeled, threaded or insectoid systems as it lacks stability and has a very high profile) piloted by humans on a battlefield populated with AI-driven vehicles: The dragoons use a Lifeforce Amplifier that extends the field emitted by the soul (to interface with the physical world) around the entire machine and a bit further and strengthens it so it can stop projectiles. If another soul shield of similar strength (i.e. attached to a lifeforce amplifier) intersects with it the two cancel out provided both souls have different intentions (i.e. not allied). This only works as long as the pilot "feels" that he or she IS the dragoon, not merely piloting it so the soul is tricked into protecting the dragoon as if it were its owner.
Ten to one odds noone wanted to know that...
The setting is slightly based on the Feudal era Germany (i.e. before and during WW1) but it's in a fictional world, not some alternative timeline.
Ten to one odds noone wanted to know that...
The setting is slightly based on the Feudal era Germany (i.e. before and during WW1) but it's in a fictional world, not some alternative timeline.
At times I thought the creators were on acid or something but hey, they sure had some sort of message in there. There were forums full of people discussing what the NGE creator meant by that. I don't care though, it was nice apart from that wierd stuff. But let's not drift off from the topic... 
This reminds me a bit of Armored somwhat (had steam powered tanks and mechas in a WW1 setting) boardgame, can't remember the name though. They were wierd looking however.
Next thing is how would you like stuff to look alike? More futuristic/modern or rather WW1/WW2 etc. style?

This reminds me a bit of Armored somwhat (had steam powered tanks and mechas in a WW1 setting) boardgame, can't remember the name though. They were wierd looking however.
Next thing is how would you like stuff to look alike? More futuristic/modern or rather WW1/WW2 etc. style?