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| Tweet Topic Started: Jul 19 2011, 07:39 PM (214 Views) | |
| Incog | Jul 19 2011, 07:39 PM Post #1 |
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CHEERIO!
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So I was walking in the rain with nothing better to do than let my mind wander. i came up with a few ideas for an ideal RTS game so i thought i'd write them down for kicks. I'm fucking bored anyway so no harm. Inspiration from Aoe3, bw, sc2, aoC, total annihilation, sid meiers colonization, rise of nations and to a much lesser extent EU3. First off the time setting is Medieval. I think it's a nice time, it's when Europe is rebuilding itself. Idk about the civs, probably the same as AoC. I suppose the general game is a lot like AoC, but with a lot of twists. The idea is a balanced, competitive RTS. Also note that this is never going to see the face of day so I'm just dreaming, oh well. Basic Game Mechanics: To start off there are 6 resources, Manpower, Horses, Food, Coin, Wood and Experience. Manpower represents the amount of people you have at your disposition to take up various positions in the game: mainly soldiers or villagers. If you have say 10 manpower, then making a villager will take up one manpower. A soldier as well. So with 10 power you can make 10 villagers, for example. Horses are the same thing except that they're used when making Cavalry and units that require horses. Wood is used to create buildings, siege engines, techs and certain archers. Experience is used for important techs and not for home city shipments like in Aoe3. ![]() Food and Coin act differently than the rest of the resources. When a villager is created, it doesn't cost food. It will only cost manpower. The villager however will cost food over time, at say 0.2 food/sec. A soldier will drain 0.2 food/sec and 0.1 coin/sec. A cavalry unit will drain 0.5 food/sec and 0.2 coin/sec (0.3 f/s because horses also drain food). Obviously the cost will depend on what unit it is. NB: Archers will cost some wood to train up front but won't drain wood. Similarly for siege engines which will only drain coin. However they will cost wood to repair. To gather food and coin, you still use villagers. Early game you can hunt. It might have 500 food on it. While villagers are gathering they'll be at oh idk about 1 f/s. That way it can about 5 dudes. Obviously this number is an example and should be fiddled with to find the correct number. Once you've gathered all food it's gone, etc. Mines work in the same way. Later game it's mills that are built and villagers gather from those and gather a certain rate. A lesser rate than hunting no doubt. For coin I'm not too sure yet, surely something with merchants though. The UI would look something like this: ![]() That way you can keep up with your drain and income np. Wood will always be at -0.0. The thing is that you stockpile food, coin and wood, up to a certain amount. Early game you can get 500 of each resource stockpiled. If all of a sudden your food income drops to 0, then you have some time before you hit 0 because you'll be draining on the stockpile. Same with coin. Early game good macro players will be able to play on stockpile nicely to get ahead but they'll have to be careful not to hit 0. Because if you hit 0 food then you hit FAMINE and you'd better do smt quick to not be at 0 anymore. Because if you're in FAMINE then that means everyone's hungry. All units attack/hp go down and after a minute random units start dying at a certain until it balances it out again. If you hit 0 coin then you go BANKRUPT and you'd better do smt quick to not be at 0 anymore. Because if you're in BANKRUPT then that means that everyone's not getting paid. Then random units disband at a certain rate (they just leave). Edit: Experience is gained by killing units and gathering resources. Sort of like in Aoe3. It's used for important techs. ![]() Anyway enough for now write the rest when i'm bored again Edited by Incog, Jul 20 2011, 08:02 AM.
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Black tulip Tribute to the the greatest of the great. | |
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| gs | Jul 19 2011, 07:58 PM Post #2 |
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Slow down
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i like it |
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| Incog | Jul 22 2011, 10:40 AM Post #3 |
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CHEERIO!
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So back to some more thinking out loud. Ty for your support gs, idk if you realise but you're the only guy who can see the forum besides me. anyway I didn't mention in the last post that the amount of resources that you can accumulate can be upgraded by building warehouses. It's important to be able to accumulate resources so that techs can be researched. To augment horse production you build stables and to augment manpower production you build town centres. Houses also provide a very small trickle of manpower so as to not penalise a player who has lost his TC but isn't quite out of the game yet. Techs can help TCs and stables produces manpower and horses even more. These are important techs so they require experience. Experience, as in Aoe3, is produced by gathering resources, building shit, training shit and killing shit. I kind of like how the experience numbers go up during fights, let's you know if you're losing or winning. I also wonder whether or not TCs and stables should drain food or not. An idea I was toying with while in the bathroom was requiring a university or some sort of building of intellect to do two things. First, generate experience so as to help with big techs and second, be a building where you actually research important shit. I don't think there should be ageing like in AoE, but there needs to be some sort of tier of techs like in the aoe series. Perhaps universities can drain coin. As for coin production, I think I've figured it out though be careful this is a big idea and it's quite complicated (maybe too much for an RTS? depends). The idea of all of the following is to really force players to go for map control and reap the benefits of it, turtling just sucks. First off, have farm fields be built only within the radius of a town centre. You can build an unlimited amount but they HAVE to be within a certain distance of a town centre. The same goes for markets, but you can only build one market per TC. To generate coin you need to have merchants on a trade route between two markets (which implies you need at least two TCs). That means you NEED a second TC before you can start using merchants and you must rely on mines or whales before that time (whales rock actually so they're staying in the game imo)(btw I also plan to add something to naval fighting because naval fighting keeps sucking imo). Now a second idea that came up in my mind was to have farm fields gather rate be directly affected by the terrain under them. Yes, I'm talking about different terrain types. Nothing complicated, just three different types: fertile, normal and dry. Now this makes things complicated (maybe interesting) for how a player is going to play with different terrain types. Imagine that both players start out on fertile terrain (so that the first base doesn't suck later on). So, the entire map is covered with terrain of normal fertility BUT there are patches of both fertile and dry terrain. You want to build your next TCs where the fertile terrain is and avoid dry/normal terrain. That means you'll have to have maps that are "relatively" large so as to have enough enough good patches of fertile terrain. And this means that players will be forced to think of building a bit away from their base and think about how they're going to defend both bases and their merchant route (sort of like AoC and starcraft I suppose). Of course if we're going to have that sort of stuff then snare has absolutely no place in the game. I think it could be a good idea to have a special unit, made from a villager or maybe a TC, that can turn dry terrain to normal and normal to fertile (at a certain cost of course). That would probably more viable late game when you have more resources and the space you have to deal with becomes more important. All of this is semi-complicated I think. I suppose a player would have to scout the map for fertile patches (not too hard), building their TCs at the optimal spot (not too hard either), thinking about where his opponent is going to build their TC, etc. All in all doesn't look too complicated but it's something to consider as the aggressive, expansive player will be rewarded with MOAR FOOD. Oh yeah trading on the water should be possible as well. Anyway now to the buildings, I think I've outlined how the basic economic system works well enough. I guess I'll just make a list of nice buildings and say what they do. Before I make this list I'm wondering if RI should work like in AoC or in Aoe3. RI in AoC have a ranged counter (skirmishers own archers) but in Aoe3 RI don't have a ranged counter except cannons (which should be dealt with at a later stage imo) and more RI. Anyway. -TC: provides manpower trickle, pop space and some important techs, trains villagers -Houses: provides small manpower trickle, pop space -Warehouse: increase of the amount of resources you can accumulate (important for late game when techs become more expensive) -Horse pen: provides horses trickle. limit to the amount of stables you can produce. increase limit with (important) tech. requires warehouse to be built (maybe huns or some horse civ can get bonuses here :D) -University: important techs. experience trickle. -Market: eco techs (like aoe3). train merchants. trains settlers. pretty important building really -Port: fishing boats, trade boats, warships -Temple: priests (with wololo AND efficient healing that's worth using in game), some tech (idk wat) -Barracks: to train infantry (both RI and melee atm). veteran techs and shit -Stables: to train cavalry (both RC and melee atm). trains scouts. veteran techs and shit - -Siege workshop: siege engines and their tech -Armoury: attack, hp, range, resistance techs -Military academy: unique unit techs, important military techs -Watch Tower: LOS/map control building (poor attack so as to nerf turtle fags) -Outpost: upgraded from watch tower, it retains the LOS but in can now garrison 20 villagers or merchants (safe from raiding). you have to have a watch tower and transform it into an outpost -Wooden palisade: weak wooden wall NB: Buildings shouldn't be OP but they should still be good defensive structures. I was going to put just a castle as a building like in AoC but I thought of something better. We have two more structures instead of a castle: -Keep: trains generals and spies, requires curtain wall. -Curtain wall: stronger, more expensive stone wall. The keep is where all the strong shit of the castle is and a curtain wall is good for protecting a town. this is all of course relatively expensive and isn't available early game. it's a strong defensive thinger. now arises the problem of this not being too OP from mid to late game. the thing is that keeps and curtain walls don't have an attack by themselves. but you can garrison ranged infantry units in them. there is a limit of course. a keep with 10 archers in it will shoot 10 arrows at a given rate. the arrows will do a fixed amount of damage independent of how strong the archers are. a curtain wall can also garrison RI, but less (say 2 or 3 instead of 5). this idea is a bit insane and perhaps OP (depends on how good siege is) but the idea is that if you're going to turtle then you're going to have to give up map control and take units away from your mobile army. would be subjected to testing I suppose.. if it's bad then go back to classic aoc castles. Also, to have LOS, watch towers and outposts require an infantry unit in them. they get a (small) ranged attack if it's RI. that should do it for now. i'll get to units and micro later. i wonder if the eco system as it is now is too complicated or not. looks OK tbh. |
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Black tulip Tribute to the the greatest of the great. | |
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| Incog | Jul 22 2011, 10:40 AM Post #4 |
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CHEERIO!
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lol big post decided to move this here for your thoughts. not that I think i'll be hearing much. i had my own little private section to write random shit, best not keep it to myself tho Edited by Incog, Jul 31 2011, 01:08 PM.
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Black tulip Tribute to the the greatest of the great. | |
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| The_Fry_Cook_of_Doom | Aug 2 2011, 06:34 AM Post #5 |
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:OOOOOOOOOOOOMAAANN
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Microsoft, hire this man. |
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| Big Richard | Aug 2 2011, 06:56 AM Post #6 |
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Gay People Read This.
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I read the first post (thought it would be too much macro to handle late game when you're also going to be focusing on micro and such) but the second post was enormous and I didn't have the patience to read it sorry |
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| Incog | Aug 2 2011, 08:03 AM Post #7 |
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CHEERIO!
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lol thanks ultra ^^ nah don't think it would be too complicated. even if it is, np |
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Black tulip Tribute to the the greatest of the great. | |
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| DragonLegend | Aug 2 2011, 08:08 AM Post #8 |
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Field Marshal
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I too only read the first post, but I'm afraid most/all those ideas aren't new. |
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| Incog | Aug 2 2011, 09:01 AM Post #9 |
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CHEERIO!
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Ofc they're not new.
The whole point is to take all the good RTS ideas I've seen in those games and try to put them together into one game. When I'm super bored again I'll write about how military works but it's pretty straightforward. |
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Black tulip Tribute to the the greatest of the great. | |
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| The_Fry_Cook_of_Doom | Aug 2 2011, 04:21 PM Post #10 |
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:OOOOOOOOOOOOMAAANN
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Your military should consist of rocks, papers and scissors, with some abstract objects introduced to tip the scales a little. |
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| gs | Aug 10 2011, 03:55 AM Post #11 |
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Slow down
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if it's too much to handle that just makes it better because you have to be fast and selective of your actions, makes it more skill based unless it's really too complicated which it doesn't sound like
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4:39 PM Jul 13