What I have always wanted to do in a real time strategy game is to design my own troops; visuals, stats, everything.
(Galactic Civilizations II comes to mind, but it is a turn based game)
Essentially, I want to pit Star Wars vs. Star trek, or Lord of the Rings vs. Civil war troops, or Aliens vs. Predator vs. Marines.
Them I want to face my personal troops with other people's custom troops, but I still want a balanced game based on tactics and skill.
I propose a system where players can spend points to buy health, or damage per second, or speed. The number of points they spend determine the resource cost of the unit in-game.
I have a few ideas on how to economically balance a lot of typical RTS stats. Any ideas on additional stats to add or how to balance them or how to collect resources would be great. What would help me out the most is for you all to tell me what person/unit/creature/hero you would like to create in a RTS so I could integrate that idea into the game.
I learned that if there’s a loophole, someone’s going to drive a truck through it, and the people in the truck will get paid better than the people under it. –Scott Adams
Have you heard of Civilization? It sounds a lot like the game you are describing.
Yes, I have played those games. However, they are turn based games with a limited selection of troops (outside of modding). I aim to have customizable armies in a real time strategy game.
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I learned that if there’s a loophole, someone’s going to drive a truck through it, and the people in the truck will get paid better than the people under it. –Scott Adams
I was working on a (turn based) strategy game which would allow you to edit units/buildings/everything, but I stopped cause I was busy with other stuff.
The problem you'll have is that you can't just 'make another unit'. There's always other things that have to be created to go along with that unit. What sprites/models will it use? What sounds does it make when it does something? What weapon(s) does it have? What sound will the weapon(s) make when they fire? What upgrades does it have, and where are they researched/developed?
Edit: I'm glad you left out the 'Look at me! I'm making a game!' part... I would've gone on another rant about that. :laugh.gif:
I was working on a (turn based) strategy game which would allow you to edit units/buildings/everything, but I stopped cause I was busy with other stuff.
The problem you'll have is that you can't just 'make another unit'. There's always other things that have to be created to go along with that unit. What sprites/models will it use? What sounds does it make when it does something? What weapon(s) does it have? What sound will the weapon(s) make when they fire? What upgrades does it have, and where are they researched/developed?
Edit: I'm glad you left out the 'Look at me! I'm making a game!' part... I would've gone on another rant about that. :laugh.gif:
Hmmm… That looks like a interesting game. I will have to try it at some point. My main issue with that game is that, while customizable, I want to be able to choose the exact health and armor and attack values of the units. I don’t want to work with prefigured stats that encourage one direction of game play (towards higher cost, but more cost efficient, weapons/bodies). I want a swarm of low cost units to be equally effective as a small squad of high cost units (of course I would like tactical considerations to swing people in one direction or another, swarm is vulnerable to AOE, squad is vulnerable to focus fire and cannot cover as large of an area).
For the 'make another unit' problem, I was thinking a Spore-like creature creator could be used to visually design a unit.
Then there could be a large sound bank and people could drag sounds into different categories, such as Sound A for movement, sound B for weapon A, sound C for death, etc.
The weapons would be a part of the visual creator, and visual effects to occur on attack could be dragged and dropped on the visual design of the unit.
As far as upgrades go, you could click on a unit, click a + button to add attack strength at the cost of resources, and have a builder unit nearby to install the upgrade (or give the initial unit some builder capibilities). (This is to avoid the problem where a finite cost upgrade can add an infinite extra amount of attack power, in theory, because the upgrade does not increase the cost of each new unit or existing unit).
I learned that if there’s a loophole, someone’s going to drive a truck through it, and the people in the truck will get paid better than the people under it. –Scott Adams
other then cosmetic choices there isn't much too Spore's combat either it be creature, world, space stage. So a "spore like RTS" will need MUCH more depth to even scracth what the OP even describes
Mount and blade. its basicly what you want... Your one person (with skills and shiz) and you goto towns and buy peasants, get peasants exp, fight other lords in real time.
from what it seams YOU WILL LOVE IT.
i might post some pics in a sec.
(Galactic Civilizations II comes to mind, but it is a turn based game)
Essentially, I want to pit Star Wars vs. Star trek, or Lord of the Rings vs. Civil war troops, or Aliens vs. Predator vs. Marines.
Them I want to face my personal troops with other people's custom troops, but I still want a balanced game based on tactics and skill.
I propose a system where players can spend points to buy health, or damage per second, or speed. The number of points they spend determine the resource cost of the unit in-game.
I have a few ideas on how to economically balance a lot of typical RTS stats. Any ideas on additional stats to add or how to balance them or how to collect resources would be great. What would help me out the most is for you all to tell me what person/unit/creature/hero you would like to create in a RTS so I could integrate that idea into the game.
I learned that if there’s a loophole, someone’s going to drive a truck through it, and the people in the truck will get paid better than the people under it. –Scott Adams
Yes, I have played those games. However, they are turn based games with a limited selection of troops (outside of modding). I aim to have customizable armies in a real time strategy game.
I learned that if there’s a loophole, someone’s going to drive a truck through it, and the people in the truck will get paid better than the people under it. –Scott Adams
I was working on a (turn based) strategy game which would allow you to edit units/buildings/everything, but I stopped cause I was busy with other stuff.
The problem you'll have is that you can't just 'make another unit'. There's always other things that have to be created to go along with that unit. What sprites/models will it use? What sounds does it make when it does something? What weapon(s) does it have? What sound will the weapon(s) make when they fire? What upgrades does it have, and where are they researched/developed?
Edit: I'm glad you left out the 'Look at me! I'm making a game!' part... I would've gone on another rant about that. :laugh.gif:
Hmmm… That looks like a interesting game. I will have to try it at some point. My main issue with that game is that, while customizable, I want to be able to choose the exact health and armor and attack values of the units. I don’t want to work with prefigured stats that encourage one direction of game play (towards higher cost, but more cost efficient, weapons/bodies). I want a swarm of low cost units to be equally effective as a small squad of high cost units (of course I would like tactical considerations to swing people in one direction or another, swarm is vulnerable to AOE, squad is vulnerable to focus fire and cannot cover as large of an area).
For the 'make another unit' problem, I was thinking a Spore-like creature creator could be used to visually design a unit.
Then there could be a large sound bank and people could drag sounds into different categories, such as Sound A for movement, sound B for weapon A, sound C for death, etc.
The weapons would be a part of the visual creator, and visual effects to occur on attack could be dragged and dropped on the visual design of the unit.
As far as upgrades go, you could click on a unit, click a + button to add attack strength at the cost of resources, and have a builder unit nearby to install the upgrade (or give the initial unit some builder capibilities). (This is to avoid the problem where a finite cost upgrade can add an infinite extra amount of attack power, in theory, because the upgrade does not increase the cost of each new unit or existing unit).
I learned that if there’s a loophole, someone’s going to drive a truck through it, and the people in the truck will get paid better than the people under it. –Scott Adams
other then cosmetic choices there isn't much too Spore's combat either it be creature, world, space stage. So a "spore like RTS" will need MUCH more depth to even scracth what the OP even describes
Mount and blade. its basicly what you want... Your one person (with skills and shiz) and you goto towns and buy peasants, get peasants exp, fight other lords in real time.
from what it seams YOU WILL LOVE IT.
i might post some pics in a sec.
It's pics not dics