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Offline Mack the Blacksmith

RTSWO Ideas
« on: June 05, 2009, 06:05:40 pm »
Okay, so I popped in, I like it (seem's like the same mapgen used in RPGWO)



Anyway, I like how it's set up.



Suggestions, in bullet form <3 Zod.

  • Ability to build structures, such as unit producing factories and the ilk, that can only be built on flat ground
  • Boats, we must be on them.
  • This is kind of crazy, and hasn't really been used in an RTS. But, how about certain units that have the ability to dig underground, and either pass under enemies undetected and pop up for a flank whenever the main force is attacking, or as ambushes.
  • Missles and such. And by missles I mean warheads. They should take very long to develop and do moderate damage to an area. Maybe like it kills anything withing 7 units of hitting, does 90% damage to everything 8-13, and 50% for everything 14-20. Maybe different warheads too
  • A structure, to research and produce biological weapons and upgrades for your units.  Such as, an upgrade will use up X Resource, Y Resource, and Z Time to produce say... Faster Motabalism, All infantry gain a 5% speed bonus. Something like that. And for the weapons, you can get REALLY creative. Like rats that explode and possibly infect humans with a disease when they come into contact with humans, and it's a sexually linked trait. So you have rats that explode and they reproduce.
  • Alliances, like guilds or clans.
  • Reinforcements. It would be wonderful if you could put a fraction of your army into "Alliance Reserves" And if you were offline, and an ally got attacked. He could call for reinforcements and your reserves would go and be put under his control. It should take time for them to get there.
Anyway, thanks for reading my ideas. Some are good, some arn't. W/e



Oh, 1 more

  • Make it work on circa 1998 machines...
[ Specified attachment is not available ]



And nothing is even going on

« Last Edit: June 05, 2009, 06:15:24 pm by Mack the Blacksmith »


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Offline The Muffin Man

RTSWO Ideas
« Reply #1 on: June 05, 2009, 06:46:58 pm »
...wut?

Offline Mack the Blacksmith

RTSWO Ideas
« Reply #2 on: June 05, 2009, 06:53:56 pm »
What do you mean "wut" Jesus, they are ideas for RTSWO. I can't really put it any simpler.


[!--quoteo(post=0:date=:name=Chronolink on Vent)--][div class='quotetop']QUOTE (Chronolink on Vent)[div class='quotemain'][!--quotec--]Calling people hawks now? Jeez, going too far.[/quote]
 

Offline Hephestus

RTSWO Ideas
« Reply #3 on: June 06, 2009, 12:48:45 pm »
mack the warheads should MIRV

http://en.wikipedia.org/wiki/MIRV

Epic Pwnage


Example:

Soldier: General Poonany! They launched a nuke!
Poonany: So? It will destroy only one target.
The payload wont be too big, they are the good guys after all.
Soldier: Whew, hope it wasn't important.
Poonany: We can rebuild.
**Missile reaches seperation stage**
Soldier: That does not look like a normal Nuke!
Poonany: Will you look at tha---
KABOOOOOOOOOOOM!!! *6 small nukes level the entire entire enemy command center*
« Last Edit: June 06, 2009, 12:49:13 pm by Hephestus »

Offline Mack the Blacksmith

RTSWO Ideas
« Reply #4 on: June 06, 2009, 01:00:55 pm »
Upgradable warheads  GG man.


[!--quoteo(post=0:date=:name=Chronolink on Vent)--][div class='quotetop']QUOTE (Chronolink on Vent)[div class='quotemain'][!--quotec--]Calling people hawks now? Jeez, going too far.[/quote]
 

Offline Rokhan

RTSWO Ideas
« Reply #5 on: June 06, 2009, 03:30:35 pm »
Yeah and add Clay Bombs. Ya know... Stronger then nukes
DarkTemplar, Level 28 Sword -Liberty  
Rokhan, Level 30 Mace - 1st Steeltide  
DemonHunter, Level 32 Mage - 2nd Phobos  
Rokhan II, Level 20 Thrower - 2nd Steeltide  
Furion, Level 30 Mage - Xerxes  
Rokhan, Level 33 Mace - Ataxia  
Marksman Rokhan, Level 35 Xbow - Ataxia  
Script Rokhan, Level 22 Bow - Chaos    
Rokhan, Level 42 Thrower - Kirin    
Rhasta, Level 24 - Horizon

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Offline Pirate Wings

RTSWO Ideas
« Reply #6 on: June 06, 2009, 06:35:08 pm »
Just make it like EVONY except a futuristic type game and make it the real type of RTS not the fake type where you have to wait days for something to happen. Just type rts strategy online for some general ideas then do that as well as throw in some of your own = what every other game out there does. Once the game gets made more, might see if we can get 1000+ people playing. And for RPGWO standards that would be cool.
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Offline Mack the Blacksmith

RTSWO Ideas
« Reply #7 on: June 07, 2009, 02:07:18 am »
Quote from: Rokhan
Yeah and add Clay Bombs. Ya know... Stronger then nukes

Genius.


[!--quoteo(post=0:date=:name=Chronolink on Vent)--][div class='quotetop']QUOTE (Chronolink on Vent)[div class='quotemain'][!--quotec--]Calling people hawks now? Jeez, going too far.[/quote]
 

Offline Hephestus

RTSWO Ideas
« Reply #8 on: June 07, 2009, 02:13:40 am »
Neutron Bombs ftw. also space based lasers like the Ion Cannon from C&C 3, not the crappy little one line beam from the first game.

Offline Pirate Wings

RTSWO Ideas
« Reply #9 on: June 07, 2009, 02:55:15 am »
That clay idea reminds me of stealing creation mini game in runescape
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Offline Mack the Blacksmith

RTSWO Ideas
« Reply #10 on: June 07, 2009, 03:11:24 am »
somone said something about it in another topic, and yeah, now that I think of it, it does seem very similar. Maybe it was something subconsious.


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Offline Pepin

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RTSWO Ideas
« Reply #11 on: June 08, 2009, 05:24:13 pm »
The only words i read in this topic is....


fail
#

Offline Mickey Kudlo

RTSWO Ideas
« Reply #12 on: June 09, 2009, 01:17:59 pm »
Quote from: Mack the Blacksmith
Okay, so I popped in, I like it (seem's like the same mapgen used in RPGWO)



Anyway, I like how it's set up.



Suggestions, in bullet form <3 Zod.

  • Ability to build structures, such as unit producing factories and the ilk, that can only be built on flat ground
  • Boats, we must be on them.
  • This is kind of crazy, and hasn't really been used in an RTS. But, how about certain units that have the ability to dig underground, and either pass under enemies undetected and pop up for a flank whenever the main force is attacking, or as ambushes.
  • Missles and such. And by missles I mean warheads. They should take very long to develop and do moderate damage to an area. Maybe like it kills anything withing 7 units of hitting, does 90% damage to everything 8-13, and 50% for everything 14-20. Maybe different warheads too
  • A structure, to research and produce biological weapons and upgrades for your units.  Such as, an upgrade will use up X Resource, Y Resource, and Z Time to produce say... Faster Motabalism, All infantry gain a 5% speed bonus. Something like that. And for the weapons, you can get REALLY creative. Like rats that explode and possibly infect humans with a disease when they come into contact with humans, and it's a sexually linked trait. So you have rats that explode and they reproduce.
  • Alliances, like guilds or clans.
  • Reinforcements. It would be wonderful if you could put a fraction of your army into "Alliance Reserves" And if you were offline, and an ally got attacked. He could call for reinforcements and your reserves would go and be put under his control. It should take time for them to get there.
Anyway, thanks for reading my ideas. Some are good, some arn't. W/e



Oh, 1 more

  • Make it work on circa 1998 machines...
(Attachment Link)



And nothing is even going on

All sounds like standard RTS stuff I want to implement.
The under ground idea is cool. Like the worms in Dune.
Upgrades to machines and bio are all planned plus research.
Not sure how alliances would work and resource/assest sharing. I can see their be different levels of trust and maybe setting certain units as shared, etc.
Cruise missles would be a unit you move around normally, then to attack you ram it and it explodes or you detonate it nearby for area effect damage.

I have an old laptop that is 800mhz and 256meg that is pretty much my minimum requirements that I am shooting for.

Quote from: Hephestus
mack the warheads should MIRV

http://en.wikipedia.org/wiki/MIRV

Epic Pwnage


Example:

Soldier: General Poonany! They launched a nuke!
Poonany: So? It will destroy only one target.
The payload wont be too big, they are the good guys after all.
Soldier: Whew, hope it wasn't important.
Poonany: We can rebuild.
**Missile reaches seperation stage**
Soldier: That does not look like a normal Nuke!
Poonany: Will you look at tha---
KABOOOOOOOOOOOM!!! *6 small nukes level the entire entire enemy command center*

MIRV sounds cool. Also for deployment of mines like from artillery and such.
Not sure about nukes unless they are low yield. Although they would be hard to get. Already researched it for things like depleted uranium armor/ammo.


Quote from: Rokhan
Yeah and add Clay Bombs. Ya know... Stronger then nukes

Um, help me out here.... What color clay?

Quote from: Pirate Wings
Just make it like EVONY except a futuristic type game and make it the real type of RTS not the fake type where you have to wait days for something to happen. Just type rts strategy online for some general ideas then do that as well as throw in some of your own = what every other game out there does. Once the game gets made more, might see if we can get 1000+ people playing. And for RPGWO standards that would be cool.

It will be like a normal RTS and action will happen in real time. No turn based stuff. Still don't know how it will work out being persistent online.
People who want the action can camp out near alien towns to raid each time they login. Others could make a base/camp on a deserted planet and just harvest resources or run a tourist location. Um, how do you run a tourist location? You build a hotel, maybe an attraction, supporting buildings like power and water and food, plus a space port. Then you make sure everything works/runs and is supplied like you don't want your water treatment plant breaking, etc.
You may have conquered my worlds, but I destroyed them!

Offline Pirate Wings

RTSWO Ideas
« Reply #13 on: June 09, 2009, 08:02:41 pm »
Just had a massive idea, probly not so big but here goes. To mine for stuff, miners need food. Iron mine with some lazer stuff or w/e or an SCV type unit. Say iron miners like to eat pig meat just for example. Well to do that you need to get food for the pig farm. That will require grain and water. Build water works for water and grow grain farm for grain. Which 1 water and 1 grain is enough to feed 1 pig for 1 day. Then a slaughter house to change the pig into meat. All of those buildings requiring tools which can be made from a tool manufacturing building. Farmer scyth, slaughterhouse knife, waterworks bucket. Tool parts can be got from mining iron or chopping wood. Buildings made from stone and wood or whatever. Not to mention cutting trees. Oh, to get residence you could build some houses and then to make those residents workers just set up a job that needs to be done and they grab a tool and get to it. Workers pay taxes which gives you gold which you can use to buy troops with. Just thinking would be good to get alot of stuff set up and do and viable options of peaceful expansion as an alternative as oposed to just build a couple buildings and get the military up and fight. Just one example of what one process which could be considered. Oh and oil and uraniam too for the fun stuff (electricity and nukes)
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Offline Mack the Blacksmith

RTSWO Ideas
« Reply #14 on: June 10, 2009, 05:18:46 am »
Maybe make it so you need 2-3 grain thingies to support 1 pig farm?

sounds goodish


[!--quoteo(post=0:date=:name=Chronolink on Vent)--][div class='quotetop']QUOTE (Chronolink on Vent)[div class='quotemain'][!--quotec--]Calling people hawks now? Jeez, going too far.[/quote]
 

Offline Nick Blaze

RTSWO Ideas
« Reply #15 on: June 10, 2009, 11:00:28 am »
I study military strategy, specifically ancient Chinese, Japanese, Russian, Egyptian, and Roman.  If anybody would like to know my expertise on strategies or units based off of any soliders in the above list, ask me and I'll be happy to help.
"A martial artist's fist is his soul and his technique his personality."

Offline Mickey Kudlo

RTSWO Ideas
« Reply #16 on: June 10, 2009, 12:20:50 pm »
Quote from: Pirate Wings
Just had a massive idea, probly not so big but here goes. To mine for stuff, miners need food. Iron mine with some lazer stuff or w/e or an SCV type unit. Say iron miners like to eat pig meat just for example. Well to do that you need to get food for the pig farm. That will require grain and water. Build water works for water and grow grain farm for grain. Which 1 water and 1 grain is enough to feed 1 pig for 1 day. Then a slaughter house to change the pig into meat. All of those buildings requiring tools which can be made from a tool manufacturing building. Farmer scyth, slaughterhouse knife, waterworks bucket. Tool parts can be got from mining iron or chopping wood. Buildings made from stone and wood or whatever. Not to mention cutting trees. Oh, to get residence you could build some houses and then to make those residents workers just set up a job that needs to be done and they grab a tool and get to it. Workers pay taxes which gives you gold which you can use to buy troops with. Just thinking would be good to get alot of stuff set up and do and viable options of peaceful expansion as an alternative as oposed to just build a couple buildings and get the military up and fight. Just one example of what one process which could be considered. Oh and oil and uraniam too for the fun stuff (electricity and nukes)

I think the game Serf City was like that where it has basically an assembly line of buildings. The idea is good but not entirely applicable to a modern/future theme. For the most part, you will be paying employees with money/credits not with resources like food and gold. I want to avoid individual tool items as well cuz I don't want things to get too detailed on the lower end. I want the scale to be up a notch from RPGWO. Or maybe it will be like that, not sure yet.

Quote from: Nick Blaze
I study military strategy, specifically ancient Chinese, Japanese, Russian, Egyptian, and Roman.  If anybody would like to know my expertise on strategies or units based off of any soliders in the above list, ask me and I'll be happy to help.

A future/modern theme won't need it but I am sure we'll do low tech/fantasy/medieval themes at some point. But, alien planets you visit could have just about any tech level so I guess it could be useful.
You may have conquered my worlds, but I destroyed them!

Offline Rokhan

RTSWO Ideas
« Reply #17 on: June 10, 2009, 03:39:56 pm »
Sounds like RTSWO is a Starcraft rip off lol.

Best of luck with it Mickey, I might check it out after exams
DarkTemplar, Level 28 Sword -Liberty  
Rokhan, Level 30 Mace - 1st Steeltide  
DemonHunter, Level 32 Mage - 2nd Phobos  
Rokhan II, Level 20 Thrower - 2nd Steeltide  
Furion, Level 30 Mage - Xerxes  
Rokhan, Level 33 Mace - Ataxia  
Marksman Rokhan, Level 35 Xbow - Ataxia  
Script Rokhan, Level 22 Bow - Chaos    
Rokhan, Level 42 Thrower - Kirin    
Rhasta, Level 24 - Horizon

My joker trumps your ace
♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠

Offline Nick Blaze

RTSWO Ideas
« Reply #18 on: June 10, 2009, 04:22:28 pm »
Quote from: Mickey Kudlo
A future/modern theme won't need it but I am sure we'll do low tech/fantasy/medieval themes at some point. But, alien planets you visit could have just about any tech level so I guess it could be useful.

Perhaps not, but I could probably extend my knowledge of ancient strategy to modern.  It is such a big step, though.  Practically only ranged weapons, no melee, and thus the skills of the soldier changes drastically.  Endurance is needed more than strength, speed, and agility.  Unlike swords and spears, and even arrows, bullets cannot be dodged save through luck.  Height plays less of a factor because lasers, as I assume are in the game, do not lose power based on momentum loss, just height.  While range increases, power does not.

"In general, hills and defiles gain the importance of cities.  Cities the importance of castles.  And castles the importance of Heaven," me.  But of course, none of that truly matters unless the general himself is a talented one.  Being a good general is difficult, because it requires strong rewards and punishments, established after you prove your awesomeness (so the troops look up to you), as well as the ability to judge people perfectly.

War is less about fighting than it is about manipulating personalities.  A simple ambush can be pulled off if the enemy general is easily angered.  Set up the ambush, send out a bait party of crack troops and have them insult the leader until he attacks, the have them retreat slowly (with skirmishes here and there) to the ambush point.  Perhaps the enemy is too timid, then manipulating him can be as simple as banging the war drums every hour or so around his camp during the night.  Then after many days of this, he'll get cocky at the ruse; attack when his troops get slack.  Have ambushes set up on the easy roads to catch him.  Or perhaps the fault lies with you, as general, or that your troops are slack.  Then the best place to fight is with your back to the river, surrounded on all sides.  Each soldier will fight harder than ever, and if you guide them through the weakest point of the enemy army, you will survive.  "If a soldier fights to live, he will die.  If a soldier fights to die, he will live."

There are, of course, thousands of basic pointers, but it all begins with a good general.  He must inspire the troops, the troops must think of him as a father, easy supply train, good weapons and armor, constant training in formations (formations themelves are more important than the quality of the weapons, not to mention) as well as combat, squads made in teams of 5, and the like all make a good general.

The most basics of the basics, which are almost NEVER implemented in strategy games, are these:  fight with the sun to your back; fight small skirmishes with less troops against larger numbers; unorthodox and orthodox troops, and some others.  Obviously, if the enemy can barely see you, the advantage is yours.  If you're on a hill, the extra momentum is deadly (this is usually implemented, though).  Small skirmishes whittle down larger numbers (think guerilla).  Orthodox troops are those who fight "by the books" and charge the enemy from the front.  Unorthodox are the special units in tactics, such as those who flank, burn out the supplies, burn the enemy flag from the top of their castle and fly yours, those who tunnel underground, and tactics like that.  Being able to assign a unit to be "orthodox" should grant them front v. front advantages.  The drums in ancient war determined marching speed.  Two strides for every beat was common.  However, unorthodox troops would have different orders for them.  One stride forward, then two strides to the left, or triple pace, or on the roll, they drop their weapons and flee.

...sorry for rambling.  Anyway, ::disappears::
"A martial artist's fist is his soul and his technique his personality."

Offline Pirate Wings

RTSWO Ideas
« Reply #19 on: June 10, 2009, 11:01:48 pm »
Windows doesn't allow me to open it, it wants to send an error report to bill gates to fix it (my windows not the game)

Oh, I just looked up serf city. Looks a bit crusty. Might see if I can fine a dos box to run it on so I can see what it like.

Quote from: Pirate Wings
Windows doesn't allow me to open it, it wants to send an error report to bill gates to fix it (my windows not the game)

Oh, I just looked up serf city. Looks a bit crusty. Might see if I can fine a dos box to run it on so I can see what it like.

Ok, after playing to for a bit: Seems pretty cool when you get past the wolf graphics. Wonder where I was when this game came out, seem like it would have been pretty good in the day. Still figuring out which buildings does what since there seems to be a lack of labeling. But yeah, that basicly what what I was thinking. Micromanagement being equaly important as macromanagement. Watching the little dudes pop out the castle and building up stuff heh. Just have to figure out how to make the birds not constanly go chirp chirp chirp as it does like 1000X per second. More annoying than crickets. But the little dudes (serfs) seem to go in slow motion. That through windows. Might search for a dosbox and hope it fixes that lol.
« Last Edit: June 10, 2009, 11:05:03 pm by Pirate Wings »
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