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Any one familiar with the game? Interested in sharing experiences? Even if you think it sucks. I am all ears I for one, am enjoying it right now. Unlike PvZ2, I will stop with the game when it gets too much pay to win for my taste. Other than that, it too has a good single player game. But also upgrades for units like in C&C Rivals. At first meaningless, but if you encounter someone without upgrades. Let's just say that RPS doesn't matter much at that point too. The big difference between Rivals and AoW3? AoW3 is a real RTS game. They still force you a bit to play a bit online. But the first few are obviously AI that you play against. You can still go back to the single player campaing whenever you like. Gaining money and gold by grinding. Eventually, you should be able to get all upgrades and missions. I have yet to test this though. Another big plus is that it doesn't whine about you playing the game. Also, commercials are a choice. Not a forced upon thy.
Greetings to all. I am developer of RTS inspired by Dune RTS series: Land of Sand. I believe my project may be of interest to this forum's audience since it's essentially an attemp to make something along the lines of Dune 2000 and Emperor. Maybe some of you would give me new ideas, suggestions and critics. Brief description of my project: It's going to be RTS with metastrategic layer: global map devided into regions, which player defends or conquers during Dune like RTS missions. In between missions player chooses what region to attack, invests resources in capital base development and researching technologies, gathers intelligence on enemy regions, sends agents to sabotage enemy efforts, negotiates with secondary factions. Capital base progress and global situation influences player capabilities during missions: how much supplies and reinforcements can be supplied, what units and buildings are available, secondary factions acting as allies, neutrals or enemies. For obvious reasons the game will not use Dune universe, but there will be something similar: three factions fighting for control over a desert planet with forth faction manipulating them and stepping out of shadows in the endgame. I haven't yet decided on details of the setting including what is going to play the role of valuable resource (spice), and what's going to play the role of dangerous local fauna (sandworms). Project site: LandOfSand.net Steam group: land-of-sand
I got some ideas for an RTS game and decided to start learning how to make it... I know it will take a huge amount of time and probably won't be any good, but i'm ok with that. The only real problem, aside from resources, is its lack of originality. During design process , I noticed many similarities with existing games, mostly Starcraft and C&C. I tried to avoid them and here's what i came up with: (this is only a part of an excel sheet where I wrote stuff that comes to my mind, i'm currently on android so i cant copy all of that) capturing neutral facilities grants resources, energy, radar access, turret access or unique powerful units (or improved standard units) captured facilities can be recaptured by the enemy so they need to be guarded buildings require addons and/or support structures to train advanced units (classic tech tree) buildings construct and repair without workers base centers are portable, but extremely slow an risky to move repair/healing centers for vehicles and aircraft/infantry resources are collected from upgradeable "refineries" or mines built on top of them, workers are assigned to carry them to resource depositories resources in form of mineral patches with 1 or more mineral types (minerals must be concepted in a way that each race can make use of them) resources in form of pools of (not necessarily) green fluid destroying a resource facility takes away all resources that were inside and "spills" them so they must be recollected, and saved from enemy ground, air and possibly naval warfare buildings are first constructed then placed on map, all needed resources taken immediately (when construction starts), same goes for units buildings that are not needed anymore can be recycled turrets, specific support buildings and using superweapons require power turrets can be upgraded with addons that affect damage and firerate, addons require additional power addons remain after building is destroyed power is provided initially by base center, and later on by reactors which are separate buildings and by capturing support structures power provided at the beginning only allows basic defense buidings are constructed at the base center and additional construction yards which allow constructing multiple buildings at the same time there are reactors of higher tech level which are more expensive but produce more power, lower tech level reactors can be leveled up at smaller cost there are variations of resources which are rare but more valuable, they differ in colour spilt resources can only be recollected by placing multifunctional extractors as they are mixed when depository is destroyed (not sure about this) infantry upgrade facility has infantry heal addon, same for vehicles, but aircraft are repaired at addon to their production facility first decide how units will be upgraded in multifunctional extractor player chooses to focus on one resource type resources are sometimes found as primary mixed with secndary (crystals in a pool of fluid), they are collected by multifunctional extractors which are bigger and more expensive turrets built on top of resource depositories are merged with them, meaning they cant be destroyed first resource depositories can be upgraded to support turret placement on top of them, increasing hit points significantly and providing additional protection base center trains miners and repair drones higher tech level multi purpose refineries allow simultaneous collection of both primary and secondary resources neutral facilties (line 1) include small, self-sufficient structures that slowly grant small amounts of resources repair drones are weak and unarmed (like miners), they speed up building, vehicle and aircraft repairs but slightly increase repair cost if unit repair station idea is implemented, repair drones could be assigned to work at them ***resources will always be transferred to base center when its not full (priority over depositories)*** workers can be transferred to other extractors ***forget bull...t fat above, all types of resources are mined by placing a refinery and assigning limited number of workers to them, they are constantly garrisoned, no refinery-base route*** ***when base can not hold additional resources depositories are built and player chooses which depository will be used by which refinery, they must not be at unreasonable distance*** ***passive collecting, discrete spending http://www.oxeyegames.com/rts-game-play-part-2-resource-systems/ (not sure about this) support building where repair drones can be assigned to speed up overall building repairs, optional, not primary purpose size and capacity of an extractor depends of fesource size and tech level extremely powerful "titan" units, huge, unique, expensive and slow to build, with unique abilities, constructed with a side building that garrisons drones to speed up construction titan units are visible to all players while being constructed mobile deployable turrets long battles (high hit points, low attack damage) Note: this is only a part of the concept, as I couldn't copy all of it. As you can see, the focus is placed less on collecting resources and more on construction, upgrading, battle and protecting collected resources. Many ideas here may sound stupid and/or unoriginal to you and that's perfectly fine. I actually wrote this in one night. Thank you for being patient enough for reading this huge post. Looking forward to your comments and suggestions.
So, after some searching for new ways of balancing. I discovered that reducing damage for injured units is a good possibility. So proves the adjustment of ROF or Cool down to be useful too. But now I wonder, how many games out there have reduction effects on injured units? A good example is Dune2. Where an unit that has 50% health, has a lower ROF or shoots only 1 projectile instead of 2. I noticed that in C&C Dawn, injured units start to move slower. This is done in a lot of games, very obvious in Warzone2100. However, I have not noticed reduction in the ROF in C&C Dawn. So, are there more examples out there with effects on injured units?