| 06-14-2006, 12:09 PM | #2 |
Well I think the first mistake ppl make when making these types of maps is: - They make the map 256x256? You end up the majority of the game simply searching for enemies. If you manage to destroy a base they can keep rebuilding/relocating and the game goes on forever/ - They make ships low cost and easy to build Therefore its possbile to have 100's of ships which is very difficult to control. Micro'ing becomes void and it just becomes wave vs wave, with whoever has the best upgrades & autocast spells. ------------ I can think of 3 potential map types that ppl are already familiar with: RPG - You get 1 ship, which you can constantly upgrade, with new weapons/armors/shields etc. Perhaps sell ship and buy better versions form time to time. AoS- Similiar to the RPG but toned down a bit (less complciated) All units would be spaceships meeting in lanes. Very similiar to the Battleships map Melee - (RTS) This is the one I'd personally like to see. How I would imagine it> - It will focus smaller forces that war3, having the maximum amount of units to say 10-20. - All units will be semi-heroes, capable of upgrading & improving. - There will be many resources spread about such as Nebula clouds, Blackholes, Quasars, Wormholes etc. - There will be alot more research/upgrades available. The game would evolve mostly around - raids / plundering - resource stations ------- Alot of skill would be invovled with micro and macro. Micro - Controlling the small forces of units: - energy - shields - phasers - cloaking - torpedos/missles - EMP/Shockwaves - self repairs - jammers/locking - launching fighters, & many other devices. You could also have a Salvage wreckage option, where each destroyed ship leaves a minor wreckage and can be gathered and reprocessed. Macro - Spreading your control over the multiple areas of map, all the resource stations, upgrading & researching whilst at the same time being in combat with your forces. Ships At the Start each player could begin with small ship types e.g. - Frigates - Interceptors - Shuttles Gradually, after setting up a few resource stations &/or researching you could build a few larger ships - Cruisers - Assultships Mid-Game, you can pump out a few larger ships - Battleships - Carriers Late-Game, finally you can begin the real fearful ships - Titans - Destroyers If would never up, excessive army sizes. It would still be kept small. You would need to plan and strategically think of creating optimum fleets. Such as: - 1 Destroyer/Titan combined with many Cruiser - anti frig type ships. Destroyers would have difficulties fighting many small frigates. - 5 Intercetpros / 5 assult ships, for fast raids, in and out. Could cripple players bases before they could retaliate. Bases Ships wouldnt be the only fighting force Bases could also have a few cool features - Defense Grids - Shield Grids - Defense Systems - Turrets/Missle Pods - Repair Bays etc. It would obviously get more interesting with: - Multiple "races" - Large Multipleyer games Oh yea - If you do start a project, Im in>> |
| 06-14-2006, 12:24 PM | #3 |
i would indeed like to see fulla's thing. Though it would also be hot to have an RPG where you can dock your ship and go into somekind of space-base to perchase upgrades, and have some walking gameplay bits as well... Meh. You definetly need multiple races, ofcourse. |
| 06-14-2006, 12:30 PM | #4 | |
Quote:
Yea, get into a brawl in the Space Pub ![]() |
| 06-14-2006, 12:33 PM | #5 |
Fulla: Some interesting points. I don't want to discuss ship types and weapons just yet though. What I'd like to pick up on is the gameplay ideas you mentioned. Resources - The problem with playing a real-time space ship map is how to weigh time and scale. Ship battles are taking place in real-time situations, and yet huge battleships are being constructed in such short amounts of time. Not very realistic, although realism isn't a major concern. I like the idea of modifying ships, but constructing ships is an awkward aspect to bring into the scope considering timescale. Scale is very important. From the engine point of view; large ships are unmanageable, as are large structures. I like the idea of customised frigates and escort ships in macro and micro skirmishes with enemy ships, and outposts. Terrain. Space is very empty, but empty maps make poor battle situations. The map would need to have a lot of features that affect logistics, battle tactics and territory control - asteroid fields, nebulae, etc. |
| 06-14-2006, 12:49 PM | #6 |
Maybe something along the lines of Imperium Galactica, where you can capture planets and then develop them, as well as building customised ships (items could manage this easily, with cannons/hulls/sensors/weapons, etc.)? |
| 06-14-2006, 01:06 PM | #7 |
That's a good idea for a large scale system, but when you're batch colonising planets and producing fleets of ships, surely customising individual ships becomes trivial? |
| 06-14-2006, 01:11 PM | #8 |
A few ideas: - Some form of rock scissor paper, so that instead of just mass producing the most powerful ships, the smaller vessels are required due to the weakness of capital ships in fighting smaller vessels, perhaps? Maybe limit what large guns can hit? This would also make individual capital ships important, but not all powerful. - Customisation doesn't have to be just for one ship. I'm sure you could design a system where by you could set a setup for, say, a Class One Battleship, and those ships would be built with that setup of equipment. |
| 06-14-2006, 01:28 PM | #9 |
Excellent ideas. The customisation could extend to racial design, such that you select from an extended list of features for your race with points before beginning play. Racial features affect your choices of ships, bonuses to units etc. My brother designed a footman wars with such a system, I'll have to dig that out. I like the simplistic foundation for strategy, something like: Fighters > Battleships > Frigates > Fighters. |
| 06-14-2006, 07:06 PM | #10 |
RPG would be interesting, there is already atleast a few space melees. |
| 06-14-2006, 07:35 PM | #11 | |
I don't think this should become an RPG. Spaceships leving up just wouldn't make any sense. Another thing is that RPGs usually get boring after playing them a few times (most get boring a lot sooner). Quote:
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| 06-14-2006, 07:42 PM | #12 | |
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There's no need to make sense. There are dozens of Space RPGs out there. I just thought it would be nice to have that type of map in Warcraft III too, but it was just my opinion. |
| 06-14-2006, 07:49 PM | #13 |
Have you ever played the game Escape Velocity Nova? Basically it's a space RPG where you have to jump from star system to star system in the midst of different factions that are continuously blowing each other away around you. Instead of leveling up, you buy better ships (and modifications for ships) as you progress through the game and your reputation with the various factions increases or decreases. http://www.ambrosiasw.com/games/evn/ I think this could be decently translated to Warcraft III with its own original touch. |
| 06-14-2006, 08:32 PM | #15 |
Well first remove the player limitation and make every player have 1 spaceship. So basicly 100 vs 100 ,.. this is more of a joke than a real suggestion.I can't say anything beyonde fulla, so, meh ![]() |
