"Slow and strategic" mod
Posted: Mon Jul 23, 2012 7:02 pm
(Forgive my poor English, I have learned German in the school - very studied decision… )
The main goal of my mod is to create new type of slow strategic rts, that will have many strong elements from :
- autumn dynasty: www.autumndynasty.com/
- massive assault: http://massiveassaultnetwork.com/man2/screenshots.php
(yes, it is turn based, but some nice rules can be taken)
- ironcrosswargame: http://www.ironcrosswargame.com/
Main idea is to make rts game less arcade and more strategic. Less micromanagement and routine repeated actions, but more deep strategic combinations, like in “massive assault” game. it means very big attention to units slow movement, terrain types, "cities" capture. Someone played "world of tanks" ? My mod differers from classic rts, like world of tanks differs from quake 3. More slow, strategic, smart. And if we will make all things right, this mod will be surely successful, like world of tanks is successful.
The first stage of my mod needs:
1. Make openra engine option, that unit’s damage can depend on terrain type under the unit.
Now only units speed can depend on terrain type
(- Mobile: TerrainSpeeds: Clear: 60,Road: 100,…)
Using this option I can make special «forest units», «mountains units», special «plain terrain units» etc.
2. Make very slow unit speed possible in openra engine. Now speed is integer and cannot be less, that 1( for example – 0,5 or 0,3 will set speed to 0). To make it possible, next algorithm can be used: if speed (with terrain multiplayer) is less, then 1, then remainder can be accumulated in the special buffer. When this buffer accumulated 1, it will reset and unit moves to 1 cell.
3. New type of building capture must be made . When your units stand near enemy building and there is no enemy units near this building – capture process is beginning. Capture progress bar is activated. More units causes faster capturing. When enemy units lately go near this building, progress bar freezes. All of the numerical parameters in this algorithm must be changeable.
4. Make openra engine option, that unit’s weapon damage can depend on unit’s current helth. It will reduce annoying units micromanagement – manually killing enemy units “one after the other” will be almost unnecessary.
5. Unit icon in front of factory , that displayed what kind of unit is producing there in current time. It is optional, but it will be very comfortably, when you producing 7-15 units on different factories at one time
I’m planning to create my mod in two stages. Second stage will have upgrade system and «unit collision system» like in ironcrosswargame. But this options are not the main futures and can wait, until first stage will be ready and will be good playable.
The main goal of my mod is to create new type of slow strategic rts, that will have many strong elements from :
- autumn dynasty: www.autumndynasty.com/
- massive assault: http://massiveassaultnetwork.com/man2/screenshots.php
(yes, it is turn based, but some nice rules can be taken)
- ironcrosswargame: http://www.ironcrosswargame.com/
Main idea is to make rts game less arcade and more strategic. Less micromanagement and routine repeated actions, but more deep strategic combinations, like in “massive assault” game. it means very big attention to units slow movement, terrain types, "cities" capture. Someone played "world of tanks" ? My mod differers from classic rts, like world of tanks differs from quake 3. More slow, strategic, smart. And if we will make all things right, this mod will be surely successful, like world of tanks is successful.
The first stage of my mod needs:
1. Make openra engine option, that unit’s damage can depend on terrain type under the unit.
Now only units speed can depend on terrain type
(- Mobile: TerrainSpeeds: Clear: 60,Road: 100,…)
Using this option I can make special «forest units», «mountains units», special «plain terrain units» etc.
2. Make very slow unit speed possible in openra engine. Now speed is integer and cannot be less, that 1( for example – 0,5 or 0,3 will set speed to 0). To make it possible, next algorithm can be used: if speed (with terrain multiplayer) is less, then 1, then remainder can be accumulated in the special buffer. When this buffer accumulated 1, it will reset and unit moves to 1 cell.
3. New type of building capture must be made . When your units stand near enemy building and there is no enemy units near this building – capture process is beginning. Capture progress bar is activated. More units causes faster capturing. When enemy units lately go near this building, progress bar freezes. All of the numerical parameters in this algorithm must be changeable.
4. Make openra engine option, that unit’s weapon damage can depend on unit’s current helth. It will reduce annoying units micromanagement – manually killing enemy units “one after the other” will be almost unnecessary.
5. Unit icon in front of factory , that displayed what kind of unit is producing there in current time. It is optional, but it will be very comfortably, when you producing 7-15 units on different factories at one time
I’m planning to create my mod in two stages. Second stage will have upgrade system and «unit collision system» like in ironcrosswargame. But this options are not the main futures and can wait, until first stage will be ready and will be good playable.