How Does This Sound:
Legionnaired
Join Date: 2002-04-30 Member: 552Members, Constellation
in Off-Topic
<div class="IPBDescription">Idea for an RTS.</div> Ok, I'm sure you are all framiliar with the modern RTS Model: Build Requisite structures to climb the tech tree, use them to secure more rescources, and use the rescources gained to build more units, until a point is reached when your forces are more powerful than your opponent, and you are able to slay him.
IMO, It's getting a little repetitive for me.
SO today, I was thinking about Falcon 4.0, that rediculously complex flight sim. The thing that struck me most was the planning phase of that game. You had your waypoints, you had your package element you were assigned to, and you had your loadout. You had to put your steel on target, on time, with the most precision possible in order to maximize the effect of your mission.
So that got me thinking, what if this could be put into an RTS? What if individual units were powerful enough, and far enough between that they became precious commodieties, sort of like MechCommander (Which never got working for me, due to the issure with Athlons). What if the game was no longer dictated by who could click fastest and tech up or rush the best, but by who employed his/her units in the most efficient, precise fashon humanly possible?
I had thought about such features as a mini-planning thing, where you plan out the mission ahead of time, coordinating air and land together.... I dunno.
SO I've been thinking about this, AS I download the DirectX 9.0 SDK (200 megs. Ick), what can I do to make the perfect RTS?
I'm looking at starcraft and Warcraft3 right now....
Starcraft is all about finding counters and clicking speed. If your opponet builds lots of seige tanks, build lots of air... etc. Warcraft is a bit more advanced, but that's beside the point.
How could the perfect RTS be made? What fetures would make it cool, and lastly.... To anyone with C++ Experience: (*Cough* Flayra... *cough*)
How the hell do I get started with this? I've found a few good tutorials with this stuff, and I've done text-based apps with pascal before, and I'm looking how to get started in C++. I'm hoping this project can be a good learning experience for me, but I can't very well jump in and just start coding, and I really don't wanna pull a zer0, so....
How the hell do I get started with this? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
IMO, It's getting a little repetitive for me.
SO today, I was thinking about Falcon 4.0, that rediculously complex flight sim. The thing that struck me most was the planning phase of that game. You had your waypoints, you had your package element you were assigned to, and you had your loadout. You had to put your steel on target, on time, with the most precision possible in order to maximize the effect of your mission.
So that got me thinking, what if this could be put into an RTS? What if individual units were powerful enough, and far enough between that they became precious commodieties, sort of like MechCommander (Which never got working for me, due to the issure with Athlons). What if the game was no longer dictated by who could click fastest and tech up or rush the best, but by who employed his/her units in the most efficient, precise fashon humanly possible?
I had thought about such features as a mini-planning thing, where you plan out the mission ahead of time, coordinating air and land together.... I dunno.
SO I've been thinking about this, AS I download the DirectX 9.0 SDK (200 megs. Ick), what can I do to make the perfect RTS?
I'm looking at starcraft and Warcraft3 right now....
Starcraft is all about finding counters and clicking speed. If your opponet builds lots of seige tanks, build lots of air... etc. Warcraft is a bit more advanced, but that's beside the point.
How could the perfect RTS be made? What fetures would make it cool, and lastly.... To anyone with C++ Experience: (*Cough* Flayra... *cough*)
How the hell do I get started with this? I've found a few good tutorials with this stuff, and I've done text-based apps with pascal before, and I'm looking how to get started in C++. I'm hoping this project can be a good learning experience for me, but I can't very well jump in and just start coding, and I really don't wanna pull a zer0, so....
How the hell do I get started with this? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Comments
but the biggest diffrence is an unlimited tech tree, instead of building a premade techtree and its units and such, the developers of this opensource project would build rules for develpment that control a basic sytem, and models for this system would be composites of other model parts put into the game, certain parts for certian things, somethings you can control others you cannot. as you go an AI is basicly programmed, setting certain styles and such for your culture, which are accessible by the player and the developer/admins at any time (for setting up new content that may be needed).
I'm willing to help out any way I can if Anyone is interested in doing this with me btw <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> (I may also know a ton of modelers who might be willing to help).
You ever try Fallout: Tactics? I dunno if it has multiplayer or not, but it worked almost exactly like this. You had control of a few units, and used each one in certain situations in totally different ways.
Another game, Myth: The Fallen Lords is still one of my favorite RTS games because you don't have an economy, buildings, or a tech tree. You have units, and your units gain experience. It was *amazingly* fun to play that game online because EVERYONE was focused solely on individual unit control. It wasn't a click fest either - archers missed their targets all the time, and units couldn't run circles around an enemy.
It was basically like walking an army into another (like in Braveheart), and whoever had the terrain/formation/unit combination advantages won.
At one LAN, my friend bruce and I took on 4 other players, we each had a squad of two guys, they each had one of six... and our four players beat their twenty-four EVERY time, because we used superior tactics and strategy.... it owned.
Anyway, some tips on helping me pick up C++ would be appriciated.
Such a good good good good good good goooooood game
Terrain, units, indirect fire, capturing buildings.
But it is Turn based (you know the other from of strategy!)
If you can get a go on it do, it sucks you in!