Different core-mechanics regarding realtime/turn-based:
- Round-based building, after that the towers fire simultaneously depending what angle/velocity you chose.
Defending towers start automatically to intercept incoming missiles. - Hybrid-mode: you fire in fire-phase in realtime rather than give commands in build-phase. Defending turrets are still automatically fireing. Maybe with something that prevents the player from attacking too soon.
- Full realtime-mode: no different phases, you can shoot as soon as you are able to do so. May be less tactical because of the lack of different towers etc. because I am not able to fill the game with diversity (I want to compensate this with a great mechanic
). I worry that every game is the same after you once have a working build-order.
Now, after I restructured all these great ideas you got we can think more precisely what are the weaknesses of these concepts.
Ha, I guarantee we're in feature creep right now... I think it's just as important to pare down until you have what you want the core gameplay figured out.
Turn-based vs Real Time definitely fits into that "core" so I would consider the advantages/disadvantages of each before making a decision.
This really hits what I wanted to say. I want to have the game as big as it's possible (this is why I asked for example for special-power ideas, they are easy to implement), but I don't want the game to have a boring gameplay with logical trouble (how do I make every new game unique?) but 100 different ammo, tower, etc. -types.
I want to pare down the diversity. Not because I'm lazy, but because the core-mechanic is much more important.
Thanks, Phil