Im doing a topdown classic RTS (like dune 2, total annihilation, red alert, warcraft 2 etc).
Typically you have vehicle and infantry armour types (machineguns good vs infantry, cannons vs vehicles). I plan to skip infantry altogether since its so hard to get right graphically:)
Would this setup make sense in an modern military/slightly scifi RTS:
1. Normal land-units. Take damage from all stuff (scout units, artillery, support units etc)
2. Armoured land units ("tanks". Slow, expensive. Hard to hurt unless using anti-armour weapons). Damage soakers.
3. Flying units (all same "armour type" but only some units can engage air. Sort of like how air units work in starcraft). Low hp but untouchable by most.
This resembles the company of heroes setup (infantry, weak vehicles, tanks), where weak vehicles take damage from everything but tanks "only" from special AT weapons. I will skip infantry but use air instead (as units, not just off-map support).
I dont want "tanks" to simply have more HP than light units (im looking at you dune 2...)
What do you'all think?
Edited by suliman, 16 February 2014 - 06:14 AM.