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stroma

New ideas for a military game?

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stroma    218
hi, i dont know if it is discussed before, if so please point the past topic, i could not find any. i am making a battlefield like military game. it is in present, not future. but i could not find any "original" ideas. i have some ideas on weapons but this will make the game comic and unreal. and i have a idea about sattalites for controlling the battle from sattalite. sending new things like weapons, ammo, medikit.. with airplanes.. do you have any original ideas about military games? maybe a new game style, like one2all.. :P but it should have reality, i mean not monsters, laser guns..etc :D anyway, i will be glad to hear your any ideas. thx..

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Your post is a little vague and scattered. What exactly do you want? You say you want "realism", but does that just mean the guns should look like real ordnance and the soldiers should wear camo fatigues? I don't think "medkits" are a particularly common battlefield commodity.

If it's realism and similarity to current military technology and tactics, then get some U.S. Army field manuals. They're available to the public, and will tell you everything you need to know about how a platoon of guys with rifles, grenade launchers, rockets and machineguns can kick ass, take names and chew bubblegun in a wide variety of settings and situations.

For my part, I'd like to see a military game where I don't have to constatly micro my units, lik ein StarCraft, and my guys don't just run acroos the field blasting each other. If I tell a rifle squad to clear a building, there are methods and rules associated with that action. I think it would be neat to make a plan, issue orders, and then use satellite reconaissance to check up on my various groups while they rock the house. If it gets sticky, I'll modify their orders or send help or whatever, but I shouldn't have to hold their hand.

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Warbringer87    122
No medkits, make it so you have to survive until the end of the "mission"

Also, wounds should be more realistic. People heal when they aren't injured too badly. So like if they are at 90% health, give them healing. The lower their health goes, the slower they heal.

If you get a lot of damage in a short amount of time, put them in shock.

If you get shot at all, you get slowed down.

If you have played MGSE, make it similiar in that you can remove bullets.

But for more ideas, you really need to be more clear.

BTW, I am new here. WIll be starting on my bachelors in Game Design in like....>20 days.

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I would create an all-encompassing military simulation that blends space, air, land, & sea in seamlessly integrated large scale maps. The lines between the FPS, Tactical Shooter, Vehicular, & Flight/Space Sims have begun to blur a little, but any game that has done this so far has always dumbed down one genre to make it fit in with another one -- nobody has ever put these genres together in a single game that lives up to each genre individually.

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Original post by Anonymous Poster
I would create an all-encompassing military simulation that blends space, air, land, & sea in seamlessly integrated large scale maps. The lines between the FPS, Tactical Shooter, Vehicular, & Flight/Space Sims have begun to blur a little, but any game that has done this so far has always dumbed down one genre to make it fit in with another one -- nobody has ever put these genres together in a single game that lives up to each genre individually.


sounds a bit like operation flashpoint

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markr    1692
Sounds a lot like Operation Flashpoint - and not to disrespect OF, it was extremely realistic, but at times much too realistic to be any fun.

Many of the missions took a long time of careful work to complete, in the knowledge that at any time you could get immediately killed by one bullet.

Mark

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Jiia    592
Quote:
Original post by markr
Sounds a lot like Operation Flashpoint - and not to disrespect OF, it was extremely realistic, but at times much too realistic to be any fun.

Many of the missions took a long time of careful work to complete, in the knowledge that at any time you could get immediately killed by one bullet.

Which is exactly what made it fun for me. That's how it works IRL. It makes every decision a hair-splitting one.

Quote:
..how a platoon of guys with rifles, grenade launchers, rockets and machineguns can kick ass, take names and chew bubblegun in a wide variety of settings and situations.

Bubbleguns are the newest addition to the U.S. Military line up of combat assault weapons. They fire high-velocity sticky-bombs, while providing troops with a means to avoid gritting their teeth in the line of duty :D

Sorry, it just fit so well into the context of the post. [wink]

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Original post by Anonymous Poster
I would create an all-encompassing military simulation that blends space, air, land, & sea in seamlessly integrated large scale maps. The lines between the FPS, Tactical Shooter, Vehicular, & Flight/Space Sims have begun to blur a little, but any game that has done this so far has always dumbed down one genre to make it fit in with another one -- nobody has ever put these genres together in a single game that lives up to each genre individually.


sounds a bit like operation flashpoint


Yes, that was one of the games that blurred the lines that I meant, BF1942 would be another one... even the latest GTA games do this in terms if incorporating these genres for that matter. But in all of these the flight sim aspect does not equal the quality of a true stand alone flight sim.

That's what I am talking about -- A complete military simulation that incorporates the absolute best of these genres into a seamless gameworld. When you are on foot you would be able to completely explore your environment FPS & Tactical Shooter style (as in Ghost Recon etc.) & be able to fully explore environments such as the interiors of battlestations, ships, vehicles, buildings, etc. Walking up to the drivers side of any vehicle or captains chair of any large craft & clicking would put you in driver/pilot mode, but the flight & driving characteristics & massiveness of the maps would rival those of high end flight & driving sims.

The problem with any of the previous attempts at doing this is that they designed them from the bottom up instead of the top down. By that I mean that they started with the idea of an FPS or driving game which usually has smaller maps, & then tried to add in arcade style flight as an afterthought. If you're going to do something like this correctly, then you have to concieve your gameworld with your fastest or longest range vehicles in mind first to have a realistic large sized map, & then work down to fill in the areas where you want to concentrate your other styles of gameplay.

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Panzeh    122
The problem is that if you scale for airplanes and not infantry, you basically HAVE to go MMO for infantry to actually be fun.

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Don't make fun of the bubbleguns, or I'll pop a sud in you, fool.

Infantry would be largely boned in such an instance, it's true. Maybe if they were relegated to scouting and infiltration, or if they had access to AI support. Getting napalmed? Get into a cave and call for some F/A-18s. Artillery giving you trouble? FInd a good vantage point and laser-designate them for the A-10s.

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Original post by Panzeh
The problem is that if you scale for airplanes and not infantry, you basically HAVE to go MMO for infantry to actually be fun.


Yes, MMO would be the ideal format for this kind of game... although it could also work well in single player.

Quote:
Original post by Iron Chef Carnage
Infantry would be largely boned in such an instance, it's true. Maybe if they were relegated to scouting and infiltration, or if they had access to AI support. Getting napalmed? Get into a cave and call for some F/A-18s. Artillery giving you trouble? Find a good vantage point and laser-designate them for the A-10s.


Yes, if it was a "free for all" the infantry would be hosed. But with counters like you mentioned or no-fly zones etc. it could work well. Plus, counterattacks against these kinds of scenarios would be fun too, such as launching torpedos from a submarine to destroy the carrier the enemy aircraft are launching from, or deploying a SEAL team to plant explosives etc.

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Making infantry almost undetectable to air forces could help, too. Having a 30mm Vulcan cannon is good, but if you can't see what you're shooting at, it's just a noisemaker. On guy, in good camo, in a large forested area, is virtually invisible without some kind of satellite infra-red doohicky.

Unless you're down there with him.

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