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The MMORTS

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You know, I've heard alot of comments about this kind of game, but how many have been actually been created? I have an idea for 1, but will probably never implement it(and if you steal my idea, just give me a free uber-account:-}) So basicly, the player creates a character from several races and classes, just like other MMOs. But eventually, they have to choose a side/kingdom/nation (which they can change later) that they will align with in combat. Then, they can partcipate in large battles as a "hero" character. Once you have acheived a high rank, the ruler of that group may give land to you. You can use this land to play an RTS type of game with NPCs that move into your land. Then you can participat in those large battles, either as yourself as a hero character, from a traditional RTS view, or a little of both. You can command NPCs regularly, and to Player Characters via IM style talking. Of course, those battles have to mean something, so whenever you lose to another kingdom, you must surrender your land to them and begin pretty much all over except now your an uber player who will probably be able to get land pretty quick. The best part of this game would be you could have huge, dynamic worlds with players doing most of the work, setting up stories and rivalries by themselves. Not to mention the fact that you could have awesome moments of like 10 ruler Players making a last stand at the small little city they are sharing, fighting against massive 1000 person armies.

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The fundamental problem I see with most MMORTS ideas is that the game would attract mainly people who want to play an MMORTS. Seems simple, but most people theorizing seem to forget this. Your idea, like others, seems like it would only work if the user base was 5% people who want to play an MMORTS, and 95% people who want to play a subpar MMORPG that consists entirely of taking orders from a random junior high school student with a god complex over instant messenger.

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I've toyed with an idea of a MMORTS, the best idea I've had is to have it where each player is a sort of warlord, they have their own set of troops (Or access to a set number from a pool of them) and when they log out their troops go with them. Bases are to be fairly static, mines and factories while they can be destoryed can only be built withen a range of space.

Player logs in, looks at the battle zones and picks one. Maybe they want to do a full frontal assult, they'll pick a battle zone on the boarder and try to advance into the emeney's lands. Maybe they want to do a behind the lines action? They pick a zone behind the lines and use a small force to try and sabotage the war effort.

Want something a little more 'constructive'? Go deep behind your own lines and supervise contsruction, and defend against the other side's attempts at behind the lines action.

If a human attacks an area that doesn't have a human controling it, an AI player would take over and defend the land using troops from that side's pool for that region.

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Shattered Galaxy (a korean based MMORTS) seems to have pulled it off fairly well. Instead of having bases and such, each player has his or her own squads of units that can be upgraded over time. Each unit tends to serve a different battlefield purpose and must be used differently. While players typically have only 6 or 7 units in a battle, there are usually about 10 players on each side, so it turns into a fairly epic battle that you get to take a small part in.

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Quote:
Original post by Talroth
I've toyed with an idea of a MMORTS, the best idea I've had is to have it where each player is a sort of warlord, they have their own set of troops (Or access to a set number from a pool of them) and when they log out their troops go with them. Bases are to be fairly static, mines and factories while they can be destoryed can only be built withen a range of space.

Player logs in, looks at the battle zones and picks one. Maybe they want to do a full frontal assult, they'll pick a battle zone on the boarder and try to advance into the emeney's lands. Maybe they want to do a behind the lines action? They pick a zone behind the lines and use a small force to try and sabotage the war effort.

Want something a little more 'constructive'? Go deep behind your own lines and supervise contsruction, and defend against the other side's attempts at behind the lines action.

If a human attacks an area that doesn't have a human controling it, an AI player would take over and defend the land using troops from that side's pool for that region.


That game definitley sounds fun to play. I think everyone (well not everyone) has come up with similar ideas before, but this one seems to cover most of the aspects of coolness. Now if only I had online game coding-skills to make it. :(

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Quote:
Original post by Talroth
I've toyed with an idea of a MMORTS, the best idea I've had is to have it where each player is a sort of warlord, they have their own set of troops (Or access to a set number from a pool of them) and when they log out their troops go with them. Bases are to be fairly static, mines and factories while they can be destoryed can only be built withen a range of space.

Player logs in, looks at the battle zones and picks one. Maybe they want to do a full frontal assult, they'll pick a battle zone on the boarder and try to advance into the emeney's lands. Maybe they want to do a behind the lines action? They pick a zone behind the lines and use a small force to try and sabotage the war effort.

Want something a little more 'constructive'? Go deep behind your own lines and supervise contsruction, and defend against the other side's attempts at behind the lines action.

If a human attacks an area that doesn't have a human controling it, an AI player would take over and defend the land using troops from that side's pool for that region.


Very similar to what I was going to make. Drop me a line if you wanna discuss and maybe even start a design.

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I'll take a look around and see if I can find the rough docs I made up for a game like this (same as I posted above, only about 50 or so handwritten pages. You have to love really boring university physics teachers, they let you get so much done during lectures)

I'll let everyone here use them for free, :P just as long as I get my username in the credits somewhere, and a free lifetime account.

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I have toyed with the idea of an MMORTS. One soultion to the "While off line you loose everything" problem, was to have each player's lands seperate from all others lands. Only while they are online can they connect and be connected to other players.

In my design, the world had been shattered in a magical war and only through rifts could you connect to another player's realm. When a player was off line then their realm was surounded by an Etherial Storm, which ment that not rifts could form to them (its a cheat, but it works thematicaly).

Another restirction I placed is that a player can only own a certain number of realms at a time (if they owned more they had to discard them). This ofcoures would not have been a hard and fast rule, and I would have allowed several methods of "breaking" this restriction, but at a cost (either loss of magical power or needing certain items, etc).

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I think the main problem with a MMORTS is that if you leave things behind, you're leaving it up to a possibly sub-par AI to defend you. The tactic of choice would then be to simply attack when your opponent is offline.

To borrow a bit from Talroth, you could have a world where each player is a kind of independent attack unit for their nation. There are a variety of possibly fictions to explain this, from member corporations of a Corpnation, to Houses, and so on.

Players would not own any buildings on the front line, only their units, which would go with them when offline. Similar to MMORPGs, where players attempt to upgrade their avatar, so would MMORTS players attempt to upgrade and build more their units.

Your home base would exist in a non-contested area, and mostly consist of several buildings you've purchased with your earnings. Buildings would range from storage hangers for your vehicular units (and this limits their numbers), barracks for infantry, and eventually various research/upgrade buildings (similar to professions in MMORPGs, you'd be limited to only a couple, creating a market for trade).

When you're ready to hit the battlefield, you take a look at the map, add a few missions to the queue, and pick a deployment spot.

On the battlefield, it's your typical RTS, minus building. Instead, somewhat like DoW, you capture points on the map. This earns you requisition points (or whatever you want to call them) that let you call in additional units.

So your typical session would go like this: Add some missions to your queue, and pick a deployment spot near them. Deploy your initial group (fairly small) and stake out some territory so you can call in more units. Hopefully other players haven't caught you setting up, but if not, they'll know as soon as you start firing. Beat down any opposition, complete a mission, maybe nabbing a few enemy parts along the way that R&D might be able to mimic, retreat and log out.

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Yeah the basis of my MMORTS was like that; you're base isn't generally the front line. I did however consider that if your enemy beat you or you beat yuor enemy by so much an amount, you could persue them to their base and have a stage off sort of thing going on.

My main juice on my MMORTS was the ability to do custom research, and use X concetpt technology to design your own stuff; and then personalize everything a la When two worlds war.

For instance, I research ultra light weight explosives. I can take this and roll into my barracks. I take my troops rifles, and modify them with explosive tipped rounds. Now my infantry pack more punch per shot. Unfortunatly, due to the tempremental nature of this ammuntion, their ROF goes down. (balances) Also, because of the light weight explosive, I can upgrade their grenades with it and make it so they carry more or something along that line.

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