Standard war game with a twist
Note: This is not a wip. It is just a game idea that I plan to save until I have the skill to complete it.
What would be the benefit of the player sending units into the future? I can see the value of teleporting them to a different location on the map, but a "time-warp into the future" feature is basically just preventing the player from using the units for a period of time. When the units become available again, the tech level of the player and his opponent(s) may have advanced, rendering the time-traveling army obsolete. At best, the units may surprise an enemy who underestimated the player's strength.
Maybe you could consider letting the player send units into the past? Unfortunately, that is not technically possible, so you'll need to fake it.
Perhaps the player could request reinforcements form the future, via the Time Conductor building. The player could request more advanced units by upgrading the Time Conductor, or performing research in other buildings. When the player requests a unit, it instantly becomes available. At a certain point in the future, the player would be required to build the actual unit and send it back in time. If he fails to send the unit back in time, some sort of dire punishment would be in order. The subspace continuum could rupture and destroy a building, or something to that effect. Maybe the player's bank account would simply be deducted the cost of the unit, possibly pushing his finances into the red.
The game would become a balancing act of requesting as many troops as possible from the future, but not so many that the player is bankrupt before winning the game.
- Mike
Maybe you could consider letting the player send units into the past? Unfortunately, that is not technically possible, so you'll need to fake it.
Perhaps the player could request reinforcements form the future, via the Time Conductor building. The player could request more advanced units by upgrading the Time Conductor, or performing research in other buildings. When the player requests a unit, it instantly becomes available. At a certain point in the future, the player would be required to build the actual unit and send it back in time. If he fails to send the unit back in time, some sort of dire punishment would be in order. The subspace continuum could rupture and destroy a building, or something to that effect. Maybe the player's bank account would simply be deducted the cost of the unit, possibly pushing his finances into the red.
The game would become a balancing act of requesting as many troops as possible from the future, but not so many that the player is bankrupt before winning the game.
- Mike
Thanks for posting :)
The advantage that I was thinking of is that if you want to create a large group of units in a normal war game you would have to create each unit separetly and because of that there will be a delay between each unit. But mainly the point is that the enemy will know what is going on. With a Time Conductor this problem will have been completely removed. You simply send the first unit to the point in time when the last unit is done. You then have an army in an instant that could strike at the enemy without warning.
But you are right about it not being usefull without the possiblily of moving to another location. My solution is that I swap the features like this:
1. Time Conductor becomes SpaceTime Conductor (and Time Shield becomes SpaceTime Shield)
2. It has the power to move a unit to another location on the map.
3. It can upgrade into moving a unit forward in time as well.
Now this is a very interesting idea. Keeping the game balanced might be tricky but it definetly increases the usability of the Time Conductor.
The only problem that I see is that a when a player thinks he or she is loosing the player can request more troops that he or she can afford. That player then maybe beats the other player but has such a large "bill" that both player loses. This can of course be solved by using a limit but I want to have has few restrictions as possible. Hmmmm....
Quote:Original post by doctorsixstring
What would be the benefit of the player sending units into the future? I can see the value of teleporting them to a different location on the map, but a "time-warp into the future" feature is basically just preventing the player from using the units for a period of time. When the units become available again, the tech level of the player and his opponent(s) may have advanced, rendering the time-traveling army obsolete. At best, the units may surprise an enemy who underestimated the player's strength.
The advantage that I was thinking of is that if you want to create a large group of units in a normal war game you would have to create each unit separetly and because of that there will be a delay between each unit. But mainly the point is that the enemy will know what is going on. With a Time Conductor this problem will have been completely removed. You simply send the first unit to the point in time when the last unit is done. You then have an army in an instant that could strike at the enemy without warning.
But you are right about it not being usefull without the possiblily of moving to another location. My solution is that I swap the features like this:
1. Time Conductor becomes SpaceTime Conductor (and Time Shield becomes SpaceTime Shield)
2. It has the power to move a unit to another location on the map.
3. It can upgrade into moving a unit forward in time as well.
Quote:Original post by doctorsixstring
Perhaps the player could request reinforcements form the future, via the Time Conductor building. The player could request more advanced units by upgrading the Time Conductor, or performing research in other buildings. When the player requests a unit, it instantly becomes available. At a certain point in the future, the player would be required to build the actual unit and send it back in time. If he fails to send the unit back in time, some sort of dire punishment would be in order. The subspace continuum could rupture and destroy a building, or something to that effect. Maybe the player's bank account would simply be deducted the cost of the unit, possibly pushing his finances into the red.
Now this is a very interesting idea. Keeping the game balanced might be tricky but it definetly increases the usability of the Time Conductor.
The only problem that I see is that a when a player thinks he or she is loosing the player can request more troops that he or she can afford. That player then maybe beats the other player but has such a large "bill" that both player loses. This can of course be solved by using a limit but I want to have has few restrictions as possible. Hmmmm....
Have you played Red Alert 2? There were units called Chronotroopers that could abuse time to "teleport" anywhere on the map. Basically, they appear where they were because they went back in time and went there. However: The further you tried to teleport from their current location, the longer it took for them to get there because of the whole time-walking thing.
Perhaps that kind of mechanic would suit the gameplay here?
Perhaps that kind of mechanic would suit the gameplay here?
That might be nice addition to the game. Maybe I could add a unit that does something like that. Hmmm...
I was thinking of a time based war game a few years back, in it I had special ore with unique properties that was the basis of all time travel technology.
Some of the ideas I had where:
Cartographer - a unit that is able to change the terrian in the a local area. Causing forests to appear, or raising/lowering a hill.
Temporal rift generator - open rift in space time somewhere on the map that release hostle neutral units from a random point in history. Open the gate in an enemy base and t-rex might charge, or a horde mongolian soldiers.
Temporal Assassin - Send an assassin back in time to eliminate a person crucial to the technological development of another faction. Could be used to deprive members of that faction from having a certain type of technology.
Relativity field generator. - Increase or decrease the speed at which time passes within the field. Nothing can pass into or out of a relativity field while its active.
1000 years gun - A weapon that ages its targets by a 1000 years in an instant.
A time based war game could be a lot of fun the trick is making use of the time aspect effectivly.
Some of the ideas I had where:
Cartographer - a unit that is able to change the terrian in the a local area. Causing forests to appear, or raising/lowering a hill.
Temporal rift generator - open rift in space time somewhere on the map that release hostle neutral units from a random point in history. Open the gate in an enemy base and t-rex might charge, or a horde mongolian soldiers.
Temporal Assassin - Send an assassin back in time to eliminate a person crucial to the technological development of another faction. Could be used to deprive members of that faction from having a certain type of technology.
Relativity field generator. - Increase or decrease the speed at which time passes within the field. Nothing can pass into or out of a relativity field while its active.
1000 years gun - A weapon that ages its targets by a 1000 years in an instant.
A time based war game could be a lot of fun the trick is making use of the time aspect effectivly.
Now I really like that Temporal Rift Generator. It would be lots of fun to bring back a dinosaur inside the enemy camp :)
Quote:What would be the benefit of the player sending units into the future?
Actually, if you could target Enemy troops, this would be advantageous. You could target an an enemy squad and transport them to a point in the future. You could then bring your units into position for when they re-entered the time line (and wipe them out).
Another use, might be to target your own units and then it "Stores" (a temporal snapshot of the units that can be recreated at a future point) them and allows you to re use these units (even if they are killed in the past) at an arbitrary point in the future. Each Time Conductor can only track a certain number of units, so the player has to manage which units and how many of them are stored in the Time Conductor.
This would be a good concept to turn the tides of battle. You might take a "temporal snapshot" of several units, then during a battle your troops are being overwhelmed, so you activate the Time Conductor and bring these units into the present. They could only exist for a limited amount of time before having to be returned (and can only be used once - and if they die, they are instead returned just before they die).
A player could, build many of these Time conductors, but then only build a few units. They could then place a Snapshot of these units in each conductor and use these copies to actually fight their battles.
So, transporting a unit into the future could be a good idea. But you would also need the unit to continue to exist in the current time frame or the advantage of time travel with your own units is lost.
Another idea that may or may not work too well would be the idea of time copying. Basically it projects the unit a bit into the future without actually removing the unit from the battlefield. Thus a whole army could be constructed from a single unit. The catch would be if the original was shot, all the rest of them would cease to exist. I dunno if this could be utilized as a good game concept, but I figured I might as well throw it out there.
edit: on second thought it is done by sending yourself back in time and then meeting up with the original, not by projecting yourself forward. But yeah same concept.
edit: on second thought it is done by sending yourself back in time and then meeting up with the original, not by projecting yourself forward. But yeah same concept.
Quote:Original post by TechnoGoth
I was thinking of a time based war game a few years back, in it I had special ore with unique properties that was the basis of all time travel technology.
Some of the ideas I had where:
Cartographer - a unit that is able to change the terrian in the a local area. Causing forests to appear, or raising/lowering a hill.
Temporal rift generator - open rift in space time somewhere on the map that release hostle neutral units from a random point in history. Open the gate in an enemy base and t-rex might charge, or a horde mongolian soldiers.
Temporal Assassin - Send an assassin back in time to eliminate a person crucial to the technological development of another faction. Could be used to deprive members of that faction from having a certain type of technology.
Relativity field generator. - Increase or decrease the speed at which time passes within the field. Nothing can pass into or out of a relativity field while its active.
1000 years gun - A weapon that ages its targets by a 1000 years in an instant.
A time based war game could be a lot of fun the trick is making use of the time aspect effectivly.
Really liking these ideas. The thought so sending in a kamikaze rift generator unit to an enemy base and letting the beasts of earth's past rape down their defenses makes me smile in an evil and sadistic way. Yay.
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement