Before you begin: no work has been started on this. It would be a big project, so I can't guarantee any work will ever be started (let alone
seen). This game is in the early planning/concepts stage.
Landfall
A Space RTS
Multiple Maps
Maps are large circular regions with empty space around the outside and a landmass in the center, an 'island.'
Ships within a certain distance of the island(s) (this distance being defined either as a numerical constant or a region in the map) must be in normal mode.
- In normal mode, ships can be seen by anything (possibly limited by sight range), and attacked by anything
Ships outside of this distance may be in either normal mode or stealth/warp mode
- In stealth/warp mode, ships can only be detected by special units, and can only be attacked or targeted by these units. They can also warp to other maps when at the edge of the map.
- Warping between maps takes time (based on the distance between the maps)
- If two ships on opposing teams pass each other while warping between maps, they will notify their respective players
Some special actions may knock a ship out of stealth/warp mode for a period of time, during which they may be targeted by units that cannot see ships in stealth/warp mode
Possible Feature: 'Realistic' Physics:
Ships can go up and down (with limits) to get past large obstacles such as big ships
Some weapon projectiles arc downward due to gravity
Destroyed ships fall down and crash into the ground if there is ground below them or fade into a black fog if no ground is below them
Possible Feature: Communication Delay:
The player commands their forces from their home base initially, but may be able to move to other maps just like a ship
- The player may even have a ship as their avatar
Units in the same map as the player receive instructions instantaneously.
Units in other maps receive instructions after a delay which is based on the distance from the player's map to the destination map.
Display and/or simulation of action in maps the player (or players) are not in may be simplified to conserve computational power
Controls over activity in other maps might be limited to more strategic controls than tactical ones
If the player is between maps, their control over all maps (including the ones they are traveling to and from) will be limited, as will their view of them, and possibly the simulation of those maps (depending on whether or not such simplification is in use for maps the player is not in)
More Stuff
The convenience of this organization (if you find it convenient) comes thanks to the fact that I wrote it this way in an OpenOffice document to organize it for myself before even considering posting this here.
So...
Does it sound like a good idea?
What do you think of what I have described so far?
What specific things would be good?
What sort of units do you think this game would benefit from? What sort of structures? What sort of gameplay, aside from what I explicitly described?
Any other opinions?
What sort of miscellaneous comments or suggestions or ideas to you have?
Is it practical?
How hard will it be to make something like this? How big of a team would it take to do it in any reasonable amount of time? How easy or hard will it be to assemble such a team?