RTS/RPG hybrid idea - feedback and guidance needed

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13 comments, last by tremault 14 years, 8 months ago
Hi,

just an idear for commanding your units! Corporate Conflict Mars uses a skymap and 3D UI elements for commanding your units. The Player is viewed from a shoulder perspectiv.
Trailer with the gameplay
One can even download the game to try it out.
“Always programm as if the person who will be maintaining your program is a violent psychopath that knows where you live”
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Quote:Original post by dSKhan
@Edharan - how did making the commander almost equal to the minions feel? I'm actually afraid that it might give the player the feeling that he is weak as doomhascome suggested.

Well, players naturally bought themselves the best equipment to give themselves the best chance of survival, and they usually tried to have as many minions around them as possible. But, because they could easily come back to life, the death of a player character was not as big a deal as the deaths of the minions.

The player still felt a connection to their character, but they also tended to get a sense of connection to the minions too. I would say that their sense of presence in the game became more diffuse and spread out. The player became the "squad". Loss of minions was seen in a similar way to loss of hit points, and loss of the commander was seen as a critical hit (although the minions would still exist, they just no longer had a commander to control them, and if they survived long enough the player could reacquire them after respawning).

Generally, player would play more carefully usually putting their minions at the front as they moved around, however a few well placed ambushes could quickly target and eliminate the commander before the minions could respond and a squad without the commander, although still capable of defeating an other squad, usually would loose because they were less coordinated.

It did make them feel weak, but as they had control over the squad, this became their shield against that weakness. Play became more cautious, and less "rush in and fight until the minions were all dead then spawn some more" (which is how the videos of "Sacrifice" seemed to be played). Squad coordination, formations, strategy and tactics seemed to become more important than sheer numbers and knowing unit counters. I think it was actually a good thing.
Interestingly enough, the upcoming game, Brutal Legends, will have a similar RPG-RTS hybrid as a multiplayer mode, where you command small squads of units, while you yourself can also jump into the action.
How about changing the game slightly depending on what the player does during battles? If he spends more time fighting enemies directly rather than commanding his troops ,he gains more buffs or offensive/defensive skills but the number of people he commands lessen and he is limited to moving near the front lines only . A player who commands others gradually moves towards the back of the battlefield but increasing his sight and the number of people he can control at once. At one end you have a warload player who, with a small number of men can really cut through the enemy ranks and the other end is a general player who can command a vast number of weaker troops and deploy them over the battlefield. A balanced player can have good view/deployment skills but can also go himself in critical areas/battles to provide the extra edge, if needed.
---------------Magic is real, unless declared integer.- the collected sayings of Wiz Zumwalt
upon reading your initial description, I thought of a few games you could take a look at.
Overlord and Suikoden 1+2.

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