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allnamestaken

RTS unit guidelines and tiers feedback

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Pondering my theoretical RTS/City builder design I had came up with a sort of standard class and tier system for each side (20 have been brainstormed, in a sort of Fantasy equivalent of Age of Kings, Rise of Nations). So I was wondering what you thought on this setup and if there are any problems or the like I should take into account when doing the different units for each faction.

Foot Troops

Tier 1
Basic Melee Infantry (Spearman, Warror, etc)
Tier 2
Basic Ranged Infantry (Archer, crossbowman, etc)
Basic Unique Unit
Tier 3
Advanced Cavalry
Advanced Unique Unit
Tier 4
Elite Unique Unit
Elite Unique Unit
Tier 5
Titan (The ultimate 'unit' of that side, only one per side can be in the battle at a time).

Air Troops
Tier 3
Aerial Scout
Tier 4
AA/Melee Flier
Ranged/Bomber Flier

Spellcasters
Tier 3
Basic Attack Caster
Basic Support Caster
Tier 4
Advanced Attack Caster or Advanced Support Caster

Sea Vessels
Tier 2
Light Warship
Transport
Tier 3
Medium Warship
Tier 4
Heavy Warship/Unique Warship

War Machines
Tier 2
Settlers (Build new bases)
Ladders
Tier 3
Wall Breaker (Battering Ram)
Artillery (Catapult, Cannon, etc)
Tier 4
Siege Tower
Unique Artillery

Differing sides may lack or have more of some of these options, depending on appropriate strengths and weaknesses. What do you think?

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Ranged troops like Archers are not "better" than melee infantry such as spears. They're used for a different purpose. Archers cannot hold ground, because anyone who closes with them will kill them. Spears can hold ground (particularly against horse). Archers can, however, drive other units OFF ground that they hold; if they start shooting at spears holding a hill, the spears either have to take losses, retreat to safety (leaving the ground), attack the archers (leaving the ground) or be rescued by another force (requiring more resources).

If you really want to make this a realistically medieval environment, then each tier should have light ranged foot, light melee foot and heavy melee foot available. You could probably get away with having the horse versions show up later since they did historically.

In addition the light foot units and workers could be interchangeable -- this forces the player to make a historically accurate decision about the balance between people working in the fields and people holding spears and bows. Almost every medieval and pseudo-medieval RTS treats "workers" as a poor combat unit when in reality they would be armed and serve in the military as part of their duty to their lord. Full-time soldiers were much less common.

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To a vague question, a generic answer: it depends.
Your unit roster makes sense, but whether these units are going to be good or bad depends on many details and rules, and on other elements of the game. For example:
  • Are all units correctly priced and strategically and tactically useful, or some will be avoided or bought only if strictly necessary, for example to evolve them to good units?
  • What's the importance of field,siege, air and sea combat and of settler, transport and other specialist use? What's the role of units in whole game strategy?
  • Are all units fun and interesting, or employed exactly like other ones? Do they increase or decrease complexity and depth?
  • Are all units affordable, or limited resources and missing prerequisites are going to force players to make do with inferior ones most of the time?
  • Are factions balanced with each other? Are they substantially different?

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Ranged troops like Archers are not "better" than melee infantry such as spears. They're used for a different purpose. Archers cannot hold ground, because anyone who closes with them will kill them. Spears can hold ground (particularly against horse). Archers can, however, drive other units OFF ground that they hold; if they start shooting at spears holding a hill, the spears either have to take losses, retreat to safety (leaving the ground), attack the archers (leaving the ground) or be rescued by another force (requiring more resources).


The tier they occupy is more related to when they can be built, basic infantry can be built from the get go as it where.

If you really want to make this a realistically medieval environment, then each tier should have light ranged foot, light melee foot and heavy melee foot available. You could probably get away with having the horse versions show up later since they did historically.[/quote]

Given its more fantastical setup I think I might be able to be abit flexible here no?

In addition the light foot units and workers could be interchangeable -- this forces the player to make a historically accurate decision about the balance between people working in the fields and people holding spears and bows. Almost every medieval and pseudo-medieval RTS treats "workers" as a poor combat unit when in reality they would be armed and serve in the military as part of their duty to their lord. Full-time soldiers were much less common.
[/quote]

My idea was actually not to have a 'worker' unit, but you must manage your population between military units and economy, all population thats not been recruited is able to 'man' resource structures, go out to build new structures ... although perhaps certain early infantry units could have a 'retire' function' that quickly adds them back to the worker pool.

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I'm questionning the Tier1... Do you actually need it?
Sounds to me like a lot would make sense without it (although I'd probably move transport to the new resulting tier 2 in that case, but its a matter of taste)

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