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EagleWarrior

a more Realistic Space Strategy game

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I was thinking of a more realistic strategy game.The player takes the role of a commander of a Carrier in space u get missions and u make the plans for them, assign pilots and fighters, constraints , primary & secondary objectives , etc.. . what im getting at is u dont control your units like homeworld no direct control u make the plans and everything and watch your units accomplish that plan or fail. that will need a shit load of AI but i think it would be a great idea. i have the whole idea in my head this is just a brief explaination.

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Hmmmmmm...
This sounds like Majesty in space. Cool idea but I never liked Majesty much. HOw much like Homeworld are we talking here and could you elaborate more on the subject?

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Guest Anonymous Poster
I dont think that idea would go to well because, your just watching after planning, I think games need to have more interactivity maybe if you could change strategies in the middle of the battle.

What would also be cool in a space strategy game would be battles that take place in the atmosphere of planets also. Or you could zoom in on a planet and have buildings and ground units, that way battles not only take place in space but also on planets. If the enemy destroys your ship launch pad then you cant launch any shuttles in space untill you build another.

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offcourse u can change the strategy in the middle a PAUSE option like homeworld so u can restratigize. What happened if your plan aint going to work? u r not just going to let your pilots do the mission u will change it. its like u have been overwelmed by alot of enemies so u need to retreat. having fights in planets be a good idea too. I was think of boarding other ships like sending your marines to board a carrier that u disabled and kill the everyone in it or taking them hostage. i dont want building stuff since your main command will be the carrier itself. maybe u can get a big base and build your whole army , and colonize planets. adding some Mechs in it for ground fighting lol that be cool. i was thinking that the commander can even have his own Fighter which he can fight with but the disadvantge would be u can die easy, but if your carriet explodes u can escape with a shuttle just like u said Anonymous. I can add lots of ideas.


If u want more info about the game idea , i can give u all more i think i wrote couple of papers on the idea on my free time just have to find it

[edited by - EagleWarrior on March 23, 2002 2:33:58 PM]

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quote:
Original post by EagleWarrior
offcourse u can change the strategy in the middle a PAUSE option like homeworld so u can restratigize.

How can you deal with this in multiplayer?
Some ideas that may de shit because I "thinked" them in less than one minute)
Maybe your game should be "long turn based": at regular(for multiplayer) but long(for your idea of planning and somewhat "let the AI do") intervals the player can give orders. And every player has a "control bonus" which gives the player control for one minute.The "bonus" can be used at any time (-> when the player is in trouble) and can be used only one time.

Or: at the beginning each player receives a "time credit" for controlling the units and must manage with (for example) five minutes of units controlling that can be used at his convenience during the game.Somewhat like blitz chess games (but maybe more "slow-paced").

quote:
having fights in planets be a good idea too. I was think of boarding other ships like sending your marines to board a carrier that u disabled and kill the everyone in it or taking them hostage. i dont want building stuff since your main command will be the carrier itself. maybe u can get a big base and build your whole army , and colonize planets. adding some Mechs in it for ground fighting lol that be cool. i was thinking that the commander can even have his own Fighter which he can fight with but the disadvantge would be u can die easy, but if your carriet explodes u can escape with a shuttle just like u said Anonymous. I can add lots of ideas.


I would say "Be aware of feature-creeping"(you must always have a clear vision of your game design, and new features should naturally fit in your game system (or re-think the whole design).

And "Keep It Simple, Stupid"(KISS): IMHO it is better to have a few features and rules in your game that are well designed and permit a lot of strategies (->the best example is chess) than a lot of features (->awful learning curve)(but this can be discussed...it is good for some games (RPGs) and some people love reading a 3 kg manual).

However that is just my advice, hope it will help you in some way.


If u want more info about the game idea , i can give u all more i think i wrote couple of papers on the idea on my free time just have to find it

[edited by - EagleWarrior on March 23, 2002 2:33:58 PM]

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i dont want the game to be turn based. and about mutliplayer in homeworld multiplayer there is no pause lol.

there can be buttons u customize with stratigiz like a button for retreat or to change their formation or agressviness.

im going to make my game with that idea but im going to take it 1 step at a time and i mean 1 step lol. If it takes me 500 versions to make it then let it take 500. Im learning and having fun.

and the game idea wont be linear like homewolrd its completely non-linear. u travel where u want to go, u do what u want, u kill who u want u can even ram your command ships at other ships or make suicide attacks lol. hmmmmmmm lol i talk too much will anyways i will go finish the first version hehe i think i will be done with this game in year 3002 hehe

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