Missile Command extended

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18 comments, last by Randel 11 years, 6 months ago
I can't help but be reminded of the old game Gorrilas were players each control a gorilla on opposite sides of a city and try and defeat the other player by throwing exploding bananas.
Gorillas_screenshot1.png


Game play ideas:

each player has a number of tiles to build improvements on placed randomly in their territory. The winner is the first to destroy all of the other player tiles.

3 kinds of structures. Techs, Defence, Attack.

Tech buildings unlock and enable other buildings and but don't provide offensive or defensive benefits. For example construction yard allows you to place an extra improvement each turn. A munitions factory allows you to build tri-missile launcher capable of firing 3 missiles a turn and unlock high explosive missles.


Defensive buildings would either blocker types or anti missile systems. Blocks can stop missiles that hit them but are only protect against so many hits turn and you can still take blast damage. Anti missile system have an area of effect and aren't always successful. For example em shield surrounds your country and detonates the first unshielded missile each turn. Flak cannon has a 25% chance to shoot down any missile in range.

Offensive buildings would consist of different kinds of launchers or missile platforms. A standard launcher fire 1 missile based on angle a turn. Others fire 3 or missiles a turn at variations of the same angle. Having the right combination of buildings would even allow you to build a nuclear missile capable of destroying most of the other country in a single turn.
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@Prinz Eugn:
I'm sure many special abilities will make this game very cool, thanks for this great list!

@TechnoGoth:
The percentage of successfull intercepts will make the game more interestring, a really cool idea.
Would you like turn-based or realtime? If the focus is more on shooting I personally prefer turn-based (like in Worms)
but if it's more build-based it's cooler to have it realtime, thus it makes a huge difference how fast you build and you can surprise your enemy early.

Phil
I'd like to see it turn based where players build and plan in secret then have their moves executed simultaneously.

But real-time would be fun if it was more bullet hell type situation with a gesture base interface. In that case I see players gearing up huge missile salvoes to rain down on the other player while quickly switch to defence mode to direct their own defences. you could even have a macross style pinpoint shield that stops any attack but you have to manually move to block each individual missile.
Ooo! You could have a hybrid system for firing the missiles.

As in, you can build up your base little by little with what resources you have in real time for the entire game. Your missiles start out really weak though and they need to be "developed" over time. Couple this with like a prep time clock (a limited amount of time you can't fire in the beginning of the match), and the game becomes something like a cold war. Each player will be on edge, worrying that the enemy will fire any second, that their missiles aren't strong enough yet, that their defenses might not be able to stop their missiles.

In order to encourage players to play this way, you could have a charge up system that takes maybe 30 seconds to charge but give the player the option to fire right away (after the prep clock), but with a less damage. Then, as they charge their missiles, they have to fire them off to get more powerful ones. Kind of like building experience with every shot taken.

I'm just kind of snow-balling at this point and maybe pushing some scope-creep, but yeah, just throwing some ideas out. biggrin.png

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I really, really like the idea of turn-based preparing-turns and simultaneously firing after each turn.
(Not just because it makes the networking code much easier :D)
But there are some questions I have about compatibility:

-Prinz Eugn gave cool ideas for special powers you can buy and use once (I don't want to make many to have it easier)
but all these just work when the game is realtime. Possible solution: you buy them and they become active when the turn ends
and "firing mode" starts. What do you think about it?


Each player will be on edge, worrying that the enemy will fire any second, that their missiles aren't strong enough yet, that their defenses might not be able to stop their missiles.


-Hybrid-mode:
A very interesting concept, mainly because of the fear you desribed! Tension is very important. But I did not understand a key-mechanic of it (my english reading-comprehension is not the best): Where is the division between "build mode" (Build factories and towers, prepare towers) and "firing mode" (every tower executes the command you gave it in "build mode")? If I understood it, you mean that it's possible to fire anytime.

Phil

I'm just kind of snow-balling at this point and maybe pushing some scope-creep, but yeah, just throwing some ideas out. biggrin.png


Ha, I guarantee we're in feature creep right now... I think it's just as important to pare down until you have what you want the core gameplay figured out.

Turn-based vs Real Time definitely fits into that "core" so I would consider the advantages/disadvantages of each before making a decision. Turn-based would give players more time to plan complicated strategies, but real-time keeps players enganged in the details of using the weapons/defenses (i.e., aiming). Personally, I think the chaos of real-time would be more interesting to play.

Dave's idea of having time to build up your base to a degree before missiles start flying I think would be a good idea regardless of style.

-Mark the Artist

Digital Art and Technical Design
Developer Journal

Why not to make it cooperative game? Lots of missiles come from the sky, players must work together to save their base.

If you want a twist, here is one: missiles shoot not from the base, but from some kind of floating turret, which can position itself on any space on the map. Turret relocation is simple, press "X" and click on empty space and turret will slowly move there. Turret itself can block missiles, but can't die. Each player has his own turret. Also destination of relocation can't be changed until turret has stopped.

You can also add "spawners" - enemy ships that can be destroyed and spawn missiles. Victory/losing conditions are same as in original.
I'm writing down an overview right now to bring all those great ideas into a structure ;) will post it later
Okay here's the structure I hope I forgot nothing:

Different core-mechanics regarding realtime/turn-based:

  • Round-based building, after that the towers fire simultaneously depending what angle/velocity you chose.
    Defending towers start automatically to intercept incoming missiles.
  • Hybrid-mode: you fire in fire-phase in realtime rather than give commands in build-phase. Defending turrets are still automatically fireing. Maybe with something that prevents the player from attacking too soon.
  • Full realtime-mode: no different phases, you can shoot as soon as you are able to do so. May be less tactical because of the lack of different towers etc. because I am not able to fill the game with diversity (I want to compensate this with a great mechanic biggrin.png). I worry that every game is the same after you once have a working build-order.

Are there other core-elements that make the game more interesting? Something that demands more dexterity/skill? I worry that it will become boring because it may be too easy to adjust the towers.

Now, after I restructured all these great ideas you got we can think more precisely what are the weaknesses of these concepts.


Ha, I guarantee we're in feature creep right now... I think it's just as important to pare down until you have what you want the core gameplay figured out.
Turn-based vs Real Time definitely fits into that "core" so I would consider the advantages/disadvantages of each before making a decision.


This really hits what I wanted to say. I want to have the game as big as it's possible (this is why I asked for example for special-power ideas, they are easy to implement), but I don't want the game to have a boring gameplay with logical trouble (how do I make every new game unique?) but 100 different ammo, tower, etc. -types.
I want to pare down the diversity. Not because I'm lazy, but because the core-mechanic is much more important.

Thanks, Phil
One idea could also involve fallout of shrapnel. Destroying a missile doesn't necessarily negate all its damage, you still get occasional bits of debries and if that missile is atomic then there is fallout contamination. Maybe destroying a missile base with nukes in it leaves radiation as well that damages your factories production.

Or, you could send airplanes to the other side (with a time delay) and they try to shoot down the enemy missiles before they leave the enemies airspace. A player focused on this could create a fleet of airships optimised to taking out missiles before they enter his airspace... but doing that requires alot of setup and leaves with little defense should the enemy fire first.

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