I would love to see an RTS where each unit has individual AI. They can miss, take cover, etc. This would however add a huge RNG factor that my not be right for the game.
I'm a bit of a turtle player, so I tend to like a lot of base-building, an an option for Co-op, because, hey... I like playing with my friends a lot. I like to be the big force that holds the line, while my friends soup up the big armies.SHW said:Hello everyone!
I am making an RTS game. And I am trying to find out what features people love and hate.
Currently I am making the very core. Which is a lot of programming haha.
The game takes place in the (near) future.
I have a basic idea of the main factions. More factions are possible (note: these are NOT their names, but basic descriptions):
- (Normal) Humans
- Religious mass murdering acolytes
- Stealthy rogue AI-implemented bad guys
I have some ideas myself. Please let me know what you think of these.
- A Research tree (faction orientated, minimal "common-type" research)
- A Unit-Creator (Create your own unit to throw into the fight)
More information is coming, but this is a free-time project.So I work on it when I have the time.
I would love to know what you people would like to see in an RTS. Or better yet, what you do not want to see. So I know what to work on and what to drop. Any feedback is welcome!
____________
I am new here, so if I made a (fatal) error in some way. Please do not throw tomatoes at me! Please?
Yes, Homeworld did well with keeping all units you made in the previous mission. It keeps things going. I will certainly try to implement this mechanic.Johnny Impact said:Persistence.
I never cared for starting over each mission. No matter how much or how little you end with, you begin the next mission with no tech and a couple of builder units. I much preferred Homeworld's take on things.
Units that carry over reward smart play. Knowing units you lose won't carry over increases tension and creates smart play.
Tech that stays with you feels more like tech. It doesn't feel like progress when you have to do it all over again fifty times.
Other than that, make it slow enough for real strategy. Slower than Starcraft. As little emphasis on APM as possible. The win should go to the guy with the best strategy, not the best twitch reflex. Unique factions with unique units. No rubberstamping between factions.
Time and Resource Management will play some role, but nothing major. Also, as much as I agree on your opinion on "fastest player - Best results", I believe it is also the player style. Eventually someone finds some successful strategy and uses it all the time.Evil Moo said:My personal pet peeve with some RTS games out there is that they seem to place too much emphasis on time and resource efficiency rather than combat tactics and strategy. If everything can be reduced to a few rigidly over-optimised orders of operations which must be performed as fast as possible for the best results, then any competitive play gets too heavily weighted towards the fastest players who use the predetermined 'best' strategy templates figured out by the community, rather than someone who can adapt to the unfolding situation using their own initiative.
Something I think might help with the over-optimisation problem would be procedurally generated maps that require scouting to discover the layout of the area, unlike something like Starcraft where you know the layout of the map from the start (and most of the accepted competitive multiplayer maps are variations on the same old template every time anyway). Some of these generated maps might favour certain unit compositions over others based on the terrain and the available resources (and indeed different parts of single maps might be advantageous or not for different units also), thus encouraging adaptability based on the available information. Giving the environment a bigger role in the mechanics would be an interesting way to add depth to the strategic elements of an RTS I think.
Also a thing that WH 40k did quite well, having the strategic and relic points which were quite necessary if you wanted better resource income or that top tier tech, so you had to go out there on the battle field potentially risking the exploratory force, not to mention having to shift resources and defenses in order hold the points.Rayce Archer said:It seems like in many RTS games, rushing or turtling dominate depending on how good/cheap defenses are. I'd like to see an RTS with on-map objectives like Civ:BE or HotS, so players are encouraged to do something and conflict emerges from those goals clashing. For instance, say your AI faction has to hack and preserve computers stored in buildings around the map, but the basic human faction is tasked with demolishing them.
I'm not an RTS veteran, though I do dabble, so I may not be the target audience. But one thing that I like in RTS's is a pause feature in single player. Doesn't have to be full-on Real Time With Pause gameplay, but some sort of occasional "catch your breath" option would be nice for us filthy casuals.SHW said:Hello everyone!
I am making an RTS game. And I am trying to find out what features people love and hate.
Currently I am making the very core. Which is a lot of programming haha.
The game takes place in the (near) future.
I have a basic idea of the main factions. More factions are possible (note: these are NOT their names, but basic descriptions):
- (Normal) Humans
- Religious mass murdering acolytes
- Stealthy rogue AI-implemented bad guys
I have some ideas myself. Please let me know what you think of these.
- A Research tree (faction orientated, minimal "common-type" research)
- A Unit-Creator (Create your own unit to throw into the fight)
More information is coming, but this is a free-time project.So I work on it when I have the time.
I would love to know what you people would like to see in an RTS. Or better yet, what you do not want to see. So I know what to work on and what to drop. Any feedback is welcome!
____________
I am new here, so if I made a (fatal) error in some way. Please do not throw tomatoes at me! Please?
I disagree. Lots of factions need lots of balance testing. If there are 10 factions, there are 55 possible matchups, and all of them should be reasonably fair. Games with lots of factions usually address this issue by making them all the same except for a few special bonuses, unique units etc that are easier to test for balance.Mr Fixit said:The only thing I might add to all these good suggestions is possibly more than 3 playable factions. Variety is the spice of life.
I think that time manipulation is not something I want to touch. I would also have to find someway to add it into the lore. And time is a 'wanky' subject.thoughtwrangler said:While we're idea-mining, I had an idea regarding the "pause" mechanic - what if time-manipulation was a resource? Like, a gauge that fills up either from taking damage, gathering a particular resource, etc. that could be used to either pause to allow various attacks to be queued, or slow down time for the opponent while keeping your own speed intact.
Fair enoughSHW said:I think that time manipulation is not something I want to touch. I would also have to find someway to add it into the lore. And time is a 'wanky' subject.thoughtwrangler said:While we're idea-mining, I had an idea regarding the "pause" mechanic - what if time-manipulation was a resource? Like, a gauge that fills up either from taking damage, gathering a particular resource, etc. that could be used to either pause to allow various attacks to be queued, or slow down time for the opponent while keeping your own speed intact.
Player will have a normal pause button.
10 would be a bit much, I was thinking more like 4 or 5. Just something to break from the normal 3.Bad Jim said:I disagree. Lots of factions need lots of balance testing. If there are 10 factions, there are 55 possible matchups, and all of them should be reasonably fair. Games with lots of factions usually address this issue by making them all the same except for a few special bonuses, unique units etc that are easier to test for balance.Mr Fixit said:The only thing I might add to all these good suggestions is possibly more than 3 playable factions. Variety is the spice of life.