TF2: The RTS

Recommended Videos

blackshark121

New member
Jan 4, 2009
495
0
0
It could work. Instead of ConYard/Barracks/PowerPlants/etc, it could be one main building, and you buy upgrades to that building, similar to Rise of Nations. Upgrades would be made through said building. When units are purchased, weapons would be selected, probably with hotkeys. Most classes would function as they normally do in the FPS, but with minor differences. The games HUD would likely be similar to C&C3, and hotkeys would likely be heavily used.

Note: Knowing what each unit does in TF2, and their unlocks would help with understanding my descriptions.
Scouts could be starting units. At the start, they would have only pistols, and they would upgrade to scattergun/FoN. Unlocked 1st, with Engineer.

Soldier would be long range crowd control, and would be best at destroying the enemy base. Starts with standard weapons when unlocked, upgrade would be reseached. Unlocked 4th, with Medic.

Pyro would be short range CC, and strong at building destruction. Starts with flamer when unlocked, backburner researchable. Unlocked 3rd, with Heavy.

Demoman can be set to fire mines automatically, or manually, uses pipe bombs for normal combat, upgrades would be researched.Unlocked 2nd.

Heavy would be just like the game, minigun starting. Natasha is researchable. Unlocked 3rd, with Pyro.

Engineer would a special case. You can tell each Engi where to build his turret, and keeping him near it would repair the turret. Ability to upgrade turrets would be unlockable, and keeping an engineer near an upgradeable turret upgrades it. Unlocked 1st, with Scout.

Medic would heal all units near him, and would start with either medigun or krits. Unlocked 4th, with Soldier.

Sniper would probably start with both rifle and bow/arrow. He would shoot automatically. Bow has fast rof, low accuaracy, rifle vice versa. Unlocked 5th.

Spy would be the other special case. He would be micromanaged, such as stealth, sneak around, backstab. Unlocked 5th.

If the standard 1v1 model where the units are NPCs (like C&C3) doesn't work, a mod similar to the Empire Mod for HL2 could be made, where one player is elected commander, and the rest would play normally, with the commander directing. IIRC, this was the model TF2 originally had been planned for.

Could it work?
 

Ken_J

New member
Jun 4, 2009
891
0
0
You know TF2 was origanl going to have a commander feture were a player was going to have RTS like funtuns but the canciald it. However someone could make Warcraft 3 mod of it or something.
 

Curtmiester

New member
Jan 13, 2009
1,331
0
0
Ya its sounds like fun at first but when you really look at it, the limited number of unit types would make it terrible rts.
 

Aegwadar

New member
Apr 2, 2009
221
0
0
Ehh, No air units.. Great, Overrated.

Agree that ONLY nine units is a big shot in the foot for RTS; but they could do something like Demigod?

*Reality*

Not going to happen anytime soon.
 
Jan 29, 2009
3,326
0
0
Well, the whole making units thing with the tech trees undermines the whole balancing that valve spent years to perfect, if it were in a tactical environment, then that would be interesting, where you already have the 9 units and command them to do what is needed.
 

Dr.Sean

New member
Apr 5, 2009
788
0
0
I have a better idea.

The Engineers would be the builder units: They would build turrets to defend the base, they would make hospitals to spawn the medics, they would build barracks to build soldiers and heavies, they would build a bar to spawn demomen and spies, they'd make a starbucks to spawn scouts, they would build a library to research things, they'd build a lab to research things and build crazy artillery vehicles like tanks and laser beams and a teleporter, they'd build a ship yard place for trade ships and battleships with turrets on 'em, and last but not least the engineer would build airports to build airplanes and helicopters and other wonderful flying machines.

The Soldiers would gather resources: They already have shovels so it'd make sense. You will have to research their rocket launcher and then they'd become like the citizens from Rise of Nations.

The Scouts would be basically like scouts from any other rts, you'd switch them between bat and pistol. Scattergun/Force Of Nature/Sandman would have to be researched.

The Demoman would set up traps with explosives and take down enemy buildings with explosives.

The Sniper would be split between two classes: archer and sniper rifle. The Sniper rifle would be researched. Both are spawned from towers built by the engineer. (I THOUGHT ABOUT HIM AFTER WRITING THE DEMOMAN AND I DIDN'T WANT TO GO BACK AND EDIT THE ENGINEER OK)

The Spy would be the sneaky bloke that cloaks, set up informers in enemy buildings/units so you can watch what they do, back stab, shoot, bribe enemies to join your side and steal resources and research from the enemy. The engineer removes informers.

The Heavy Weapons Guy starts out with Sasha and is immobile while firing. Natasha must be researched and Natasha lets the Heavy Weapons Guy move while firing, albeit very slowly.

The Pyro gets a flamethrower and a Molotov cocktail. The Molotov Cocktail, when thrown, will explode and burn all enemies caught in the blast, including cloaked spies, which will be visible to all and shot by all.

The Medic heals people and puts out fires. Kritz and Uber must be researched and get a warm-up time after being using, they last for a minute.

Tanks, airplanes, helicopters, battleships, tradeships, what do you think they do?