Monday, 22 May 2017

#40. Real Time Tactics Idea


While I'm at it, here is an idea that kept circulating 'round my brain for some time:

So I wasn't a big fan of real-time strategy genre, mostly because my brain and fingers are not fast enough for that genre. (One of the reason I still enjoy Age of Empires II is because its pace is slow enough for me.) Then I was introduced with turn-based tactics genre, which is basically RTS minus all the buildings and tech tree stuffs. That sounded fun, but unfortunately there were not many games for it. So I decided, hey, maybe I can come up with some idea. So the brainstorming is something like this:

- I liked how Team Fortress 2, Overwatch, and Heroes of the Storm focused on mission objectives rather than mindless killfest. Yes, you have to eliminate your enemies during your missions, but in most cases, they are not the key point to your victory. You have to either secure a certain location or object, or activate some features on the map to push your way through victory. I think it's time for RTT and RTS genre to adopt this.

- Since RTT genre skips base building procedures, resources are pretty much obsolete. However, I still think resources could be useful in two ways: (a) it could be used as a mission objective (as in: "Collect 200 resources and deliver 'em to the center of the map") and (b) it could be used for some in-game upgrades, which grants flexibility for strategy. The traditional resource gathering mechanics is good, yes, but I think there could be more variations in resources as well. Maybe resources can be provided like Health Packs in FPS games.

- I think I can make good uses from some MOBA features, especially brush. Basically a brush is an environmental feature than conceals units from outer detection. In RTS genre, this is not very useful because you're controlling many units at a time. In RTT genre, however, this could be utilized as an important strategical feature.

- You have to configure loadouts for your squad at waiting room, just like you do in Team Fortress 2 and Dirty Bomb. First you choose your faction, then your "Commander" or "HQ" feature that determines the specific strategy for your units from your faction. I've come up with some sample factions and HQ features, heavily benchmarked from Starcraft and Warcraft series:

  • Tribes: Local aliens of the planet. Average units, both in quality and quantity. Is the only faction that can use resources to build constructions for protection, sightkeeping, and defense.
    • Builder: Focuses on turtling. More variety and upgrades for buildings.
    • Hunter: Focuses on guerilla tactics. Faster and longer-ranged units, gains access to a type of building that enables fast unit transportation.
  • Broods: Another local aliens of the planet. Horde units, very weak but immense in quantity. Has a "queen" that is greatly stronger than the rest of the units. Queen can use resources to create "minions", but you can only control a limited number of minions at a time.
    • Broodmother: Focuses on even more hordes. Utilizes "nanny" that creates and maintains additional minions.
    • Matriarch: Focuses on stronger units. More upgrades for minions and the queen, especially the queen.
  • Visitors: A human expedition that has come to an alien planet for "frontier" purpose. Elite units, very powerful but small in quantity (4 or 5, at maximum). Comes with a spaceship that can slowly move across the map to provide additional sight, but cannot attack. Can use resources to call upon additional support from spaceship, either additional personnel or other supplies.
    • Explorer: Focuses on scout and securing objects. Faster units, faster spaceship.
    • Conquerer: Focuses on combat. Even stronger units, spaceship is slower but provides wider sight.


Well, that's it for now. End transmission.

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