Showing posts with label rts. Show all posts
Showing posts with label rts. Show all posts

Monday, June 09, 2008

More From Idea #2

I feel an urge to talk about our first giant robot, and how "he" fits into the game.

Unit One (they never quite came up with a better name/designation for it) comes in at about 30 ft (9 meters) and nearly forty tons. This puts it in the range of most Type A and Type B Beasts. Fully humanoid, it is covered in layered RHA armor (with later upgrades to a Chobham composite armor on the torso, head, upper arms and upper legs area), with a central cockpit in the rear chest area, mated to a zero/zero ejection seat. The cockpit and design gives the Unit One a distinct "humpback" look.

Unit One uses a combination of hydraulics and linear motors for control and movement. The A/O generator is located just below the cockpit and must be activated for Unit One to even stand up, let along move. Nuclear power was rejected for obvious reasons (Unit One engages enemies in close combat), but the battery power system has a limit of six minutes at full combat power, ten minutes at "standby" walking speed.

All versions of Unit One were built by Tojo Heavy Industries in Japan, and were shipped to various locations along the Ring of Fire to defend against attacks, with the exception of (then) Soviet territory. Twenty-two Unit Ones were built, the first on March 11, 1968 and the last on June 19, 1968.

The Mod One version of Unit One added upgrades to the computers and added newer linear motor arrays to the hands in the mid-70s. The Mod Two version replaced the torso, head, upper arm, and upper leg armor with lighter but equivalent Chobham armor plates, and revamped the control and monitor system in the late-80s. No further modifications were to be made, and there was serious talk about retiring Unit One until the Second Great Monster War.

Unit One, initially, relies upon a 30mm "rifle" and it's reinforced fists for combat. To use the rifle or to engage in combat with Beasts, Unit One needs to "erode" the A/O field of an enemy Beast, enough to engage it in combat.

While old and somewhat decrepit...it would form the first line of defense when the Beasts came back. And, it can be upgraded and the basis of the design is one of future giant robots...

Sunday, June 01, 2008

Back To Idea #1...

I'm working again on Idea #1 (which, for future reference, will be graced with the title of-until further notice-of Our Worlds At War). There are three big concepts that I'm working on with it. These three concepts are tactical behaviors, experience control, and deformable battlefields.

Let's start with the first. Each unit has a type of tactical behavior, which is engaged by changing three sets of settings (or selecting a pre-defined "default" setting/macro). The first setting is Aggression-which can be set to one of three levels-aggressive (the unit will close to engage a target, getting as close as possible to use it's weapons), neutral (the unit will try to balance attack distance vs. range-trying to choose a range where it does as much damage as possible while at about half the unit's combat range), and cautious (the unit will try to keep a target at the maximum possible engagement range).

A second setting is vigor-how quickly a unit will engage a target. A unit can be hungry (where it will leap right off the bit and start following anything that it detects or targets), neutral (units will attack a target, or try to find a target within pre-determined norms-if it loses contact, it will try a short search, then stop), and full (units must be controlled to choose a target, and if they lose contact, they will stop and respond according to other rules).

The third and final rule is formation. We have a wide variety of formations, from lines to echelons to a circular formation. With these three choices, you have a wide variety of possible attack options. For example, a unit that is set for a neutral aggression, hungry vigor, and a circle formation will try to find a target, encircle it, and shoot it from every direction-with indirect fire units at various ranges with artillery and direct fire weapons trying to engage a target in a hull-down formation. Another set of units set for aggressive aggression, neutral vigor, and a echelon left formation will try to keep it's target on the left side, engaging them as close as humanly possible.

This set of rules will dictate a wide, wide range of reactions in units. And, it takes away a lot of the micro-management that quite a few games tend to indulge in.

A second factor, which relates to the first, is experience control. Call it "tactical intelligence" in games-if a unit encounters a unit that it has never seen before, it will engage in a sort of "poking" behavior, trying to make it do things such as attack, maneuver, escape, etc, etc. As it builds up a database of experience, it gets easier to engage and kill to hostile unit. Let's take an example-a group of human Strikers (tier 2 infantry) encounters a newly made Venusian Whisper (light, tier 1 recon vehicle). They will try to close with it, fire their weapons, and see how it responds. In game terms, the Strikers will not do as much damage, and will get closer than might be safe (Whispers have a secondary anti-infantry attack that only works at close range), etc, etc. However, as long as the fight continues, human units will learn how to engage the Whisper better-they won't get as close if they're infantry, armor will engage very well indeed...

And, this gets to our third factor-deformable battlefields. One thing that armor and infantry will do (our terrain is 3D), if they have defensive behaviors set, is to try and find a "hull down" position-where as little of their vehicle is showing to a potential target. But, if a weapon is powerful enough...it can shoot through dirt. Or sandbags. And, if you hit the ground with a powerful enough weapon, you can create a crater. Or your engineering unit can dig trenches and revetments for your equipment. There is a absolute "floor", but you can pretty much carve yourself all the way down to the bottom with enough explosives. Oh, and water flows into holes, too.

More ideas as my brain works on them.

Friday, May 02, 2008

Did I Not Threaten You With Idea #2?

I did, didn't I?

Idea #2 is another RTS idea, based around the idea of giant robots.

Once upon a time, actually around 1954 (the day after Godzilla is released in Japan, actually...), one of the first of the Beasts appears on the shore of Japan. Thirty feet tall, it takes just about everything the United States has to kill it, short of nuclear weapons.

Then, sometimes weekly, sometimes daily, more Beasts of the four big types come up from the water in the Pacific Ring of Fire...and a few of them take nuclear weapons to stop. Including one that surfaces between Seattle and Portland, and requires a nuke to stop. For nearly fifteen years, the Beasts attack. Humanity learns of the nature of what they call the Alpha/Omega (A/O) field, which serves both as a shield and as a way to "break the laws of physics" so that something like the Beast can actually exist. And, desperately, they build a mechanical generator (the Beasts are some kind of bio-mechanical organism) that can replicate the A/O effect. They build a prototype giant robot-Unit One-and place it in San Francisco to hopefully fend off the first attack (okay, there's a few more in Japan and up the rest of the West Coast, we are paying attention to the San Francisco one).

They wait for an attack...and it never, never happens. For forty years, the robots stand (okay, layed out on the ground to prevent stress to their frames) as almost black sheep in the fight against the Beasts. Some mild renovations of Unit One to make sure that it can actually function over the years. It becomes a joke, something to tell on the evening news about waste and such.

One day...a detector mounted near the Cliff House goes off...and the joke has to defend San Francisco against attack.

We're using San Francisco because it's a nice battlefield to use. Lots of nice, graphical property damage. It's also got a whole bunch of "in jokes" for various robot anime...and maybe some special guest stars (if we can get the licensing rights).

The game is based around two sections-a "base building" section, where you do research, build and improve your giant robots, train pilots, create the technology you need to make it easier to deploy your giant robots (early on, they have to be hauled to the battlefield location by truck-their batteries have a lifespan measured in minutes).

The second section is a tactical battlefield section, where you face off against a Beast with your giant robots, all commanded at your "command truck" (the game interface). Lots of explosions, lots of things happening that will make anybody go "oooh, ahhh".

More details as I keep thinking of them.

Thursday, April 24, 2008

Back, and More RTS Concepts...

I've been incredibly busy, not the least of which has been doing the con writing for SiliCon 2008. Look for your Progress Reports in the mail, and the program book if you make it there.

Anyways, wanted to thank tabuxfix for letting me onto his website and various ideas, which are very nifty. Added him to my blog roll and wanted to say "Hi!".

So, more ideas on my RTS game idea#1 (#2 is coming soon...)-

Humans-

One of the big things about humans is that we tend to build stuff and we like a roof over our heads. And, that's where humans start. When the game starts, the first things that come through the teleport portal is a base core, and a Commander. Human equipment is hexagonal in it's design-and facilities are "docked" to each other and to the base core. One of our game conceits is that you have to have a side that is accessible to the "outside" to let vehicles deploy. But, you can move the bigger factory blocks around-you can undock them from where they are, they sprout tracks (or legs, maybe), and move....very slowly, but faster than building a new factory bit. The only exception is the air factory-all of our aircraft are VTOL-capable.

The base module and some of the secondary modules will mount weapons (that you can upgrade), and the game has four level of weapon upgrades for each unit. A specific turret module can be built independently, as well as a sensor module. These can be mounted and attached to a resource pool location (which lets these weapons fire a bit faster and repair their own damage a bit faster), or placed where you want them.

Oh, and Human units have a specific "scavenging" unit that dismantles enemy units to take the parts back home-to build things that work better than their enemies.

Martian-

Martians are like crabs. They bring their homes (their walkers) with them, everywhere they go. And, they really don't have a base...more like a "place to work". Transport vehicles haul materials to a central point, and a specific builder...pretty much dances and creates a unit. This central location can be destroyed if either side pretty much runs their ground units across the central glyph/location.

Resources are also hauled to the walkers, which uses the resources to grow, build modules to increase capabilities, and build secondary systems and modules. They can even build turrets that move very slowly, then settle in and engage hostile targets, both in the air and the ground.

Venusians-

Venusian forces really only build three (four?) kinds of units-troopers (basic soldiers), builders (basic building units), and a Scaffold. By combining the three, you can build base facilities and larger units and vehicles. Of course, you can build a finished unit rather than build the basic three and then collect them into a single unit...but, when it's destroyed, then units break up into their component troopers and builders.

Venusians tend to be sneaky and stealthy and fast. They are not going to be the fastest unit in the game (this is when the Mercurian units show up), but they have speed.