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.
Showing posts with label humans. Show all posts
Showing posts with label humans. Show all posts
Sunday, June 01, 2008
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.
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.
Labels:
games,
giant robots,
humans,
monsters,
rts
Subscribe to:
Posts (Atom)