Star Tactics (tenative title)
Posted: Sat Jul 16, 2011 4:05 am
https://docs.google.com/document/d/1cKAS4WdWteZ10w7hurw0Lf0O5OSrmF5atUo3ct6ITgg/edit?hl=en_US&authkey=CIya8dEB&pli=1that is the paper showing the goals and design plans for a prersonally made, indie project of mine. ima be honest. i know next to nothing of 3d modeling or game coding. but by god am i going to try. this game idea has been brewing in my head for quite a while, it wasnt till Beyond Protocol went under and become open source did i consider trying to make a game based off of it. well, three months later, ive realized the product i want to make is quite a bit different from the original, so yeah... long term goal is to get this up.the basic game synopsis, or atleast what im trying to get going, is a heavily customizable MMO(if i can pull off MMO) RTS, in space. resources would be divied up into 5 level of quality per item, and spread out over star systems. better resources would be toward the center of the universe (every solar system is an environment, and every planet has its own environment) to help bring combat more into play. i think the real hook would be the level of strategy i want to bring in. im not calling it star tactics for no reason. using a technique i call tethering, your civilizations will send supplies thru visible routes, destroy the routes, ruin there supplies, starve em out. im including ammo and fuel into the game, ammo to prevent steam rolling, and fuel to prevent over extending empires. destroying supply routes can easily stall out and kill an army. its an aspect i dont see in games often enough. fleets will be based on fleet points, big ships will take up more points (say a destroyer or dreadnought would eat 10-15 points while a small cruiser would be 1-4 points and fighter groups of 10-20 only costing a point). if the code is light enough, im hoping to allow 50-100 points of units in an environment per player, 25 or so if the game code is too intensive. i personally hope that the main hook of the game is its deep level of strategy and customization of units. units are designable from engines, generators, electronics (stat buffers/debuffers and radars) sheilds, weaponry and armor, on a chosen hull. I believe ive come up with a setup that will be extremely interesting to work with. the main issue i see so far with my designs, is game balance, it apears that the level of customization i want to allow will be subject to overpowering and require nerfing at points, that will be at beta though, and thats at least a long arse time away. id suggest reading the lower parts of the paper too see the interesting stuff on unit design and map setup. most of the uper paperwork is from back when i was working on just a modding project for BP. so yeah, heres hoping on it lol. feedback on the concept is appreciated.