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- On 04-Jun-97, Cameron James Bonde wrote:
-
- >WARNING - This ones BIG! (just the way I like em)
-
- :))
-
- >- First a responce (end of file)
- >Well, in C&C you can control ALL your units at once! Simply by selecting
- >them and assigning that group to a number key. Then using the small map
-
- Or by selecting any unit which belongs to group; I guess it should work
- thatway.
-
- >you can go anywhere instantly and just select say, the helicopters to attack
- >something. BUT I dont think it should be anything like C&C or WarcraftII.
-
- I though about, say, in Dune2, in the middle of attack on enemy base, you
- would get a message that 'base is attacked'. Now you MUST fix the base and
- continue attack at the same time. This could be fixed with 1) pause in
- critical moments and 2) AI for routine jobs, such as base repairing.
-
- >We dont want to simply copy a pc game now do we!
-
- No we don't :)
-
- >- OK now some more ideas
-
- My idea is SF strategy, but with massive use of engineering units, and
- another feature I'm lazy to write about but I think it would be cool :)
- Wanna hear?
-
- >What about something with only say only 10 units. But each one has multiple
- >actions. It could be something cute (worms etc). Actually cute and colourful
- >would be cool. But make it faster than C&C because theres less units.
-
- Sounds nicely, so far.
-
- >There could be only 4 movable unit building options which each have distinct
- >purposes/abilities. Each type would naturally have cool speech and graphics.
- >But not like Z, that game really annoyed me! WAIT.....hang on I'm getting an
- >idea...Maybe instead of buildings, a couple of unit types could be PLANTABLE.
- >ie they run/drive/slither about until you double click on them (or press a
- >key) then they would PLANT themselves in the ground (cool anim!) and then
- >have their BIG GUNS available. BUT to unPLANT them takes X amount of seconds
-
- Hmm, wait... never heard for anything similar... not sure would it be so
- fun...
-
- >...Strategy with realtime tension! Hence the player could choose to build
- >all plantable units or all moving/firing units or any combo, resuting in
- >different tactics every game! eg moving/firing units for storming/team work
- > and plantable units for defence/tactical advantage. Imagine reteating
- >with a planter from firing units, then getting just far enough away,
- >CURCHUNK, BAM BAM BAM! mowed the suckers! BUT will the intepid plantboy
- >hold off the advancing forces?! Thats for the player to decide! Retreat/
- >holdyourground. Maybe selected units could be directly controlable, unlike
- >C&C, so the player could consentrate on critical areas.
- >OK I here you say, 10 units = no action, well you could have units knocked
- >back by bigger explosions/hits. If they were hit by a planter they would be
- >knocked back quite away (and maybe stunned) for vital seconds.
- >That way planters could hold off an entire troop of movers if the attackers
- >approach wasnt right! (enabling a good player to embarrase a bad one!)
- > eg 2 from front & 2 from back because the planters would be very slow at
- >turning in their planted state! This would need intense thought on how to
- >attack multiple planters, otherwise wasted energy & time(for reinforcements)
- >There could be say 3 types of planters and 3 of movers. (+ maybe another
- >type) 'not enough varitiy' I hear you scream, BUT!
- >the game structure needs to be set so it SEEMS simple
-
- I don't think so. Of course, it must not look complicated, but it should
- be complex.
-
- >(eg Doom, even C&C and WCII) so the first time player thinks 'cool abit of
- >blasting fun!', but as players skills progress unlimited amounts of tactics
- >must be avaliable, like chess really.
- >OK, what happens when you 'build' units. They take time (C&C) and
- >when they are ready, the player can klik ANYWHERE on the map for the unit
- >to appear. Now crap you might think but only one unit would ever be ready
- >at any one time, so it wouldnt be unfair. Plus this could be some major
- >tricks/traps setting potential (eg teleporting a unit behind a planter
- >while attacking from the front). What type of credits/materials bit you
- >could have I'm not sure. Ideas? (very simple though, shouldnt be distracting)
-
- That's the last problem.
-
- >NOW the format. Big problem. This game I think would be suited to
- >smallish maps and a c&c view. But scrolling could be a problem as it would
-
- Of course, there's small number of units.
-
- >need to be fast. Biggish sprites would also be good (say 32*32 for big
- >things in lowres?) So ideas for a different view system might be needed
- >if its not possible to scroll in ALL directions (C&C (again)).
- >Maybe even isometric? (hmm to hard!)
- >(oh I love talking about game ideas. Believe me I couldve gone on alot
- > longer! :) )
-
- >On Tue, 3 Jun 1997, Nikola Smolenski wrote:
-
- >> >>>types of games (ie Command&Conquer/worms/lemmings etc) cool ideas are
- >> >>>THE ONLY thing which makes them good! You dont see a single damn
- >>
- >> >>Why C&C then? Why not a static strategy aka Battle Isle?
- >>
- >> >C&C (WarCraft2 being my preferred game) is much more fun than Battle Isle.
- >It
- >> >has to be modem, and a turn-based game like BI has too much waiting
- around,
- >> >even when you can talk to each other!
- >>
- >> Aha. Well, I think that disability to control all units at the same time
- >> decrease on reality, but OK, this could be fixed with good AI and maybe
- some
- >> alternative techniques. WHEN DO WE START?? :)
-
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- Nikola Smolenski - member of Team AMIGA smolensk@eunet.yu
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