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- Hmm Pretty good idea. Good comprimise to my idea as mine would have to be
- very carfully programmed and thought out to be fun. But worms from above
- would be relativly easy to program and the scrolling could even be
- hardware scrolling of a screen 4 times bigger than 320*200. Could also
- solve the problems of linking up multiple computers because everyone
- could play on the one computer. The game would need some type of altitude
- I would think. Maybe make it isometric, or fake hills? Maybe start
- with no units and a quota of how many units can be used. So you still have
- the option of using different strategies in the middle of a game
- (still with that teleporting thing of mine!) Could be interesting!
-
- CAMERON BONDE
- cbonde@lawson.appcomp.utas.edu.au
-
- On Mon, 9 Jun 1997, Nikola Smolenski wrote:
-
- > On 04-Jun-97, Cameron James Bonde wrote:
- >
- > >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 have been thinking about this a little... well, I still don't see too much
- > point in C&C strategy, but I think that this could be perfect for static
- > stratgy.. Imagine Worms viewed from above, and you'll know what I mean :)
- >
- > --
- > _ _ _ _ _ _ _
- > \--- :_ :_ :_::- --: : ::_) _: --- \/ ----------------------------------/
- > \\_: !_)!_,! !!_, !,!_!! \(_! ::::..:::: nEVERmIND :::'`::::_//
- > `\------------------------------------------------------------- /\ ----/'
- > Nikola Smolenski - member of Team AMIGA smolensk@eunet.yu
- >
- >
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