Thursday, April 19, 2012

Structure and Unit Construction

This may just be fluff and such but don't do the lame example of having Barracks "train" soldiers in a few seconds to have them magically and never endingly walk out.



Perhaps have teleportation gates that the different factions would use to shuttle troops from battlefield to battlefield and such.



Structures could be done the same way as well with massive teleportation runes inscribed on the ground to pull structures from distance lands to their new location.



Just some ideas if you want to make a believable story and still have base building. Because honestly, how are you supposed to build a castle in 2 minutes from a bit of stone and wood. Same goes for the troops.|||oh thats a good idea, maybe for some factions have them inscribe the magical runes into the ground and then have the structure rise out of the earth? maybe that would be good for something like a magical based faction|||I really like this idea. It always bugged me how I could build structures in seconds in most fantasy RTSs with wood and some workers that got spawned out of a factory.



Portals for workers is definitely the right idea, I think.

Necromancers

Necromancers would be a great special unit for a magic faction, I think. Being able to revive the enemy corpses to fight alongside yours would be pretty awesome.|||Not that I disagree, but since we know absolutely NOTHING about the game yet, I don't think we should think that far ahead yet.|||Bah, they asked for suggestions, they're going to get them. We know it's on the Moho engine, so there will be wreckage (ie. corpses), and necromancers are cool, so I'm throwing it out there.|||Not a bad idea, that could end up being pretty cool, especially if there were some awesome animations for it.|||Or even just pull cannon fodder skeletons out of the corpses to bolster your army|||Mooilo|||slinki|||Mooilo|||Moolio, just go buy it now.|||It won't run on my computer, I already tried that.|||sure it will, you just don't know how to make it work|||i can give you a file that will give you a copy of TA+expansions+official released unitsfully patched and it runs perfectly|||Lt_hawkeye|||slinki

Non-"clone" looking unit faces

The one thing thats bugged me about a lot of rts games is how the unit faces make them all look like clones of each other. It's fine with a futuristic game because they have their faces covered or in SupCom's situation they're all vehicles.



I don't want the people to look like mass produced clones, it would be great if you could have a random face generator for your units so instead of seeing one face on each type of units you'll see a variety of different faces. This would add to the realism of the game. And yes I know a lot of the units will have helmets so those ones won't matter as much, but I'm sure certain units won't have their faces covered (like archers).|||There really doesn't need to have any normal unit's face shown. They could all have helmets or masks of sorts.|||Random faces would be nice, maybe just with one base face and a couple bones in the face used to modify the shape on spawn. It could be interesting if GPG implemented something like this to create a ton of different faces.|||Mooilo|||Good points though it shouldn't be limited to the faces, clothing and such should be a bit varied for the same kind of units (look at the last Total War games) as well imo.



It's acceptable that sci-fi robots look the same when they all come out of a factory, it's another matter entirely for human troops.



Also, having some army painter feature to dress up troops would be awesome. It's incredibly addictive as DoW II has shown, more developers should head into this direction.|||Medieval Total War II had randomised clothes and faces - I dont see why it couldnt be implemented.|||if we had extra textures for units in FA, we could do that already.



it's just a simple case of unit:SetMesh and about five more lines of code to make it work.|||BulletMagnet|||Thanks king of the obvious.

AI as a player, run on a designated computer

Because of the way the Moho Engine works, I think this idea could be implemented with relative ease.



Basically, in the lobby when you set up an AIs in a multiplayer game, you can assign each computer an AI or multiple AIs to run. That AI is then only run on that computer and its commands are synced to everyone else as if it was a player.



This would allow many AIs in a single game, even if you had a person with a bad computer playing. You could have the guys with quad cores running the AI players so that everyone else's CPU only has to deal with them as if they were human players, which would make the game more accessible and allow for AI players to be more common online.

Relief

I'm a bit disappointed that relief in SupCom2 is purely cosmetical. For example:

Image

The big hole brings nothing to gameplay. It was the same for Demigod.



I Really hope KaC will bring an interesting use of the relief, on the map, but also on the buildings.

Image

When I look at this castle, I imagine troops walking on walls and towers...



And please, no nonsense constructions on the maps (I don't understand the platforms in some of the SupCom2 maps)|||agree!



enough of this bridge, walkway and platform fighting.



Kings and Castles should take place in an open world, allowing the player to roam freely within all regions of the map!



LoL - no more of this garbage:



Image

Ideas for the economical system (and a bit more)...

I have a lot of ideas and it's hard for me to explain each of them clearly... But here is my main one:



Each player starts with a castle and a king, near a village. The village provides people and has farms for natural ressources (food, wood, metal or whatever, all counts as only one ressource). There are some other neutral villages and farms among the map, that can be captured by the king or some special units...



People can be used in two ways:

- to build things, then you get them back.

- to be trained as soldiers or put to work in a farm, which is irreversible.



Castle can be upgraded with adding some buildings like stables, temple, academy, factories... City can also be upgraded with things like walls (which should be expensive => more realistic look of the city and necessity to use natural defenses like cliffs or water; and very useful whipe posting soldiers on them), bigger houses, or things that make them harder or impossible to be captured.



That's all for now...|||i'm a big supporter of villagers in RTS games. but not many RTS games use them. i wouldn't want to blatantly copy AoE's villager format. it's probably best to think of something new.



i'd like to see them in the game. but more in the way that Anno and Grand Ages: Rome uses them. where they multiply and simply roam around on their own, rather than us having direct control of them and ordering them around all the time.



villagers should just 'be there' to make everything more life-like. when you drop a structure they should gather to help construct. and that's it. if you build a fishing hut, farm, or logging camp they should be there, working away.



that would be best. then you could focus on management, constructing buildings, units, upgrades and fighting.



it's always fun watching villagers scramble as their empire burns.





Image|||I'm not too sure how i feel about villagers in a game like this.



I certainly don't want to have a big city building experience like in anno, although having villagers wandering around would probably be good for immersion. I also think that in a super-huge rts (ala supreme commander), tracking and microing hordes of villages will be a pain and add nothing positive or fun to the experience.|||In my idea, villagers don't need micromanagement. When you wanna build something, just click on it and you see villagers building it.|||I agree completly. having villagers just looks way more realistic.



although, if possible, you should be able to attack them. it just seems like fun to have something like big wolfs chasing villagers. :twisted: offcourse, thats not a neccisaty.

Ideas for Factions

Personally as a fan of TA:K, I believe that the factions should be similar to those used in the game. Have all three kings human but with units of various races. From the concept art we can already see one, which reminds me of an Aramon combined with Veruna faction, i.e a human faction with several creatures that are regal etc. dragons and whatever.



I think it would be good to see the other being Taros and Zhon based (all sorts of beasts and monsters) and the third a Creon based (steampunk faction). This would make my day.|||i say Hugh Jackman for King!



All Hail !



Image|||I think GPG did a great job of creating unique Demigods and exploiting it would be cool. A legion of sorcerers leaded by Torchbearer would be quite an scene.

If there are undead I hope they are undead creatures from the other factions and no indistinct figures.

Why not make an Avatar-like faction?