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Designing our own relic game - Main Thread

  1. Child's Play Donor Technical Help Senior Member General Discussions Senior Member Homeworld Senior Member Forum Subscriber  #201
    Gimme your lunch Moeney! Moe's Avatar
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    The upper colony's war ships and fighters are all high tech inertia driven giants, high manouverability, lots of armour, incredible firepower.
    Although the upper colonies have inertia less drives, fusion and anti/matter drives, the inertia drives consume almost 80% of the power, leaving very little place for manouvres, weapons ect
    You seem to contradict yourself a little there. Can you explain that again please?

  2. #202
    daemian
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    can someone tell me where the genre submissions are being posted. Sorry if it's an inconvenience, but i'd really like to read them and as interesting as this forum is. It is quite time consuming to read through 14 pages. Thx.

  3. #203
    Forum punned-it Retroboy's Avatar
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    daemian, check the other two sticky threads on this topic at the top of this General Discussion forum.

    -- Retro

  4. #204
    find confession in your dreams boolybooly's Avatar
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    so it has to be steampunk ?

    anyone want to set the fighter sim/rts to HW universe ?

  5. General Discussions Senior Member  #205
    terrible, terrible damage Starfisher's Avatar
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    booly, one of the conditions is that it NOT be in a predefined universe.

  6. #206
    I am a sun God Ammon Ra's Avatar
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    Quote Originally Posted by Moe
    You seem to contradict yourself a little there. Can you explain that again please?
    Hrm..yes, indeed. :bandit: nice catch.

    Okay, i see what i did wrong:
    "Although the upper colonies have inertia-less drives, fusion and anti/matter drives, the inertia drives consume almost 80% of the power, leaving little room for weapons."

    That clears up the confusion. The ships have large and powerfull power sources on their ships, but the inertiadrives consume most of that energy, especially when manouvering and traveling at high speeds. However, when this extra speed and manouvering room isn't required the inertia drive goes into subsidiary mode, reducing sped, manouvering, and climbing abilities greatly, while shunting all extra power to weapons, extra subsystems. That is what i intended to say, and thnks for catching the contradiction

    Comparing the system with the low colony's ships; if the strike craft from the low colonies have a speed and manouverability of 1 & firepower of 1, the upper colony's fighters would either have manouverability of 4 & firepower of 1/4, or manouverability of 1/4 firepower of 4. hope that clears it up. Your ships will be customizeable, they will be standardized, i.e. build 10 fighter squads, but they can be customized, upgraded in a dry dock, ect after being built.

    Now what about extra-atmospheric combat and building? i.e. on the rings ect...? wouldn't be easy to do, but the upper colonies could have some sort of platform that floats at near space, being almost immune to normal attacks.

    The point would be to command your units ala RTS, but then drop in into the action ala FPS, basicly that genre, imo is called Battlezone
    *mildly disgusted with negative price discrimination*

  7. #207
    I'm still sticking with the space naval RTS. Not another hw game though, just think the genre can be put better..

    A 'Carrier Battlegroup' idea
    I think we've seen enough massive, entire race fleets in the hw series, and that's just a bit overwhelming. Well, at least try imagine those times back in hw1, where you house some 2k ships(from salvage of course) I mean, how in the world can you expect in-depth strategy when the screen is blotted out by all your malicious ICFs and you're yelling DIE EMPEROR DIEDIEDIE or something. I think small fleets should solve that problem, though lotsa people prefer the opposite..
    I'd be focusing on the whole management idea, and a rather serious one too, that you won't really experience by commanding huge fleets. I think space-based navel affairs are expensive business, not one where you just throw your resources at each other, literary. :fight:

    Details of this idea:
    More imortance in Carriers. it IS a carrier battlegroup idea from the start. Better strikecraft or abilities, I say.
    Fuel. A must have. Or any similarities that curb the battle distance of your strikecraft forces.
    Ship preserving. Extended from the general idea, I think ships take a lot more time and resources to build, thus much more valuable than the cannon fodder they basicly are in at least hw2. The PDS mod was pretty cool in this respect, better health points, actual point defences. But in the original only supercaps are preserved, and everything else is somewhat nonexistent in terms of preserving and counter-measures. what's the point in zealously making cool ships only to meet their deaths so soon?(that's a problem from putting too powerful ships in, you want to brighten up its existence, but the others have to give way then.)
    I actually think the one turn, one unit idea from total war would be fine, if well implemented.
    Sensors. To further the idea of a carrier battlegroup, fog of war or whatever you should call it in space should be implanted. I'd imagine sth close to the original hw: you can detect enemies in the area, but you can't see the details untill you've pumped better sensors or recon-ed the place.
    Research and Upgrade. This facter wasn't good enough in the hw series, not for me anyway. shouldn't at best some researches slope the terror balance(?) tremendously? I mean like firecontrols, I didn't think they even made much of a difference in battle, if one side put up firecontrols and the other didn't, which side wins? Is it a decisive facter? not really, from what I've seen... some, maybe, but not enough.
    Supply/Unit Count. Not a sure one, I think it's quite diversed what kind of unit system shold be in a space RTS..but the general idea of small battlegroups will shorten the amount of ships you get to control, undoubtedly. maybe better textures and multiple properties to boost ship value.
    :edit: Forgot. Put in some limitations that will compel you to choose what kind of ships to build, such as the intie-bomber contradiction in hw2, only this one should offer more strategic and purposeful choices(maybe destroyers-BC or sth like)

    and some side wishes:
    ->Bigger stuff; ships, battlestations, you name it.
    :hint:megalithes:hint: :brawls:
    make space a bit more interesting than the background colors(that the hw series did only too well, i admit)and barren asteroids.
    ->Beyond-Sight weaponry? artillary-like idea, people have suggested it over the years.. well that uber in hw:c was close, but it was...uber. And if implanted, add also the evade movements and so on.
    ->This is a small compensation for people that love massive fleets: maybe several campaign missions will involve actual epic war scenes, with your battlegroup under command of one side(or not) sth like the first mission of cataclysm. I didn't like that game overmuch, but the thought of a small mining fleet transforming into a war clan just warms you up(?)...


    I know this sounded bit too much like a hw wishlist...

    Well, the disclaimer was at the top, anyway... :Slap:
    Last edited by Reverie; 5th Jul 04 at 12:33 AM.

  8. #208
    I am a sun God Ammon Ra's Avatar
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    More brainstorming ideas stuff... dont want to make too much of this cannon, but imo this stuff would be highly suggestive.

    I did say the genre would be battlezone/fps/rts, and it will. However the base building, or just building at all would seem to be a problem. Firstly, i'm doubting to make the colonies user controlable. In it's place something more personal and doable seems appropriate, mainly because these colonies would be giant cities, and a simcity style game would fit that better [ ?...nah ]

    Anyways, there'll be a set amount of colonies drifting in the gas giant, all at different altitudes, while some can see the stars, most are engulfed buy red, orange, & white clouds. There are dozens of mercenary clans, each with their own agenda, tactics, allies and prefered technology. Some use only steampunk, others rely on high tech, while others still use both extreems of technology.
    As the admiral of one of the many mercenary clans, you drift from colony to colony in search for missions, batteling other clans, creating allies and enemies alike.
    Something i'd like to touch upon heavily is the missions that you'd be given. in most previous games, you start each mission with a completly new set of units, and in some cases the maximum number of units that you can take with you into battle increases over time.

    I dont like either of those systems as they annoy me and tend to lead to uber large battles, each unit meaningless.

    Instead, you have immediate acces to all ship classes and a large unit limit at the start that can't be increased. Instead of the number of units you bring into battle, the skills and abilities of your units will be essential. Thus 100 light fighters would fare well vs another strike/corvette clan, but it would fail miserably vs anything heavier. Thus choosing the right units, the right people, and the right equipment to bring into combat is essential.
    As for the resources, you collect those as you drift along, harvesting the resources from the atmosphere. With these resources you can build stuff, ships, equipment, ect and you can also trade them for information, technology, ect. Ther would probably be some sort of drifting refinery that collects resources faster, and filters out metals [worth much more].

    Something that has bothered me as a critici is why would peopl want to fly craft, that when destroyed would most likly leave them to fall down to their death? Similarly to why would people want to fly hundreds of metres up in the air during the ww1 where they knew that if they got shot down they'd most likely die?

    I can think of a"parachute" system for these unluky souls, which would be some sort of inflatable boat/jacket that would leave the soldiers floating around in the hope that someone would rescue them. Question is, what happens if your in one of these fighters when they get shot down? would your clan come and pick you up? That would probably depend on their view of you and your role as a leader.

    'nuff for today, if there are any contradictions, just ask and i'll try to clarify'em. -ra

  9. #209
    I'm not gonna post my entire wrld idea, because it's in state of bunch-of-ideas. Like, all your here, heheheh.

    Why am I writing, then?

    The world I 'created'(more like 'shaped', as it lack many details) was supposed to have one wonderful feature(Yeah, feature, as it was supposed to be a game when-I-will-finally-learn-to-code, read: never), the one that no one ever uses. It's realism.

    I am always amazed that no one ever uses it. it's not that hard. Well, it's certainly easier that non-realism! All it takes is some thinking and few friends - physicians, biologists and chemists

    In realistic game, you don't have to make any ballance issues. A powerful nation with superior technology and army of genetic engineered soldiers fights with rebellion - how big chances the rebellion have? close to 0. Bummer, life is hard, now deal with it.

    Realistic game awoids stupid situations, like in most jRPGs, where first a shot in the head hurts you for 200HP, and few moments later you are stopped by 3 gunners, just because it's an FMV and story demands that you will be captured(it was actually in game, you probably know - FFX).

    And, for ending of my whining. 'Realistic' deosn't exclude 'fantasy' - not at all(And this is argument I often get). Just use yer brains a bit and think - Should you cast Lightning standing on a metal floor? Won't it be more effective if your enemy would be wet? or, in plate mail

    One more thing - ballance.
    Can you survive a fireball in your face? I guess not. can you survive with an arrow sticking ou of your neck? I guess not. and yes, you can use yor bow at range, even up to 300m! That's why are we using only range weapons nowodays. Oh, I can hear you:

    "This is not fair! Mages/Archers are too overpowered!"

    Not Fair? Well, to quote certain character from certain comic:

    "Well, pilgrim... I can't remember anyone saying it will be."*

    Also, see how you can counter it in a fantasy - Solid shield will protect you from any arrow and crossbow belt. As for mages, well... maybe not everyone is 'gifted' and can learn magic? Maybe people who are 'gifted' are immediately token from families by government? ghost Project from Starcraft comes to mind...
    Realism is closing many doors, but it opens many new ones...

    * - quote totally inaccurate.


    Just my overall idea.

  10. #210
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    Personally, I would like to see a strategy game without the 'rock-paper-scissors' counter system.

    Yes, archers should murder heavy infantry from a distance, unless they are highly disciplined (experienced + well equipped) so that they keep ranks and a shield wall even while advancing, but if the infantry get into combat with the archers, then its most likely going to be bye-bye archers.

    Sure people might say 'why not just build all archers then?', but if both of you have archers on either side of your lines, what happens if one group has knights? Can your villager turned archer hold the bow steady, fire and hit a fully armoured man with a lance bearing down on him? You could train your archers to be fearless units who keep ranks even under the most intense of charges, but then your enemy could just overwhelm you with said poorly equipped and trained militia men. One arrow is all it takes to kill someone, no matter how well trained they are.

    Realism in a fantasy RTS would be bliss in my humble opinion, one or two slashes to kill a man, an arrow kills someone, a fireball from a mage tosses people aside, and a charge by lancers scatters poorly trained enemy formations, but suffers heavy losses (cost wise) when charging a well trained and commanded spearman formation.

    *shrugs* just what came to mind
    If an injury has to be done to a man it should be so severe that his vengeance need not be feared.

  11. #211
    Time Raider Ressev's Avatar
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    "There was a world I once had in the palm of my hand. Perhaps humanity can be used to get it back."

  12. #212
    Worst.Religion.Ever. Dyntheos's Avatar
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    okay so looks like we are going to go with retros idea and move things along.

    From here we need suggestions on how to proceed with the initial idea.

    thoughts on how to implement phase 2?

  13. #213
    Forum punned-it Retroboy's Avatar
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    First, a big thanks again to all who voted, regardless of who for.

    My thoughts on next steps, Dyn.
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    Create a stickythread on each of the following forums
    - Gallery
    - Fiction
    - GD
    - Each of the active modding community threads
    with content similar to the following.

    "We've kicked off a Relic community "thought project" to design and create a game, to have some fun and see what the community can come up with. A recent vote on the General Discussion forum was held to pick a direction to move in. Here's the result:

    --- Genre:
    Fighter sim, with real-time strategy elements.

    --- Universe/Setting:
    World War II alternative, set in a politically chaotic Europe in the late 1930's.

    --- General Description:
    Alternate history: In the 1920's, a naïve scientist creates a simple device that controls inertia and gravity… and sparks a hellish arms race! Fighter planes pull crazy turns. Bombers carry kiloton munitions. Floating naval destroyers replace zeppelins. Cities rip themselves from the ground to become airborne fortresses.

    You're the military leader of a small European country, both commanding and fighting with your forces in various piloted strikecraft. In single-player, defend your country by kidnapping scientists, assaulting cities, protecting factories, raiding for resources, and stealing inventions. MP campaigns would be like Risk, but with first-person combat deciding battles."


    This "thought project" is intended to be a community activity that's actively seeking anyone's and everyone's input and participation. There's no real project team or leader - it's just us kicking around ideas for now, but may be formalized more a bit later on depending on how things go. If you want to help, here's how - either post an addition to this thread, or start a new thread in one of the following forums. if you start a new thread, the title must be as follows:
    "Community Game: <your post's theme here>"


    For all storyline fiction discussion, creation of an alternate historical timeline that results in the game's setting, or main game plot discussion, visit the Fiction forum.


    For all concept art, game models, interface design, craft design, visual or sound settings, music, and other elements of a visual or audio nature, visit the Gallery forum.


    For all discussion of the game's gameplay, selection of possible gaming elements, control style, multiplayer game modes, and all other elements associated with the gameplay experience, visit the General Discussion forum.

    Come join us and have some fun."


    ...and then add the following bullets

    - In the GD announcement thread
    "Here are some questions to start us off.
    - Describe the 'science' of the antigravity/anti-momentum device.
    - How would resourcing and construction operations work in the game, or should they be included at all?
    - What gaming engine would you pick to author such a game in, or would you build your own, and why?
    - Describe the possible weapons that could be created using such a device
    - How would gameplay work so the player could control both his own fighting ship and his own fleet?
    - ...or post your own question and answer.""

    - In the Fiction Forum announcement thread
    "Here are some questions to start us off.
    - What sort of events might occur after the invention of a device that can control inertia and gravity?
    - Who would some of the main, recurring characters be in the story?
    - If you were to author the backstory for such a game, what would the timeline look like?
    - What would the world's political situation be?
    - ...or post your own question and answer."

    - In the Gallery announcement thread
    "Here are some questions to start us off.
    - What would an antigravity power source look like?
    - How would models appear in the game (floating city; floating battleships; fighter craft)
    - What would the game's setting look like?
    - ...or post your own question and answer."


    Sound good?


    -- Retro

  14. #214
    Who Cares?
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    PLZZZ READ

    Ok here it is:

    RTS/HORRER

    Zombie horrer with gangland looks but darker and scaryererer

    Story: You,re one of the last humans alive in town now it a matter of living... Find weapons and supplys and food for you and what ever humans you find alive witch can range in size form a tiny group to all WearHouse of humans.You,ll have to make it out of town alive(or kill all the zombies or hold out of a while against them we can figure it out later).

    HUMANS:Find humans on the street or in ramdom buildings to start with and later call Survivors to you,re cause with maybe somekind of Sound truck or outdoor speaker rigs.You can find food in SuperMarket raids etc.You can find guns & ammo in Guns shops,7-11,s,Cop sations etc.

    40weapons that can range from:
    Wooden,Metal,Spiked,Broken BaseBall Bats.
    -----------TO-----------
    Rockets,Heavy machine guns,Gasoline,Running Zombies over with cars.


    Zombies:Kill humans and find graves yards(or something it depends if you want night of the living dead zombies or resident evil zombies) to make more zombies.Siege broaded up houses,Set ambushs in dumbsters and pop out of sewers Lids,And much more....

    Zombie have not weapons but Types of units to works with.
    i,m thinking 10 over all units.


    Plz mail me at my relic Private messages thingy;even if you don,t like this idea.I have ideas coming at me like a Brick in a torando Sorry i put so much i wanted to put more but... well you can message me for more

  15. #215
    Forum punned-it Retroboy's Avatar
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    Uh... I can't tell if this is sarcasm, or a post by someone that just didn't read any recent posts in the thread...

    -- Retro
    Last edited by Retroboy; 21st Jul 04 at 3:59 AM.

  16. Child's Play Donor Technical Help Senior Member General Discussions Senior Member Homeworld Senior Member Forum Subscriber  #216
    Gimme your lunch Moeney! Moe's Avatar
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    Judging by the overall style of the post, I'd guess the latter.
    I like your ideas on how to implement phase two, Retro.

  17. #217
    Worst.Religion.Ever. Dyntheos's Avatar
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    retro it seems though has been infected with this ghastly color gene of late. Either that or he's really MajorFreak in disguise.

  18. Child's Play Donor Technical Help Senior Member General Discussions Senior Member Homeworld Senior Member Forum Subscriber  #218
    Gimme your lunch Moeney! Moe's Avatar
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    Why, whatever do you mean, Dyntheos?
    It's a rainbow!

    Sorry for spamming. What do you think about Retros idea, though?

  19. #219
    Forum punned-it Retroboy's Avatar
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    The color was for your benefit, dynsies. Makes it easier to pick out what section is what. :luff:

    -- Retrofreak... uh, I mean, -- Retro

  20. #220
    All u hoz. Rusty's Avatar
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    How about a Homeworld 3. (offcource if we we would get the ights from Sierra).

    Its just an idea, so dont flame :P
    Fuckin' gansta.

  21. Child's Play Donor Technical Help Senior Member General Discussions Senior Member Homeworld Senior Member Forum Subscriber  #221
    Gimme your lunch Moeney! Moe's Avatar
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    The theme has already been decided, Gundam. There was a voting thread that closed last month, and Retros idea won. So I'm guessing we are sticking with that.
    HW3 is impossible anyway, you would have to buy the license from Sierra.

  22. #222
    One Wheeled Robot Vijil's Avatar
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    ok cool ta retro, lets do it.

  23. Child's Play Donor Technical Help Senior Member General Discussions Senior Member Homeworld Senior Member Forum Subscriber  #223
    Gimme your lunch Moeney! Moe's Avatar
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    I am really looking forward to some juicy concept art.

  24. #224
    Bane's Curse
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    Hi even though i'm new here i agree with Who Cares? make a game like that except more real. i write short novels when i'm board and have a great one like that. So any way what has been decided?

  25. #225
    Forum punned-it Retroboy's Avatar
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    Welcome to the forum, Bane's Curse - but you should read my and Moe's posts that's several spots above yours for the answer to your question.

    -- Retro

  26. #226
    Stealthy Defender of Russia Russian Ninja's Avatar
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    Well I've kicked off the fiction section with this. I hope it'll fit, and I really hope that this idea (not just Retro's game idea, but the general concept of fan-created games) gets off the ground, because we've got a lot of potential here.

  27. #227
    All u hoz. Rusty's Avatar
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    How about making the Multi-Player a MMPORG, where you start in a fighter or something, or just as a player, in a floating city, like Vaana Diel in FFXI, where u learn ur skills, and then u "get" a standard airplaine wich u can chose of in the beginning of a game. And when u get shot or something, u loze thingy's that u put on ur plane (like additional missiles or something)

  28. #228
    Impë126
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    Holy shit dude... go to ENGLISH class and stop saying "U". Its "YOU" got it? (One of my pet peeves is when people type "u" instead of "you" pisses me off and "ur" fix that too...).

    Sorry, back to discussion.

  29. #229
    Rebmem
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    There is enough coding and art talent in this community that we could put together a game in our spare time.

    EDIT fug me. I guess I should read more than the first post...


    Ok, who are the developers and designers, who are the aritsts, and who is managing this project?
    Last edited by Eiden; 29th Jul 04 at 9:41 PM.

  30. #230
    FracturedLogic
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    OMG! DYN THE ADMIN! U have created a coolass MONSTER!
    This could be in the first ever commercially produced GAME made by THE FORUMS! or any forum in the history of the universe! Like a infinate amount of fire ants we could work together in every possible way (advertising, funds, art, programming, design, ETC!) all organized by u???!!!
    Perhaps we could create an elite group of game makers! OMG THAT WOULD BE WILD!
    im not kidding, i would devote all my time to such a glorious project only matched by the kushan themselves! Perhaps even...... dare I say.... a company? LETS DOOOO IT!



    OMG I wont be able to go to sleep tonight. this may sound strange to some of u but I will post and gain support in any other forum i have been to to drawn support. i will find ways to fund the project. I would submit countless art pieces. i would do ANYTING! ANYTHINNNNNNNNG! :comment:

  31. #231
    Worst.Religion.Ever. Dyntheos's Avatar
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    I guess this is taking a little time out atm because the beta is on. Once it's over I'll start moving things along a bit more.

  32. #232
    Loose Cannon Handarazuur's Avatar
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    Well, if you want, I can start writing a formal history of the alternate timeline. You know, work out exactly why WWI never happened.

    --Hand, Steampunk Historian
    My direction, not my intention, will determine my destination. - A.S.

  33. #233
    Banned Jaen-ni-rin's Avatar
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    Damn !!!

    That's a problem :
    www.skycaptain.com

    Although this movie is dull idea, copyrights can be a serious problem

    Last edited by Jaen-ni-rin; 31st Aug 04 at 12:39 AM.

  34. #234
    Banned Jaen-ni-rin's Avatar
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    BTW This strikecraft on second picture is damn cool, don't you think (people)

  35. #235
    werst spella evar Bonnet's Avatar
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    Ships are boring but yes the strike craft are awesome.


    (Previously, and still occasionally zbobet2012)

  36. #236
    Banned Jaen-ni-rin's Avatar
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    Let's the dive begin (those are underwater fighters :argh: )

  37. #237
    Murka
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    lol, the words "dive bombing" get a new meaning

  38. #238
    I am a sun God Ammon Ra's Avatar
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    "Dive! Dive! Dive!"

    Dead? lets hope not.

  39. #239
    werst spella evar Bonnet's Avatar
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    Well since we have the source code for homeworld maybe it could become a reality you never know.

  40. General Discussions Senior Member The Studio Senior Member  #240
    I haz nori, u want? Nurizeko's Avatar
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    get in contact with Jagex (a company) www.jagex.com and work with them to make a proper 3D version of runescape, their most popular game, www.runescape.com

    also i have an idea, how about an RTS sim thing called Frat house, where you design and take control of a university fraternity or whatever, and you have to recruit new members, phase em throw parties, organize pranks on the uni staff and what-not, and stuff. it would be humorous of course.


    Also itsd a wierd idea, but what about an RTS about toys?.

    when i was little i would often emagine what it would be like if my toys could come alive and like fight for control of the room or the house or something with my sisters toys or whatever *shrugs*.

    just a wierd idea.

  41. #241
    calkanite
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    Ok. im new here but i know a good idea when i see one. Helping relic make a game? Awesome. I like RPG more than any other games.

  42. #242
    I am a sun God Ammon Ra's Avatar
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    Not really to help relic design a game, rather to investigate the design process, and create the basic structure for a game.

    And if you've read the previous replies, and thread's you'll see that the genre gas already been fixed to a flight simulator with rts elements.

  43. #243
    Hey, so I'm visiting the thread after, like, a month, and nothing new? Where is timeline, hundreds of scientists' names, plane types, and such?

  44. #244
    Bongo
    Guest
    This is an Idea Ive had planned out for a while now, to be used in a mod or somthing of that nature, but this would definetly be better suited for this.

    Dont know if you guys are still accepting ideas, because, honestly, I havent read through the entire thread.

    My idea is a RTS/FPS hybrid. But could easily be either, if deisered. An example of how the gameplay would work can be seen in Savage. But like I said, it would work just as well as a FPS or RTS exclusivly.

    The plot/idea itself is that in the not to distant future, the world has been united under one flag, somthing like the UN. This global UN will do anything to keep the peace, that has finally been achieved, including using military force.

    Some people arent too pleased with this, and are aware of the atrocities this goverment has performed, that the public doesnt know about. They work in the shadows to organize a full out revolution. This is done by waging smalltime guarilla warfare on the goverment in the streets of the citys themselves.

    The gameplay would be unique, to say the least. Throughout a map, there would be scattered control points, representing stratagic locations, or important landmarks. Each control point would be able to be captured by a teams players. There would be anywhere from 2-8 control points per map, and at the end of a round, whoever controled the majority would win. Each team would have a set amount of "tickets" or points, somwhere around 200, that would decrease on a time based manner after the opposing team captured a CP. The more CPs captured, the faster the opposing teams tickets would decreas. Finally, when all tickets are gone, the round would end. Taking control of an enemy CP would stop the decrease in tickets for your team, and start the decrease for the opposing teams. But since there would be multiply CPs, your counter might still decrease if the enemy still controled other CPs, but not as fast.

    There would be a single commander for each side, GUN (Global United Nations), and REV (Revolutionaries) that would be in "control" of the entire team. They would be incharge of maintaing captured CPs, and taking care of research for upgrades for all the other players on the team. Each team would start out with starting equitment, a handgun, or somthing of that sort, and as they gained control points, an alternate ticket counter would go up, taking tickets the opposing team is losing, and adding them to this counter. At certain intervals, say, every 50 tickets gained, a new upgrade would become available, such as an automatic rifle, or granade.

    The other players on a team, instead of taking an RTS view, would have the gameplay for them play out like an FPS.

    If theres a positive response to this, Id be happy to post some concepts I have done for this. I already have a lot of leval layouts, and concepts done. I also have weapons lists, vechile lists, and equitment lists done.



    EDIT: I forgot to mention, im a level designer by trade, so whatever you guys plan to do, Id be happy to do maps/levels for it.

  45. #245
    Lethal_Penguin
    Guest
    I'm thinking along the lines of rpg or mmorpg (much better). But the idea; im still pondering... :Slap:

  46. #246
    Volomon
    Guest
    Here's the idea. Gathered here are some rather intelligent people who all like games. We've all had experience playing different styles of games, and know what we like and don't like.
    Genre : FPS/RTS

    A squad based tactical game, based off the Warhammer series or a made up fiction.

    SINGLE PLAYER The game will consist of multi squad based action between 1-3 squads. They will include the capablity of using terrain as cover using objects to conceal themselves. Also include hand to hand combat made even more relavent by having a knock out of hand probablity in relations to rifles, since rifles are anywhere from 1-4 feet in length especially in fiction they should not be allow to be easily used in close combat, the longer the rifle the more like to be knocked away. Pistols which they might not even be carrying are allowed but how many pistols go through heavy armor.

    MULTIPLAYER Multiplayer will consist of no more than 4-6 (to be determined by play testing of course, call me players consisting of commanders in charge of squads. Part of multiplayer tactics will include the creation of your squad or squads. In this creation you are allow an amount of resources to be spent and can not exceed. This option will be allowed only on the main menu so as not to impeed on game setup time. Ohya don't forget to make multiplayer check for the correctly spent resource amount so players are not cheating.

    Non Player Characters will engage realistically based on the current command of tactics, Stand and Hold will force them to stand there ground, Engage Only When Close ect ect you get the general idea. Oh ya don't forget disengage please.

    Also a map can be brought up presenting a more RTS mannered view of where your squads are what they can see how much life they have all the vitals you would expect in an RTS, which is also removed from the commanders view. Commands such as move to this point, hold this point, search and destroy can be givin. Also all NPC readily take a progressive action of taking cover at all times come to the end of a wall NPC looks around the wall.

    I imagine long stand offs which will be negated by grenades or rocket launchers, but only very very few grenades/explosives will be allowed stand offs are meant to be damnit!! There fun, expecially when you out flank and annhilate that last squad!

    BACKGROUND I see this game taking place on derelict ships, deep caves ect, even city fighting.


    EXTRA RANT The major difference in this game from most other FPS would be the great amount of animation involved between different squads interacting with each other, for instance a brawl brakes out between enemy squads. The enemy squad now only consists of one, yours consist of you and an NPC member. The enemy squad just had you engaged in Hand to Hand fighting, the last one is proceeding to kick your soldier in the head for the final beating. What you do is up to you.

    Multiplayer on a Singleplayer interactive level!!

    Use the source engine

    I am tired of almost static like FPS combat, I beg you to do this game!! The fights should be spectacular and amazing like your actually playing in a CG rendered movie rather than playing. Also customization is extremely important.

    And walking vehicles could be in place of a squad or even a monstrous unit of some kind but I wouldn't allow players to control them since players will cheat no doubt about it the likely hood of a cheat in relation to aiming ect would be lessed by the fact that he has to command a squad rather then him being a uber unit.

    OHYA don't forget the multiplayer cutscenes for when an objective is complete, then another one must be carried out in order to defeat a team. Of course medics ect ect

    Got a trillion more ideas never ending supply.

  47. #247
    The game idea has been decided already. You are 6 months late Now you can only contribute to the existing project.

  48. #248
    Volomon
    Guest
    Ahh man well someone will pick this up someone always does.

  49. #249
    Looking at the current... engagement in the project - could be, could very well be...

  50. #250
    Magician
    Guest

    Future Expansions?

    I have a few ideas. I have been playing the tabletop version of Warhammer 40K for a long time. I love the game.

    This game has alot of potential for future expansions, so much so that I think the developers should keep what's working for them.

    Right now the game only has 4 playable races and only 1 can be played in the campaign. My idea to the developers would be to make other races available. For example, Necrons, Tau, Dark Eldar, Witchhunters, Imperial Guard and other Space Marine Chapters. Let's not forget Inquisitors or the Grey Knights. There are so many options an ideas that I can't even right this down fast enough to remember them.

    Another idea would be to have the option to play the famous battles that took place in the 40k Universe with the option to take Primarchs as the leaders. Maybe have Li'on EL Johnson, Dark Angels Primarch, fight Thousand Sons Chaos Space Marines. Or replay The Horus Heresy. I like the way the game is now. I just think they should add to the game in the way of expansions and future games involving the 40k Universe.

    Like they did with Warcraft I, II, III and World of Warcraft. There's another idea. An MMORPG set in the 40k Universe. That would blow other MMORPG's out the water. Talk about guilds of Space Marines or Necrons or anything for that matter.

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