- Joined
- May 27, 2007
- Messages
- 186
3 categories. Each category is broken down into sub-categories. Sub-categories are broken down into mini-categories.
Category = general type of unit.
Sub category = a more spefic type of unit
Mini-category = what the unit excels in
That is a basic outline for a game I’m thinking of making once ants wars is done. The game is based in the future in a made-up world.
The world would be like earth, except it has different histories and weapons/culture, so it would have the technology of earth with different names for everything.
Since it would be based in a ‘modern future’ there are some technologies in it that don’t exist today.
It would feature several triggers that are rarely/ever seen in games, one of which being an actual accuracy trigger (works in multiplayer)
There would be a few imported models, though I would keep them to a minimum. The game would feature a lot of different units, each with their own role.
Units will pretty much be awesome at 1 single role, but suck at all other roles. This makes a player attempt to balance out their army.
So gives me ideas, suggestions, ect. This topic will be bumped daily (so when I do get to it, it looks like it has a healthy discussion going inside, even when 95% of the posts are me bumping it, don’t ask why I want this)
Keep in mind this will based in a futuristic setting, in a made-up world similar to earth with completely different names for everything.
A small clear up: fighters and corvettes are always moving, they never stop. Don’t ask/complain how I will do this, I will find a way. Frigates can stop mid-air.
Name subject to change.
Sorry for having to put code tags on, it would be too messy without them!
Category = general type of unit.
Sub category = a more spefic type of unit
Mini-category = what the unit excels in
Code:
Category 1: Ground: includes all ground units. Everything from soldiers to tanks are located here.
Sub-Category 1: Soldiers
Mini-Category1: Anti-Infantry
Description: anti infantry are exactly what their name suggests. Their weapons are accurate, and powerful. They can take over bases.
Mini-category2: Anti-Vehicle (includes both aircraft and tanks)
Description: anti vehicle have a small self-defense weapon, but do not substitute for infantry. Their main role is to dis-arm. They achieve this from any explosive projectile.
Mini-category3: Technical Infantry
Description: These people repair vehicles and bases. Along with this, your long-range assets can only be used if one of these guys are near to where you want it.
Sub-Category 2: Vehicles
Mini-category1: armor peirce tanks
Description: armor piercing tanks are designed to defeat other tanks and long range siege of enemy buildings. While they can be used for killing enemy infantry, it is not recommended.
Mini-category2: anti-infantry tanks
Description: as the name suggests, anti-infantry tanks are designed for defeating enemy infantry. Though it can not defend it’s self against an explosives attack from a armored vehicle.
Mini-category3: anti-aircraft
Description: this vehicle is designed for scaring aircraft away. While expensive and easy to defeat, it can take several aircraft out with it.
Mini-category4: carriers
Description: these carry people from one place to the next. They can hold a large amount of men, and the more you put in it, the more attack sources it will have. It’s heavy armor allows it to take a beating.
Category 2: Air
Sub-category1: fighters
Description: fighters are designed for air supremacy. They’re cheap (compared to other aircraft) and are able to take out other fighters. They’re high speed but low armor makes them difficult to hit, but deadly when they are hit. They carry no weapon designed to take out ground targets.
Sub-category2: corvettes
mini-category1: ground-killing
Description: these aircraft are slower moving than fighters, but are stronger and have higher defense. This category is designed for taking out ground vehicles and buildings.
Mini-category2: anti-aircraft
This ground is designed for taking out frigates and other corvettes. Their powerful aa cannon fires inaccurate shells, making it difficult to hit fighters.
Sub-category3: frigates
Mini-category1: anti-ground
Description: armed with missiles, they can defeat both vehicles and ground infantry with luck. These are slow and thin armored, making them easy targets against aa.
Mini-category2: carrier
Description: able to move fast, these frigates transport troops from 1 point to another, with 3 heavy cannons can clear a light enemy force. Though easy to defeat with aa
Category 3: Sea
Sub-category1: patrollers
Description: patrollers add close-shore anti-infantry attacks with a powerful cannon. It’s small size makes it easy to defeat from enemy aircraft.
Sub-category2: Destroyers
Description: these ships are designed for defeating other enemy ships. Another mini-category (I’m getting lazy now) can defeat land vehicles, though once again easy to defeat from air attacks
Sub-category3: Command Ships
Description: these massive ships are the gem of your navy. They can defeat enemy ships, take out enemy aircraft, and add long range support for infantry. While it’s able to do all these roles, it does not excel in them.
That is a basic outline for a game I’m thinking of making once ants wars is done. The game is based in the future in a made-up world.
The world would be like earth, except it has different histories and weapons/culture, so it would have the technology of earth with different names for everything.
Since it would be based in a ‘modern future’ there are some technologies in it that don’t exist today.
It would feature several triggers that are rarely/ever seen in games, one of which being an actual accuracy trigger (works in multiplayer)
There would be a few imported models, though I would keep them to a minimum. The game would feature a lot of different units, each with their own role.
Units will pretty much be awesome at 1 single role, but suck at all other roles. This makes a player attempt to balance out their army.
So gives me ideas, suggestions, ect. This topic will be bumped daily (so when I do get to it, it looks like it has a healthy discussion going inside, even when 95% of the posts are me bumping it, don’t ask why I want this)
Keep in mind this will based in a futuristic setting, in a made-up world similar to earth with completely different names for everything.
A small clear up: fighters and corvettes are always moving, they never stop. Don’t ask/complain how I will do this, I will find a way. Frigates can stop mid-air.
Name subject to change.
Sorry for having to put code tags on, it would be too messy without them!