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Majorly Strategic RTS Idea : )

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You build a commander that has different strengths and weaknesses:

tactics, strategy, etc.


Different abilities can lead to different playing strategies.


Every command gets a certain amount of points to spend on units on the battlefield. They get all of the points they will ever have at the very start of the game. Controlling the edge of map areas give point income as they can supply reinforcements from off the battlefield.



The idea is that the commander comes on to the battlefield with the army in tow. The army isn't magically trained.



Points are stored in barracks and these barracks supply troops. You place your first barracks, the main camp, somewhere on the map. The map is standard terrain (can be a rather large world similar to Risk). It is split up into different sections, but there are no control points like in Risk.



The game is FFA. While controlling the edge for reinforcements may be important, it is very difficult to travel anywhere from the edge of the map. The center holds the greatest mobility. This means that it may be smartest to move troops from the edge to the center or other key positions across the map.



As players form up their militaries and strongholds, borders will form. It is at these borders that fights will break out.



As said before, the map will be split up in different sections based on the strongholds built. A unit is in a certain territory or number of territories based on the strongholds they are near. The morale a unit recieves is retrieved from those strongholds.


Units also recieve morale from commanders. This means that if a unit is by a stronghold with a commander, that unit will recieve double morale.


A stronghold gives off a % of morale based on its level. A majorly fortified stronghold that is severly upgraded will give much morale than a small shabby hut. This is also true of commanders.



Some commanders specialize in giving off morale. Each player only gets 1 commander. Commanders can also have sub commanders. The number of sub commanders a commander can have is based on abilities/stats. The player can only ever have 1 commander. If that commander falls or the main camp falls, that player loses.



At the very start of the game, a player spends commander points building their commander. Players need resources for building barracks and strongholds, making certain resource points critical. For lumber, they needed forested areas. For minerals (heavily fortified fortresses), they need mountainous regions. For gold, they need cities/villages (taxes and or tributes). They may also recruit very limited troops from cities/villages.


Depending on how a city/village is treated, that city/village may revolt. Over taxation or too much recruitment decreases the happiness of the city. If conditions become intolerable, that city revolts. That city may defect to another force or may just stage a rebellion. This also means that all troops from that city revolt as well.


Players may also be in charge of cities and may sponsor a commander. City players win if that commander wins. By building a prosperous city, more troops and gold can be supplied. Labor can also be supplied for gathering resources like stone and wood.



Trade routes can be important to points off of the battlefield. These trade routes are off of the map. Also trade bbetween cities can raise profits (selling things to another city that needs it).


A player can be a commander and try to run a city, but they would likely lose as they wouldn't be able to command their troops.


A player is locked to the screen of their commander or main character. In the case of a city, the player simply gets a main character that acts as the governor of that city. Cities may also have their own militaries, but they won't be able to compete with commanders as they don't get an allotment of points to spend on troops at the very start of the game. Also, the governor has different traits from a commander that may not be suitable for leading troops (low morale rate etc).



Essentially, all players start with a blank slated character and can spend points. Those points might lead to a governor type character or a commander type character. From there, they get either battlefield points and a main camp or a city. Cities also give off major morale, so taking a city is somewhat difficult. It is better to negotiate with the city than to invade it and try to take it over. Cities can also offer food supplies, but these food supplies can also be brought in from the outside and stored in supply depots or brought in from the outside.


Supplies are very important. Every single troop consumes a certain amount of food and water per minute depending on how active they are and depending on what type of unit they are. Units can also only carry a limited number of supplies, so things like carts and horses are rather important when moving large numbers of forces. Points not spent on forces also consume supplies. The reason points shouldn't all be spent in one go is because of tactics and morale. A fort with many troops stationed at it will give off more morale and the units will be protected from tactics by the fort. However, tactics can also be used on the fort, which can cause major issues. The safest place to keep units is in cities or at the main camp (majorly fortified forts).


Storing troops in places like supply depots protects them from tactics and helps to keep supply depot resources safe.


Because a player can only control their main character, they have to issue orders to other troops. They can do this via messengers or directly. They can also receive combat information from messengers. A commander can't be everywhere at once, so they have to position their military in a strategic manner. Spreading out too quickly may thin military lines making it easy to puncture through the front. Staying in a small area limits influence, making for smaller amounts of resources.


Feasibility: Because of the limited number of morale sources, a morale system for moving units is entirely possible. Furthermore, as the distances don't matter, a minimal overhead timer is needed. Because static structures don't move (cities, etc), doing morale for them is quite easy and light.
 
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