Page 1 of 1

Strategic Command

Posted: Mon Sep 20, 2010 4:19 am
by Doogie12
After playing lots of Age of Mythology and looking at Hazelwooder's tanks, I got hit with the inspiration of making a RTS in BSF. Of course this would pretty much mean an elaborate encounter.

So you would start off with the HQ, the equivalent of the Town Center.
Image
...which can spawn these
Image
...a repair ship...
Image
...and your average construction ship

The Construction Ship can build two things (for now)
Image
1. Your basic orbital shipyard
...that can create these
Image
A basic attack ship. Simple primative ship that sports a dual cannnon.
Image
A basic siege ship. Primative ship with plasma charge and two particle weaponry.
Image
A ship armed with rapid fire particle weapons.

Image
2. Your advanced orbital shipyard. Which makes the following.
Image
A light corvette with two dual cannons.
Image
A medium corvette with dual cannon and two plasma charges.
Image
A heavy corvette that sports two heavy cannons and two plasma charges.
Image
An experimental beam corvette with two powerful fusion beams.

Image
Then theres also the warpgate. It will create capital assault frigates and dreadnaughts and other large ships.
I don't know how it would be made right now. I would also want it to look prettier...

I am also wanting an enemy fleet that will be put to use against these in the encounter. So far I only have my Scitar fleet and WnW's curvy alien fleet (which I have very hard times finding the weapons on those cause they're a tad overpowered)

CnC welcome as well as ideas and ships.

Re: Strategic Command

Posted: Mon Sep 20, 2010 4:28 am
by vidboi
that's actually a pretty damn awesome idea... makes me think of shellcore command a little. make sure you set the energy times for the modules so each ship/building comes into play at different times. the ships and stations are all a bit band, but the sectionwork is very nice in places. i'm tempted to make an opposing faction now

Re: Strategic Command

Posted: Mon Sep 20, 2010 5:02 am
by Orelius
If only there were online multiplayer, this would be an awesome idea. An insanely awesome idea.

It'll be no fun playing against the computer, as the computer defaults to having max energy.

Re: Strategic Command

Posted: Mon Sep 20, 2010 5:15 am
by jwa8402
Well the enemy doesn't have to build also. Could be a City Defense type map where waves of increasing numbers or powerful ships spawn. And ya I like the concept. Its like if you have the lowest worker just spawn low level buildings, and each next level building spawns the next higher builder to spawn the next higher station, that could work. Can you start modules at 0 energy and have them charge up? That would provide the appropriate delay where you have to defend the station.

To really work it would require some additional game functionality like a build que, resources, or tech tree, but I'll be interested to see what you can do with what we have.

Re: Strategic Command

Posted: Mon Sep 20, 2010 5:28 am
by Preacher
What an awesome idea!!!!! i have a warp gate you can use, and i agree with jwa about the modules charging up it will be hard to implement and you will need wave after wave of enemies to give a decent amount of game time but it has the potential to be great ships aren't to shabby either.

Re: Strategic Command

Posted: Mon Sep 20, 2010 5:30 am
by vidboi
not really that hard to implement you can set the starting energy for modules to whatever you want in shipmaker, and then use the energy regen rate to set the time it takes to charge. you could even set the starting energy really high so you can spawn a load of ships at the start

Re: Strategic Command

Posted: Mon Sep 20, 2010 5:31 am
by Noctis
Its a neat idea and a cool series of ships. The style is rather minimalistic in most regards, very clean, but still detailed where it matters. The only real cristism I have is that the "A ship armed with rapid fire particle weapons" one looks more like an engine then a ship. Although, with the right flavor text and explanation that could work in your favor.

Re: Strategic Command

Posted: Mon Sep 20, 2010 5:33 am
by Doogie12
I had the 0 energy start idea too...but its not possible (or i'm horribly confused). I thought maybe there would be several kinds of construction ships...and since you can have your own ships spawn in encounters also, it makes up for the delay. I could also try to do a different civilization kind of thing.
Also, to any shipbuilder who is better than I, if you feel like my current stuff lacks detail, then you may REMAKE or ADD to some of what I have and post in this forum.

Re: Strategic Command

Posted: Mon Sep 20, 2010 6:39 am
by Orelius
Awesome idea:

Remember those power-ups that regenerate your energy?

I'm sure you can figure out =).

You have no energy to start with and no regen, but as you collect those powerups, you get some energy with which to build stuff. I'm fairly sure that you can spawn those things in waves.

Re: Strategic Command

Posted: Mon Sep 20, 2010 9:43 pm
by Silver Swordsman
Problem with Infusion (along with other power-ups):

They only work on mobile ships, which means only the worker can "harvest" it. The problem is, power-ups either have a small range on what ships they affect, or the effects are limited to only one ship. The problem translates into the tragedy that power-ups cannot be used to "power" a space station or structure. You could put it on top of the core for all it cares and it'll just sit there. Unless, you want to have "mineral fields" that are full of powerups, but that would just make the game imbalanced as infusion not only charges it up to full, but also resets the module's energy consumption and drainage rate values.

I think, the only way to do this is to set the cost of the building (in terms of energy) very high. Which means you get a free "first one" (like the Yamato Gun in SC), but will have to charge up if you want to pull off the second one.


I really like this idea. I dig.

Re: Strategic Command

Posted: Mon Sep 20, 2010 11:22 pm
by STARSTRUCK
An idea I've presented on IRC is to use goddamn meteors as a resource. I idly decided to build a proof-of-concept, and surely enough, it works excellently (the slight challenge in manipulating killer space rocks notwithstanding).

Image

The basic idea is that I have a Deployer stuck some 4000px off-map and the only way to bring it into view is to bring a meteor to a station. This setup is achieved with a PD turret and some clever linking. Using a low-strength gravbeam, the meteor is towed into place in the station's construction bay. Then, the deployer is selected and activated.

A choice of two or three Deployers can be revealed at once, and since the ship spawned tends to shunt the meteor upon appearing, it effectively forces the player to choose a single unit type to build using each meteor.

Re: Strategic Command

Posted: Tue Sep 21, 2010 6:15 am
by Doogie12
I had a similiar idea...but this is WONDROUS!!! Your a genius STARTSTUCK! I mean its just perfect (i really wish i could see the image you posted right now). A flaw would be ship debris would also work toward this, but it does provide an interesting "recycling" concept.
This would still leave problems as to creating bigger ships and/or stations, but I think I have a few ideas as to how to resolve this.

In the meantime I would really like to see some more ships like this and more Ideas I could use.