Rogue Republic is an innovative RTS project developed by a team of independent enthusiasts aimed to bring you a realistic yet intense C&C Generals-styled game you always dreamed about. Do not like C&C F2P for some reasons? Track Rogue Republic! The game will be released in episodes, with each episode bringing you a new campaign of the overall story arc ranging from Russian-Georgian conflict, hypothetical Turkish-Ukrainian war in the near future, WW3 and its falloutic aftermath.

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Your cool ideas (Games : Rogue Republic : Forum : Holy cow - gameplay issues! : Your cool ideas) Locked
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Aug 2 2012, 5:24pm Anchor

Since you may have some of those ideas - I've thought that a project is not a project without a feedback from community. So type what you wish to see here. Cheers.

D_M
D_M
Aug 2 2012, 5:53pm Anchor

It's a bit difficult to give some ideas if we don't know how the gameplay is intended to go. Economy management, base construction and all.

Because

RR wrote:
  • Real-time strategy gameplay combining all the good things were invented since Dune 2 and new ideas which, we hope, will give the RTS genre a fresh new breath.
  • Battles as intense as in Relic's Company of Heroes, tactical abilities as lot as in Starcraft and gameplay as fun as C&C Generals.

is a bit vague. :/

Aug 2 2012, 6:02pm Anchor

ofc it's vague, a good poker player never reveals all of his cards beforehand :P
Ok, some hints: base-building - BFME 1-style, economy management: no gold mines, no tiberium fields, just what real hairy men do during the war - capture towns and strategic objects.

D_M
D_M
Aug 2 2012, 6:12pm Anchor

Some good ol' plunders.

I 'm liking this.

Edited by: D_M

Aug 11 2012, 10:39am Anchor

I'm suggesting weather and time cycle. For example, during the play, weather forecast and time of the day is changing (beginning with sunny day, ending on snowy night).

Aug 12 2012, 11:50am Anchor

means, a whole year passes in one day? :P Then there will be no snow\deser\whatever maps - as every map will be simultaneously all of them. Is that good? :P

Oct 27 2012, 6:16am Anchor

i think its good to put fuel consumption (build oil rig to gather fuel and refinery to make money and then fuel trucks to fill all units)
try game called ARSENAL extended power (quite old strategy with nice gameplay)

Oct 28 2012, 5:43am Anchor

in general, it will be just like a 2nd resource that is continuously consumed and stops the units from functioning when not available, if I understood you. So all-in-all this is the same as population cap regulated by farms in Warcraft and BFME1, isn't?

fuel trucks is kinda complex for fast-paced RTS genre - waiting till some vehicle runs over all your units and fills them before going into combat may make players cry from anger :P

Jan 28 2013, 5:34am Anchor

No population limit, I hate population limits.

Mar 5 2013, 7:28pm Anchor

I think a cover system for infantry and vehicles would be nice, as well increased zoom in/out distance so you can see and manage more of the battlefield at once but still zoom in and see all the action. Also if possible a multilayered air "box" (for lack of a better term) where your different aircraft roles "live"; lowest altitude for helis, medium for your CAS, and high for your CAP and strategic assets like your bombers and transports. Two of the things that always bugged me about Generals was not being able to see enough of what was going on and having your helicopters flying at the same alt as your ASF and strat bombers.
I don't know how much of this is possible or to what extent it might be, but this is my 0.02

Mar 10 2013, 6:14am Anchor

sure, we were thinking about that already, pretty the same you will encounter in our game :)

Mar 12 2013, 12:46am Anchor

Also have directional armor like in CoH and CnC4. When you get hit in the back it gets more damage than from the front.

Mar 12 2013, 5:16am Anchor

Infantry should be built in squad, and each squad should be able to replenish itself if some of the squad member got killed, for a price. Squad should have multiple type of infantries, like in World In Conflict.

No fuel and amunition reloading truck mechanic, please. It's very annoying when you're controlling a big army in a meat-grinder assault.

Tanks should be able to kill infantry easily with cannon, but only 1 infantry in a squad per shot. And it should have hit or miss chance, unlike the usual 100% hit guaranteed like the usual C&C.

Infantry should be built at a very fast rate, and should be cheap to make sure that they won't be obsolete in late game like starcraft.

No build limit or increasing built limit via spamming supply buildings like SC, it is for the best.

Garrisonable civilian buildings is a cool thing, don't forget them.

And yeah, superweapons like nuke must be in the game.

Uh.........We'd seen Russia, EU, US units.......Would there be an Asian faction as well?

Edited by: X1Destroy

Mar 12 2013, 11:04pm Anchor

>Also have directional armor like in CoH and CnC4. When you get hit in the back it gets more damage than from the front.

If that won't be difficult to implement - why not. Though in a CnC-style RTS this isn't the most important thing, frankly :P

>Infantry should be built in squad, and each squad should be able to replenish itself if some of the squad member got killed, for a price. Squad should have multiple type of infantries

absolutely. Maybe the only thing from WiC I like.

>No fuel and amunition reloading truck mechanic, please. It's very annoying when you're controlling a big army in a meat-grinder assault.

double that

>Tanks should be able to kill infantry easily with cannon, but only 1 infantry in a squad per shot. And it should have hit or miss chance, unlike the usual 100% hit guaranteed like the usual C&C.

still tanks shoulb be less effective against infantries, or we will find ourselves with infantry being useless like in latter CnC games, although guys weren't there one shot-killable.

>No build limit or increasing built limit via spamming supply buildings like SC, it is for the best.

I know build limit really sucks, but still the possibility for it in BFME-style I remain open just for any balancing case.

>And yeah, superweapons like nuke must be in the game.

nukes are an obsolete weapon :P Modern high-tech weaponry can deliver much more punch but without international outcries and tonns of mean radiation. Though I haven't made a final decision about that.

>Uh.........We'd seen Russia, EU, US units.......Would there be an Asian faction as well?

sure, you know I'm a big fan of Japanese and Chinese toys, so there's no way we can omit that in future in case the game will be continued further. We just cover Europe and only Europe in the first episode. And hey, Great Turan is already an Asian faction - they have a big chunk of Asian territories and claim Central Asia.

Edited by: Ilves

Mar 13 2013, 6:20pm Anchor

i have no idea how you imagine the game concept for this puppy, but i must admit I will be dissapointed if you follow the most basic - warcraft3 or age of empires strategic-building logic... please tell me that infantry is in squads, that they have several tactical options, that units don't spawn on the map just by pressing recruit in a building and other bullsh1t like that...
I don't mean to be judgemental, but i was hoping that you were aiming for a gameplay along the lines of empire at war
star wars empire at war Youtube.com

-IF YOU HAVE TIME READ BELOW
my unrealistic and idealistic concept of a game such as this:

In this alternate-universe modern war game, it would be great if the actual game could be split in 2 parts:
1. actual combat part
2. the part of overall continent map with your faction in it, with all the upgrade/diplomacy/army training/faction management you can think of
(for example something like europa universalis series only with LESS detailed map and non-combat related action... i mean that game takes it too far)

as the 2nd part of gameplay explains itself the important stuff concerning 1st part are:

-special care for the option and possibilities of infantry units (their great agility and adaptivness compared to veichles as well as vulnurebillity)
-larger scale buildings (your models seem pretty nice so there is no need to keep buildings in such a low scale, largers means realistic)

-no "build" option for units where buildings are made from thin air, no completley destroying an existing building
(don't you hate it when a building turns into a random generic rubble when they get destroyed in games, in reality nobody goes overkill on buildings like that)

-gameplay based on taking over parts of the map, "bases" or something (like in the empire at war vid), with a reinforcement option, buildings and units on map depend completley on the 2nd *segment of the game
(example of a base or a command post Webguyunlimited.com )

-buildings that are appropriate for a warzone, bunkers and outposts (that can be taken over by enemy) rather than generic "town center concept",
other buildings with ethnic-urban tone can be used in city seiges or similar scenarios where urban architecture is a realistic option

-all the expected modern warfare elements, bombardements, base - takeover, possible option of doing warcrimes, ect

having said that, and going waaay of topic, i end the post :-/

Edited by: Executor-64-

Mar 18 2013, 11:34pm Anchor

One more idea. Add some useful tech structures. Perhaps giving access to a small extra faction like a mercenary group with specialized abilities.

Apr 19 2013, 11:04pm Anchor

Hey, I've got a suggestion. The Faction Editor is cool, but you should be able to pick a primary faction, and then a secondary faction, for more variety, primary giving you most units, and secondary giving you less powerful units. Like my primary faction is Russia, and my secondary is, lets say, Europe, I can have a mix of Russian and EU units, say a Visby and a Kilo, or a T-90 and a Gepard, etc. I just think it would make it infinitely better, as the way it sounds now, is too much like War Game: European Escalation... That's my two cents.

Nov 11 2013, 10:51pm Anchor

i haven't seen anything saying if this game will be mod friendly or not, would be great if it was. its the main reason i play CnC, and its also probley the main reason that game has lasted this long.

Nov 21 2013, 11:43am Anchor

well, long story short - it's a desirable feature for us

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