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Another TBS mode-ish Brainstormin' | Locked | |
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Oct 3 2012 Anchor | |
I have some ideas for a certain TBS mode : POSSIBLE MUTATORS FOR THIS MODE: Instead of 'Do X research to advance generation', I think this should be more fair (i.e, there's no need to do research race to get to the next generation) Edited by: Nergal01 |
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Oct 3 2012 Anchor | ||
This is quite a mode! It is almost a game by itself. What are the player controls? How he plays? And what it can do? Can it control every unit? |
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Oct 3 2012 Anchor | |
In the map mode, you can control basically whatever unit at your disposal (in traditional TBS fashion). During battle, you choose a plane (only planes are usable...for now) from one of the squads (the rest are NPC). But things could change once the unit switching has been implemented, I'd like to see a gameplay that's similar to Battlestations series. -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Oct 4 2012 Anchor | ||
I like your research system and the defcon mode is a good idea but I think there should be less focus on the economy. I proposed a game mode that was basically advance wars lite so that the economy would not take center stage-the economy and infrastructure in my proposal was not there to help win the game but to give the enemy player something to bomb. What I'm trying to say is that you focus too much on resource management then that's how players are going to win, for the most part. However if you make what would otherwise be a really half-assed strategy game but replace the random number generator with dogfights, players will be able to focus on flying their planes instead of crunching numbers between battles. It will give players more opportunities to turn the tide with their flying skills and I think it will ultimately make a more fun game. |
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Oct 4 2012 Anchor | |
Right. Economy supposed to be made as simple as possible (hasn't got any better idea than this though), and the turn-based mechanism is pretty much like Nectaris/AW. -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Oct 4 2012 Anchor | ||
Actually, I have an idea about how to handle battles. Instead of having dogfights one at a time whenever a unit tries to occupy an enemy unit's tile, just let everyone move their units around and allow enemy units to overlap each other (given that each tile represents an entire dogfight map there should be enough room for everyone). After all the players have taken their turns the game will check which tiles contain units from two or more enemy players and handle all the dogfights one after another. For example, imagine a 3 player free-for all. Player 3 is taking his turn and he sees that player 1 is sending some of his best planes to attack player 2's airfortress. Instead of sitting there twiddling his thumbs while the other players fight a 15-minute battle, player 3 can move some of his own planes onto the same square. Then, when he ends his turn and the battle starts, player 3 can keep his forces out of the line of fire, circle around the edge of the map while player 1's forces engage the airfortress, then swoop down and mop up whatever assets survive so they can't be used to attack him later. Of course, this does give the player who goes last an unfair advantage unless the turn order changes each round. Any ideas on the best way to decide that. |
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Oct 5 2012 Anchor | ||
How about following how Battlestations does it? Where the battle occurs in real time and players just deploy units from bases, and instead of controlling every unit, players join in the battle by controlling special 'Ace' units while all non-Ace units are controlled by the AI and are given commands through a map screen by a commander. While the economy is represented the point system similar to Battlestations, where there is a fixed amount of points to deploy units, and additional points can be earned through capturing bases/cities. Maybe then the deployment system could work something like this: Land Assets: Sea Assets: Air Assets: Under this, it could be possible for a single player to take the role of the commander of the faction, taking direct control of the Airborne Fortress/Naval Battlegroups and their respective aircraft and choosing what units to deploy, taking a more RTS style role, while the other players on the team take control of their own squadrons and focus on dogfighting and assisting the AI controlled units. Edited by: DEathgod65 |
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Oct 5 2012 Anchor | ||
What you guys thing about Valkyria Chronicles gameplay style (Youtube.com) for the turn based version of this idea? About the real time version, it could be more chaotic (but in good way). But it should be available a possibility to pause action so the player can take it time to micro manage the action. |
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Oct 5 2012 Anchor | ||
All I could understand from watching that video was that it looks like each side took turns moving one unit instead of moving them all at once. Might work, but it would result in smaller dogfights (and having to send one squadron at a time to fight an air fortress would be a pain) and you wouldn't be able to make several units converge on a tile from different directions. |
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Oct 5 2012 Anchor | ||
IMO, a turn based gameplay wouldn't suit VT, it would simply be too slow paced to be exciting. Like I said before, the role of managing resources and micro managing AI units could be dedicated to one player, while the other players just focus on their own squadrons and taking down enemies. |
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Oct 6 2012 Anchor | |
My initial TBS formula idea was to mix Wing Commander Armada and Advance Wars/Nectaris gameplay (or Military Madness, the indirect grandaddy of Advance Wars itself). However, we could opt for Battlestation-style real-time combat gameplay in case turn-based doesn't works. Edited by: Nergal01 -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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