Faction, World and RTS Game ideas, A place where you can post all your RTS game, Faction and World ideas |
Faction, World and RTS Game ideas, A place where you can post all your RTS game, Faction and World ideas |
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![]() Group: Members Posts: 197 Joined: 7 April 2015 From: Brisbane, Australia Member No.: 11052 ![]() |
In terms of a game, I believe that factions are an important part of the setting and story. Especially those that are unique.
Examples include: ROTR's five factions: USA (Generalist), GLA (Subversive), China (Spammer/Horde), Russia (Powerhouse) and E.C.A (Cannon/Turtler) The Paradox Mod: Allies (Generalist/Air Force), Soviets (Powerhouse), Empire (More elitist- bit hard to pin down), Confederate Revolutionaries (Subversives- good guy GLA.), Order of the Talon (Elitist/Powerhouse/quality), the Mediterranean syndicate (Cannon/Ranger), the Atomic Kingdom of China (more defensive in approach) and the Electrical Protectorate (Spammer). I love unique factions and I wanted to create a thread where people could post their own faction designs in any universe they want. They could be Post Apocalyptic Bandits, Cybernetic Purists, Dinosaurs, Alternate Dimension fascist super-maniacs with super tanks. This post has been edited by Adoge: 24 Apr 2015, 8:37 -------------------- A place where I posted my idea about a possible take on the Post-Red Alert 2 Command and Conquer universe: Reimagining Post Red Alert 2
If you wish to share your faction and RTS game ideas and provide constructive criticism on others', come and join us in this thread: Faction, World and RTS Game ideas My Ideas: (Criticism appreciated) Directorate vs Remnant, Backstory Part 1, Backstory Part 2, Characters and groups of the Directorate and Remnant Basilisk vs Echelon, Unit and General List Cataclysm: Embers of Hope (an RTS) (This where I will post most of my idea for Cataclysm.) Global Chaos (Working Title) ___________________ My current Fourth General(s): USA: H.Y.D.R.A, General Schwarzkopf (under development) GLA: Colonel Abis |
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![]() Group: Members Posts: 74 Joined: 12 February 2019 Member No.: 19478 ![]() |
Part 1
-Idea: My mod idea took place at America in 1929 during the Great Depression. A group of Lovecraftian cultist use the chaotic society as their advantage, they try to recruit as many people as possible but the government started to took notice by many reports from the investigator, polices, soldiers. Realizing they are hunting for any Cultist they decided to attack first in order to distract them in order to have enough time to activate a dangerous device that turn a large population of the Earth into eldritch abominations. Mechanic: +Line of Sight: http://www.ultimategeneral.com/blog/the-in...e-line-of-sight. The line of sight provide a lot of potential such as scouting, flanking, create more advantage at sneak attack. My mod idea also using this, each unit will have a very different line of sight shape and range. Ex: Sniper have a very long sight range when deployed but their vision arc is less wider than other. Watch tower shine their light at a single spot, that's mean you cannot cover a wide area with just one tower and the enemy can get close to you without being notice since your. +Melee Combat: DOW series use this but my idea require it as the Cultist faction relies heavily on melee combat while the human faction relies on long range bombardment and heavy firepower. -Faction: +Human(Powerhouse): The human consist of investigator, police and military. On tier 1 you have investigator, police and when you reach to tier 2, 3 you will have a full WWI military along with a few pre WW2 technology and some high tech weapon(supported by the Yithian alien). The human are very tough and heavy but only their frontal armor are strong, if the cultist flank or sneak attack you it will be very fatal since they can dish out high damage easily. Every units of this faction are very specialized, you have many individual upgrade to change their specialization but once you upgrade you cannot change their role again. It require you understand the situation in order to use the right upgrade. +Cultist(Subversive): The cultist consist of cultist, alien and abomination. They have higher sight range than the human, deal more damage when flanking and they are extremly fast, the cultist use ranged weapon in the lower tier while on the higher tier they are very melee oriented but they will have more health and speed to compensate for this. On tier 1 you will have cultist, criminal, civilian vehicle. On tier 2 and 3 you will have alien technology and eldritch abomination with heavy resistance. The main advantage of the Cultist is their psychological war, some these unit are able to cause fear to the enemy and reduce their stat. -Human Subfaction: +Aegis Pact: After the attack of cultist on America the other cultist groups around the world also join in. Every part of the world under their attack. This situation force America, Japan, Britain, France, Germany, Russia to make an alliance in order to repel them. Each members must contribute some of their force in order to support the member countries when the situation become dire. This subfaction are mainly infantry based. You will have more options for your infantry. You will gain access to the foreign unit like: .British Trapper(a mine planter unit who have a lot of experience during WW1): This upgrade is for the Worker, turn the worker into the specialized unit. They worked like the COH British Sapper. Accessible at Tier 2. .French Colonial Troop (veteran soldiers who fight at Indochina and African colonies): Upgrade the normal soldier into a better version with more health and damage. They also have the ability to swap into Bayonet Charge. This ability give them more movement speed and attack speed. Accessible at Tier 2. .Naval Bombardment(Japanese ships support): An ability for the officer. They are able to call naval bombarment at any destination in a wide area around them. Accessible at Tier 3. .Commissar (Soviet officers who join the Russian Civil War in 1917-1921): An upgrade for officer. Increase more health and morale to the surrounding infantries. Accessible at Tier 3. .Mauser 1918 T-Gewehr: Anti tank rifle made from Germany upgrade for Weapon Specialist. Since I don't want to overlap with grenade rifle and sniper rifle role so I decided to make them as the pure AT weapon. You have a longer range than grenade but your soldier can only shoot at the vehicle unit(or heavy abomination if the Cultist reach Tier 2-3). Accessible at Tier 2. -Iron Hammer: When the Cultist bring out many big and heavy abomination capable of destroying vehicle like nothing the government started to realise this threat are on the scale of an civil war. They decided to use many vehicles as they have to deal with those threat. This subfaction use a lot of vehicles in order to brute force their way to victory. In my idea they would have: .Mark VIII: A heavy tank with a cannon and machine gun. Can only called by support power. They are somewhat like the Epic Unit from C&C. Can only fielded with 2 tanks most of the time. Accessible at Tier 3. .M1918: A light anti infantry tank. Very light armored. Armed with a single machine gun to mow down infantry. Accessible at Tier 2. .M1918 240 mm howitzer: Heavy artillery. Require Deploy. Accessible at Tier 3. -Experimental Division: In order to find out the cultist weakness the government have spend a lot of money to hire many expert who have the knowledge of those Lovecraftian threat. One of those person was Thomas Stone, a scientist and a professor at the Miskatonic University. He is one of the few people who got mind swapped by the Yith. During his mind swap he is able to study in the Yithian Great Library under their watch. During his service in the government he had provide many different technologies that is very effective at dealing with the alien. One of his greatest invention is the Yithian Thunder Device, a powerful device capable of creating an electronic vortex that disable everything from a very far range. This subfaction give you many cool technologies and a lot of firepower but those device are immobile, that's mean positioning are very important when playing this subfaction. .Thunder Cannon: A long range cannon that burst out a powerful electronic charge at the enemy but it have a very high coldown. Accessible at Tier 3. .Teleporter Beacon: Require 2 beacon. Can only work with infantry. Accessible at Tier 3. .Hallucination Sprayer: Upgrade bunker with chemical sprayer. This chemical are based from the Yithian research on human and other aliens. Any biological unit(infantry, abomination, alien) who caught in the spray are immobile for a short moment. Accessible at Tier 3. -Unit: The symbol describe how the ability goes: +: Individual Upgrade -: Ability - Human Infantry Infanry Global Upgrade: You can only choose one of these two. +Medic: Add 1 Medic into the squad. Auto heal when not moving. +Nun: Add 1 Nun into the squad. This nun provide the attack damage boost for the whole squad. She is basically a morale buffer for your troop. T1 Investigator: 1 men per squad. Weapon: Pistol. Dectect stealth and disguise. He can only choose one of these upgrade. +Thompson SMG: More firepower. +Shotgun: Close range more damage. Police: 3 men per squad. Weapon: Pistol. +Rifle: Gain more firepower. +Lamplight: Increase sight range -Fear Aura: The cultist and criminal are often afraid of the presence of the police. Slow the surrounding enemy attack speed and increase all units movement speed including enemy units. Worker: Weaponless. Build and repair structure. T2 Soldier: 3 men per squad. Weapon: Rifle. They are able to build Trench and normal Bunker. +Additional Men: Add 2 more into the squad. +Grenade Rifle: Deal high damage to vehicle and structure. Weapon Specialist: 2 men per squad. 1 carry rifle and 1 carry machine gun. Require deploy to fire. When you upgrade only the one who carry machine gun change the weapon. +Sniper Gun: Require deploy to fire. +Flamethrower +Mortar: Require deploy to fire. T3 Officer: 1 men per squad. Weapon: Pistol. Increase the nearby unit accuracy and attack range. Trench Brawler: Used to fight inside the trench during WW1. 3 men per squad. Weapon: Shotgun. Exceed in close range combat since they are the veteran at fighting inside the trench. -Smoke Grenade -Throw Grenade -Explosive: Demolish structure Vehicle T1 Car: 3 slot. A cheap transport unit. Unit cannot fire outside. Infantry inside the car are more safe than the truck since they are not open topped. Truck: 6 slot. Can fire outside, infantry are very vunerable when they in the truck since the truck is open topped. When you upgrade the truck it will lose the ability to transport. +Medical equipment: Heal aura +Research equipment: Provide information about enemy weakness. Attack damage aura. T2 3-inch Gun M1918: AA gun 3-inch M1902: Light Artillery. T3 M1917: Light tank. Armed with a light cannon and machine gun. Chemical Sprayer: Spray gas. Reduce sight range and slow down the enemy. Deal damage over time. Guard Truck: Use a light to reveal a large radius. Can only reveal at one direction. Defense Watch tower: Use a light to reveal a large radius. Can only reveal at one spot. -Spin light: Spin the light in circle slowly. Trench Wire Trap: Stop infantry and any heavy abomination from moving. Bunker: Normal Bunker, 6 slot. Change weapon based on the upgrade, lose the ability to contain troop if upgraded. +Machine gun +Flamethrower AA Turret: Use the M1918 gun for defense. Superweapon Comunication Tower: Focus air strike, artillery barrage, mortar fire, naval bombardment into a single spot through coordination. Yithian Thunder Device: Create a electrical vortex. Stun every unit inside the radius. End of Part 1 This post has been edited by OrikoMikuni: 12 Feb 2019, 3:28 |
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