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Strategy game idea: Counter Strike turned into RTS/RTT, No tank, no aircraft, no building
OrikoMikuni
post 3 Feb 2020, 4:03
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Although this look like more of a real time tactic than a real time strategy but my idea based on Company of Hero formula but with some major change.

-No vehicle, no aircraft, no production structure.

-You still have to capture some designed room/building and it will generate money for you to produce your unit. And since each location got a limited amount of money you can never turtle and or stay in one place and you must attack and capture constantly or you will lose the economic advantage to the enemy.

-Instead of producing unit now you will have to drop your unit into the rooftop of a building by helicopter or use the underground tunnel/sewer to get your troop out. Basically it is a way of using instant drop anywhere on your controlled area.

-The depth of the combat lies on the terrain and the environment of the combat. Because this idea rely purely on urban combat so you can expect your troop to fight inside room or sniping through the other building or you can even let your troop sneak through an underground network to cause a surprise attack on the enemy. In addition to that cover and positioning is the main point of this game, you have to place your army correctly considering your army never exceed 30 soldiers as this allow you to micro your army much easier instead of throwing your army into the wrench, and with the squad based system (3-5 soldiers per squad) you would got even less soldier to control as you will always control groups of soldier instead of individual one.

Factions and setting idea: I didn't think of this much but so far it is very simple, you got 2 sides: the government army (Powerhouse) and separatist (Subversive).

The separatist rely on bobby trap to ambush the enemy and underground network to product their army. They also got sniper as a way to balance out their weak frontal combat capability as their weapon is outdated and lack a strong firepower like their enemy.

The government army use heavy firepower to win the frontal combat, they also got a combat shield that absorb a limited amount of damage or a portable ram to break door.

This post has been edited by OrikoMikuni: 3 Feb 2020, 4:06
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OrikoMikuni
post 6 Feb 2020, 12:14
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I still hate that obnoxious Terror Drone in the bush though, but yeah I think I'm getting distracted and off topic here.

Anyway here is a few idea from me to improve my initial idea:

-Some of the stuffs that need to be divided to be fitting with each side tactic and theme, I don't want to divide too much since each side should at least got enough stuffs to even the odd against each other. Portable battering ram would be a no brainer for any faction that love to go brute force, sniper should be on the weaker side so that they can at least engage with the enemy otherwise the brute force faction will be even more stronger if you can't put any decent defense if the sniper just keep sniping your troop one by one.

Smoke grenade and flash bang is hard to define, in some movies I used to see special force would throw grenade to either injure or blind the enemy before they enter the room, but the same time the subversive side can also turn it into their advantage for retreat of surprise attack. Cocktail is fitting for any low tech faction and you can also create a smoke screen as well.

Missile launcher and grenade launcher are the thing I afraid to add into my idea hence why I never want to mention it right from the start. For a long time I knew splash damage and huge damage can tip the scale of the fight very dramatically. And if you can't control the balance good enough, the one with many splash damages may dominate the game very hard if they can decimate your troop over and over again no matter where you hide. It's best for me to think my idea should never have too much explosive from the start to prevent such problem from happening.

-As for faction calculus I was thinking maybe 2 factions only (Powerhouse and Subversive) but implement the branching tech tree of CoH into it so that you can have an easier time designing your faction while keeping some of the techtree choice with the branching in game, also you can change the techtree anytime you want with some money and cooldown so that you can adapt to the situation while balancing it out by a decent cooldown time whenever you tried to change your techtree too fast.

-Because this idea consist of infantry only so you can expect all of them got near equal hp even if you can have a shield to soak some damage but you can still flank it with ease because the combat shield doesn't cover all angles to begin with. Having near equal hp prevent a situation where one side spam too much tanky stuff and become hard to kill if they are too good at doing brute force tactic. On that regard limiting the amount of shield infantry is necessary, maybe 3-4 only so that you can have a brute force faction with some protection but they can still be countered with flanking and other stuff.

This post has been edited by OrikoMikuni: 6 Feb 2020, 12:16
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