Varine
And as the moon rises, we shall prepare for war
- Reaction score
- 805
Yet another map by me to add to the countless others that are no longer progressing as quickly as they once were. Exciting, eh?
Anyway, so while I wait for someone to complete their squad system for me to steal (he said it would be a couple more weeks or something I think. I don't really care though), I decided to form another map similar to the last one that I started that's awaiting the squad system.
This is a future map being based in part off Battlefield 2142 (the vehicle ideas I'm using will make it pretty obvious). Like the other map (Global Defense Initialization is what I think I called it on here, I forget though), this will feature the same kinds of system of combat (squads, units needed to operate vehicles, ect).
Unlike the other one, though, in this I'm making cities to act as the battlefield rather than the entire world.
You will be able to zoom out of the cities to a regional view (similar to that map called Solar Conquest or something, where you zoom out of the planet to the larger scale area), where you can then move your units to attack a different city.
I want to make the enviroments interactive, like in Company of Heroes, where you can order squads into buildings and they become defensive units. Because Warcraft obviously is NOT CoH or something similar, it's going to be more limited so you can't blow up the corner where the units are, make them fall down, then order your units into it and take it over. Which is unfortunate but you'll just have to deal with that.
Anyway, I want to make a system where it will recognize what kind of squad is in the building and then attack accordingly, but I don't know if I'm smart enough or if it's possible. It seems like it would be pretty easy though, doesn't it?
Instead of having barracks and all of those, each city will have a Pentagonish building that acts as the main training thing. So when you order something like a fighter jet, it will train and then later appear at that city's airport for you to then order to take off and go bomb another city or something.
I'm going to try and modify some of the other systems that I was using in another game called The Battlefield that I was working on before my combat system maker died or something so that you can control the planes directly as they attack instead of just treating them like other units, which is something I was supposed to do for GDI anyway.
I'm also going to try and make a population system which will define income. I am thinking that I'll add in a system like that in Heroes and Empires, where you can increase or decrease the tax. But I also want to make it so that there are only so many people within my miniworld, so people may move a different city depending on various factors, such as taxes, work/food rate stuff, defense of the city, things like that. So for instance, if Red sucks and has taxes at like 95% and puts the work rate to 24 hours a day, but meanwhile Blue has 30% income tax and 8 hour work days, then more people are going to live in Blue's cities than in Red's unless Blue gets nuked or something, in which case people are going to no longer want to live there.
I was also thinking that population may also dictate military abilities (for instance, you could assign some amount of your population increase into being reserved for military, which means every time you get a population increase some amount of them are not included in the total population but instead added to the total amount of military units you can train). But I don't know how to do that and don't know if it would be very much fun like that so I might not do it like that, you never know.
Anyway, post ideas, comments, and tell me how much I suck below.
Anyway, so while I wait for someone to complete their squad system for me to steal (he said it would be a couple more weeks or something I think. I don't really care though), I decided to form another map similar to the last one that I started that's awaiting the squad system.
This is a future map being based in part off Battlefield 2142 (the vehicle ideas I'm using will make it pretty obvious). Like the other map (Global Defense Initialization is what I think I called it on here, I forget though), this will feature the same kinds of system of combat (squads, units needed to operate vehicles, ect).
Unlike the other one, though, in this I'm making cities to act as the battlefield rather than the entire world.
You will be able to zoom out of the cities to a regional view (similar to that map called Solar Conquest or something, where you zoom out of the planet to the larger scale area), where you can then move your units to attack a different city.
I want to make the enviroments interactive, like in Company of Heroes, where you can order squads into buildings and they become defensive units. Because Warcraft obviously is NOT CoH or something similar, it's going to be more limited so you can't blow up the corner where the units are, make them fall down, then order your units into it and take it over. Which is unfortunate but you'll just have to deal with that.
Anyway, I want to make a system where it will recognize what kind of squad is in the building and then attack accordingly, but I don't know if I'm smart enough or if it's possible. It seems like it would be pretty easy though, doesn't it?
Instead of having barracks and all of those, each city will have a Pentagonish building that acts as the main training thing. So when you order something like a fighter jet, it will train and then later appear at that city's airport for you to then order to take off and go bomb another city or something.
I'm going to try and modify some of the other systems that I was using in another game called The Battlefield that I was working on before my combat system maker died or something so that you can control the planes directly as they attack instead of just treating them like other units, which is something I was supposed to do for GDI anyway.
I'm also going to try and make a population system which will define income. I am thinking that I'll add in a system like that in Heroes and Empires, where you can increase or decrease the tax. But I also want to make it so that there are only so many people within my miniworld, so people may move a different city depending on various factors, such as taxes, work/food rate stuff, defense of the city, things like that. So for instance, if Red sucks and has taxes at like 95% and puts the work rate to 24 hours a day, but meanwhile Blue has 30% income tax and 8 hour work days, then more people are going to live in Blue's cities than in Red's unless Blue gets nuked or something, in which case people are going to no longer want to live there.
I was also thinking that population may also dictate military abilities (for instance, you could assign some amount of your population increase into being reserved for military, which means every time you get a population increase some amount of them are not included in the total population but instead added to the total amount of military units you can train). But I don't know how to do that and don't know if it would be very much fun like that so I might not do it like that, you never know.
Anyway, post ideas, comments, and tell me how much I suck below.