WIP Global Defense

Varine

And as the moon rises, we shall prepare for war
Reaction score
808
Global Defense is a strategic WWIII style game.
It is currently intended to be a six player game.

Gameplay
The gameplay is pretty basic, in that you attempt to dominate the world through superior force. Available units include standard infantry, tanks, naval ships, fighter jets, bombers, ect.
Infantry units will be set up into squads, which can be divided and combined into larger platoons or smaller fireteams.
In order to use ground vehicles, such as a tank, the player will have to assign a squad to it, which will then allow it to become operable. Units that are not required to operate the vehicle will remain in the squad.

At the start of the game, you will be prompted to establish various buildings, such as your Central Command Base, unit production bases, and several defensive buildings.
After that, you may build more with Engineer squads, but at a high cost.

There will be several cities in each of the continents that, once taken, will grant you more income each turn. In addition to that, you may research your Economy, which will also increase the income rate.

To win, you must defeat the other players who are not allied with you. If you lose your Central Command Base then you lose.

The Map
There will be two styles of view. The first is the combat map where the units are individually visible. The second is a world map, on which all of your units will be displayed. Satellite imagery is also available here, as opposed to on the combat map, allowing you to strategize. In addition, unit icons will also be displayed, showing their current position in accordance to the rest of the world.
The world map will also be your form of tracking missiles that have been launched if you've researched that, and it is also the view you have while launching them.
I'm trying to make it similar to the gameplay in DEFCON: Everybody Dies.

The Combat
I'm going to make a projectile system for several of the weapons, such as the Stinger and anti-armor infantry units, missiles, some bombs, ect.
Planes will fly in circles when not in use, while helicopters will lower to the ground. I'm going to use a fuel system with them, as well, which I'm hoping will add to the strategy in that you can't just have planes out flying around all the time, but you will instead have to land them in an airbase or aircraft carrier from time to time, or use a fuel plane on them.
Missile bases will have two forms: Defensive and offensive. It takes a while to change between to two, so you can't just change to defend yourself during attack instantly. Defensive silos will attack air units that get near it, and will also attack ground units, but far more slowly and with more damage.
Offensive silos will be used to attack players on a large scale.


I'll post some screenshots as soon as I get back into the map (I did something and now I can't open it), which hopefully will be soon.
 

Sirroelivan

Gunnerkrigg Court
Reaction score
95
Sounds interesting, but I don't quite understand what you mean by the two different maps. Is it going to be a turnbased game then?
 

Varine

And as the moon rises, we shall prepare for war
Reaction score
808
No. I was tired and couldn't think of a way to explain that very well.
The combat map is the normal map where you can select the units and order them around, use abilities, ect. Just like a normal game.

The world map is backed out and has an overhead view of a world map. It looks kind of like the map in the DEFCON game, where all of the units have icons, which are synched up to their location on the normal map. That way you can see the entire world and positions of all of your units, rather than just the small area with the units you're looking at.
 

Jedimindtrixxx

┻━┻ ︵ ¯\(ツ)/¯ ︵ ┻━┻
Reaction score
168
sounds fun. when the hellicopters land when they are not in use, do they become targeted as land units?
 

Varine

And as the moon rises, we shall prepare for war
Reaction score
808
Probably, if I'm smart enough to figure out how to do it.
 

Jedimindtrixxx

┻━┻ ︵ ¯\(ツ)/¯ ︵ ┻━┻
Reaction score
168
wouldnt it be easier to make it a ground unit from start and trigger it to give the unit storm crow form, and when the unit is given an order targeting a point or unit or w/e to make it storm crow form then move?

im not 100% sure im not the best at WE but thats how i would do it.
 

Varine

And as the moon rises, we shall prepare for war
Reaction score
808
Yeah but it would have to be triggered to do that whenever it stops moving.
 

Jedimindtrixxx

┻━┻ ︵ ¯\(ツ)/¯ ︵ ┻━┻
Reaction score
168
hmm that might be hard
not rly sure on any other way =\
 

Varine

And as the moon rises, we shall prepare for war
Reaction score
808
Nevermind I was thinking about planes; helicopters can hover so it would work fine.
 

Varine

And as the moon rises, we shall prepare for war
Reaction score
808
Finishing up with the soldier model, now I'm trying to animate it so that it works in Warcraft and then throw a texture on it. Still looking for the footswitch model, too....
 
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