1. About
Ruthless is a Starcraft 2 Mod that is aimed at fast gameplay, strategy and skill. The game concept is loosely based on the RTS/FPS Hybrid, Savage by S2 Games.
Development is being focused on making this mod polished and a contender in e-sports gaming as well as ridiculously fun.
2. Setting
Ruthless takes place in the Starcraft Universe for now, the three waring factions fight for dominance all over the galaxy.
3. Gameplay
Two Teams of 7 fight to be the last ones standing.
Gameplay consists of 2 parts,
Quote:
Commander Gameplay,
Similiar to SC2's native gameplay 1 member of each time will command from high above the battle field.
-Custom build mechanics, must build close to an outpost, buildings are auto constructed, but can be sped up by a worker class player.
-2 Types of resources to collect, Minerals and Vespene Gas. Gas geysers need an extractor, but automatically mine the resources. Minerals require Commander Workers, or Player Based Worker classes.
-Full tech tree and upgrades for the Class based players are researched and bought by the commander.
-Custom Commander abilities will be available for use with limited energy.
-Players are able to see orders given to them from the commander, (Move To) (Attack) (Secure Area) etc.
Quote:
Class Gameplay
Class gameplay is a mix between Diablo 2 style controls and skill based TPS's.
-Camera is low and locked to a class unit.
-You start with 2 Class options, more are unlocked as your commander techs up.
-You can specialize your class with custom attributes (To be announced)
-Each class has 2 weapons and 4 abilities, though most start locked and are only unlockable through the tech tree.
-Class characters earn Vespene by killing enemy players and buildings which can be used to buy items from your main base at loadout.
-Combat is fast paced and skill based. There are no auto targeting skills or attacks.
-As you level your character you'll start to see custom model improvements to let everyone know you're a badass.
-Fully customized UI designed to make the gameplay easily pickup and playable.
Quote:
4. Races
Ruthless will contain 3 factions.
Terran, Zerg and Protoss, each faction has their own classes of units, towers and buildings unique to them.
Quote:
5. Classes
Race Terran:
Melee | Ranged | Support | Worker | Siege
(Class Information and Pictures will be updated as they are put in the game.)
Quote:
6. Buildings
Race Terran:
(Buildings and Tech Tree's will be updated when I have them finalized.)
Information will be updated as It's added into the game.
Open beta for the Terran race will begin as soon as they are done.
This mod sounds much more like Savage 2 and not like Savage.
Well, at least the economy system is taken from Savage (workers + 2 resources) and not the simplified automated on-off version of Savage 2. And the RTS mode seems to be tech tree based like Savage and not the simplified automated one-way strategy of Savage 2, where the commanders role is reduced to buffing field players. The macro gameplay part of your mod seems to be as diverse and challenging as it can be (with real players doing the micro gameplay part).
But why is the micro gameplay reduced to classes (like in Savage 2)? There is no need to keep this RTS typical categorisation. With micro gameplay now being more advanced since being performed in action mode you should lift it to a new level of tactical diversity - I would recommend making it tech tree based (like in Savage). In Savage every combat unit can choose between 12 different weapons and 8 items of choice, which can be bought and used on the battle field (while the simplified Savage 2 has fixed loadouts aka classes).
The combat system in Savage is a conceptual masterpiece IMO. Each race has only 2 abilities: Humans can block or attack, Beasts can leap and attack. Savage 2 has this combat system changed into something more beginner friendly but also a lot less rewarding: block vs block, with block delay in order to make people play more aggressive, which however results into dumb button mashing.
I know that it probably won't be possible to make the combat as sophisticated as in Savage, since the mod is derivated from an RTS game which is not designed for that enhanced micro gameplay. But if you manage to make the combat at least 70% as epic as in this Savage duel video, then I would definitely pay much to play you mod:
Thanks for taking the time to comment. It's kind of a mesh between the two, I decided against item based classes because I think it would feel to much like dota with the rts engine limitations. With class based tiers I can kinda balance better and it gives more pressure on the commander for picking what the group needs, new classes or upgrades to the current classes. Nothing is set in stone yet, once I release a playable version and get feedback I'll make adjustments to the system.
The end goal here is to make a game that brings the fun and excitement of Playing Savage to a new format, so whatever is needed to make that happen I'll be working on it.
As far as the combat goes It's being hashed out as I go. I'm definatley trying to keep the intense fast paced combat feeling of savage though with all my abilities and weapons planned out. But with lag being a big factor in SC2 It makes it hard as you said to get that kinda micro on the combat so I have to deal with what I have to work with. The way I'm working around this is making the ranged weapons require you to stop for a second to shoot and allow melee attacks while moving, just slowing you down some, to try and even the playing field. But again, nothing is set in stone and combat will probably be reworked during beta.
I've got alot of awesome features instore for this map aswell and progress is being made daily, I'll be doing alot of alpha testing and documentation of the project from here on out so keep checking back for updates :)
Instead of commanding the unit to move to the position of the mouse, it moves the unit relative to the position of the unit. So this is what I have for an action (with Mouse Moved as the event, and the condition that left click is held down):
That's actually a really good idea, makes sense, because I update a Variable everytime the mouse is moved and store the position I can then use that to do the offset movement. Thanks for the idea man :)
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Ruthless - SC2 Mod
1. About
Ruthless is a Starcraft 2 Mod that is aimed at fast gameplay, strategy and skill. The game concept is loosely based on the RTS/FPS Hybrid, Savage by S2 Games.
Development is being focused on making this mod polished and a contender in e-sports gaming as well as ridiculously fun.
2. Setting
Ruthless takes place in the Starcraft Universe for now, the three waring factions fight for dominance all over the galaxy.
3. Gameplay
Two Teams of 7 fight to be the last ones standing.
Gameplay consists of 2 parts,
Information will be updated as It's added into the game.
Open beta for the Terran race will begin as soon as they are done.
if u can pull it off shud be fun
Sounds great! Hopefully you can pull it off lag free. I love Savage 2 and play it every now and then.
This mod sounds much more like Savage 2 and not like Savage.
Well, at least the economy system is taken from Savage (workers + 2 resources) and not the simplified automated on-off version of Savage 2. And the RTS mode seems to be tech tree based like Savage and not the simplified automated one-way strategy of Savage 2, where the commanders role is reduced to buffing field players. The macro gameplay part of your mod seems to be as diverse and challenging as it can be (with real players doing the micro gameplay part).
But why is the micro gameplay reduced to classes (like in Savage 2)? There is no need to keep this RTS typical categorisation. With micro gameplay now being more advanced since being performed in action mode you should lift it to a new level of tactical diversity - I would recommend making it tech tree based (like in Savage). In Savage every combat unit can choose between 12 different weapons and 8 items of choice, which can be bought and used on the battle field (while the simplified Savage 2 has fixed loadouts aka classes).
The combat system in Savage is a conceptual masterpiece IMO. Each race has only 2 abilities: Humans can block or attack, Beasts can leap and attack. Savage 2 has this combat system changed into something more beginner friendly but also a lot less rewarding: block vs block, with block delay in order to make people play more aggressive, which however results into dumb button mashing. I know that it probably won't be possible to make the combat as sophisticated as in Savage, since the mod is derivated from an RTS game which is not designed for that enhanced micro gameplay. But if you manage to make the combat at least 70% as epic as in this Savage duel video, then I would definitely pay much to play you mod:
@Challenge80: Go
Thanks for taking the time to comment. It's kind of a mesh between the two, I decided against item based classes because I think it would feel to much like dota with the rts engine limitations. With class based tiers I can kinda balance better and it gives more pressure on the commander for picking what the group needs, new classes or upgrades to the current classes. Nothing is set in stone yet, once I release a playable version and get feedback I'll make adjustments to the system.
The end goal here is to make a game that brings the fun and excitement of Playing Savage to a new format, so whatever is needed to make that happen I'll be working on it.
As far as the combat goes It's being hashed out as I go. I'm definatley trying to keep the intense fast paced combat feeling of savage though with all my abilities and weapons planned out. But with lag being a big factor in SC2 It makes it hard as you said to get that kinda micro on the combat so I have to deal with what I have to work with. The way I'm working around this is making the ranged weapons require you to stop for a second to shoot and allow melee attacks while moving, just slowing you down some, to try and even the playing field. But again, nothing is set in stone and combat will probably be reworked during beta.
I've got alot of awesome features instore for this map aswell and progress is being made daily, I'll be doing alot of alpha testing and documentation of the project from here on out so keep checking back for updates :)
About your movement, I found a good workaround.
Instead of commanding the unit to move to the position of the mouse, it moves the unit relative to the position of the unit. So this is what I have for an action (with Mouse Moved as the event, and the condition that left click is held down):
To be honest, I don't know why this works even though the mouse isn't moving.
@Kanaru: Go
That's actually a really good idea, makes sense, because I update a Variable everytime the mouse is moved and store the position I can then use that to do the offset movement. Thanks for the idea man :)