A mixture of hero arena, base defense, and flat out conquest. Each player controls a pilot, which as the name suggests, can pilot vehicles and will respawn on death. There are 2 teams, each with a safe hangar for the team to use.
Generic vehicles are Vultures, Goliaths, Tanks, Diamondbacks, Vikings, and Thors. These are expendable and are expected to die frequently, but dont be afraid theres plenty sitting around in the team hangar and neutral hangars. They respawn too.
Heroic vehicles (or what i like to call "titans") are the main focus of the game. Teams can either purchase or find them one at a time for use. Like any vehicle, they can be used or left sitting around with no pilot at all. Now heres what makes Titans important:
Becomes stronger over time.
Upgradeable
Multiple weapons
Vastly superior to normal vehicles.
When a Titan dies, all progress with it goes as well. One of the key upgrades are weapons. They all start with their most basic weapons, with additions doing, for instance, splash damage or one that fires while you move. They all stack too.
The player is expected to use one asap. Now heres a list of them
Incinerator (Hellion): Specializes in fire and electricity. Fastest Titan. Splash damage.
Spartan (Goliath): Specializes in beams and lasers. Variety of weapons.
Behemoth (Tank): Specializes in explosives. Slow but powerful.
Gatling (Viking): Specializes in rapid fire and bullets in general.
Warbot (ARES): (wip, intended to be a jack of all trades with its multiple attack modes provided from the campaign)
Super Crane (is a super crane): Specializes in construction of buildings and assisting units, Only weapon is melee, but its a strong one.
Titan (Odin): Specializes in overall destruction. This is intended to be the ultimate and only one is allowed per team. Cannot be found, must be purchased. Also the slowest.
The map consists of 2 bases, one for each team to have a safe haven, and 4 neutral towns. These towns come under attack from legions of zerg every so often and its up to the pilots to save them. However, each team tends to hold grudges so they both fight each other while fighting to save the towns from zerg. The overall objective is to destroy the enemy team's base, but if a certain number of towns are overrun, everyone loses.
Upgrades are obtained using minerals which are earned from kills. Killing an enemy pilot grants more minerals. Upgrades are used on a vehicle to vehicle basis, as in upgrades don't follow the pilot and stay with the vehicle they were used on.
The zerg aren't filler either. I'm using multiple custom units to spice things up and make it more interesting than mass zerg carnage. For instance, a roach with a spore crawler on its face that shoots banelings from far away, and a mid range attacker than stuns you for a millisecond.
After fiddling with this concept, it seems like it could became a very dynamic game with the whole town defense part. It would be interesting to see how people would deal with enemy players in the same zone going after the same goal. A lot of sneaky business i supposed.
So anyway, thoughts? Opinions?
(side note: Terrain is done, doodads and neutral buildings are under revision, base design is under revision, and Hero vehicle abilities are up and coming)
Anyways, in my opinion, this seems like a REALLY good upcoming game! I've never really heard about this concept before, it's new and fresh, and a nice differention from the tedious TD's out there.
Something that could be included is some kind of 3rd team that would actually play as the zerg swarm trying to invade the cities.
What's the point of controlling normal vehicles when you could choose an overly powerful one? Also, wouldn't it be guaranteed defeat if one of your titans died mid-end game? Because it'd be too late for them to catch up already and the opposing team would have a big advantage.
Originally i had it to where if your pilot died (which it will if your vehicle dies) your game ended. Also, the zerg will not be cannon fodder. People will die to them. Ganking people while they are defending vs zerg would also be common i would imagine.
I guess it could work to where you are given a fraction of what you spent upgrading a vehicle if it dies. Death does need a penalty.
As for normal vehicles, its so that people know what is going on before having tools of destruction and so that they dont carelessly lose them. Its not like they are sitting around waiting to be used, you either buy them or one is spawned somewhere on the map and people rush to get it before the other team.
@Shad0wsEdge: Go
I guess it could work to where you are given a fraction of what you spent upgrading a vehicle if it dies. Death does need a penalty.
It would be cool if you were able to salvage you destroyed vehicle for a sum of money. Might be it should be salvageable by the other players too, so it would be a race for the money.
@Iamthecreeper: Go
Sounded like a good idea at first but then again a vehicle would normally only get destroyed by the opponent team (It's easier to predict enemy AI and get away from them safely). So if there're things to salvage, most likely the opponents will get it anyway.
@acidragoon: Go
Come to think about it, a 3rd team does sound reasonably good. Let's assume that the original 2 teams are 5v5. Then make the zerg team contain only 2-3 players. Then give the zerg players either limited control over the units or some sort of heroic unit as well (Doesn't need to have the same mechanics like items.) Think of it as giving the zerg players just some random fun whilst upping the difficulty and strategies for the two teams.
@acidragoon: Go Come to think about it, a 3rd team does sound reasonably good. Let's assume that the original 2 teams are 5v5. Then make the zerg team contain only 2-3 players. Then give the zerg players either limited control over the units or some sort of heroic unit as well (Doesn't need to have the same mechanics like items.) Think of it as giving the zerg players just some random fun whilst upping the difficulty and strategies for the two teams.
Making the game hand out random bonus objectives for the zerg player to do, giving them some kind of abillities or items for their heroic unit would give these players some nice variety from the overall scheme of destroying human villages. At least I think so. It's something to consider.
The salvageable part would fit in well with the zerg player as well. If only the player itself and the zerg players would be able to salvage the vehicles, it would be even more fun for the zerg. :P
After some fiddling, i got the basics of some zerg players down. They control an invincible overseer (that also uses the ground plane, so no flying over cliffs) that spawns the various units the zerg have. The units range from crap like zerglings to Brutalisks and Hybrids. They are restricted by the overseer's energy and the supply count.
For right now, the Zerg player's only purpose is to destroy the neutral towns and essentially provide the two other teams their kills. With clever tectics, overwhelming a Titan should be possible but not common. In all, the zerg players enjoys themselves as an extra open slot that isnt necessary.
I really like the idea that both teams (who are enemies) share the same goal and therefore have a common enemy. The enemy of my enemy is my friend, after all ;) . Really interesting dynamic...
Easy. Use progammer's WASD system. It's basically just WASD but with data hotkeys instead of triggered keyboard events.
Then, use a custom SC2Layout file to hide the command buttons that contain your WASD hotkeys.
BOOM WASD movement that works on B-net. It's still not fast enough for a finger-twitch shooter, but it's pretty respectable. All you really sacrifice are four command buttons, but honestly, anything using WASD movement should probably have a custom UI anyway.
Just two days ago, for fun, I whipped up a hero that uses a diablo style movement system, with hotkeys to switch between abilities in the same way. Works flawlessly. Maybe I'll write a tutorial on it sometime ;).
It was going to be third person WASD at first actually, but then it would have gotten rather complicated to do upgrades and such on the fly. The mouse would be used for both aiming and upgrades, so that would have been a hassle to play the game with.
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This is called
Pilot
It involves pilots.
The rundown
A mixture of hero arena, base defense, and flat out conquest. Each player controls a pilot, which as the name suggests, can pilot vehicles and will respawn on death. There are 2 teams, each with a safe hangar for the team to use.
Generic vehicles are Vultures, Goliaths, Tanks, Diamondbacks, Vikings, and Thors. These are expendable and are expected to die frequently, but dont be afraid theres plenty sitting around in the team hangar and neutral hangars. They respawn too.
Heroic vehicles (or what i like to call "titans") are the main focus of the game. Teams can either purchase or find them one at a time for use. Like any vehicle, they can be used or left sitting around with no pilot at all. Now heres what makes Titans important:
The player is expected to use one asap. Now heres a list of them
The map consists of 2 bases, one for each team to have a safe haven, and 4 neutral towns. These towns come under attack from legions of zerg every so often and its up to the pilots to save them. However, each team tends to hold grudges so they both fight each other while fighting to save the towns from zerg. The overall objective is to destroy the enemy team's base, but if a certain number of towns are overrun, everyone loses.
Upgrades are obtained using minerals which are earned from kills. Killing an enemy pilot grants more minerals. Upgrades are used on a vehicle to vehicle basis, as in upgrades don't follow the pilot and stay with the vehicle they were used on.
The zerg aren't filler either. I'm using multiple custom units to spice things up and make it more interesting than mass zerg carnage. For instance, a roach with a spore crawler on its face that shoots banelings from far away, and a mid range attacker than stuns you for a millisecond.
After fiddling with this concept, it seems like it could became a very dynamic game with the whole town defense part. It would be interesting to see how people would deal with enemy players in the same zone going after the same goal. A lot of sneaky business i supposed.
So anyway, thoughts? Opinions?
(side note: Terrain is done, doodads and neutral buildings are under revision, base design is under revision, and Hero vehicle abilities are up and coming)
LOL.
Anyways, in my opinion, this seems like a REALLY good upcoming game! I've never really heard about this concept before, it's new and fresh, and a nice differention from the tedious TD's out there.
Something that could be included is some kind of 3rd team that would actually play as the zerg swarm trying to invade the cities.
Looks promising!
@Iamthecreeper: Go
But then the zerg player could flat out ignore his actual objective and go player hunting =/
What's the point of controlling normal vehicles when you could choose an overly powerful one? Also, wouldn't it be guaranteed defeat if one of your titans died mid-end game? Because it'd be too late for them to catch up already and the opposing team would have a big advantage.
@Shad0wsEdge: Go
Originally i had it to where if your pilot died (which it will if your vehicle dies) your game ended. Also, the zerg will not be cannon fodder. People will die to them. Ganking people while they are defending vs zerg would also be common i would imagine.
I guess it could work to where you are given a fraction of what you spent upgrading a vehicle if it dies. Death does need a penalty.
As for normal vehicles, its so that people know what is going on before having tools of destruction and so that they dont carelessly lose them. Its not like they are sitting around waiting to be used, you either buy them or one is spawned somewhere on the map and people rush to get it before the other team.
It would be cool if you were able to salvage you destroyed vehicle for a sum of money. Might be it should be salvageable by the other players too, so it would be a race for the money.
@Iamthecreeper: Go Sounded like a good idea at first but then again a vehicle would normally only get destroyed by the opponent team (It's easier to predict enemy AI and get away from them safely). So if there're things to salvage, most likely the opponents will get it anyway.
@acidragoon: Go Come to think about it, a 3rd team does sound reasonably good. Let's assume that the original 2 teams are 5v5. Then make the zerg team contain only 2-3 players. Then give the zerg players either limited control over the units or some sort of heroic unit as well (Doesn't need to have the same mechanics like items.) Think of it as giving the zerg players just some random fun whilst upping the difficulty and strategies for the two teams.
Making the game hand out random bonus objectives for the zerg player to do, giving them some kind of abillities or items for their heroic unit would give these players some nice variety from the overall scheme of destroying human villages. At least I think so. It's something to consider.
The salvageable part would fit in well with the zerg player as well. If only the player itself and the zerg players would be able to salvage the vehicles, it would be even more fun for the zerg. :P
After some fiddling, i got the basics of some zerg players down. They control an invincible overseer (that also uses the ground plane, so no flying over cliffs) that spawns the various units the zerg have. The units range from crap like zerglings to Brutalisks and Hybrids. They are restricted by the overseer's energy and the supply count.
For right now, the Zerg player's only purpose is to destroy the neutral towns and essentially provide the two other teams their kills. With clever tectics, overwhelming a Titan should be possible but not common. In all, the zerg players enjoys themselves as an extra open slot that isnt necessary.
Thoughts?
I really like the idea that both teams (who are enemies) share the same goal and therefore have a common enemy. The enemy of my enemy is my friend, after all ;) . Really interesting dynamic...
Yup, sounds like a solid concept. I picture this as being something like Frontlines (dunno if anybody here has played that).
For the zerg, make sure they can't enter the 'safe zones'.
How exactly are these vehicles piloted? Are we talking first person WASD controls (which can work online now) or standard point and click?
Really? Since when? Has anything changed? If they did, then I'll go whip up Halo Reach in the galaxy editor :D
Easy. Use progammer's WASD system. It's basically just WASD but with data hotkeys instead of triggered keyboard events.
Then, use a custom SC2Layout file to hide the command buttons that contain your WASD hotkeys.
BOOM WASD movement that works on B-net. It's still not fast enough for a finger-twitch shooter, but it's pretty respectable. All you really sacrifice are four command buttons, but honestly, anything using WASD movement should probably have a custom UI anyway.
Just two days ago, for fun, I whipped up a hero that uses a diablo style movement system, with hotkeys to switch between abilities in the same way. Works flawlessly. Maybe I'll write a tutorial on it sometime ;).
Its standard RTS controls.
It was going to be third person WASD at first actually, but then it would have gotten rather complicated to do upgrades and such on the fly. The mouse would be used for both aiming and upgrades, so that would have been a hassle to play the game with.