No one can ascertain the current Earth year (or if there is still Earth at all), so we start the count from Vostorg-7 year 0. This year marked the arrival of a joint Russian-Chinese colonization probe on Vostorg-7, a probe dispatched a very long time ago - in the early 21st century of Earth. After a long interstellar odyssey, it finally reached the unforgiving yet potentially habitable planet. The initial dreams of forging a unified spaceborne human nation were soon abandoned, as differing visions for utopian societies took root. Instead, seven independent human colonies emerged from the cosmic dust. While most of these colonies succumbed to rapid deterioration, with their inhabitants mutating into otherworldly beings or descending into feral lifestyles amidst Vostorg-7's unforgiving terrain, two colonies stood out as bastions of Man’s determination - the Derzhava and the Planet Cult.
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Your cool ideas | Locked | |
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Aug 2 2012 Anchor | ||
Since you may have some of those ideas - I've thought that a project is not a project without a feedback from community. So type what you wish to see here. Cheers. |
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Aug 2 2012 Anchor | ||
It's a bit difficult to give some ideas if we don't know how the gameplay is intended to go. Economy management, base construction and all. Because
is a bit vague. |
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Aug 2 2012 Anchor | ||
ofc it's vague, a good poker player never reveals all of his cards beforehand |
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Aug 2 2012 Anchor | ||
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Aug 11 2012 Anchor | ||
I'm suggesting weather and time cycle. For example, during the play, weather forecast and time of the day is changing (beginning with sunny day, ending on snowy night). |
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Aug 12 2012 Anchor | ||
means, a whole year passes in one day? Then there will be no snow\deser\whatever maps - as every map will be simultaneously all of them. Is that good? |
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Oct 27 2012 Anchor | ||
i think its good to put fuel consumption (build oil rig to gather fuel and refinery to make money and then fuel trucks to fill all units) |
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Oct 28 2012 Anchor | ||
in general, it will be just like a 2nd resource that is continuously consumed and stops the units from functioning when not available, if I understood you. So all-in-all this is the same as population cap regulated by farms in Warcraft and BFME1, isn't? fuel trucks is kinda complex for fast-paced RTS genre - waiting till some vehicle runs over all your units and fills them before going into combat may make players cry from anger |
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Jan 28 2013 Anchor | ||
No population limit, I hate population limits. |
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Mar 5 2013 Anchor | ||
I think a cover system for infantry and vehicles would be nice, as well increased zoom in/out distance so you can see and manage more of the battlefield at once but still zoom in and see all the action. Also if possible a multilayered air "box" (for lack of a better term) where your different aircraft roles "live"; lowest altitude for helis, medium for your CAS, and high for your CAP and strategic assets like your bombers and transports. Two of the things that always bugged me about Generals was not being able to see enough of what was going on and having your helicopters flying at the same alt as your ASF and strat bombers. |
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Mar 10 2013 Anchor | ||
sure, we were thinking about that already, pretty the same you will encounter in our game |
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Mar 12 2013 Anchor | ||
Also have directional armor like in CoH and CnC4. When you get hit in the back it gets more damage than from the front. |
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Mar 12 2013 Anchor | ||
Infantry should be built in squad, and each squad should be able to replenish itself if some of the squad member got killed, for a price. Squad should have multiple type of infantries, like in World In Conflict. No fuel and amunition reloading truck mechanic, please. It's very annoying when you're controlling a big army in a meat-grinder assault. Tanks should be able to kill infantry easily with cannon, but only 1 infantry in a squad per shot. And it should have hit or miss chance, unlike the usual 100% hit guaranteed like the usual C&C. Infantry should be built at a very fast rate, and should be cheap to make sure that they won't be obsolete in late game like starcraft. No build limit or increasing built limit via spamming supply buildings like SC, it is for the best. Garrisonable civilian buildings is a cool thing, don't forget them. And yeah, superweapons like nuke must be in the game. Uh.........We'd seen Russia, EU, US units.......Would there be an Asian faction as well? Edited by: X1Destroy |
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Mar 12 2013 Anchor | ||
>Also have directional armor like in CoH and CnC4. When you get hit in the back it gets more damage than from the front. >Infantry should be built in squad, and each squad should be able to replenish itself if some of the squad member got killed, for a price. Squad should have multiple type of infantries absolutely. Maybe the only thing from WiC I like. >No fuel and amunition reloading truck mechanic, please. It's very annoying when you're controlling a big army in a meat-grinder assault. double that >Tanks should be able to kill infantry easily with cannon, but only 1 infantry in a squad per shot. And it should have hit or miss chance, unlike the usual 100% hit guaranteed like the usual C&C. still tanks shoulb be less effective against infantries, or we will find ourselves with infantry being useless like in latter CnC games, although guys weren't there one shot-killable. >No build limit or increasing built limit via spamming supply buildings like SC, it is for the best. I know build limit really sucks, but still the possibility for it in BFME-style I remain open just for any balancing case. >And yeah, superweapons like nuke must be in the game. nukes are an obsolete weapon :P Modern high-tech weaponry can deliver much more punch but without international outcries and tonns of mean radiation. Though I haven't made a final decision about that. >Uh.........We'd seen Russia, EU, US units.......Would there be an Asian faction as well? sure, you know I'm a big fan of Japanese and Chinese toys, so there's no way we can omit that in future in case the game will be continued further. We just cover Europe and only Europe in the first episode. And hey, Great Turan is already an Asian faction - they have a big chunk of Asian territories and claim Central Asia. Edited by: Ilves |
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Mar 13 2013 Anchor | ||
i have no idea how you imagine the game concept for this puppy, but i must admit I will be dissapointed if you follow the most basic - warcraft3 or age of empires strategic-building logic... please tell me that infantry is in squads, that they have several tactical options, that units don't spawn on the map just by pressing recruit in a building and other bullsh1t like that... -IF YOU HAVE TIME READ BELOW In this alternate-universe modern war game, it would be great if the actual game could be split in 2 parts: as the 2nd part of gameplay explains itself the important stuff concerning 1st part are: -special care for the option and possibilities of infantry units (their great agility and adaptivness compared to veichles as well as vulnurebillity) -no "build" option for units where buildings are made from thin air, no completley destroying an existing building -gameplay based on taking over parts of the map, "bases" or something (like in the empire at war vid), with a reinforcement option, buildings and units on map depend completley on the 2nd *segment of the game -buildings that are appropriate for a warzone, bunkers and outposts (that can be taken over by enemy) rather than generic "town center concept", -all the expected modern warfare elements, bombardements, base - takeover, possible option of doing warcrimes, ect having said that, and going waaay of topic, i end the post :-/ Edited by: Executor-64- |
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Mar 18 2013 Anchor | ||
One more idea. Add some useful tech structures. Perhaps giving access to a small extra faction like a mercenary group with specialized abilities. |
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Apr 19 2013 Anchor | ||
Hey, I've got a suggestion. The Faction Editor is cool, but you should be able to pick a primary faction, and then a secondary faction, for more variety, primary giving you most units, and secondary giving you less powerful units. Like my primary faction is Russia, and my secondary is, lets say, Europe, I can have a mix of Russian and EU units, say a Visby and a Kilo, or a T-90 and a Gepard, etc. I just think it would make it infinitely better, as the way it sounds now, is too much like War Game: European Escalation... That's my two cents. |
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Nov 11 2013 Anchor | ||
i haven't seen anything saying if this game will be mod friendly or not, would be great if it was. its the main reason i play CnC, and its also probley the main reason that game has lasted this long. |
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Nov 21 2013 Anchor | ||
well, long story short - it's a desirable feature for us |
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