I just spent a month developing a competitive enterprise game framework for SC2. The basics are all there: optimised chase cam, movement, upgrades, powerups/level objects, player count (5; it's low enough for popularity sort, high enough to have fun, and the number stands out), upgrading, resources, the ability to drive vehicles and avatars, commandable neutral buildings, alignment functions for both friendly and hostile players, score boards, death and victory conditions, time-based or points-based scoring... Even the map is flexible and can easily be adopted to the circumstances.
All that's missing is the game.
So I have two ideas left and having a hard time deciding between them:
Forlorn Hope
A 5 player team starts in a defended base with access to resources and a lot of vehicles and hedgehogs. There is an incoming zerg menace, so please defend.
After a minute or two, a player is kidnapped by the zerg, infested and gets to organise the zerg attack. He's revived as an infested marine riding a broodlord (out of reach of most attacks) and can drop creep tumors and take over neutral buildings when the creep reaches them. Said neutral buildings proceed to spew zerg at the enemy base, which can be microed if (and only if) the zerg player stays nearby.
Anyone else who dies gets to join him, until finally the terran base goes down. Whoever has the most points (defense + attack) wins.
Advantage: tactical; asymmetrical so replayable.
Disadvantages: not instantly obvious; not competitive.
RDM
Your average deathmatch, but the plentiful vehicles and strategic buildings should give it a unique twist. Kill players for points; if they are in a vehicle, they yield more points, but this makes it harder to kill them and they can bail out when it is about to blow up.
Advantage: easy to understand for the typical kiddo; skill factor in positioning/battlefield control.
Disadvantage: lack of originality; less skill factor in individual combat.
......
Now is the time to decide... which option should I go with? :)
Well since the second is a concept done through in pretty much every Halo and similar games, I'd say the first one if for nothing more than being more original.
I agree with the others here that the first option sounds like a much more interesting game. The concept is more fleshed out and the second has been done so many times before.
Concept? Concept is my forum name! I could help you out!
Lets see... Yep. The first one seems very well thought out, and I would actually put them together. "plentiful vehicles and strategic buildings" against a zerg menace- with points. Whatever you do you sound like you know what your doing.. so keep it up!
Go for a unreal tournament kind of approach then. More on UT3 lore maybe (There is a war in it, but still uses respawning technology unless you've got infected).
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I just spent a month developing a competitive enterprise game framework for SC2. The basics are all there: optimised chase cam, movement, upgrades, powerups/level objects, player count (5; it's low enough for popularity sort, high enough to have fun, and the number stands out), upgrading, resources, the ability to drive vehicles and avatars, commandable neutral buildings, alignment functions for both friendly and hostile players, score boards, death and victory conditions, time-based or points-based scoring... Even the map is flexible and can easily be adopted to the circumstances.
All that's missing is the game.
So I have two ideas left and having a hard time deciding between them:
Forlorn Hope
A 5 player team starts in a defended base with access to resources and a lot of vehicles and hedgehogs. There is an incoming zerg menace, so please defend.
After a minute or two, a player is kidnapped by the zerg, infested and gets to organise the zerg attack. He's revived as an infested marine riding a broodlord (out of reach of most attacks) and can drop creep tumors and take over neutral buildings when the creep reaches them. Said neutral buildings proceed to spew zerg at the enemy base, which can be microed if (and only if) the zerg player stays nearby.
Anyone else who dies gets to join him, until finally the terran base goes down. Whoever has the most points (defense + attack) wins.
Advantage: tactical; asymmetrical so replayable.
Disadvantages: not instantly obvious; not competitive.
RDM
Your average deathmatch, but the plentiful vehicles and strategic buildings should give it a unique twist. Kill players for points; if they are in a vehicle, they yield more points, but this makes it harder to kill them and they can bail out when it is about to blow up.
Advantage: easy to understand for the typical kiddo; skill factor in positioning/battlefield control.
Disadvantage: lack of originality; less skill factor in individual combat.
......
Now is the time to decide... which option should I go with? :)
the first one sounds absolutely fantastic....picard says: "make it so!"
@BrotherLaz: Go
Well since the second is a concept done through in pretty much every Halo and similar games, I'd say the first one if for nothing more than being more original.
@Sephiex: Go
I agree with the others here that the first option sounds like a much more interesting game. The concept is more fleshed out and the second has been done so many times before.
Concept? Concept is my forum name! I could help you out!
Lets see... Yep. The first one seems very well thought out, and I would actually put them together. "plentiful vehicles and strategic buildings" against a zerg menace- with points. Whatever you do you sound like you know what your doing.. so keep it up!
Go for a unreal tournament kind of approach then. More on UT3 lore maybe (There is a war in it, but still uses respawning technology unless you've got infected).