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Garbageben
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Well I have played many good games, however with a good game it seems that I find a way that it could be better.  This could be via the setting or different implementation or something.  Anyway post your thoughts on a game here (or multiple games).  Sorry I'm trying to get our discussion going.

 

My SW rpg game:  I loved the Kotor series.  What I would love would be to make it an action rpg (with still the same type of story and dialogue, etc) and allow the playable character (that you can customize their appearance with tons of options like an MMO or something) to weild a melee weapon in their right hand and a blaster pistol in their left hand simultaneously.  It would be awesome to be blocking laser shots with your lightsaber and shooting back.  Of course it would have to be a sort of high level skill or something, but still I want a jedi game where I can weild ls+bp.

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I have so many that theres going to be so many posts after another, also I hope you can understand them. Gonna copy and paste them here from PF.

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Star Wars Flight Sim Idea - Originally from this forum:

 

Basic Information:

Time period: Episodes 3-6 (with 1-6 unlock)

 

- You start off in Neutral, Imperial, Rebel, (Republic, CIS could be one of those unlocks)

- Starts off in the Home area of the faction in that timeline

- First needs training in flying the fighter,

- You can buy any Faction based ship in stock as long as you do the missions or hi-jack random ships (or people in spaceports).

- You can travel around the ship or stay in the bridge and command everybody from there.

- Missions/orders come from a hologram, boards, or from people (Randomly generated also).

- You can change the timeline by destroying certain ships you come in contract with and also make new ones.

- You can land at planet bases/out posts/shipyard for resupplying and exploring the base/outposts/shipyard (Can travel no farther and will be stopped by guards asking for your planet citizenship)

-You can attack any ship you would like and the game will realistically react to your actions (If Imperial they will torture you if they are policing an area, If Rebels they will punish you if you attack friendlies or even boot you out, for neutrals the sector's police/guards will harass you until you stop your ship or leave the sector.

-Customize your ship with paint jobs, interior designs on transports, and customize your character.

-If you own a ship you can buy or fire your crew

- Mod support for adding new characters, ships and planet bases and player save points in the game on a planet.

 

Multiplayer:

- up to 64 players can play and any side you want.

- Vast area of space bigger then Star Wars Galaxies space area.

- Can control any component (Engines, shields, bridge, troop stations) on the ship

- Can only hologram or radio chat to another player but only through there. Players will choose teamspeak or xfire but for those that rather do it the realistic way can.

- Can be revived by another player or ai medic team if near the area or in the ship.

 

 

 

More detailed Information

 

Since there was a lack of new Flight Sim games for Star Wars when EAW came out (and still to this current day of July 2nd 2007) I thought I should tell the forumers (On PFF) and Lucasarts to make a new Flight Sim for PC and consoles (join forces online) so they can enjoy flying in their favourite Star Wars vehicles. Since there is a lack of flight sims I would also suggest doing more work then just spitting just another game for the fans and actually make it worth the buy with going beyond a rehash. Players will start from their factions HQ doing training that will dictate what ship they will get and how they perform in battle. I will now break down each part of the game in more detail to give you an idea of how the game could play.

 

Training in Faction Base:

This mode could be a start off a new career or just a button in the menu but it must be added. If your in Career you can simply radio your squadron leader and he'll escort you to the closest space station to do training (if your close enough to any Imperial owned planet). Or you can simply save and exit to the main menu and click on Training camp from there and return to career.

 

This mode is very important because you need to know what you are doing and so does your character. This mode adds an RPG element to the game where you level up and add "power up" to your character which will effect how you do up in space and how other recruits like yourself with present themselves to you. Your experience effects how you and your teammates react to one another except for neutral factioned players with no faction affiliates. At times you will see your character loosing his "edge" and would recommend relearning what he has learned at the Imperial Navy Academy/Training base where the player has to keep his character in top fighting/flying ace pilot self.

 

Neutral players will get training if they choose to but they will just be helping out pirate factions or betraying them. They have more of a choice to obtain training or not but it would be recommended if they do since their performance would go up greatly. It should not be forced onto the player for the neutral aligned player since the player should be able to do things more freely then in the Empire or the Rebellion. The Neutral player would rely more on money and stealing which would be more pirate and personal attempt taught. Trial and Error for the Neutrals.

 

For the Empire you would start off in a Imperial training camp and would be forced to do training before seeing action in space. The only time you can skip training is if your in a mission that requires you in action at all times until reaching an Imperial owned Planet/Space station. Your training will consist of keeping the ship in tip top shape such as keeping the engines running, engines tuned, shields perfectly tuned and running, radio navigating, and basically simple component training (Think Silent Hunter 3 and Battlefront 2). For every rank gained you will have to report back to training for more lessons for every ship class. For those that played Battlefront 2 space battles will remember you can repair the shields, well the players will grab the necessary tools in the ship to repair the part. The players will also learn how to fly their fighters, bombers, scouts, transports, frigates, corvettes, and to the bigger ships.

 

For the Rebels It will be as simple as learning how to use the droids as repair tools, flying a star ship, repairing your Y-Wings, and learning how to fly ships. They will also learn how to use their ships and how to repair them. In Missions you will also help the Rebels learn how to fly new ships that they captured or modded in by fans.

 

When you beat all three careers from the game you will open up the Republic and CIS Career mode where you will be able to do more training missions. These will give you new skills and character achievements that you can add to your profile (talked about next) which can be unlocked online for new gameplay. You will learn what the Imperials are learning but more for what the Republic tech has so you will learn the appropriate stuff.

 

Profile:

This profile is important to the player because it will keep all his achievements he has done in training, career, and online. It will show medals, awards and how many you killed. This profile also shows the ranking you have both offline and online for each game type (Mods or vanilla). This profile will also be helpful for those clans/guilds that want to recruit all those players that fit their specifications. It also will be shown as bragging rights to other players or to those needing help.

 

Game Store:

Each faction will have its own selection of ships the player can buy with faction points. The player will gain faction points through training camp missions, missions from their faction, Helpful patrol missions (from space stations/spaceports) or Mission generators that randomly generate missions and load player made missions for the specified faction. The amount of Faction points you gain will be decided through mission type and level difficulty. The game store will contain ships, ship components, random ship parts, weaponry for the ships, ship crew for hire (neutral, rebel), player's pilot customization (i.e uniforms, guns for raids, and ect), and any player made content.

 

Ships and Ranking:

You gain ranks by doing missions for your faction and any place that gives you missions. If you help out a random civilian he will recommend how you helped him to your faction with the faction rewarding you appropriately. The ships you gain are determined by the time line and the ranking you have. You will start off from a training camp learning basic lessons to a trainer Tie Fighter to Frigates and Corvettes to Capital ships (and any modded ships you added). To start gaining larger ships though you have to go back to training after every ranking you accomplish in career to actually acquire a bigger ship and crew. In Career the crew will be randomly assigned to you as will they in multilayer.

 

If your a multi-passenger ship owner and know how to repair ships as well as fly it then your role is greatly widened. You can repair the ship and command it at the same time giving you more efficiency in space.

 

Career:

 

Empire Side:

You fight for the Empire from the end of Episode 3 up until the very end and beyond. The only plot is that you follow what the Empire tells you to do from the movies, any series between episode 3 & 4 up until Endor. If your one of those players who skipped tutorial/Training camp then you will end up in a less skilled fleet fighting for the Empire doing patrols and escorts with more effort needed to make up for your lack of training effort. If you have completed The Training Camp missions and been told what squadron/Fleet and ship you have then you will be placed in that fleet/squadron that you have been assigned to in career every single time. If you gain ranks and choose not to go back to training camps then you will have more and more crew not respecting you over time unless your highly respected by the AI pilots (who will scan through your mission progression results).

 

Once you get past the story missions and survive to Endor then you will be own your own fighting for the Empire with random generated missions to rely on, random faction raids, and any events Lucasarts wants to add into the game itself. You will also find yourself fighting on land but very rarely and only in Movie based missions. You can also try to destroy every single A-Wing in the game to prevent an A-Wing crashing into the Executor if you wish with the Empire living on going into EU timeline.

 

Rebel Side:

You will start off as a trained recruit starting from when the Rebellion was form fighting in space and only protecting Rebel owned bases on land (only in Story missions). You will fight the Empire and assist them in every way you can including trying to destroy the Death Star. You will also be able to own larger ships and command a larger fleet with more respect and rankings gained with more to accomplish.

 

Neutral Side:

Neutral pilots are those gamers who rather use pirate ships or modded ships with no affiliates and fight for no cause. They can join any faction and leave them but only through faction trust at a space station of the correct faction. You have more freedom to do as you wish but less to accomplish. You have a unique mission type that other factions might harass you for if they discover you doing something they wish you not. You have access to smuggling spices from outpost to outpost. The options are more unique then for Factions being less Linear. If you are at the right place at the right time during story mode you can see certain events unfold and even can participate in them if you wish.

 

New Republic & CIS Factions:

These two factions are unlocked through completing both Rebellion and Imperial careers to the finish in Story mode (not counting what happens after). You fight from Episode 1 to the end of Episode three and if you survive (if you do) you can live on to the original time line. You fight from the beginning to the end even in the Clone Wars Cartoon, 3D battles.

 

Multiplayer:

There are three types of modes for multiplayer which are "Quick battle", Faction Sided battle (co-op), and a game-mode where one side fights the other with up to 64 players on a side.

 

Quick Battle:

You and a few players just choose a ship, a scenerio, and just do what it tells you to. For those that rather just hope into the game and leave quickly.

 

Faction Sided Co-op:

You and a couple players assist one another in an online version of Career but not containing training camps. You and a player go in the same fleet and randomly chosen squadron. You fight for the same side doing what the career does up until you reach Ace pilot ranking. Once the story parts are complete you fight in the EU side of the story and then randomly generated missions. Same as whats in offline career.

 

64 Player battlefield:

32 players vs 32 (normal game) where one side fights against another in a scenerio battle or career mode. Simple.

 

Deaths in the game:

For Career when you die you lose some of your faction points, some respect and continue on off from where you died. Your ship is also out of commission with you needed to receive another one of the same type. Your fighting over a large timeline so you have to have some kind of death penalty.

 

In Republic and CIS unlocks when you die you have to start over from the beginning since after all it is an unlock that required skill.

 

 

----end of Transmission----

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Death Note Game:

 

Clarification: This is an RPG not a 2D World.

Example: Think Grand Theft Auto like but not stealing cars but riding bikes.

 

The Reason or Idea, how it could be done:

Well normally I wouldn't just say go out and do it that I just want a game of Death Note. If the game sucks then that would give the series a bad name. I've been thinking if there was a Death Note game how would you even kill someone? You need a name and a face right? Well where would the game be based anyways and where would the plot, reason of the game be? Well when it comes to games I always give my opinions of it and how it could be improved. Some of my ideas are on PFF and some were here with half of them being deleted. Also I played the Stanglehold demo for PS3 and came up with a way that Death Note could work out as a Console and PC game and not just a DS guessing game.

 

Half the game would be based on the Anime game where you would play as Kira with later meeting up with other characters with Death Notes. You can then replay the game through the guys who handled the Death Note. If the story calls for it you could then then co-op the characters to meet the objectives of the game. You'd have to find the name, the faces, the clues, and the right Death Note book. Cinematic in place where you won't be able to play, obviously. So how would you write ones name in a book?

 

(Well i'm just trying to see if we can get past Pro's and cons)

PS3 & PSP:

- Eyetoy writing on paper or pulling out the name of a card with a chip in it confirming its the name of the person you come across in the story.

- Third option would be you can have a paused game drop down menu with a picture portrait (with a face or not) and a name (or question marks).

- For the cause of death you'll use the reason it gives you for the story or just make up your own by typing it in using the ingame PS Keyboards or USB keyboards. If the reason is not possible then the person just dies of a heart attack as the book says.

 

Xbox 360:

- I would say for the Xbox it could be the pausing game drop down menu as mentioned above.

- For the cause of death, use the ingame keyboards (if any) or use a USB keyboard.

 

Wii:

- You try to spell out the name in a on screen Death Note. If you can't spell it then you get two more tries until the rules of the book kicks you. I see the Wii being both a blessing and a curse for this.

- For cause of Deaths you'll have drop down menus and/or try and use the wii remote to type.

 

PC:

- For the PC it could have the drop down menu also where you can type the name out if you wish.

- You can type the cause of death properly or just leave it to pre-made death lay-outs.

 

Shinigami powers & Death Note powers:

I almost forgot so I added it. If you (the character chooses) in free-roam to have these powers then just make a contract with the Shinigami and you can then see the names not needing spies. However using the shinigami eyes in this game. With these eyes you will see people's names and the time they "die". These people will be stored in the (random people tab, drop down area). This would make it easier if you come across an ingame Kira but also your downfall if the ingame Kira would kill you using a knife or (Can't remember) the death note also. You can kill anybody in the game you wish however don't get seen and be under suspicion. You kill an FBI agent thats following you or a police officer and your in more of a hot water then before. Don't get caught by L or N also in Story or Free roam happy.gif

 

 

 

Story Mode:

I see I wrote it in other parts so i'll type it here also. The story mode will start kira off in school showing a cinematic of a death note falling then pick it up. You'll follow the story mode from episode 1 till the end (37). The cause of death and pictures of people's faces will be unlocked from the story and you'll follow Kira till his last moments. Once that you could/would play as other Death Note users such as Misa and the like. Once story mode is beaten you would could choose to play these secondary paths or Free Roaming.

 

Free Roaming World after Story Mode:

Area could be changed to USA or Russia or somewhere in Europe but I think Tokyo would do well. Blue Ray could barely fit this in but if it wants to be the next Xenosaga with 3 Blue-rays then that'll be something to behold. Story mode in the first Blue-ray and free roam in the other with gallery modes in the third.

 

Well I guess it be best to explore Tokyo Japan right? Free roam it and go around doing your own business killing anybody you have a grudge against or just mess around. Also if this does get made the AI situations would have to be randomized and scenarios properly made that you could easily check out the ingame radio, tv, newspaper and such for new names of criminals to kill with new fresh headlines and police going to come after you. You would do your best not to get caught by police and if you do it in a place where nobody sees you the better the situation for you. You and your Shinigami (chosen randomly) will walk around and if you notice someones tailing you (Undercover police or FBI agent, or agent from somewhere) then you have to do your best not to get caught.

 

As for the character background you'd start off as Kira being bored in school and go your own way. If you want to co-op with a friend he would have to be as far as you or meet a second kira in your game without getting caught. I think this is the best way you can do it since the players would then have experience from the story mode.

 

Free Roam Character Customization:

Like any typical RPG you create your character. For the PS3 you can use your Home character if Sony allows it and for Xbox 360 it could be ingame and add-ons. For Wii you can use your Mii's (For Wii it has to be a cartoony world or a crappy visuals, you choose). For PC Just support modding like Grand Theft Auto did.

 

 

Co-op Character Class ideas:

Well this idea is now going into Metal Gear idea but I'll keep it reasonable and realistic. You make friends in the school you go and well you just go there skipping the learning part and just walk around during lunch time talking to those in your class or not. Those that would be in your class will have a green arrow above them and those not will have nothing on them. For those know who you are but not really talk will just be a light blue when you talk to them or get close to them. If these friends are your true friends (will show in loyalty guage) they'll keep their mouth shut even when captured and questioned by the police.

 

Friend spies:

This friend (either aware or unaware of your Death Note) will take pictures of those you request by going to the location next time or going through your list. Will help any way possible but will take its abilities into consideration (like if its a healthy person or not).

 

Friends supplier:

These friends just help you with just supplies like a pen and notebooks with paint. They'll also help give you black paint to make fake a death note if they know that your Kira.

 

Loyalty and suspicion gauges:

These gauges will tell you who your friends are or should consider friend and how suspicious the police or law enforcement people are of you or your friends. If the bar reaches a critical level you'll have to find a place to hide or avoid them. If you want to kill the realistic amount of people after you your friends could help you take pictures of them and find out who they are. Everything that happens in the media should be watched by your character and could be caught by your friends. Will you dominate Tokyo or fail? tongue.gif You can see your progress to being a "God" by seeing decorations being put into stores and "fans" helping you out.

 

Fan types:

Two types of fans: As in the anime and manga there were two types of loyal fans, the smart ones and the ones that just wanted to abuse kira's powers. You could recruit some of these loyal fans to help you squash the power hungry fans but there'll be a chance these loyal fans might turn against you so careful.

 

Unlockable mode:

Play as a shinigami if you don't get caught in either story mode or free roam game. Also succeed with certain objectives ingame and you'll get a somewhat pointless yet fun unlockable which would be a shinigami free roam going around killing anybody you see without being seen. However don't lose your Death Note (or two) and end up being a "pet" lol or else you'll be bored to death waiting for a chance to kill your human counter part happy.gif

 

Weather and Time:

- As time passes you will see the time go from day to night realistically in Free-roam but in the story mode it would be set to how it was in the anime. There'll be periods when it'll rain or storm and depending on the month might snow. The time will progress everytime your ingame and be properly timed.

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Gundam RTS/FPS/RPG Game:

 

Universal Century Era (Big market and the most focused era in Gundam)

Game elements: RTS, RPG, FPS

 

Note: Everything on a map happens all in real time, no turn based moves and no stoppage.

 

Brief Info:

An RTS game that lets you play as the Zeon Forces or the Earth Federation playing from the beginning of the war to the end. You get to manage everything in space and on the earth from the grounds of earth to the moon and the asteroid belt. Your goal is to split yourself from the Earth Federations and make yourself independent as Zeons or stop the Zeons from gaining their independence as the Earth Alliance.

 

Everything happens real time from the ground raids to the space spying or vice versa. You get to build bases on earth or in space trying to get as many territories and resource's for your faction as necessary.

 

Campaign:

Play through the game as either the Zeonic Forces or the Earth Federation following the storyline. Follow the missions it gives you and conquer as much as you can. Each mobile suit research and key battles are open for you to interact with as with any other game.

 

Free Roam Campaign:

You dictate when the battle starts stops and where to go. Everything you choose to do is in your hands with the Principality of Zeon or the Earth Forces. You choose how far to explore in your galaxy however the farther you go away from the Earth and the moon the longer it takes to get there and back. Depending on your actions maybe you can even prevent or even capture the Gundam or even prevent certain key situations from happening.

 

Players will have full control over research, where to build bases, territories based on where your bases are, space colonies you control (and their functions), how far you travel in the solar system, how people react to you through diplomatic or military actions, or choose to even be a soilder yourself with the AI (or other players) controlling the faction.

 

multiplayer/Co-op and other important details:

One player will have control over the faction while the rest will choose what mobile suit or battleship they're piloting. Depending on what they are assigned to (A mech, tank or ship) you may enter certain terrains or territory depending on your vehicle's specs.

 

1) Conditions to gain access to a tank, fighters, mechs, mobile armors or even battleships.

2) Multiplayer Player unit stats & Unit control.

 

Conditions to gain access to your own mech:

For you to even control a unit of your own you must first reach a desired rank by beating certain parts of the game. You have to beat certain amounts of the game in each difficulty to unlock certain vehicles and mechs. For people who just jump in the game and choose to pilot their own vehicle without playing the game will be stuck in cannon fodder tanks and planes until they gained more combat experience.

 

For those who chose to be in mechs, tanks and planes will start off in FPS mode in the training area of the factions. The more you kill the higher your ranking will go in lower rankings while the higher rankings will go up by time on the field killing other enemy forces. Higher the rank the better the mobile suits you can gain.

 

Multiplayer Player unit stats & Unit control:

Being mainly an RTS game you can stay in First Person mode in a vehicle for only so long and even on a space colony. To keep it true to an RTS taste FPS will only be a game mode option like capture the flag kind of thing. If theres up to 5 players on the same side you can choose to be on the same transport ship or in the same base. Those in FPS mode will be able to explore their ship class layout , certain areas in space colonies, lay outs for bases, and able to venture around a short area around your squad or base.

 

To talk to one another you have to be in the mobile suit, ship or base in the same region. Also each mobile suit will have a certain time limit before it needs to return to its hanger for resupply, repairs and refueling. One unit can help another by a towing function of a hotkey to bring them back to safety. The leader of the faction will take care of the supplies, unit production, and base construction and even the assigned leader of the area. If your the leader of a region you can switch between controlling a squad of mechs or go into a RTS mode and have half the controls as the leader of the faction.

 

For those in FPS mode need to watch their fatigue bar closely or else they could risk a chance of getting stranded or starting their xp to a new rank from death for being stationary. When you notice your fatigue bar reaching the last 10% reach the nearest pilot's resting area asap. You will then have RTS commands to the area your in and have control of the ship/tanks/mechs/troops/planes and ect in that area. You can also expand that area by talking to the main leader of the faction or by winning those areas with your pilot (team mates also). Your fatigue will drain faster in a more severe or just being stationed in a lousy area. This can be slightly cured with pilot experience and your pilot(s) having the terrain experience.

 

Lastly your units can't move far in an area unless you use transport units via sea, land, air, or space. To check the map to move to different areas you just press a hotkey and scroll in and out of an area with hot keys. Game is not paused which greatly improves the challenge of controlling the area of the globe. Your unit force's skills and your faction's economy/power will dictate how superior you are.

 

 

3) Multiplayer Region Add-ons:

For those worried about how big maps could be with being all one you travel from area to area through an "instance". Each region reacts all in real time but these regions separate from one another through "borders". These region borders are loading points for each map like an instance separating yet uniting one map with more units on a map then one big map. Too conquer an area you have to hire a commander and these commaners will help control the situation for you. However you can control an area however being a small area (basically what your unit can see will be the area controlled in that region). The commander in the unit squad then can phone in for supplies that you as a leader can give or as a player requests and can transport to them via transport planes. These transport vehicles will move separate from your forces unless otherwise stated.

 

If you want to start your action without players you can then save it and then host it online. Or you can just start it online and wait for other players/friends to get on then later appointing them to commander that you as a leader promote them to that position.

 

Resources:

For resources it will be mainly metals and energy to power your bases you make in conquered areas. There will be four main ways of making money.

 

1) Metals will be mined from volcanoes and mineral pockets around the planet and on other planets. The mining base you will build will harvest these slow yet renewing sources of minerals which would be used for your military. You can build as many storage areas as you want however and as much protection as you can afford. These storage areas will hold your minerals and ship them off to where you need them by planes, cargo mechs (short distance transport), ships (port to port), shuttles (transport into space), and even build a base in mineral asteroids. If on a planet it will regenerate slowly overtime through lava flows but in asteroids will be a locked set. About 10-30% will go towards your money pool.

 

2) Energy will be your secondary and very mandatory source for renewal of energy. It will help power your mechanical vehicles and will help charge up any super weapons you made. It is used to power your base and keep transport bases balanced. It also is used to power space colonies and such. Constant renewable source of income and resources. About 20% will go towards your money pool.

 

3) Money itself is generated from mining minerals, gaining energy and any tributes from any population based areas. Some will give you money while others try to steal from your trade routes. You gain spending money through diplomacy and lose it through defeat and any cities that have no aligning yet wanting to survive.

 

4) Trees can be cut down and regrown for infinite income and also for quick cheap base building. These could help quickly train units to gain experience and also help with swift resupplying or constant movement to a far away area (probably from a heavy raid or retreat).

 

Resource lanes are very vulnerable since they can be blockaded, leeched from, destroyed, and your reinforcements converted to either allied or Rebellions (hatred to both factions).

 

Food:

- Each colony and civilization expansion to a base you created will provide food for your pilots and infantry units. Your transports and battleships won't need food but the pilots on board them will. The more modules you add onto a space colony will increase the food supply to your space colony and any left overs will be supplied elsewhere automatically. This food never runs out unless blockaded by the enemy through constant raids of your shipments.

 

Capturing units:

- To capture units various orders must be chained off properly in a queue to ai units. The advantages of capturing units would be to add certain bonuses to other units or to gain extra resources or units. Other such bonuses of doing such would also be your power influence and how far the border stretches of your command.

 

If in first person mode such tasks would be slightly tougher and will risk you being shot down. You could attempt to surround the enemy and wuss him out, wait till his ammo or fuel supply runs out or follow him inside an important structure in space or on land and capturing him. If this tasks fails with you dieing or being captured yourself you will risk losing a hero for good or find a way to escape risking no support from your side. If in multiplayer you can leave clues behind or even "cheat" using skype. (for FPS limits read first post)

 

To capture a plane or a tank or a mobile suit in the easiest fashion is to sneak into a weakly protected enemy base, steal a mobile suit or vehicle and hope you can get away swiftly without wasting your efforts.

 

Water/navy Battles:

Still in the process of figuring this out but for now it'll be mainly surface.

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Civilization Game:

 

 

1) Pacific Storm:

Ability to control a unit such as a plane and let the AI around you control the fight around themselves. The ability to take over areas and buy/research what wasn't part of the history around you. Trade routes you establish and even build bases to build other units

 

2) Rise of Nations:

Choose any nation on the globe, gather resources by providing jobs to workers and build a navy if you so desire. Harvest oil and food from the waters if it helps your gameplay. Trade routs from city to city help your economy grow which is automatically established by the ai (once built a trading building)

 

3) Rome Total War

For its city management and making an army using the population you grew as the population cap of your army. Travel the known world conquering and becoming the superior of the other civilizations around you.

 

4) Civilization series

If it makes you remember civilization then think without turn based but also remember the Gundam idea I brought up. You basically build nations from the first known civilization up to what we can imagine for our future.

 

5) Spore

Well for the ability to create units for your faction being far less cartoony and far more serious to suit the serious RTS gamers with less child's play.

 

-------------------------------------------------

 

The basics of such features mashed into a single game:

(edited Link out)

 

Just build the cities or outposts in the area of your choosing and watch as your civilization grows or crumbles from yours and any other nations actions. For where you start is random but what you start with is people looking for food, shelter and water. You start off probably on an island or a huge continent and your oblivious on how big or small your land or planet is. For all you know you could be on a moon sized planet or as huge as Jupiter with friendly or evil bastards. You have about 300 people with 10 heroes to control. These 300 people you can order to harvest anything you request and use your heroes as inspiration to keep your nation running. As time goes by these heroes will grow or dwindle depending on how you took care of your civilization/nation. If your stuck near caves you could use your heroes to dig and store what you harvested and created cave store houses. You could split your guys up into a land and water groups and even attempt to live underwater if you so wished and researched. You could of spent a long time tunneling from the cave to the water source using your workers and heroes and be a pure underground society or be a pure underwater society. Everything being real time you can travel around the globe freely creating alliances and using peace treaties. Everybody advances in their own unique way unless you chosen a predetermined real world nation for yourself or for the AI itself. You could choose to play on our real world or any alternate worlds that you so desire and are able to create.

 

And again I do remind you that I'm trying to make this as a serious, complex yet basic RTS game more then what Spore is. What if Spore, Pacific Storm, and Rise of Nations where mixed as one? What if I added even my new ideas into the mix? Well since this ain't Gundam I see this being being made more then the Gundam RTS sad.gif. Heck even the most requested Star Wars flight sim is struggling.

 

Multiplayer:

(Edited link out)

 

In that thread look for the multiplayer section and read up on it. For those that get confused I'll say it in brief here.

 

For those that want to play multiplayer can choose to be a new nation or to control heroes and command units through a third person mode using a simple on screen simple display and placing buildings and ordering units where to go. If the hero dies of old age or being killed somehow you have to train another unit to be a special unit of your desire at the governmental buildings (or caves or huts when beginning the game). As time advances in the game and and more units are available you can choose a certain profession for your hero such as being a tank pilot, plane pilot or a captain of a transport ship (that also recruits selected units). You are also under the influence of the leader of the civilization.

 

There can be up to 200 players max players where they choose which civilization to be allied with and what their role in the civilization is. If they're a settler digging away they gain experience in that field which gets added to the gaming profile. If they help out creating inventions they get points in that area and if they become spies to steal tech they get better chances to be chosen as the major hero for their during the lobby or when the game is in progress.

 

Economy:

Like any other RTS games you just build a city or an outpost and list what you want the workers to do. For this game idea you just select the city or outpost and click on the worker's tab and click on the things you want them to focus on like growing food from farms/gathering water (both one in the same), mining any near by replenishing mineral or oil mines (would such if you no longer couldn't build anything and volcanoes keep providing new materials), gathering wood and fishing or just plain old trading with other cities and nations. Everything is focused by them even if you don't tell them to and they'll focus on the largest resource they have in their area and if none just farm farm away. If your far in the future or just a creative player who already created a floating city on water then you can probably make them focus on fortifying the float and even focus more on fishing/farm fishing the fish food source exporting them to coastal cities which then just turns into plain old food points.

 

Environmental Impact:

Since I like having different play styles in an RTS it be interesting to see how advanced you can make your civilization by drilling underground, building road through mountains (Romans), raising and lowering the terrain through worker requests (even the use of machinery if advanced enough). Well these changes in a civilization game would be slow yet effective to suit the game. If you taught your civilization to be careless and just focus on the economy it will hurt you back through poisoned food supplies to dirty water and even drop in population rates (as found in Civilization).

 

Each resource is put into their respected store house

Note: Minerals would be gold, silver, iron and anything we use up to today. How much you carry depends on how much your city producing said unit is using is up to how much is in the storehouse and how much is traded. Any destroyed vehicles can be recycled.

 

Terrain Modification:

Two factors will be involved in how the Terrain changes. One will be environmental change that happens in the game such as earthquakes causing splits and floods to how a thunderstorm effects your buildings. If your not burnt by your own inventions or a raid you could be burnt from your mistakes to the environment. If you taught your guys how to dig and change the terrain and even set up a blueprint of where they're supposed to change the terrain and how your settlers will work on it the way you told them to do so in a realistic fashion. If you get careless and reckless you could find another faction using your tunnel and even completing it to use it against you.

 

If you want to make a city underground (or a village depending on your how old and smart your civ is) you can find yourself living underground or even underground underwater. If you created huge freighters to carry dirt and proper materials you can find yourself creating a new city on the middle of the sea to even creating a city up on a mountain thats sustains itself. How you modify the terrain and how it modifies itself through environmental change can create different ways your civilization evolves and better it selfes over the times.

 

If your civilization lives in a snowy area and needs roads you can teach your civilization to adapt and stay a simple native with no tech or strive for technology (through trade even). You can tell your people to create walking paths by making units line up and walk their way through areas or inventing shovels to clear streets and stuff like so. Once you get more creative and intelligent with new ways of living you can simply create snow cliffs and such to help live through the snowy times. This is a simple way to adapt but whatever comes into mind could change how your civilization lives on any given area on the planet(s) and the area it currently occupies.

 

If your civilization occupies an area known for storms and rains constantly with occasions of hurricanes you would tell your people to create new ways to live that would best their survival.

If worse comes to worse you can create a vehicle that would help get rid of the water flooding your or even create a water system that funnels the water to the nearest waterfall. Your civilization could form a mountain or a huge building with many buildings within where nature itself grew over the structure and helps funnel such destructive force elsewhere (and even helping cause such weather to even weaken sheltering other areas. Create a cavern where the water funnels and spend the time filtering the water to be clean helping further help your settlers to be hydrated.

 

Researching and upgrades

Rise of Nations did this in an interesting way where you can stay in one age (or go in between certain ones) in Skirmish. I also hated the research in Civilization since for a long played out game teching up was too swift. For this game I think it be best if research is kept with what your civilization is capable of such as if it knows how to use gunpowder then it would be more effective in using it then any other nation through practice. Well to be more clear if you want to advance through the era just keep your civilization free thinking with no martial law and no suppression through Religion. Things will be created, rigged saying what it is and whats sharp and not. If your just lazy and want to learn just send spies in or settlers to live in another nation and leech that way. With any research theres also risks of failure so make sure your guys are intelligent enough rolleyes.gif petroicon.gif

 

- How to build an armed boat through research

To build a boat from scratch get your workers to focus on how to learn to fish and build rafts. If they are struggling then select any inventor heroes and enter one of your scientific labs or any thinking spots. Once entered you'll enter a room with objects where you just grab objects you have access through the economy and any preset items that other civilizations used thats practical to what you have in the store house. If your going to build a raft then grab any logs you see and put them together making it as buoyant as possible. If your civilization knows how to make a basic sail using animal fur/pelts then that could also be added to the raft and you got yourself a fishing boat and a scout and a basic attack boat. Any worker will then study your patent and try to best you from there point on trying to create better creations (also being properly random and you have the power to allow and deny any patents). If you want an armed ship find the necessary materials and the presets are usable and new creations are possible. For any complicated matters your workers will focus more on it then yourself in a realistic manner while you have the power to change things here and there for the finishing touch.

 

- How to build a mobile tank

start from taming horses to adding armed infantry to later using wagons to place cannons on to wagons later change to iron beasts. However you'll also need to teach your civilization how to use gun powder, craftsmanship, how to choose the best materials (self taught), intelligent enough to use the proper materials for the best situation.

 

-How to create guns

Your settlers will immediately know how to use a stick in a sword and poking stance. You will have to find string and bend materials you have access to to make bows and arrows (sharpening arrows and adding fins and what not, this will be a 2 second job and hassle less). Once patented and rigged through the in game editor settlers, workers and anybody else you told to use this will. Such items then will be mass-produced if requested and issued accordingly (and if careless leeched). Once you got bows and perfect marksmanship skill gained just find/invent gunpowder (projectiles are then passively learned and could be honed through training grounds). There you got yourself a primitive gun. Now just let your inventors take care of the rest while you just change the look of it. Any complicated matters as I said will be researched through your workers (as long as you gave them a free mind).

 

-Simple ways to teach your guys how to fly:

For your civilization use sticks and any animal fur and stick them to each other creating a almost parachute like outline. Or attempt to make a hot air balloon using cow skin (cutting skin from animals should be self taught but perfected will be the constant use of it) and add it to a wooden basket held with any rope. Warm up the air by burning up (creating fire is unlimited). With the glider sacrifice one of your settlers, workers or even your heroes by jumping them off of high places and if it works keep on doing it until someone finds a solution. As for the hot air balloon keep on flying it and you'll find that someone is going to make a bigger and better one (and of course risks of patents failing).

 

RPG like Elements:

Well I tried to go for the uniqueness and if its complicated then the more its been made and polished the better this feature would turn out. The more your workers fish the better they get at it and pass on the best way to to catch fish through the generations. If they're cutting down trees and you told them to regrow every tree cut then they'll focus on the best way (and sometimes by chance even finding new ways to do such things). So the more they do the same tasks the more they become professionals at it making them experts at the given thing they've been doing. When wanting to learn a certain thing trial and error is of course a given with even the AI programmed to have random failures given to them.

 

When checking your stats you can see what your civilization specializes in and can work on the things they do not know. However theres obvious drawbacks you could never fix unless given help from another civilization. You could make them focus on making the best of anything they make risking economical collapse or even proper focus on anything else. The things they learned and patents researched (and shown to you) will be stored in the governmental library which hopefully is properly protected by you. You will also see files of every important figure you controlled and came across shown what they added to the civilization you own and any files given to you through partnership or through spies and any loyal citizens from your nation living elsewhere.

 

Heroes:

If players don't want to form a civilization of their own they can be a part of one. (idea given by Rise of Nations co-op mode in skirmish)

 

These are units that are of more significance then any units around them. However theres many kind to choose from that can help the civilization its allied with. If these heroes are placed in their respected profession they represent they can help other like minded units become more effective in their field. If these heroes sound silly I tried my best to make them unique and practical. Also if placed under restrictions they would have to continuously ask permission from the leader of the civilization and the only way to communicate would be appropriate for its civilization.

 

1) Inventor - Helps invent new patents and creations for the civilization to use

2) Infantry - Your basic person that wields a sword, bow and arrow, gun, RPG and ect. Can choose what weapon to wield while ordinary infantry are issued with ordinary weapons.

3) Tank Pilot - Specializes in controlling tanks giving major boosts to the unit it controls.

4) Plane/Helicopter pilot - Specializes in flying vehicles giving it major boosts to the vehicle it pilots.

5) Ship Captain - Controls a ship giving the ship a boost in performance and a better field of view and all the other boosts you expect.

6) Recognized Settler - Being a properly informed settler knowing its surroundings can boost the line of sight, better information on resources it needs to live, better resource gathering skills, more effective at doing the tasks its more familiar with and is native to its civilization. Can also be trained to be understand other nation's languages giving it a far better chance for better trade then any other settler.

7) Trader: Specializes in the best way to improve a civilization through economical and object trade

 

-Hero Player Communication:

If a hero wants to communicate with its leader or other heroes they either would have to be next to each other in the same building, same area on the same patch of road, message through mail (given the proper speed of the age), communicating through a phone spot (if teched high enough) and even just talk normally and all the time if in a vehicle or as a infantry scout with a phone on its back or on another units. With this it adds more role playing feelings into the game making things far more interesting.

 

To communicate by snail mail you simply ask a messenger to send where the messenger learns to add a mail box to later give to other people including other civilizations (cannot be attacked or hurt in any way unless part of the vehicle itself or a scout). When using snail mail you simply type things out in the text box it provides you with and its given a realistic delay and takes longer over a larger distance. If the mail attempts to go over seas where no known transport or civilization is, message is ignored.

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So basically heres what me and Shotdown thought of. Done editing after an hour or two of typing.

 

Note: When I said resource collector for Hierarchy I mean Reaper Drones.

 

Factions:

1) Humans

2) Novus

3) Masari

4) Hierarchy

 

Brief Information:

 

For humans we try to take back what is ours while trying to destroy the Hierarchy. We try to reclaim the Earth with the help of the Novus and the Masari (if non-provoked). The Hierarchy will keep crashing down on us. If either us or the Hierarchy gain the upper hand the Masari will come attacking whoever has the most power so things are balanced out. They can attack us since they grudge us for forgetting them and for damaging the earth while they hate the Hierarchy for nearly wiping them out.

 

If possible for the best kind of MMO I say the maps should be as big as every Guild Wars map put together being in a shape of the world's globe. You'll start in the HQ of your faction and eventually reach the frontlines with your newly sharpened skills.

 

Professions/Classes:

So if anybody here played Star Wars Galaxies we'll get necessary classes such as scouts, medics, resource gathers, Marksman, and engineers. However thats for humans and the three other factions will get their basic professions required for them.

 

1) Humans:

 

- Scouts:

Able to build turret defenses anywhere, able to set up mines and traps, special attacks deal in with sneak attacks and cloaking. They can relay information back to base giving a more detailed map of the earth which also updates the global map when you look at a basic map. Can be used to help set up traps in Guild vehicles.

 

-Medics:

Heals anything biological and can heal any friendly Masari (as long as they're not annoyed). They can cure soon-to-be-zombies (if highly skilled). With the help of an engineer can create hospitals or can help advance medical technology in guild vehicles.

 

-Resource Gathers

Gathers any usable materials from destroyed buildings, vehicles or can simply harvest them from the planet itself. They can also harvest from any destroyed enemies such as the walkers. With the help of Engineers they can create resource storages in military bases, guild vehicles or in any outpost. More resources collected the more advantage your faction an allies will be.

 

-Marksman

Specializes in guns such and explosives. These and scouts can make a deadly pair for the battlefield causing havoc to the enemy side if well skills. They can also help protect any outposts and destroy heavily vehicles such as guild vehicles when hitting weak spots.

 

-Engineers

Every profession has its pros and cons while this one is the back bone of any faction. They are necessary to fight a war on many fronts while needing supplies from resource collectors. They can create guns up to creating huge guild vehicles (or bases/outpost) and even help craft supply storages.

 

-Pilots:

The only profession that is able to opperate vehicles these guys are necessary for using Engineer's creations. When no creations made from Engineers they can hi-jack vehicles or request for vehicle (a once a month request). With the help of the scout and markman these pilots can also hi-jack vehicles using their skill of using vehicles. They can drive tanks to helicopters and even planes. They can use any Masari vehicles (if allied), any modified Novus vehicles for human use, or even hi-jacked Heirarchy walkers stolen from careless Guilds or careless AI.

 

Novus:

 

-Flow Network Engineer: - (Shotdown's idea)

Carries some kind of portable device to communicate to the HQ for coordinates to place flow points in flow network. Carries 5 Flow points. Flow Network Engineer is Unarmed.

 

-Humanoid Cyborg:

To heal any injured humans and to help restore its numbers during the beginning these guys are lightly armed and can do various kinds of tasks. They can build, harvest and scout all in one.

 

-Hacker: (Shotdown's idea)

Has a portable device that allows the bypass of Human, Novus, Hierarchy security and able to shutdown vehicles, aircraft, buildings. Can generate its own income.

 

-Programmer: (Shotdown's idea)

Programs code that automatically turns into buildings.

 

- Blade Trooper:

Main attackforce of the Novus half of you will be Ai and other half be players. Being the grunt of the Novus you do have a mind of your own. Able to cloak when you kill enough enemies and reach a reward you will be the fighting backbone of the land units. With enough skill you can eventually change your arms to projectiles and eventually customize your character.

 

- Nano-bot:

A small droid/drone that can be modified by the player (and any allie faction) can be placed in any mobile machine thats a humanoid shape or a decoy. These are best for those who don't know what they want to be or what profession to chose. They simply change their role when reaching a drone station to switch their purpose in the group. However in doing so they lose their bonuses of the profession being used as a support until the main force comes in.

 

Masari:

 

 

- Seer:

The scout and the all seeing eye of the Masari it is able to update its and its allied maps to the latest known seen map. It is able to see cloaked units and is able to see what its unit sees only if you see the enemy unit. You can also set up traps and build any outposts as long as you have the given resource.

 

- Marksman/Disciple:

The main force of the Masari you fight for the Masari destroying anything that opposes you or even destroy those you have grudges on. Mainly fires rockets and heavily armored

 

- Architect:

Able to build anything as long as your faction is able to produce and store enough resources. They can build anything anywhere and you can help quicken production by just focusing on a building or by helping an allied human engineer (if not holding a grudge) with his/her task at hand in a building of the Masari. Can also help gather resources by gathering materials and floating them to a storage device where they won't explode.

 

-Masari Pilot

Able to control any vehicle it hops into as long as it has the proper skills to do so. Able to also control the Overlord or Peacebringer at the highest of its abilities. Can also hi-jack Hierarchy's vehicles if needed.

 

 

Hierarchy:

 

-Grunts/Lost Ones

The main fighting force on the ground that support walkers these units are the most necessary. You can only choose this one if a walker is present in the given area you chose to create the character. You can also only choose this if you chose to spawn from the default Hierarchy base.

 

-Pilots

These are the main controllers of the Hierarchy faction for the walkers which swarm in mass. In the beginning you can only tanks and saucers and slowly work your way up to So basically heres what me and Shotdown thought of. Still in the process of editing so check back once you finished a few games of UaW tongue.gif You won't be disappointed lol.

 

Factions:

1) Humans

2) Novus

3) Masari

4) Hierarchy

 

Brief Information:

 

For humans we try to take back what is ours while trying to destroy the Hierarchy. We try to reclaim the Earth with the help of the Novus and the Masari (if non-provoked). The Hierarchy will keep crashing down on us. If either us or the Hierarchy gain the upper hand the Masari will come attacking whoever has the most power so things are balanced out. They can attack us since they grudge us for forgetting them and for damaging the earth while they hate the Hierarchy for nearly wiping them out.

 

If possible for the best kind of MMO I say the maps should be as big as every Guild Wars map put together being in a shape of the world's globe. You'll start in the HQ of your faction and eventually reach the frontlines with your newly sharpened skills.

 

Professions/Classes:

So if anybody here played Star Wars Galaxies we'll get necessary classes such as scouts, medics, resource gathers, Marksman, and engineers. However thats for humans and the three other factions will get their basic professions required for them.

 

1) Humans:

 

- Scouts:

Able to build turret defenses anywhere, able to set up mines and traps, special attacks deal in with sneak attacks and cloaking. They can relay information back to base giving a more detailed map of the earth which also updates the global map when you look at a basic map. Can be used to help set up traps in Guild vehicles.

 

-Medics:

Heals anything biological and can heal any friendly Masari (as long as they're not annoyed). They can cure soon-to-be-zombies (if highly skilled). With the help of an engineer can create hospitals or can help advance medical technology in guild vehicles.

 

-Resource Gathers

Gathers any usable materials from destroyed buildings, vehicles or can simply harvest them from the planet itself. They can also harvest from any destroyed enemies such as the walkers. With the help of Engineers they can create resource storages in military bases, guild vehicles or in any outpost. More resources collected the more advantage your faction an allies will be.

 

-Marksman

Specializes in guns such and explosives. These and scouts can make a deadly pair for the battlefield causing havoc to the enemy side if well skills. They can also help protect any outposts and destroy heavily vehicles such as guild vehicles when hitting weak spots.

 

-Engineers

Every profession has its pros and cons while this one is the back bone of any faction. They are necessary to fight a war on many fronts while needing supplies from resource collectors. They can create guns up to creating huge guild vehicles (or bases/outpost) and even help craft supply storages.

 

-Pilots:

The only profession that is able to opperate vehicles these guys are necessary for using Engineer's creations. When no creations made from Engineers they can hi-jack vehicles or request for vehicle (a once a month request). With the help of the scout and markman these pilots can also hi-jack vehicles using their skill of using vehicles. They can drive tanks to helicopters and even planes. They can use any Masari vehicles (if allied), any modified Novus vehicles for human use, or even hi-jacked Heirarchy walkers stolen from careless Guilds or careless AI.

 

Novus:

 

-Flow Network Engineer: - (Shotdown's idea)

Carries some kind of portable device to communicate to the HQ for coordinates to place flow points in flow network. Carries 5 Flow points. Flow Network Engineer is Unarmed.

 

-Hacker: (Shotdown's idea)

Has a portable device that allows the bypass of Human, Novus, Hierarchy security and able to shutdown vehicles, aircraft, buildings. Can generate its own income.

 

-Programmer:

Programs code that automatically turns into buildings.

 

Masari:

 

 

- Seer:

The scout and the all seeing eye of the Masari it is able to update its and its allied maps to the latest known seen map. It is able to see cloaked units and is able to see what its unit sees only if you see the enemy unit. You can also set up traps and build any outposts as long as you have the given resource.

 

- Marksman/Disciple:

The main force of the Masari you fight for the Masari destroying anything that opposes you or even destroy those you have grudges on. Mainly fires rockets and heavily armored

 

- Architect:

Able to build anything as long as your faction is able to produce and store enough resources. They can build anything anywhere and you can help quicken production by just focusing on a building or by helping an allied human engineer (if not holding a grudge) with his/her task at hand in a building of the Masari. Can also help gather resources by gathering materials and floating them to a storage device where they won't explode.

 

-Masari Pilot

Able to control any vehicle it hops into as long as it has the proper skills to do so. Able to also control the Overlord or Peacebringer at the highest of its abilities. Can also hi-jack Hierarchy's vehicles if needed.

 

 

Hierarchy:

 

-Grunts/Lost Ones

The main fighting force on the ground that support walkers these units are the most necessary. You can only choose this one if a walker is present in the given area you chose to create the character. You can also only choose this if you chose to spawn from the default Hierarchy base.

 

-Pilots

These are the main controllers of the Hierarchy faction for the walkers which swarm in mass. In the beginning you can only tanks and saucers and slowly work your way up to resource collectors to main assault walkers.

 

-Glyph Carver

The only other profession that can create tanks, walkers, and saucers in great quality. However to carve the smaller units you have to be in a major Hierarchy or near a resource collector walker to stream the resources into the units. Since the Hierarchy are the invaders they will suffer economically resulting in a necessary amount of glyph carvers and walkers.

 

Online Economy and Resources (buildings):

The resource of choice is harvested resources that other factions use (i.e Iron and metal go into the same group). Humans use everything while the Novus use Minerals and metal. The Hierarchy uses minerals, metals and organic live stock.

 

- Human explanation:

Humans collect minerals, metal, wood and food. Since we use anything we can get our hands on to create anything we will be able to harvest anything we can get our hands on like the Hierarchy. For minerals you can use hand held equipment which (with better skills) go to movable storage devices until portable machines come into play through the resource harvester tech tree and engineers building skills. I doubt anybody wants to farm all day so you can hire AI farmers to help harvest food for us humans from farms (within our guild and AI territory). Since everything is a renewable energy source trees will grow (from our help also from planting it) to help create basic and quick needs. The machines we build can turn wood into spendable points for vehicles. So in short minerals, food and wood will turn into spending points and faction points. The more reliable the resource the higher the point system.

 

- Novus explanation:

Their economy is pretty simple that they harvest every mineral and metal to create bots of every kind. More reliable the resource the higher the points gained for spending and faction earning.

 

- Hierarchy:

Harvest anything they can where metal and organic foods give them major boosts to their economy. AI and Guild harvesters are the main driving force of the economy. Their strength is also their weakness since they have to rely on a slow regenerating earth to continue to stream resources to them while they get monthly resource pays from other conquered planets.

 

Guilds

For guilds there will be a PvE and PvP way of doing things. First off theres a benefit in being in a guild. Heres a basic list that I will expand on.

 

Human, Novus, and Masari Benefits:

 

1) Guild Bases -

Must tunnel with a machine first that stores resources in the back which can later be dumped into the faction storage device (only a quarter will be real resources). Only one base per faction with location being critical (as in one time choosing)

2) Guild bases expansions

As you gain more power and influence in your area of your control you will be responsible for that area either as a PvE or a PvP guild. If your a PvP guild you will be overlooked by the enemy but if a PvP army comes by you will be spotted if they have scouts. Also random patrols from the AI will alert reinforcements to come so be on your guard and build necessary defences. You can also add in any add-ons from other factions such as resource storage devices or storage rooms for items (for more items pay for more space on the server).

3)Vehicle storage area

To save space you simply just create building where you just simply drag and drop your vehicle into that area or park it in there and head out where its stored. To gain it back you simply go in and look on the shelf and click it and take it out into the world.

4) Huge economical income from digging up a suitable area for your guild base:

For free players your area will be pre-determined but if your guild pays for enhancements then they will get more space for their guild for guild enhancements. This is necessary to dig out out a hole for your base to show you actually want one and will keep it maintained or else it will be raided and taken over by the AI or PvP (depending on which your aligned with) to prevent data from rotting.

 

 

Hierarchy:

You gain walkers with customization points suited for your guild. The better of a guild you are the more walkers you can gain for yourselves. If you have scouts with you you can set up traps so that other Ai or PvP enemies can't take it over. Also if your economy is good you can buy add-ons to protect your walker and other walkers you bought.

 

if your PvE your walkers will be raided by AI units in that area. Overtime if your just idling around the AI will raid your walkers with overtime getting stronger and stronger of a force that it just overwhelms you. As for PvP guild walkers they can be raided and stolen by other players or simply destroyed. Make sure that every one of your walkers is heavily defended and able to repair as quickly as they can since after all you are a guild trying to help their faction.

 

Storing goods:

Since you also gain loot and buy crafted ones you need an area to store your goodies. In your guild base (be it stationary or mobile) you will be able to store it in your character's room (which will be instanced). As mentioned if you want to store more goods under your account you will have to sign up to gain more account space.

 

Creating an army:

If your guild managed to be wealthy and gained enough faction points you can create an Ai army of your own to both help defend your base and also help assault the enemy side. For ever mission you will gain tokens and points that could be pooled together as a guild and spent (however only your half) as an individual. When you pool you give permission to the leader to spend your tokens and points. If the AI is infantry they will patrol in and around the base while the vehicles are stationary in an open area in your base. You can also have the of your guild patrol a given area through a strategy command area in your base where only leaders and officers have access to them. After all you did give permission for them to use it.

 

However when they are not in use you can recall your units and have them come with you on missions where you need them as henchman. Be wise and don't let them die since after all your trying to help out your faction.

 

Alliances:

One guild can merge with another in an area helping to strengthen that area. both PvE and PvP players can merge also so that one can focus on one and the other can focus on their tasks at hand. For example if one guild controls sector two of the Las Vegas Area and another guild is looking for an area they can simply be invited to that area and dig up an area in that area helping strengthen that area.

 

For the Hierarchy they will be able to walk around with other walkers scouting out good areas to take over with their private army of protection. They can simply trade harvested materials for defensive units and walker upgrades. The rest of the resources can be just stored or sent back to base or created on the spot for more defensive and offensive units.

 

PvE and PvP

When factions get enough for raids and you as solo players or guild players have been careless enemy factions will raid any weak spots in your lines or weak outposts. If the enemy faction got reinforcements from whatever cause it was your goal to help blockade areas or reinforce.

 

PVE:

For casual gamers who just want to take it easy or hate the PvP side of the game fear of elitism then they can simply role play in their territory or just simply scout with their factions scout. They could also take Generated missions (if available at the time) where they deal with AI enemies. Also if you selected yourself as a pure PvE guild you and have a Guild Base or a Walker you will still have risks. To prevent data from simply rotting on the servers guild bases and walkers will be constantly raided over time with more gradually stronger attacks from the enemy (be it factional or just rebels wanting their resources back) it will keep both sides happy.

 

PVP

For the PVP side of things you and your guild (or in a squad-army) can raid enemy outposts with the the help of AI (which will warn you of future raids ahead of time with 5 hour gaps). If theres spies in the ranks notifying the other side (i.e One player playing Novus to assault the Hierarchy notifying their buddies through xfire or skyped) then the only way to notify the AI for back up would be another 5 hour delay of the message. Only thing you got then is 2 fronts vs one front. May the victor win tongue.gif

 

Global Map:

Global Map will be that of our earth and each area will be stored on the company server (or hosted server). The earth will be shrunk in size to be a huge yet easy area to travel around (like mentioned the size of every Guild Wars map put together including the new GWEN expack). Since water will play as a part for the humans survival on the globe. Since water helps with trade routes for factions and harvesting resources covertly for the Masari it will also be open to Novus and Humans. Hierarchy could easily overlook this unless followed by a spy (which will eventually happen through random events or through enemy planned and spied intervention).

 

Naval

Since the Masari live underwater hidden and the Hierarchy can crawl underwater (probably shallow) and humans are still the hosts to the planet I see naval battles also being part of the game. For those gamers who love the sea can help transport resources from one territory to another using stealthy submarines to sneak and smuggle them to other areas. We then have battleships that hunt them down and Hierarchy UFO's that can go anywhere transporting stuff swiftly. The Masari could have some hidden naval units of their own and same with the Novus to help us humans with our goal to save the earth and exact revenge. But however like mentioned that if we humans become too powerful the Masari will fight the Humans to weaken them or the Novus if they get too large in numbers. Also if players want to create bases under the sea (which is non realistic in depth but still deep) they can ask the Novus and Masari for any futuristic naval equipment and harvest any other known minerals below the seas.

 

Land

Since land holds the most minerals to known to man and where the majority of the battles are thats where most of the focus will be. Each region will hold squares for Earth friendly guilds will be able to create bases. Hierarchy will be forced to roam above land with air superiority also. The earth will be shrunken to the appropriate size (not too small and not too big) it will be decently large to wage wars on many fronts and hold PvE and PvP battles.

 

Stories and Missions:

For the story the Devs will take care of that tongue.gif

 

As for missions they will be both side missions and generated missions for what your profession and faction need and look for. It will scan the enemy side looking for what can be taken over or eliminated and you get that for yourselves. You can choose solo missions if your alone for the day or choose missions for how many players you got in your group. to main assault walkers.

 

-Glyph Carver

The only other profession that can create tanks, walkers, and saucers in great quality. However to carve the smaller units you have to be in a major Hierarchy or near a resource collector walker to stream the resources into the units. Since the Hierarchy are the invaders they will suffer economically resulting in a necessary amount of glyph carvers and walkers.

 

Online Economy and Resources (buildings):

The resource of choice is harvested resources that other factions use (i.e Iron and metal go into the same group). Humans use everything while the Novus use Minerals and metal. The Hierarchy uses minerals, metals and organic live stock.

 

- Human explanation:

Humans collect minerals, metal, wood and food. Since we use anything we can get our hands on to create anything we will be able to harvest anything we can get our hands on like the Hierarchy. For minerals you can use hand held equipment which (with better skills) go to movable storage devices until portable machines come into play through the resource harvester tech tree and engineers building skills. I doubt anybody wants to farm all day so you can hire AI farmers to help harvest food for us humans from farms (within our guild and AI territory). Since everything is a renewable energy source trees will grow (from our help also from planting it) to help create basic and quick needs. The machines we build can turn wood into spendable points for vehicles. So in short minerals, food and wood will turn into spending points and faction points. The more reliable the resource the higher the point system.

 

- Novus explanation:

Their economy is pretty simple that they harvest every mineral and metal to create bots of every kind. More reliable the resource the higher the points gained for spending and faction earning.

 

- Hierarchy:

Harvest anything they can where metal and organic foods give them major boosts to their economy. AI and Guild harvesters are the main driving force of the economy. Their strength is also their weakness since they have to rely on a slow regenerating earth to continue to stream resources to them while they get monthly resource pays from other conquered planets.

 

Guilds

For guilds there will be a PvE and PvP way of doing things. First off theres a benefit in being in a guild. Heres a basic list that I will expand on.

 

Human, Novus, and Masari Benefits:

 

1) Guild Bases -

Must tunnel with a machine first that stores resources in the back which can later be dumped into the faction storage device (only a quarter will be real resources). Only one base per faction with location being critical (as in one time choosing)

2) Guild bases expansions

As you gain more power and influence in your area of your control you will be responsible for that area either as a PvE or a PvP guild. If your a PvP guild you will be overlooked by the enemy but if a PvP army comes by you will be spotted if they have scouts. Also random patrols from the AI will alert reinforcements to come so be on your guard and build necessary defences. You can also add in any add-ons from other factions such as resource storage devices or storage rooms for items (for more items pay for more space on the server).

3)Vehicle storage area

To save space you simply just create building where you just simply drag and drop your vehicle into that area or park it in there and head out where its stored. To gain it back you simply go in and look on the shelf and click it and take it out into the world.

4) Huge economical income from digging up a suitable area for your guild base:

For free players your area will be pre-determined but if your guild pays for enhancements then they will get more space for their guild for guild enhancements. This is necessary to dig out out a hole for your base to show you actually want one and will keep it maintained or else it will be raided and taken over by the AI or PvP (depending on which your aligned with) to prevent data from rotting.

 

 

Hierarchy:

You gain walkers with customization points suited for your guild. The better of a guild you are the more walkers you can gain for yourselves. If you have scouts with you you can set up traps so that other Ai or PvP enemies can't take it over. Also if your economy is good you can buy add-ons to protect your walker and other walkers you bought.

 

if your PvE your walkers will be raided by AI units in that area. Overtime if your just idling around the AI will raid your walkers with overtime getting stronger and stronger of a force that it just overwhelms you. As for PvP guild walkers they can be raided and stolen by other players or simply destroyed. Make sure that every one of your walkers is heavily defended and able to repair as quickly as they can since after all you are a guild trying to help their faction.

 

Storing goods:

Since you also gain loot and buy crafted ones you need an area to store your goodies. In your guild base (be it stationary or mobile) you will be able to store it in your character's room (which will be instanced). As mentioned if you want to store more goods under your account you will have to sign up to gain more account space.

 

Creating an army:

If your guild managed to be wealthy and gained enough faction points you can create an Ai army of your own to both help defend your base and also help assault the enemy side. For ever mission you will gain tokens and points that could be pooled together as a guild and spent (however only your half) as an individual. When you pool you give permission to the leader to spend your tokens and points. If the AI is infantry they will patrol in and around the base while the vehicles are stationary in an open area in your base. You can also have the of your guild patrol a given area through a strategy command area in your base where only leaders and officers have access to them. After all you did give permission for them to use it.

 

However when they are not in use you can recall your units and have them come with you on missions where you need them as henchman. Be wise and don't let them die since after all your trying to help out your faction.

 

Alliances:

One guild can merge with another in an area helping to strengthen that area. both PvE and PvP players can merge also so that one can focus on one and the other can focus on their tasks at hand. For example if one guild controls sector two of the Las Vegas Area and another guild is looking for an area they can simply be invited to that area and dig up an area in that area helping strengthen that area.

 

For the Hierarchy they will be able to walk around with other walkers scouting out good areas to take over with their private army of protection. They can simply trade harvested materials for defensive units and walker upgrades. The rest of the resources can be just stored or sent back to base or created on the spot for more defensive and offensive units.

 

PvE and PvP

When factions get enough for raids and you as solo players or guild players have been careless enemy factions will raid any weak spots in your lines or weak outposts. If the enemy faction got reinforcements from whatever cause it was your goal to help blockade areas or reinforce.

 

PVE:

For casual gamers who just want to take it easy or hate the PvP side of the game fear of elitism then they can simply role play in their territory or just simply scout with their factions scout. They could also take Generated missions (if available at the time) where they deal with AI enemies. Also if you selected yourself as a pure PvE guild you and have a Guild Base or a Walker you will still have risks. To prevent data from simply rotting on the servers guild bases and walkers will be constantly raided over time with more gradually stronger attacks from the enemy (be it factional or just rebels wanting their resources back) it will keep both sides happy.

 

PVP

For the PVP side of things you and your guild (or in a squad-army) can raid enemy outposts with the the help of AI (which will warn you of future raids ahead of time with 5 hour gaps). If theres spies in the ranks notifying the other side (i.e One player playing Novus to assault the Hierarchy notifying their buddies through xfire or skyped) then the only way to notify the AI for back up would be another 5 hour delay of the message. Only thing you got then is 2 fronts vs one front. May the victor win tongue.gif

 

Global Map:

Global Map will be that of our earth and each area will be stored on the company server (or hosted server). The earth will be shrunk in size to be a huge yet easy area to travel around (like mentioned the size of every Guild Wars map put together including the new GWEN expack). Since water will play as a part for the humans survival on the globe. Since water helps with trade routes for factions and harvesting resources covertly for the Masari it will also be open to Novus and Humans. Hierarchy could easily overlook this unless followed by a spy (which will eventually happen through random events or through enemy planned and spied intervention).

 

Navel

Since the Masari live underwater hidden and the Hierarchy can crawl underwater (probably shallow) and humans are still the hosts to the planet I see naval battles also being part of the game. For those gamers who love the sea can help transport resources from one territory to another using stealthy submarines to sneak and smuggle them to other areas. We then have battleships that hunt them down and Hierarchy UFO's that can go anywhere transporting stuff swiftly. The Masari could have some hidden naval units of their own and same with the Novus to help us humans with our goal to save the earth and exact revenge. But however like mentioned that if we humans become too powerful the Masari will fight the Humans to weaken them or the Novus if they get too large in numbers. Also if players want to create bases under the sea (which is non realistic in depth but still deep) they can ask the Novus and Masari for any futuristic naval equipment and harvest any other known minerals below the seas.

 

Land

Since land holds the most minerals to known to man and where the majority of the battles are thats where most of the focus will be. Each region will hold squares for Earth friendly guilds will be able to create bases. Hierarchy will be forced to roam above land with air superiority also. The earth will be shrunken to the appropriate size (not too small and not too big) it will be decently large to wage wars on many fronts and hold PvE and PvP battles.

 

Stories and Missions:

For the story the Devs will take care of that tongue.gif

 

As for missions they will be both side missions and generated missions for what your profession and faction need and look for. It will scan the enemy side looking for what can be taken over or eliminated and you get that for yourselves. You can choose solo missions if your alone for the day or choose missions for how many players you got in your group.

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Gundam RPG/FPS

 

Random Rant:

While watching Gundam 00 episode 10 and 11 I think it would be neat to have a more GTA like game of Gundam in any of the 4 era style game as below. The one that resembled my original idea the most would be Gundam Wing. Heres the original ideas me and droid discussed.

 

- Free roam the globe

- Steal prototypes from faction if high enough ranked (or managed to sneak into the proper facility) and get hunted down by own faction

- Level up pilot and mech through normal RPG stats and proper upgrades.

- Other players could join you through a singleplayer game that is only visible to friends on your list on multiplayer games (I.e co-op or career and such).

- Create your own faction with mobile suit and such using Eyetoy or something like so (Like paint job schemes or something).

- Add-ons that would continue adding to the game giving more kinds of missions and such.

 

 

Main Post Below:

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Features for Universal Century Gundam:

- Earth, Space, colonies, and Moon maps (all shrunken to proper size accordingly)

- Everything on the planet and in the globe effect one another through different actions made by both player/s and ai interactions.

- Can hi-jack any mobile suit or vehicle you see (like in Grand Theft Auto)

- Universal Century - Can choose from three sides - Federation, Zeon or mercenaries/pirates.

- Customize your pilot using either Home Avatar, Add-ons or ingame features (PC friendly idea also).

- If Zeon or Federation your missions are given to you via tank,plane, or mobile suit cockpit (or in transport).

- If Pirates or mercenaries local pubs or hot spots have what you need (unless your a self funding and self looting side recruiting pilots).

- Can create own pirate/mercenaries faction by uploading emblems

- If own faction can recruit pilots from both sides who deserted their faction for various reasons.

- If Zeons they can steal Federation mobile suits as spies (or lucky raid) and keep it (or sell it as information to your home faction) and vice versa for Federation.

- Mobile suits are issued to you realistically through rank and if well respected enough can gain prototypes (more through add-ons).

- Can choose to desert own faction to create own or defect to another. Risk of being hunted down, killed by other faction, or your own mistakes cause your death.

- When dead respawn back at HQ with what you last had before your last sortie.

- Every base that was attacked rebuilds realistically giving out proper resistance of action caused over time. For example if AI raided a base your raid would be that much easier until it realistically rebuilds its strength.

- Can follow story mode or free roam as any pilot with any mobile suit. Can create your own pilot and customize any mobile suit within series.

 

Multiplayer:

- Singleplayer career can be brought online for other players to join in on the side you are on and co-op through it if wanted. Anything important will be saved and streamed to both player's version of the game in an exact copy of one another. (This tech has already been done so its a snap)

- Up to 80 friends can play on one side or another with their pilots and vehicles they own.

- Can Co-op split screen (PS3)

 

--------------------------------------------------------------------

Features for Gundam Wing:

- Earth, Space, colonies, and moon maps

- Can Hi-jack anything in sight and using it against the enemy or to repair/re-ammo your mobile suit.

- Can switch vehicles with other Gundam pilots (or friendly allied pilots).

- Factions: Gundam Wing - Gundam/Colonies, Oz, or Alliance

- If sided with Gundam/Colonies: Your Gundam is your life and blood, depending on the Gundam you may never see it again. As a Pilot if you die, game over.

- If Oz & Alliance: Gain mobile suits through rank (prototypes through respect and rank). If dead you respawn at HQ with last skills gained from last sortie.

- If Gundam can transform into flight mode it can do so as long as needed. If a not so transportable mobile suit it requires reasonable transports to destination (and possible refits depending on environment)

- Massive choices of customization level of paint jobs, character outfits, character skills, machine parts, weapon ammo (bit flexible from reality), and any prototype add-ons.

- Can travel via vehicle in any major city or in a space colony.

- Every base that was attacked rebuilds realistically giving out proper resistance of action caused over time. For example if AI raided a base your raid would be that much easier until it realistically rebuilds its strength.

- Can follow story mode or free roam as any pilot with any mobile suit. Can create your own pilot and customize any mobile suit within series.

 

Multiplayer:

- Singleplayer career can be brought online for other players to join in on the side you are on and co-op through it if wanted. Anything important will be saved and streamed to both player's version of the game in an exact copy of one another. (This tech has already been done so its a snap)

- Up to 5 pilots for Gundam side, 80 for Oz and Alliance.

- Can co-op Split-Screen (PS3)

 

 

---------------------------------------------------------------------

Features for Gundam 00:

- Earth, space, and solar energy towers/station

- Can Hi-jack anything in sight and using it against the enemy or to repair/re-ammo your mobile suit.

- When dead mission fails, failure is not an option smile.gif

- As Celestial Being: Your mission is given by the main ship.

- As HRA, AEU, or Union: Your mission is given to you by HQ and mission generators.

- Every base that was attacked rebuilds realistically giving out proper resistance of action caused over time. For example if AI raided a base your raid would be that much easier until it realistically rebuilds its strength.

- Can follow story mode or free roam as any pilot with any mobile suit. Can create your own pilot and customize any mobile suit within series.

 

- Factions: Gundam 00 - Celestial Being, Human Reformist Alliance, AEU, or The Union.

----------------------------------------------------------------------

 

Features for G Gundam:

- Customize a mobile suit of a nation and use it to fight other nations through national tournaments.

- Customize your pilot and crew to further your creativity.

- Create your own nation and add it to the globe and build up reputation for the Gundam tournament. Build a national army just incase other nations decide to attack you in the old fashioned way to take over the world.

- Generate income from fanbase and from all the fights from one gundam fighting another through national, province, territory, or state.

- pilot your mobile suit freely roaming around from place to place by being given orders through mission generators or through national representatives in each nation.

- Choose to play story wise, free world roam, or world tournament mode.

 

Multiplayer:

- Fight your way to the top of the list earning victories and defeats to your belt. More you fight the more you gain with the more you can access over time.

- Survival: Fight your way through countless national Gundams (even regional)

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Game Idea #9 - Wolf's Rain

An RPG or RTS (both maybe?) were you play as a wolf trying to find other wolfs in a city or other spots to recruit and find paradise. You can choose to play in story mode or in free roam which gives you different ways to play. Story mode lets you play what was in the anime in an almost similar way and free roam you appear as a random wolf doing random things trying to find things to do. You basically try to stay alive with a proper food meter and hope your recruited wolfs don't desert you.

 

You can play co-op with other players if you wanted allowing up to 20-60 players in the world to roam around freely doing as they wish or to help you out in story/free roam missions/quests.

 

Game Idea #10 - Ancient Mu People

This one being about my story (Heres the "link") where you as winged humans try to expand in an RPG/RTS area. During the day you try to build your civilization in a half deserted area of the map while during the night you get attacked by night people "Kur". During the day you build anything your civilization needs and can explore to the main Pangaea but you would make sure that you don't stretch yourself out too far. You can build above and below ground and even in water to ensure your survival since after all you have too few to survive constant nightly raids let alone a raid of predator dinosaurs. You even try to survive past the meteor hit and even the ice age to try to make it to present day time without being wiped out.

 

For those who didn't bother to read the "Kur" means Shadow which are humanoid zombie like people that attack during the night to kill the unsuspecting and to eat little whats on the Mu island (but trees and water being plenty). The "Kur" aren't just mindless beings they can think and even come up with ways to hunt what they want down if they truly wanted.

 

You start off in an RTS mode building things like the main structure, the food supply, the walls, houses, tunnels, tree homes, fish farms, weaponry building, farms, tree regrowing buildings, weak people shelters (where those in your society were told to find the weak and have them trained to become stronger), training yard, religious buildings (where you can get supernatural help or revive your leader or have the leader's soul put into another newborn).

 

RPG Part:

- Your civilization's advancements of what is known is kept in a library (or similar). If a certain building gets destroyed you would have to relearn those parts.

- Your hero throughout the ages learns how to be a better leader and even those ready to be one. When your leader dies you can grab a royal blooded opposite gender and wait for the birth and have the previous leader's soul put into it.

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Brief Story Summary:

You start off in the city in America with a small web/group of friends just going around having fun. Later one of the friends suggest that you and them should go to a village in Europe to find any supernatural entities so the game takes you to Europe. There you end up in Eastern Europe were you search for stereotypical myths and made up ones for the game (and a few plausible ones). In the middle of the night your character then comes across this tree with weird markings in the left to be wild forest while your friends stick further back closer to the opening of the forest. A few of your friends notice that you found something so they come running your way while the others stick back camping out at the entrance. You then touch one of the tree's markings causing a few spirits to come loose from the tree. One of these spirits notices you and enters your body which then makes you faint.

 

Purpose

The main character has to now capture all the spirits without getting noticed by the public or the American army stationed in Europe. During the day you try to find the spirits (and if possible try and hunt them down) but during the night you have more freedom to gather them much quicker (from the supernatural ability gained by the spirit). If you don't hunt down the spirit the balance of the earth will be disturbed and the area the spirits are in will majorly disturbed. You'll notice during the day a spirit is in the area if you see cars randomly exploding or passive animals randomly attacking your. Or maybe some old people suddenly gaining super-human abilities attacking for no reason at all.

 

Main Character

- Main Character (choose between two genders) - Customizable

* PS3 (For the Blu-Ray advantage- Home characters)

* PC - (Would use ingame or PC tool to create characters)

The main character will have the ability to go invisible, have a six sense (sense people's movements), quicker then normal movements, Be a normal human during the day and a supernatural being during the night. You will also gain objects that are useless to humans (and yourself during the day) but become useful during the night time. Also will learn new skills that will help protect you and your friends from any harm (if you tell them to come or if they want to come along). For example a skill could be learning how to posses a wild wolf or the FBI agent tailing you to learn more about you. Or if your stuck in a jail cell you could rely on the luck factor or wait till when night strikes to escape the jail cell in many ways.

 

- Friends (4-10)

They come with you or are already in the place you arrive at. They have an AI will of their own making them join you or leave anytime they wish. When you ask for their help it will be totally up to them if they want to join you or travel back to whatever place they want to. You can tell them to bring something, send something or just research something. Even phoning them or messing them on the computer would work in game.

 

Side-Features:

- Able to bike around

- Hitch a ride in Taxi's, Buses, planes, cruise-liner

- Rent a car (to travel to the far off places, Make sure to keep it in tip top shape:P)

- Having money sent to you by friends (as favors) and also finding loose change on the ground and picking it up (or found by a friend and sent to you)

- Pick-pocketing (the more you do it the more police patrols the area).

 

 

Map:

The three major maps to travel between would be:

- America: New York

- Europe: Eastern European places, One major city with 3 villages

- Asia: Japan, Tokyo and a few villages

- Cruise liner and Airport map

 

All just to capture drifting spirits released from the other realm. If not captured will harm the area occupied.

 

Spirits:

These spirits will be different types from both our world and different worlds across the universe which happened to be merged by a tree (Can't say why). There will be animal types, human types, human folklore types, and alien types. You as the main character capture them in various ways, one way being having one of your friends carry pipe fox in a pipe that jumps out surrounding it and then absorbing it then releasing it into the realm of the spirits later. If they aren't caught the balance of the living and the dead will be disturbed and the spirits will harm any living thing in the area it occupies (including you).

 

Multiplayer:

- LAN - Take control of a friend character and you can join the main character.

- Internet - Co-op (like above) controlling a character.

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Colonial Game FPS

 

Well this is more what popped into my dream and for people who just love to compare things to another think of this as a FPS mode of Age of Empires but in a more realistic manner.

 

You basically just go around in FPS mode gathering resources and having it taken back to the main HQ area. There will also be armies/military fights but you got to dig deep into the terrain first. The main player who is hosting the game will be the colony leader and will order their workers around in FPS mode. The players will then go out realistically to gather resources while others go build up buildings. Each building will need the exact amount of resources so you can have a few other workers dedicated to dropping resources near the building site or have storage supplies in easy to access areas.

 

1) New World conquest:

Basically you start from your home land and will choose where to land on the map given to you. Then when you land you choose where to build and the workers (either AI or players, both maybe) will get on building your HQ which will be very detailed inside. This HQ will be in the fort you made with save points, storage supplies, ammunition storages, messages and the like. To receive shipments from your homeland all you have to do is send a messenger ship back and new shipments will arrive every few hours. Since this mode is more about conquering the new world this would be one lengthy game. You would fight the Natives or the other EU nations (or even the Asian ones) for the right of the New World while fortifying your own fort and gathering necessary resources.

 

2) Sandbox mode:

Just loads up a small to medium sized map where you, buddies and ai all work to conquer the region you selected. Its all up to you, your friends and the AI to survive without getting all torn to shreds.

 

3) Resource gathering AI and Friends:

Just your basic AI workers chopping down trees, you gathering fishs from streams, the leader scouting out the area with some AI horsemen bodyguards finding some easy to access resources on the way. Maybe having the AI mine the hills nearby while you use your buddies as bodyguards or Ninja style them into doing quick blows. There could even be clan fights where one clan fights another for territory or you could strictly stick to PvE where you fight everything as it arrives. If your friends feel like bringing some extra resources they could chop at a tree, have it stuck into their bag and horse it back to the village adding it to the pool of resources. Also traps can be set as long as you have the resources necessary as long as you know where it is and it doesn't hurt yourself.

 

Food = for recruiting infantry and workers

Wood = For buildings and weapons

Metals = For weapons, traps, vehicles and infantry

Money = (Gained from mines) will be used to buy everything

 

4) Research:

Traditional way of upgrading where you go to the library and have things upgrade that way with also entering other buildings reading their logs upgrading it that way also.

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Idea 13:

 

This being a game based on the Sims but in a more Universe expanded playing area similar to that of Spore but more specific to one entity. Its sounds better then having the sims stuck in a generic city with billions of expacks while your Sim can have a chance to travel the universe instead.

 

- Choose a race and create your sim that you will personally guide through his/her life

- Choose where you want your Sim to live

- Watch your Sim interact with other entities while you can guide him/her/it through their life.

- If your Sim dies a karma system will be in place where you just watch where your Sim goes guiding it in the universe wide world.

- Since I hate Sim games that are too peaceful maybe have some conflicts here and there where your Sim chooses if they want to fight or not while you (as a guardian) spend points Black and White 2 style.

- If your Sim turns religious or opens him/her/itself to you or someone similar you can do more for the Sim like miracles (or something more complex then miracles).

- Your Sim continues to act when the game closes where the game could generate realistic outcomes when you load the game back up.

 

Idea 14:

 

More of an RTS based idea however being more level map layered then a game idea. Have maps with many layers going higher or lower in a tunnel, on a planet, or in a mountain or something. It would make things more interesting for the complex RTS players who like to hide or use it to their advantage. Could end up hiding blind from enemy view. Was going to say this earlier but forgot. Also to add start off with a FPS hero that sets up an HQ and resources then with that you can go to RTS mode if needed commanding NPC units when theres not enough players. With many layers and starting off with a Hero setting up a base then slowly putting players into Harvesters, infantry and tank pilots would add to building an "empire" or "nation" literally yet virtually.

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A Racing Driver sim/Manager:

 

While watching my friend play his fair share of Gran Turismo 4 I came up with ideas when watching him. Just so we're on the same page I'm thinking Gran Turismo but thinking vaguely enough that it could be turned into any racing styled game.

 

You start off normally racing yourself going up the ladder of getting slow cars to later faster cars. When you managed to get enough cash you can hire a diver or two and give them cars (or they bring their cars). Like the car for sale in Gran Turismo 4 there could be an option to hire drivers and you can B-Spec them giving them experience plus winning points and all that. When you get to something more professional these drivers can race for you where they gain cash and points for both you and them so both of you can do better. When things get more endurance race like you can later hire pit crews to change tires for you and even start training everybody. Then when you got drivers and pit crews you will need somewhere to practice so going to pre made ingame tracks will be where you and your AI driver(s) can gain more experience.

 

When you get far enough into the game where you got a few drivers and pit crew you can then create a circuit more to your liking. Start small like a simple oval that can be changed into something as crazy as the Nuremberg Ring in Germany (or more complex). The more races you and your AI win the more you can customize the cars, the designs on everything, and maintaining everything. Every player will get one player made course so more of the focus is on perfecting the track then making countless and sloppy ones.

 

In short you race first then you hire drivers to race for you. When things get more complex you hire more drivers and pit crew and eventually can put designs on your cars and make a home track. This track then can be visited by AI and players at any point (if you open it).

 

Then when things get moving and more complex you can then start creating multiple car teams entering them into more serious competitions. You can bring these ai online or just race them offline making sure the cars are properly tuned and the AI properly experienced. When your home track has been perfected and you proved your worthy for another track making selection you another slot will open. These will then keep growing the more and more you compete getting trophies and such.

 

 

If people are bored waiting for other people they could wait in the pits waiting for other players to arrive in their cars. There could be a few practice laps before the actual race where all the drivers just help tune the other player's car and fuel it. This is also taking the idea from F1 2001 where you start off from the pits then head out on your lap.

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EAW 2 Ideas:

 

I'll quote this one since it was meant more for PF

Didn't want to ruin the other thread so I'll just list my ideas and give examples of what we could see. Do note these are ideas but I did try to keep the serious and what I'd like to see. If you post I'd like to see similar but if you don't and let this sink your choice.

 

 

1) Major/Minor hero:

Like with BFME 2 we get the option to choose our minor hero but this time we rank up points with them (Think the bottom right bar in C&C with experience). These minor heroes slowly grow by the more they experience, kill, survive, complete missions. (Think C&C with ranking, tanks healing).

Your heroes will be basic pre-made heroes as seen in EaW/FoC like a human,Wookie, Pirate, force user, and etc.

(edit: If your thinking RPG then your way off, think more along the lines of C&C Generals with the right experience bar and the tanks healing with units gaining ranks then keeping it.)

 

2) Hero points:

The hero points could be used for serious unit upgrades and to buy other units (Like mercenaries, infantry and vehicles). The more you kill, survive, and do mission (similar to that in Galactic Conquest in EaW/FoC). You hire units in ones and not in groups but you can group them in the menu before you fight.

 

2.5) Hero Points and Credits:

Your hero points is basically a reputation spendable points like credits. Its like a secondary income where you can buy basic units and units that aren't easy to get a hold of. Think Consortium's scavenging upgrade where every infantry gives you 5 credits but more of a hero spending currency. You can still use credits once you get to the commanding rank of the faction you aligned yourself with.

 

3) Hero Ranking:

Your hero starts off as a recruit where you do missions for the other guy until you rise in ranks to slowly command a faction of your own to dominate the galaxy ninja.gif.

 

4) Faction Alignment/creation:

You start off with either the Rebels, Imperials, a Pirate group, or later create on of your own. When your of a higher rank you can choose to branch off with your squad/army and create a faction of your own trying to survive, conquer, or just economically thrive. You choose what units you want to build, what paint scheme you want your faction to have and later create an appropriate faction symbol.

 

5) A minor hero FPS mode:

Well before you go hitting me with rocks or something just hear me out on this idea. Your minor hero needs to survive and be able to create a faction (or reform the one it currently is in) so you need to see where your going around the map. To be fair there will be a stamina/timer of how long you can be in this mode. For land you basically roam around Battlefront style but in space you roam around certain areas of ships once docked (if you chose your hero to capture with a squad). If you got any fair Space ideas let me know.

 

5.5) In multiplayer your minor hero is immobile (as in you got an RTS view 100%) but other people can join in with theirs (but still on a stamina/timer for FPS). If your the host your hero will be the leader regardless of rank, unless the option is clicked to ranking where the one who is higher ranked takes over. When the host leaves the game stays up and the person who is the next highest takes over. The lower ranked heroes have to obey you Battlefield 2 style , if they do obey they will get rewarded more.

 

6) Water units:

Well we know that Star Wars factions also fought on water so we could build bases underwater or harvest what we need from below. Finally see the use of ships, submarines, AT-AT Swimmers and the like.

 

7) Co-op Play:

You and other heroes (player or ai) can band up to achieve or overthrow the faction your currently in. Work through the missions trying to do what your told or do what you want. For missions you must accomplish or you won't proceed.

 

8) AI:

Being smarter and having more of a reaction to your presence and movements. Responds properly to every unit you hire and use on the field then counter attacks (or supports) them accordingly.

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  • 5 months later...
There's some good stuff here.  At the end of my semester I'll try to post the game idea that I am currently working on.  For those of you that don't know, I'm currently in a game design class and for the semester we have to come up with a game concept and write a lot of design documentation (about 80 pages).  It's a really fun class.
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