Rrtaya_tsamsiyu
10 years ago
So, I haven't been able to get RenX to work on my new computer. I was trying to think of things I could do with just INI and mapping work. One idea was to make it into a game similar to the board games Axis and Allies or Risk.

My idea would basically be to make a large map with different capturable cities, represented by buildings, that would produce income over time. Units would represent entire battalions or armies, and move very slowly across the map with only a short range to fire. Each unit would have only a couple of hitpoints and would only do a little bit of damage per shot, and would all have the same reload time. This would all be so that a universal system could be used for balancing. I think the best system for creating units would be to make factories be an upgrade for the cities. Repairs would be buyable.

So, I think this is a basic list of what is needed;
Income -capture cities
Production -city upgrade
Attack -the same as in generals, with major tweaking
movement -ditto -i really don't like using that word...

All units would be capable of capturing cities.
The board games used separate turns for each player of course, but this would be unnecessary here.

I think with the right design, this would be rather cool.

It would be amazing if maps could be switched around, while preserving variables, but I'm 99% sure that's impossible here lol.

Also, if it was made same as the board games, the units for each side would have the same mechanics.

Another thing is that A&A has ships, including ones to transport across water. I'm not sure if this could be done. It would't even have to be across in-game water, it could be a textured area, maybe boats could be scripted to stay withen its boundaries?

Or possibly this could be done on a galactic-ish scale, using teleportation to various 'planets' that would cost money? would basically make this more like SINS, lol.

I would want it to stay A&A based, cause I like ships, just not sure if that is possible.

Any thoughts?
one soul at a time
Sponsor
Gameanater
10 years ago

So, I haven't been able to get RenX to work on my new computer. I was trying to think of things I could do with just INI and mapping work. One idea was to make it into a game similar to the board games Axis and Allies or Risk.

Originally Posted by: rrtaya_tsamsiyu 



Zero Hour: Risk


My idea would basically be to make a large map with different capturable cities, represented by buildings, that would produce income over time. Units would represent entire battalions or armies, and move very slowly across the map with only a short range to fire. Each unit would have only a couple of hitpoints and would only do a little bit of damage per shot, and would all have the same reload time. This would all be so that a universal system could be used for balancing. I think the best system for creating units would be to make factories be an upgrade for the cities. Repairs would be buyable.



I think instead of having, say, a single Ranger represent a whole army, it could represent small battalions like you said. Or perhaps use Angry Mob code to create a single "unit" that has several little Rangers to represent a basic army. Could also have "battalions" of RPG guys to help counter against specific units, like tanks or air. Basic riflemen squads/battalions counter infantry, RPG squads/battalions counter vehicles and air craft, etc, but this brings a whole level of complexity that would be very hard to balance. Your idea of simply having a single unit represent a whole army is probably better and easier to do (though could be combined with Angry Mob code like I said.)

For repairs, I'm curious as to how they are done. Do you just upgrade at a building to get all or a few types of units to repair? Maybe a building could be upgraded to do the Propaganda Tower thing and provide a healing and firing rate boost effect around it (which also would drastically help to fortify the position?)?





So, I think this is a basic list of what is needed;
Income -capture cities
Production -city upgrade
Attack -the same as in generals, with major tweaking
movement -ditto -i really don't like using that word...



One question, how exactly does the game start? (It's been a very long time since I've played something like Risk, so... Idk.)

Income, Production, sounds good.

Attack - Would Guard and Attack Move be the same? Also what about unit vision or map vision?

Movement - What did the word "ditto" ever do to you? 😛




All units would be capable of capturing cities.
The board games used separate turns for each player of course, but this would be unnecessary here.

I think with the right design, this would be rather cool.



Sounds pretty good, and you're right!

Although I am wondering, would it be possible to capture an enemy's building? And what about Selling, would you be able to Sell buildings?



It would be amazing if maps could be switched around, while preserving variables, but I'm 99% sure that's impossible here lol.



You mean like take Tournament Desert and tweak it around to fit this mod while remaining balanced?


Also, if it was made same as the board games, the units for each side would have the same mechanics.



Hmm... If each side is the same just with a different art style, that could work but might be odd. Maybe this is where we use the Generals Points system to differentiate them a little bit, like USA gets a Paradrop and a smaller version of the Spy Satellite thing, GLA gets GPS Scrambler and Cash Bounty, and China gets a Nuclear Strike and EMP Bomb or something like that.


Another thing is that A&A has ships, including ones to transport across water. I'm not sure if this could be done. It would't even have to be across in-game water, it could be a textured area, maybe boats could be scripted to stay withen its boundaries?



I would say just replace the ships idea with using reworked aerial transport units. Like the Chinook and Helix. Although the GLA has no air unit aside from the lowly Cargo Planes...


Or possibly this could be done on a galactic-ish scale, using teleportation to various 'planets' that would cost money? would basically make this more like SINS, lol.



Sins of a Solar General



I would want it to stay A&A based, cause I like ships, just not sure if that is possible.

Any thoughts?



Water ships unfortunately would be very hard unless you captured pre-existing ports (which would be doable). Even then, you can't waypoints and units don't seem to work quite as well in water as they do on air or land. Plus it'd be a pain in WB to set up waypoint paths in the water and all. Generals/Zero Hour just isn't built for much naval gameplay.


I love the idea!
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.
Rrtaya_tsamsiyu
10 years ago

Smaller groups/Mob logic


The problem of representing smaller groups of units is that it just means more units on the map, which in a A&A style game mainly adds confusion. Basically means more units, same game. Which, it would need more units on the map than standard A&A due to having ranged attacks instead of territories, but wouldn't be nearly as many in one battle as Generals. Using mobs would mean a similar result of confusion, due to more units running around. Could also cause problems for certain things, like transporting and ranges:/

Repairs


Repairs would basically be a button to press on any owned object, which would buy a temporary upgrade that would instantly repair the object. Would also cost money.

Starting


Well, with A&A you start with a certain amount of money and various units already on your territories. I would guess Risk is about the same. I haven't actually played Risk, I've only heard that it's basically a simple version of A&A.

Commands/Vision


Attack Move and Guard would be the same, guard would just have a tiny radius. As far as vision, I was thinking the entire map would just be constantly revealed. Would be interesting to have fog though, would mean the ability for surprise invasions.. something to think about

..


It's way to cliche. Or overused. Or something. No.

Capturing


Yes, would be able to capture enemy stuff. Cities in this mod would take the place of territories on the board games. In the board games all the land starts out owned by one side or the other, neutral cities could be in this mod though.

Map switching


Well, I was meaning like completely switching maps, but that would need to be an entirely different game and game engine lol. Was partially thinking of a different idea i think.

Units being the same


In A&A (and as far as i know Risk), the infantry all have the same values between sides, same with arty or any other unit. Just makes things simpler, but differences among sides would be nice.

SoaSG, lol.

Boats


And yeah. Another problem with boats is transports basically wouldn't work at all, game isn't programmed for it.
Making airplanes that look like boats would work, but then they would be able to go on land.

one soul at a time