2004.02.26 youbastrd started; posted 2004.02.27 to 

I've been tossing around and idea for a new gametype.  Basically, it's a real-time, multiplayer version of the strategy mode in SC1.  There are places on a "map" that you can build starbases, mines, fortifications and colonies.  Players spawn at a starbase.  The goal is to eliminate the opposing team's starbase(s).  Each team starts out with one starbase (depending on the map).  Each player has a running count of starbucks, and each team has a maximum number of starbucks, as well as a starbucks "growth rate," associated with it.  

(15)* Here's a [URL=http://www.geocities.com/misctwstuff/layout.png]possible map layout[/URL] and an [URL=http://www.geocities.com/misctwstuff/enlargedView.png]enlarged view[/URL].  You can get the source Dia files [URL=http://www.geocities.com/misctwstuff/Gametype-Matilda.zip]here[/URL]


The game is 2D.  The planets, and some things like fortifications, orbit a star.  This has a few effects:

(1)* the universe looks a little more alive

(16)* the idea is that there should not be a direct path to the opposing team's starbase.  The orbits are chosen such that you're likely to encounter at least one or two fortifications (no matter which team controls them), or get into the star's deadly gravitation pull, en route to the enemy starbase.  

(2)* since both starbases are orbiting (and moving), slow ships will take forever to chase after a starbase which is moving away from them, but will be able to rush straight towards the starbase if they stay in its orital path.  Straight into the fortification, in the example. :)  Thus there are at least two paths to the enemy's starbase: the faster, more dangerous route through the fortification, or the slower, less dangerous route that slower ships may not be able to do quickly.  The slower route may give the enemy time to see you coming.

Some more ideas:

(3)* the universe does not wrap around.

(4)* Each player has their own "Starbucks" stat.  When a player is going spawn (or more specifically, right after they are blown up, or are just joining the team), a popup of available ships appears.  The player must "purchase" a ship with their starbucks.  There are no free ships, although there are some cheap ones.  If a player has spent all of her starbucks, she must wait for her starbucks to regrow.  There is also a "respawn time," a sort of cool-off time that a player must wait to respawn.  (that's set a server option)  Players regrow starbucks even when waiting to respawn.  (another server option)  Each team has a "starbucks growth" rate, which determined by the number of starbases and mines the team controls.  The numbers and rates are chosen such that, one way or another, the game is fair.  :)

(4.1)* * starbucks are also given for killing enemies and enemy *things*.

(4.2)* * if you return to your starbase, you can select a new ship.  A certain amount of the purchase price ( < 100%, more like 50%) is returned to the player, and can be used in the purchase of a new ship (ie you sell the old one before you buy the new one).  [No idea how to work this into the interface!]

(4.3)* * (variation) if you just respawned a few seconds ago, and you're still in proximity to a live, allied starbase, you can get 100% of purchase price back (if you don't like the ship, or made a mistake)

(4.3)* * (variation) to speed the game up and help new players, perhaps you automatically select the same ship as the last time when you respawn

(4.4)* * you can select which ship you would like to use when you die, while you're still alive.  There's a pop-up menu, similar to the one that actually appears when you do die, with which you can select the ship.  Pressing a button in-game brings up this menu.  (similar to the limbo menu "L" in enemy territory)

(4.5)* (variation) the starbucks growth rate is non-linear.  That is, it takes a few seconds to grow to a reasonable value, like 15, but takes a few minutes to get from 15 to 30.  

(4.6)* (variation) each ship type can be unlocked for a relatively high purchase price, but getting an instance of it later costs less.  

(4.7)* (variation I don't particularly like) each team has a communal starbucks stat, and players use this instead.


(5)* there's no engineer-type ship to build things in the game.  Instead, every ship is capable of building.  To do this, float near what you want to build, then press a "Use" button.  This drains your Starbucks stat at a reasonable rate.  Mines and colonies take a basically 1x a full Starbucks meter; fortifications take 1x and it may sacrifice your ship (see variation); Starbases take 2.5x a full starbucks meter.  This means that teamwork is involved in making a starbase, and is probably required at the beginning of a match to get nearby mines, colonies and fortifications built.  This clears up the need for "support classes," like medics in FPSs.

(6)* The map should be made is such a way that it is never ambiguous what it is you're building when you press the "use" button.  Each *thing* you can build has a radius, within which, pressing Use will try to build that thing, if it's not built already.  These radii do not overload (that's why forticiations are not on a planet's surface, you may want to build something on the surface).  

(6.1)* * As a usability feature, which will need to get tested in-game, the ship may "lock-on" to a building target. In case you're in a fire-fight, and trying to build at the same time, in an area with multiple build targets, the ship will only try to build the first thing you tried to build while the use button is down.  You can change targets by releasing the button, entering the build radius, and pressing the button again. 

(6.2)* * the *things* start out neutral and unbuilt.  When a player moves inside a build radius and hits "use," the *thing* immediately becomes owned by the player's team.  The *thing* has max hit points proportional to the % amount it has been constructed.  Its current hit points are incremented at the same time and rate its max hit points are incremented.  If the *thing* happens to get damaged enough to get its hit points to zero or less, it goes into the unbuilt state, and becomes neutral.  Your team only starts to gain the benefits of the *thing* when it has reached 100% build status.  

(6.2.1)* * *things* under construction must increase in % constructed, or they "timeout."  This prevents someone from flying to each structure, putting 1 starbuck into it, and making it seem like the structure is already built (this would confuse players, esp new ones)

(6.3)* * (variation I don't like) player must touch the *thing* in order to build it.  This only make sense for *things* which exist in space, not on a planet's surface. (Unreal 2k4 demo has a game mode like this)

(6.4)* * (variation I don't like) *things* can get built into an "owned, unbuilt, partially constructed" state.  This takes place at about 50% of the constructed amount.  From this point, the structure will slowly build itself, at a much lower rate than could be achieved with a player actively constructing it.  It will still remain unused (ie no benefits) until it is at 100% constructed.  

(6.4.1)* * * (variation I like even less) the rate a *thing* constructs itself in an "owned, unbuilt, partially constructed" state depends on the team's starbucks growth rate.

(6.5)* * Multiple players on the same team can construct the same *thing*.  It speeds up the construction speed, and drains each player's starbucks.  When combined with non-linear starbucks growth rate, this can be a very effective strategy.  

(7)* (variation) building a fortification consumes your ship at the end of construction.  The fortification gains some ability which is based on your ship type.  For example, if fortifications have 5 gun mounts, one will be a gun which is loosely based on what your ship had (chmrr avatar, earthling crusader will both make point defense, but the chmrrs will be better; druuge mauler will make some kind of sniping weapon), and four guns will be standard "support" guns.  The support guns will compliment the main gun, making up for its potential lack of range, firing speed, etc.  For an example of this 5 gun layout in action, check out that [url=http://dynamic.gamespy.com/~starcontrol/board/YaBB.pl?board=general;action=display;num=1073577934;start=]Star5 game[/url].

(7.1)* * a well-thought out chart, better than this one, should be made up.  It should take the cost of the sacrificed ship into acount, and also enumerate the total damage the combined fortification can dish out.  

[FONT=Courier]
[b]Ship sacrificed            F. Main Gun                                          4x Support Guns[/b]
Illrath                    Fires off webs, which stop enemies                    Longer firing range,
                                                                                 more damage, slower 
                                                                                 firing rate    
Arilou, Earthling, Chmrr   Medium-range Point defence (chmrr is best)            Longer firing range
Druuge                     Long-range sniper gun, slow refire rate, high damage; Faster firing rate
                           shot can go straight through ships and still deal 
                           damage
Ur-Quan Dreadnaught        High damage, medium firing rate, ass-whoopin' plasma  Weaker shots
                           goodness; splash damage
Chenjesu                   Slow refire rate, very large, slow projectile that    Faster fire rate, less damage
                           breaks up into three smaller ones, which fan out at 
                           45 degrees left and right; splash damage
... etc
Anything else              Normal (medium firing rate, good damage)              Normal
[/FONT]


(8)* There's also colonies, which aren't shown on the example.  Hovering near a colony with your "Use" button down will request that the colony sends you crew (which float in space towards your ships, like Orz marines do).  They can be built on a planet's surface.  It takes a few seconds to completely fill up on crew.

(9)* (variation) Players can repair *things* by hitting their Use button in the build radius.  This costs Starbucks.

(10)* (variation) one of the building types can also recharge your batteries in the same way as colonies.  Starbases, perhaps?

(11)* right now, the relationship between the starbases and fortifications is kinda vague.  Which fortifications require which starbase to be built first?  How do we communicate that to the user?  Or are all forticications build sites neutral before building them, like in SC1?  Are some *things* always owned by a team, no matter if it's built or not?  (the fortification which orbit with the starbases in the example should be owned by the starbase's team... see next variation)

(12)* (variation) the server must choose a victory condition: "Destroy all enemy starbases," "Destroy the enemy's starting starbase."  Also, a server option may be: "Give starting starbase extra hit points and armour."  

(13)* there are also places in orbit around planets which spawn "precursor artifacts."  These are like the quad-damage / big keg 'o health / etc powerups in FPSs.  The precursor artifacts spawn very infrequently, and choose a random planet to spawn above.  Not every planet has an artifact spawn point.  This mimics the behaviour of SC1, but also allows for player joining the game later on to also have access to them.  The artifacts provide an immediate boost to the ship which touches them, and are "brought on board."  ie the artifact disappears in space, and an icon with descriptive text appears in the ship's captain profile.  The artifact is destroyed when the ship is destroyed.  Artifacts do not influence the result of constructing fortifications (if the ship is sacrificed).

(13.1)* * Some effects: Extra Max Crew, Extra Max Battery, Extra Battery Growth Rate






(14)* Yes, this is what Vangaard was intended to be, and I know people have posted all kinds of ideas in this vein.  Still, it's fun to toss around ideas, even if they get thrown aside. :)




(16)* Related Games:
Star Control 1, CounterStrike, Return to Castle Wolfenstein: Enemy Territory, Purge, Star5, Natural Selection