Different construction system similar to RUSE RTS
Post ideas and suggestions on new features or improvements here.
posted on May 15th, 2013, 5:24 pm
Ok, so I thought I'd mention this but I'm not even sure it's technologically possible for fleet ops, although it might be for the build from scratch version coming in the future...
I have a different RTS called RUSE, it's set in WWII and has some interesting features. I think the biggest one that could possibly improve fleet ops is its unit construction/deployment system. So here is how it works:
when playing the game, & I decide I want to build a tank or whatever, I open a menu that's on the top of the screen, go to armored units tab & select the tank I want. Then I click where in the game I want the unit deployed.
The game then determines the fastest way to deploy all of the units I have ordered, from the construction facilities I have built in the level.
So lets say I have two tank yards, A & B. A is 10 seconds away from where I want the unit & B is 20 second away. If I order 1 tank that takes 20 seconds to build, the game will build it from yard A. But lets say I want 2 tanks? The game will build one at A and one at B, and both tanks will be there within 40 seconds. if it had built them both at A it would have taken 60 seconds. Obviously it gets more complicated the more units you have ordered, but it always delivers them to site as fast as possible.
I can also move the deployment 'ghost' before the unit is built & the game will recalculate everything.
I've found the system that RUSE uses, makes strategizing and micromanaging the front lines easier. If I'm in the middle of a battle, all I have to do to order reinforcements is to order what I want, & where I want it, without ever having to leave. In Fleet ops and other strategy games, I would have to go back to my base & order units, (probably not in the most efficient way since I'm in a hurry) & then tell them where to go when they are done (or have a crudely placed rally point at the combat area).
I'm just throwing this out there to see what you guys think.
I have a different RTS called RUSE, it's set in WWII and has some interesting features. I think the biggest one that could possibly improve fleet ops is its unit construction/deployment system. So here is how it works:
when playing the game, & I decide I want to build a tank or whatever, I open a menu that's on the top of the screen, go to armored units tab & select the tank I want. Then I click where in the game I want the unit deployed.
The game then determines the fastest way to deploy all of the units I have ordered, from the construction facilities I have built in the level.
So lets say I have two tank yards, A & B. A is 10 seconds away from where I want the unit & B is 20 second away. If I order 1 tank that takes 20 seconds to build, the game will build it from yard A. But lets say I want 2 tanks? The game will build one at A and one at B, and both tanks will be there within 40 seconds. if it had built them both at A it would have taken 60 seconds. Obviously it gets more complicated the more units you have ordered, but it always delivers them to site as fast as possible.
I can also move the deployment 'ghost' before the unit is built & the game will recalculate everything.
I've found the system that RUSE uses, makes strategizing and micromanaging the front lines easier. If I'm in the middle of a battle, all I have to do to order reinforcements is to order what I want, & where I want it, without ever having to leave. In Fleet ops and other strategy games, I would have to go back to my base & order units, (probably not in the most efficient way since I'm in a hurry) & then tell them where to go when they are done (or have a crudely placed rally point at the combat area).
I'm just throwing this out there to see what you guys think.
Who is online
Users browsing this forum: No registered users and 17 guests