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Ground Battle RTS

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I'm not a game developer, but I was thinking about RTS game development. I thought of many features, but will use one of them, unit classes, with the purpose of discussing RTS in this thread. Hope you enjoy this.

The game would have 4 vehicle classes:

  • MBUs - Main Battle Units - Tanks - slow movers, enduring units (armor), move & fire units, many levels of fire range, pathmaker (broad passable areas), many sizes (it impacts other stats like fire set up time, projectiles capacity, etc);
  • APCs - Armored Personel Carriers - in this game you wouldn't control troops, they are an animation of the APCs. You just park the vehicle to do something (return fire, sabotage, collect data, rescue troops). Fast units, they are road runners (limited to cleared paths);
  • MSVs - Military support vehicles - mid in many aspects, special applications, move-deploy-undeploy, work as a weapon system (it means you might have 2 or 3 units per squadron) and other specific role vehicles will enter in this class. Air units are here, but you won't have fighters or bombers;
  • SLAVs - Support & logistics application vehicles - You don't have buildings or structures - mostly, you have deployable trucks. You'd have to move trucks a few times in-game, so you won't have lasting bases along the game.

If you want to create a picture in your mind:

  • the battles happen in lunar environments
  • if you like some rock-scissor-paper logic, innitially, MSVs protect from long&mid range, MBUs from mid&close range and APCs from close range
  • MBUs goes through all passable terrain, MSVS are mid and APCs moves only through cleared paths. There would be a SLAV that clear paths for MSVs and APCs. In the beginning of the game you have cleared paths, so the APCs can scout the map;
  • the game would have an automated economy system using drillers and transports;
  • Game with few micro, focused on customized formations and tactics. There would be basic formations, but you can change them before the game. The opponent don't have the formations you create, but can copy it in-game along the battle.

I imagined this because of the cancelled C&C. I'm also writing a (cool) backstory. They are humanoids, but not Humans, they are one race in a specific solar system and they are fighting for the moons in this system.

What do you think about it?

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Love it. I mostly agree with the fact that air units should have a support role only. I miss the days when RTS games had a limited function for air units, they seem to be almost as dominant/important as land units nowadays. A couple of air units per side is more than plenty in my humble opinion.

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Some ideas:

  • I'm thinking of the air units as SAR units + repair function. They basically grab the wounded unit like a buggy or a tank, take back to the nearest outpost and the unit might stay there a few seconds being repared. The air unit is capable to defend itself against the first attacker automatically and you can micro to redirect fire to a more worthy contender to take down. You can also cancel the rescue op, if you think it's an ambush;
  • * Here, a new concept: instead of having power or health bar, you have a cost x benefit bar. And depending the situation in-game, the status of the unit will change to tell you that, at that moment, its worth rescuing that unit. Sometimes the bar appears and sometimes disappears. I have to imagine now conditions to that logic (i.e. increasing or decreasing the bar). Giving an example: if a cheap wounded unit is closer to an outpost, but blocked by land, you call SAR in to repair the unit. If it's too far away or will take time to reach that unit, the bar won't show up;
  • * you can upgrade the SAR unit to be escorted by drones, so they can take fire and stay behind fighting, while the SAR makes its way out;
  • I'm also thinking of resource collection as mining sites. You don't send your harvester to base, you send a truck with pre-refined goods on it. You can steal it or you can destroy it and collect the cargo for recycling it;
  • When deploy a truck as a mining outpost, the package comes with defensive weapons. Every player can get a max number like 3 mines. You don't destroy the mining outpost. you destroy its extended capabilities.

* - Thanks for your comment, half of the post I just thought about it right now.

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