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readgeek
#86056713Thursday, January 03, 2013 3:23 AM GMT

Unit idea's: A unit designed like a flat bed truck that can carry A.) 2 Tanks or B.) 3 Artillery Aircraft carrier Capable of carrying, or garrisoning, planes. Holding them on its top, similar to that of a jeep or Humvee. They are unable to fire while on the carrier. It can hold up to 4 planes. It has a damage rate equal to that of a mother-ship, and 33% larger than a battleship. They count as 2 ships, and cost 400$. Helicopter Desc. found in Building idea's>Helipad Building idea's: A helipad, that produces helicopters. These units count as one plane, and carry 3 units, while having the ability to do damage slightly less than that of a regular light plane. Pre-made wall structures option Hospital. Capable of garrisoning, and healing, 5 soldiers at one time. Does not repair tanks or planes. Medium health, and a cost of 300$. Space Station. A stationary building that hovers at the height of motherships with an invisible link to the surface. This idea, could simply be one to have a turret like system, or it could create a droid like unit similar to that of a space fighter, only faster and weaker. It could also be used to design a system that heals space units. Map ideas: Intercontinental. A map divided in the middle by water, with 2 sides. Each side holds 3 teams. This could either be a channel, or a continental separation such as that of the bering straight, the separation between Alaska and Russia. Mountain Range. A white map to represent snow peaked mountains. This map has lots of mountains that are a physical disadvantage on the map for players, but can be used to the advantage of players. Division. A map divided 3 ways by a river that separates in the middle. The land is primarily flat, with various hills and what not. On the edge. Small islands scattered across a naval map, where the teams all reside the farthest geographical distance from one another, all on separate islands. City life. A map that has a large city in the center, this is for primarily the king of the hill map. Harbor life. A map where there are 3 large islands, each holding 2 teams. The islands are designed in a U shape, with a plant at the center of each U inbetween them, and small islands around the islands. this map is designed to create a harbor effect, and increased need for naval units.
jmbomb
#86060680Thursday, January 03, 2013 4:04 AM GMT

He stopped caring a whole lot about the game a long time ago.
readgeek
#86061776Thursday, January 03, 2013 4:18 AM GMT

It's more about creating a legacy, jmbomb. When I say this, I mean that others will create games like it. The ideas that are created from TC, can thrive in even better games.
CubicBerserker
#86090506Thursday, January 03, 2013 4:33 PM GMT

I'll reply to your ideas in the order you wrote them and add my own views after that. I don' really see the point of a land unit that carries tanks or artillery. The problem with most aircraft carrier suggestions is that often no incentive to garrison planes is added. Garrisoning them makes them slow and unable to fire so what's the point? In real life fuel would be the main reason but here we have no such mechanic. One possible solution would be to make it heal planes that are garrisoned. Another would be to allow it to produce planes. Without this I see no point in having such a unit, let alone spending 400 to get one. I don't really have a problem with a helicopter unit (although the existing planes should probably have been gunships to begin with) except for the fact that I think a seperate building is overkill. Depending on the cost it would make them either under or overpowered. Underpowered is what they would be if the cost of the helipad is the same as for the airport. Overpowered if it is less since this would allow for faster air escape, making regular planes obsolete. The unit itself isn't a bad idea, though I think there are other priorities which I will outline below. I'm not entirely sure what you mean by pre-made wall structures. The hospital... Given the fact that a support centre can do all it does and more for only 180 while still being next to useless I think it's just not going to work. For 300 you can buy 15 heavy soldiers. If you wanted this thing to pay for itself it would probably have to heal 20 soldiers at the very least. All of which need to be brought back to your base which gives you a serious positional disadvantage. Even then the money could be better invested in plants, which are far more likely to pay for themselves. Now the space station. If you make it a point defense system then what would set it apart from regular turrets other than looks and perhaps cost? And if you go with the drone approach the same argument as with the helipad applies. Having a seperate airport and space link already makes the later obsolete. This would only make it worse or be obsolete itself. I like the map suggestions. I tend to prefer maps that have a balance between land and water such as the great lakes map or that map with just two islands. One thing I think would be cool is to have a map where everyone spawns on a big island in the middle with smaller islands surrounding it. The thing with most unit suggestions is that it's hard to find a unique role for a unit in this game. The reason for this is that the unit system we have now is too simple to allow it. Instead of suggesting more units that have no purpose we should try to come up with a good system to start from. The main problem with TC now is that there are no unit counters at all. Almost every RTS uses unit counters for the simple reason that it works. It makes the game easier to balance and adds strategy. Without this it's almost impossible to avoid having some OP unit. In this case that unit is the heavy soldier. Since it is more cost effective than any other unit there is literally no point in using tanks unless you hit the population limit. Planes get away with it but only because flying gives them a unique role beyond mere combat. Space planes on the other hand are completely obsolete since air units can fulfill every role they have for a lower price. (I know they have some small advantages, as do tanks. The point is that they do not outwheigh the disadvantages, nor do they create a new possible use.) The only real exeption is artillery. This is the only unit that actually counters something, turrets in this case. Snipers don't count since they can't take infantry in open combat. To illustrate this point I will suggest a possible unit scheme that TC (or a possible new game) could use, only looking at the three main unit classes for now (infantry, ground vehicles and air) The basic idea is that every class would have at least three units, one to counter every main unit class. Other units can be added with hybrid, support or specialist roles but this is the minimum. The whole concept of heavy/light units would just be scrapped. -Infantry- The main unit would be a regular soldier with a gun. It would be decent against most units but most effective against other infantry types. It would be a good choice to use as the core unit in your army. Slightly faster than other infantry. Next, an anti tank soldier. This soldier would as the name implies be quite effective against vehicles but not so against soldiers. Can't attack air units. SAM infantry would fulfill the role of anti air using guided missiles to effectively fight air units. To make them somewhat more usefull (since they can't chase aircraft that try to run from them) they would have a good range. They can't attack other unit classes. -Vehicles- Armored vehicle: Uses a machine gun to effectively fight infantry. Slightly faster than other vehicles. Tank: Good against vehicles, can't attack air units. Mobile AA: Very good against air units, long range. Can't attack other unit classes. -Air units- Attack helicopter: Uses a machine gun that is most effective against infantry. Slower than other air units. Bomber: Good against vehicles but can't attack air units. Fighter: Uses a guided missile system that is very effective against air units. Fastest unit. This is just the basic set of units of course. Naval units and point defenses would get similar subtypes to deal with specific unit classes, although naval units are slightly different because anti infantry or anti tank units make no sense here. Space units are a bigger problem, though if we consider them to be like air units and similar subtypes are added they could at least pretend to have a purpose. Note that once such a system is in place it's much easier to come up with specific roles for new units. You could for example have hybrid roles such as a unit that is good against all ground units but horrible against air units. Most of the units we have now would either be removed or repurposed. (all light units would simply be removed, same for juggernauts if no real purpose can be found) All in all though the result would be a much more balanced game where more units are actually useable. Right now the only units that have some legitimate use for me are the following: Heavy soldier, heavy plane, naval transport, artillery and humvees. All other units have very marginal uses at best. As you can see, this would require a complete redesign. It's also likely that some users would not like the removal of certain units, no matter how useless they are. Doing this would be a big step but in my opinion a very necessary step as well. If this is done then the only big problem remaining would be unit lag. As far as creating other games is concerned TC has its good parts. The strong focus on map control and aggressive gameplay for example. It's main merit though is that it works well. Compared to The Little Men there are a lot less glitches and units are easier to control. Such things aren't easy to do and that is why I think creating another game like it would be so hard. The important part though would not be how it is similar to TC, but how it is different. There is certainly still room for improvement.
12NINJAMASTER12
#86126057Friday, January 04, 2013 12:14 AM GMT

Personally I rather have HH make new game modes than units because the units being suggested are units I would probably use in the end of the game. I just basically only use heavy airplanes. Anyway here is a few unit ideas. I will be thinking of new game modes. Aircraft carrier : Made from docks and is first classified as a ship. It cannot attack or make airplanes yet. It can be deployed in one place and only one place. Once it is deployed , it is classified as a building but cannot move again. It can make airplanes,heal nearby airplanes, and has 2 cannons to defend itself and has a lot of health like a fort or command itself. Depending on what you guys think it can slowly repair itself. There should be a unit that is like artilley but on attacks units and not buildings. The price should be 100-135. Next there shoul be another unit that is a combination of the artilley and the unit previously mention and can attack both buildings and units. The price should be between 140-180. Any feed back with be helpful so I can learn from my mistakes.
HatHelper
Top 25 Poster
#86132517Friday, January 04, 2013 1:10 AM GMT

Suggest me game modes. No juggernaut. I think a mobile heal truck would be cool. Soldiers could garrison inside so that they don't get shot at. I've already built a Helicopter. No one has built me an aircraft carrier, so it isn't going to be added yet. I'm not building it.
12NINJAMASTER12
#86434976Monday, January 07, 2013 2:26 AM GMT

Free for all. Everybody fight for themselves. Elimination is where you start with a lot of money and you gain money for destroying buildings and units so no money is lost. Once a player is dead they cannot donate to their teammate anymore. No Power plants or nuclear plants. You can build one but it won't give u money and costs 0 dollars so you build buildings near it. You can set bounties on players and the person who delivers the killing blow to the enemy you get the cash. You don't have to have bounties included. There are allies. Deathmatch is where you start at a fixed price. It increases every couple minutes so every body is even and now depends on your strategy to win. There are allies. You can make it into just a fixed price that is a 100 or so and doesn't increase through the game. There are allies. Let me know your thought about this.

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