Massive Conquer the World (Or almost) Campaign
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Lancefighter
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Re: Massive Conquer the World (Or almost) Campaign
well generally, the idea is that you cant bring in 50 tanks every 2 minutes, just one group of tanks..
Ideally i just want the player to have a choice. Preparation is key to victory, but a good AI will also realize your moving in tons of artillery and move to intercept (most players would, im thinking.. then again, campaign AI is nowhere near that good >.<) I would hope, like in supcom, your building your base under fire a lot of the time, so you dont have the luxury of bringing in a pure artillery group.
Ideally i just want the player to have a choice. Preparation is key to victory, but a good AI will also realize your moving in tons of artillery and move to intercept (most players would, im thinking.. then again, campaign AI is nowhere near that good >.<) I would hope, like in supcom, your building your base under fire a lot of the time, so you dont have the luxury of bringing in a pure artillery group.
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DTSX
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Re: Massive Conquer the World (Or almost) Campaign
No, I think you don't understand that regardless of tech, the last "boss" will be a massive fortress where you have no hope of punching though without some heavy firepower, namely not viper machineguns.
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Lancefighter
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Re: Massive Conquer the World (Or almost) Campaign
id agree that you would virtually be required to research some main things in order to /get to/ the boss, but never to /defeat/ the boss..
for instance, the three provinces directly next to the 'boss' base might include the heavy cannon, the lancer, and the bombard as tech rewards.. sure, getting all 3 would be nice (and generally make the final t1 battle easier), but getting all 3 should in no way be requierd
for instance, the three provinces directly next to the 'boss' base might include the heavy cannon, the lancer, and the bombard as tech rewards.. sure, getting all 3 would be nice (and generally make the final t1 battle easier), but getting all 3 should in no way be requierd
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Assault Gunner
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Re: Massive Conquer the World (Or almost) Campaign
Yeah... T1-1.5 techs would be good for the first campaign. 2-2.5 2nd campaign, and 3-ultimate for final campaign.
"There is no greater Void than the one between your ears." - Void Ray, StarCraft 2.
Especially the Void between the ears of people who think that No VTOL is a good idea, and won't lead to arty wars. I've won one, and I have to say: I hated it.
Especially the Void between the ears of people who think that No VTOL is a good idea, and won't lead to arty wars. I've won one, and I have to say: I hated it.
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Assault Gunner
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Re: Massive Conquer the World (Or almost) Campaign
Oh, also:
Campaign 1: Americas
Campaign 2: Eurasia
Campaign 3:Africa and Australia(absolute final level)
Campaign 1: Americas
Campaign 2: Eurasia
Campaign 3:Africa and Australia(absolute final level)
"There is no greater Void than the one between your ears." - Void Ray, StarCraft 2.
Especially the Void between the ears of people who think that No VTOL is a good idea, and won't lead to arty wars. I've won one, and I have to say: I hated it.
Especially the Void between the ears of people who think that No VTOL is a good idea, and won't lead to arty wars. I've won one, and I have to say: I hated it.
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Roux Le Corps
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Re: Massive Conquer the World (Or almost) Campaign
This seems like a great idea, and so far well fleshed out, but i have a few ideas if i may
artifacts, in alpha missions it says synaptic link tech is in the general area of your landing site, so you look.
shouldn't their be something like that in the description of each province?
away missions, Most of the time in campaign, your sent out on away missions to investigate, rescue, or otherwise stop a threat, perhaps a randomizer for each province? the more you control the more likely an away mission is required?
story, could be implemented, based on progress, bump into someone during the tutorial and the story progresses from there, you could use defensive missions and away missions to progress the main story, and other missions to progress minor stories?
alliances, if we are going for scale, we should have alliances, like in emperor battle for dune, you could have minor factions provide unique technology and missions.
well thats my two cents, hope anything there is useful ^_^
artifacts, in alpha missions it says synaptic link tech is in the general area of your landing site, so you look.
shouldn't their be something like that in the description of each province?
away missions, Most of the time in campaign, your sent out on away missions to investigate, rescue, or otherwise stop a threat, perhaps a randomizer for each province? the more you control the more likely an away mission is required?
story, could be implemented, based on progress, bump into someone during the tutorial and the story progresses from there, you could use defensive missions and away missions to progress the main story, and other missions to progress minor stories?
alliances, if we are going for scale, we should have alliances, like in emperor battle for dune, you could have minor factions provide unique technology and missions.
well thats my two cents, hope anything there is useful ^_^

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Lancefighter
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Re: Massive Conquer the World (Or almost) Campaign
story in such an 'open world' is kinda hard - For most rpg games of the sort usually a story is loosely enforced, which is both good for gameplay and slightly harmful to the story..
I could see a small campaign story being overlapped over it somehow.. Kind of like how in fallout 3 you could finish the main quest, but on the way you could do different things that change how the final cutscene thing ends (ignoring dlc).. Im kind of thinking that 'important' provinces could have a cutscene and some text with them (like dawn of war:dc)..
Lets say the player starts in a province in the area of new york city, after the mission you might get this text:
'this province was once the ruins of New York City, now home to a disorganized mob of scavengers that roam the area. Here is where <the commander> first steps out into the world scale as a military power. Rising from obscurity and forming a para-military organization lead The Project into their world endeavors. From here The Project will maintain a base of operations and lead forays into other parts of what was once the United States to recover valuable technologies that will give them an upper hand in encounters with other organizations that seek to control the area.'
Or maybe when going against the first boss base:
'<the commander> has been working tirelessly with The Project to become a strong force in the United States. Under <the commanders> Supervision, The Project has recovered technologies, that while in pre-apocalyptic America might have been obsolete, make <the commander> today into a very strong individual. However, all is not a cake-walk, in <the hostilebaseplace> <the commander> will have to use all the forces and technologies at his disposal to defeat the New Paradigm, and put an end to their meddling in the United States'.
Or attacking a strategic position such as west point:
'Here once stood the the premier training grounds for ground forces of the United States Army. While the area above ground was reduced to an atomic dust, pre-war records indicate that there may be a fail-safe bunker located under this site. Project engineers claim they can extract some valuable military training equipment and information from the bunker, if they can get there safely' (mission: transport 'special truck' to bunker site.)
Stuff like that. It provides a backstory and some interesting stuff to read, but doesnt really make a 'full story' like a fps or rpg might be able to pull off easily.
I could see a small campaign story being overlapped over it somehow.. Kind of like how in fallout 3 you could finish the main quest, but on the way you could do different things that change how the final cutscene thing ends (ignoring dlc).. Im kind of thinking that 'important' provinces could have a cutscene and some text with them (like dawn of war:dc)..
Lets say the player starts in a province in the area of new york city, after the mission you might get this text:
'this province was once the ruins of New York City, now home to a disorganized mob of scavengers that roam the area. Here is where <the commander> first steps out into the world scale as a military power. Rising from obscurity and forming a para-military organization lead The Project into their world endeavors. From here The Project will maintain a base of operations and lead forays into other parts of what was once the United States to recover valuable technologies that will give them an upper hand in encounters with other organizations that seek to control the area.'
Or maybe when going against the first boss base:
'<the commander> has been working tirelessly with The Project to become a strong force in the United States. Under <the commanders> Supervision, The Project has recovered technologies, that while in pre-apocalyptic America might have been obsolete, make <the commander> today into a very strong individual. However, all is not a cake-walk, in <the hostilebaseplace> <the commander> will have to use all the forces and technologies at his disposal to defeat the New Paradigm, and put an end to their meddling in the United States'.
Or attacking a strategic position such as west point:
'Here once stood the the premier training grounds for ground forces of the United States Army. While the area above ground was reduced to an atomic dust, pre-war records indicate that there may be a fail-safe bunker located under this site. Project engineers claim they can extract some valuable military training equipment and information from the bunker, if they can get there safely' (mission: transport 'special truck' to bunker site.)
Stuff like that. It provides a backstory and some interesting stuff to read, but doesnt really make a 'full story' like a fps or rpg might be able to pull off easily.
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DTSX
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Re: Massive Conquer the World (Or almost) Campaign
I was thinking that story would only involve Tutorial Missions, the first conquest, and some reveals about other factions trying to fight for the US. Then there are certain "chokepoints" where the player MUST go through in order to continue. These are basically giant forts that will also add some story element. If the player wants, he/she can pursue some of the factions and learn about their rise to power/connection with Nexus.
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Assault Gunner
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Re: Massive Conquer the World (Or almost) Campaign
You guys give me the map, and what you want in each province, and I'll lay the levels out.
"There is no greater Void than the one between your ears." - Void Ray, StarCraft 2.
Especially the Void between the ears of people who think that No VTOL is a good idea, and won't lead to arty wars. I've won one, and I have to say: I hated it.
Especially the Void between the ears of people who think that No VTOL is a good idea, and won't lead to arty wars. I've won one, and I have to say: I hated it.
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MetalWarrior95
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Re: Massive Conquer the World (Or almost) Campaign
Guys,you should rather look at the map of usa,look at google earth and try to guess the height of the ground and what objects will be in future, so that you can make detail maps and count that USA will have about 700.000.000+ population and there will be mostly major cities!
Il crush you!If i get crushed,il crush you twice stronger!!If you crush me again,then il blow up your PC!!
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Lancefighter
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Re: Massive Conquer the World (Or almost) Campaign
well thats the thing - we dont particularly know what survived the war. Generally, you will find people in one of two places - pre-apocalypse cities, or places untouched by missiles.. generally isolated areas (mountain ranges make semi-good shields for nuclear radiation, for instance).
I somehow doubt warzone could take place in a country with 700m population, it just doesnt seem the right game (nukes getting thrown around is the largest reason i say this)
I somehow doubt warzone could take place in a country with 700m population, it just doesnt seem the right game (nukes getting thrown around is the largest reason i say this)
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MetalWarrior95
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Re: Massive Conquer the World (Or almost) Campaign
Well you just calculate probavly number of victims 700.000.000+ before was and now???
Also check my showcase,my first released map and it you like it then youl probavly wanted that i map for you and also i made it in 30minutes,more less!
Also check my showcase,my first released map and it you like it then youl probavly wanted that i map for you and also i made it in 30minutes,more less!
Il crush you!If i get crushed,il crush you twice stronger!!If you crush me again,then il blow up your PC!!
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Lancefighter
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Re: Massive Conquer the World (Or almost) Campaign
uh well. the US has somewhere around 300m people for the moment? even in around 100 years, if population doubled... well, its generally not going to be 700m anytime soon o.0
Anyway, id project the population to be around 50m ... conservatively.
Anyway, id project the population to be around 50m ... conservatively.
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Assault Gunner
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Re: Massive Conquer the World (Or almost) Campaign
Meh. The current population of the US is roughly 385 million. Therefore, if the population doubled, the US would have ~730 million people, though not much more.
"There is no greater Void than the one between your ears." - Void Ray, StarCraft 2.
Especially the Void between the ears of people who think that No VTOL is a good idea, and won't lead to arty wars. I've won one, and I have to say: I hated it.
Especially the Void between the ears of people who think that No VTOL is a good idea, and won't lead to arty wars. I've won one, and I have to say: I hated it.
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Roux Le Corps
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Re: Massive Conquer the World (Or almost) Campaign
then nukes, that were unexpected cuts AT LEAST two thirds...
