YES! This is happening.
It will be a mobile RTS game.
But it is in the earliest of the earliest of the stages.
Apparently I am going to provide the numbers to the team from accros the ocean.
New problems arrise!
But I do have the luck that we can test the game constantly right away. At least...that is my guess.
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First issue that I cam accross.
Unit size.
In my board games, I have either threshold effects, squad factors or the unit size itself.
But WTF do I DO!!?? In the video game?
It seems that having 1 unit having a much smaller size. Only has some benefits in going through terrain. But in terms of combat. The unit size doesn't have much influence any more.
So, how do you think that the unit size has to be factored in?
Mobile RTS that work well with an interface.
- Dune 2
- Art of War 3: Global Conflict
- Project Y
- War Inc.
Go check them out if you like.
The head of the new RTS only wants me to supply unit statistics.
The rest is not my concern.
Right, so we are not going to do splash damage. Unless someone knows how these can be balanced.
As for unit size. I already offered them that certain missions require smaller units.
If we use a squad system, I certainly need to alter the unit sizes, if we want infantry to be able tonfit through a door.
The best balance is with the unit size being equal to the unit value.
After a lot of research, I got to a good idea on how to balance fornmy own boardgame.
But a turnbased game with limited actions is completely different than a REAL time game with all possible actions at the same time.
This means that where we normally would have 1 squad doing an attack....all squads do an attack.
I looked at Starcraft and C&C3 for how they implement unit sizes.
Not sure, but where Starcraft fails, C&C3 seems to be succeeding...