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There will be macro mechanics, but I want the focus to be on really controlling units well during engagements and making good choices quickly and accurately. This game or mod is not meant to accurately depict a modern warfare scenario. The scenario is based on modern warfare concepts, and I say this so we can have a lot of creative liberty. I don't want some dumbass informing me that the mod is bad because an AK-47 shoots x rounds per minute, and that we got it wrong and didn't do our research. Instead of gathering resources, you have a "drop point" where a supply helicopter drops off an equipment box or brings in personnel. You get to pick which supplies are brought in every time the drop point timer allows for it. You can also automate the drop point and set it to only bring tanks. You can also transport in materials to build another drop point or upgrade the drop point so that the supply helicopter doesn't take so long to bring more supplies. This game mechanic is really easy to manage, because the supply helicopter will continue to bring you more and more shit as long as the drop point is alive. If your enemy shoots down the supply helicopter, you have to wait for the next one, but you'll still have the drop point. I'm not sure what this is supposed to look like, but I sort of imagine a World War I style tank with either a forklift or a giant claw. It seems simple enough, but here's where it gets complicated: All the construction vehicle does is carry supply boxes from point A to point B. The exact build times and supply helicopter drop timers are not something I have set in stone. The drop site can only hold 1 Supply Crate at a time.The drop site can only be destroyed by infantry units.The build site can be queued to bring only three things: Supply Crate, Construction Vehicle, Assorted Infantry.I figure this will take a bit of tweaking to 'get it right'.
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