Wednesday, October 7, 2009

Mission ideas

I'm just going to be dumping down mission ideas here. Read for spoilers and stuff. The story will be a bit weird, especially involving such factions as Rush, Turtle and Stealth.

Introducing Rush:
Goals:
Introduces Rush resource mechanic
Basic Anti Infantry Infantry
Basic Anti Tank Infantry
Building Hub
Infantry Command
Construction Vehicle
Mission Progression:
Player starts with a construction vehicle and $5000.
Player is given access to the building hub
Player is asked to build a building hub
Once the building hub is complete, the player is asked to upgrade it to an infantry command
Once the infantry command is upgraded, the player is asked to build five BAII
The player is asked to mount the infantry, and move to the next clearing, dismount, and eliminate the infantry that have formed up there.
The player is then given access to BATI, and then asked to eliminate the two HATs parked in the next clearing.
The player is then asked to move any remaining infantry up to the group of houses past the HATs, and garrisoning the buildings
The economy mechanic is explained.
The player is then asked to eliminate some infantry and a bunker with his current available tech.
Once the player has done this, the mission ends.

Suggestions as part of an overarching campaign:
The commander has been given orders to eliminate this Turtle controlled area, no reasons given
A new war between these two factions after masses of tension
Possibly a break from a lull in fighting in a massive on going war.
Ignites lots of fighting (that will presumably unlock weapons as warfare escalates)

Friday, October 2, 2009

Mod abstract

I'm going to be setting up a moddb page, and I have to have, for want of a better word, an "abstract". My perusing has made an approximation of length, 200 words or less.

So here's where I will dump it before I put it up there.
Goals: Get people to know what my mod is about without specifying anything specific. Specific information about units or teams will belong in other pages beyond the abstract on the front page.

Required information, in order of importance.
The RTSmod is a total conversion for C&C Generals: Zero Hour
It has three factions
Each faction has unique resource gathering mechanics, build mechanic, tech trees, units and structures
All units are useful throughout the course of a game
Each faction has a significantly divergent playstyle
Much more dynamic gameplay than Zero Hour
Teams are Rush, Turtle, and Stealth
Enhanced urban combat
Intuitive interface
Team names!

Test abstract:
The RTSmod is a total conversion for C&C Generals: Zero Hour which strips out the teams of Zero Hour and replaces them with three factions with significantly divergent playstyles. Each faction has its own resource gathering mechanic, build mechanic, tech tree, and units and structures. It features highly dynamic gameplay, as well as enhanced urban combat. All units have a very specific role in the mod; no unit is useless, or left behind as the game progresses. The teams, Rush, Turtle, and Stealth, are very well defined in their roles while still being balanced at all stages of the game.The interface is simplified so that icons are easy to read, and ordered in an intuitive fashion, while the game is still complex enough to be engaging for a long time. This means that it is very easy to pick up, while still rewarding experience and skill.

*changelog*
Moved teams sentence immediately after units sentence
Moved ease of play to end of abstract
Changed wording of units sentence ;; Again