I have already posted a thread about this in the Campaign Team Gathering forum, but I'd like to post it here to start discussion on it, below is a copy of what I typed in the other thread.
A link to the Team Gathering thread
http://www.wc3anvil.net/forum/index.php?showtopic=1007
-
Of all my current projects, this one is my favorite. Alright now the basics first, the game has 5 unit squads controlled by each player, all units(at the moment) are use Konstrukt Marine model but have different weapon attachments. Using terrain as cover(I'm implementing so all terrain affects the battle), you manuever your marines to complete whatever objective for the current game-type.
Before you read further, realize that MOST of what I describe to you is already created and playtested
Now to explian the bread and butter of the game, which is using all of the terrain as cover, this includes hills so I like to explain it as "The ground will stop bullets". So if you have one unit on one side of the hill and another past the hill, when the unit tries to attack the other the hill will stop the bullets(for the warcraft ignorant, arrows and attacks of all types ussually just go straight through terrain) and I've done the same for trees(cannot attack through them) and rocks. But also the Konstrukt model lays prone, so I have also implemented the system to be able to hide behind shorter cover when you are laying down. Also units don't fire with perfect accuracy so if only a little of you is showing, there is more chance an attack will hit ground rather than the unit.
Using a similar system, I also have a unit detection system that wont auto-aquire unit that are not in a line of sight(if vision would be blocked by terrain). But I've altered the aquiring system a bit more by adding a reaction timer, how this works is it looks at certain factors: What angle the unit is facing away from the other unit, is unit prone, is unit moving and that type of thing. So you can try to win battle by doing flanking manuevers and getting the jump on the first shot.
Other than that some features are, use of grenades and smokebombs, a variety of game types(I only have one now for testing), a variety of unit types right now the only difference is variety of strengths and weaknesses(attack speed, move speed, prone advantages) but will later be more of a different roles in the squad unit variety.(Grenades would not damage through terrain, alot like a bullet)
-
Feel free to post any feedback.
A link to the Team Gathering thread
http://www.wc3anvil.net/forum/index.php?showtopic=1007
-
Of all my current projects, this one is my favorite. Alright now the basics first, the game has 5 unit squads controlled by each player, all units(at the moment) are use Konstrukt Marine model but have different weapon attachments. Using terrain as cover(I'm implementing so all terrain affects the battle), you manuever your marines to complete whatever objective for the current game-type.
Before you read further, realize that MOST of what I describe to you is already created and playtested
Now to explian the bread and butter of the game, which is using all of the terrain as cover, this includes hills so I like to explain it as "The ground will stop bullets". So if you have one unit on one side of the hill and another past the hill, when the unit tries to attack the other the hill will stop the bullets(for the warcraft ignorant, arrows and attacks of all types ussually just go straight through terrain) and I've done the same for trees(cannot attack through them) and rocks. But also the Konstrukt model lays prone, so I have also implemented the system to be able to hide behind shorter cover when you are laying down. Also units don't fire with perfect accuracy so if only a little of you is showing, there is more chance an attack will hit ground rather than the unit.
Using a similar system, I also have a unit detection system that wont auto-aquire unit that are not in a line of sight(if vision would be blocked by terrain). But I've altered the aquiring system a bit more by adding a reaction timer, how this works is it looks at certain factors: What angle the unit is facing away from the other unit, is unit prone, is unit moving and that type of thing. So you can try to win battle by doing flanking manuevers and getting the jump on the first shot.
Other than that some features are, use of grenades and smokebombs, a variety of game types(I only have one now for testing), a variety of unit types right now the only difference is variety of strengths and weaknesses(attack speed, move speed, prone advantages) but will later be more of a different roles in the squad unit variety.(Grenades would not damage through terrain, alot like a bullet)
-
Feel free to post any feedback.