

1 Versus The Universe
#1
Posted 03 July 2010 - 09:50 PM
I suggest the RTS player be able to either randomly be alloted random players who opt-in on the RTS-side of things (to a cap, potentially scaled to the amount of FPS players so the ratio doesn't become out of whack) with a clear hierarchy, with the original RTS player at the top of command and anyone else on his/her team directly under their command. As this is being marketed as a FPS/RTS hybrid, only being able to do the RTS bit of the game once every couple games may drive off players, causing both sides to lose. This will allow those who RTS to do what they do best and potentially enrich the experience of both sides as the RTS player may not be overwhelmed by the task of having to be everywhere and do everything at the same time, allowing both the development of new strategies and tactics by the RTS players as a group as well as allowing veteran RTS gamers to ease newer players into the hotseat by acting as a back-seat player.
#2
Posted 04 July 2010 - 12:07 AM
I'd love squad level play or such for a few other people on the RTS side, your commander gives you orders and you complete them using your squad to the best of your abilities. The few times I was able to play the RTS faction in Iron Grip I had to deal with a lot of things at once, and since it was hard to actually get that position in the first place, you didn't have much time to learn and would get stomped on by the easier to play and faster to learn FPS side.
#3
Posted 04 July 2010 - 01:28 AM
Although, that does open up the option of "if we have more people on the RTS team, does that open up the opportunity to directly, FPS view, control units, or should that be left to the AI?
#4
Posted 04 July 2010 - 01:37 AM
#5
Posted 04 July 2010 - 01:41 AM
I saw the overwatch team as more like squads from Empires: the squad leader can kick players from the squad as well as accept/deny or send invites to/from people, with invites unable to be sent or received when the team is full or it's locked. Actually, I think that'd work better than the "random" thing I had in the first place.
#6
Posted 04 July 2010 - 01:55 AM
I think the commander should still be able to assign his assets though, give an APC to a squad leader to order about instead of having to pay heavy attention to it himself. Squad Leaders should also get less money or resource acquisition points or whatever we're using, only be able to request 'Squad Level' assets and support assets as well as reinforcing their squad to full capabilities. If they loose their entire squad give them a 30 second time-out to remake a (low level) squad that deducts a % of their remaining points. (so you never CAN'T get a squad but loose a good bit of points for it)
The commander should also be able to assign targets for the squad leaders. Clamp a building and amputate lifeforms inside, set up a defensive point with these tools I assign you, etc, etc. Using the same buttons he would to order NPCs around, he could order his SL's around as well.
#7
Posted 04 July 2010 - 02:14 AM
And by the squad referance before, was in regards to how it works: there's a single entity (in this case it'd be the RTS player assigned control) in complete control of his team, with the ability to do as they so desire. They want to play solo against everyone? Lock the team. You want this guy on your team to work with you? Invite them and hope they don't have "Deny invites" on. Feel like doing whatever? Leave the team open and go about your business killing people. Sure, you'd get jackasses who powertrip on their team but that can be sorted through your server not having jackasses on there.
#8
Posted 04 July 2010 - 02:33 AM
I was thinking, maybe:
- Overwatch (Commander): Full control over everything (except player squads)
Overwatch Assets: APCs, Striders, (possibly) Base Building.
Non-Player controlled squads.
Giving orders/large equipment to Squad Leaders. (Players) - Squad Leaders: Full control over their squad and assigned assets.
Able to request smaller assets for their own use? Small amounts of scanners, cameras, maybe light barricades?
#9
Posted 04 July 2010 - 02:55 AM
If we have a 1:3 ratio of Overwatch:Rebels, and a server population of 16 and no spectators, that's 4 Overwatch, 12 Rebels. So that's 3 people the Overwatch commander needs to assign and keep equipped, on top of anything else they may be doing. That doesn't sound as bad as I thought it was going to be, but assuming there're severpophax to increase it to 32, that's going to be 7 people the Overwatch commander needs to give stuff to, and if people are dieing all over the place it's going to be a giant pain in the ass to keep them all equipped, reducing it from an RTS to a "CLICK ALOT TO WIN, THINKING IS OVERRATED".
#10
Posted 04 July 2010 - 09:29 AM
#11
Posted 04 July 2010 - 12:13 PM
There is 1 point I raised though that I feel needs to be addressed: if you're in it soley for the RTS experience, will there be any way to specify that and not opt-in for the FPS part, or will players be forced to participate in both aspects? In Zombie Master, pretty much the entire server has "Willing to ZM" on, so you have to cycle the entire server before it's your turn again; with a full server of 16 that's 15 games that could last 10 minutes each, or even longer, before it's your turn again.
#12
Posted 04 July 2010 - 12:50 PM
The number of players in Overwatch will be relatively low: with the current plans, the maximum number of players will remain 1vs7. Among other reasons, this should help with everyone willing to play in the RTS team have a fair chance at it. And of course, some kind of a player rotation for the RTS team will ensure everyone having their turn eventually.
#13
Posted 04 July 2010 - 01:11 PM
Having some way to see what other players are set as (RTS-only, RTS & FPS, FPS-only, Spectator) would help as well: seeing that there're only 2 people who want to RTS may make you stick around that server longer than if the entire server wants to RTS.
I do hope the RTS side is significantly more than the Zombie Master model, as that one is so simple that literally EVERYONE wants to do it, leading to giant waiting lines.
#14
Posted 05 July 2010 - 01:55 PM
I'd imagine initially everybody will be excited to give the Overwatch a try, but the amount trying for it will go down a bit.
#15
Posted 06 July 2010 - 01:46 AM
#16
Posted 08 July 2010 - 12:28 AM
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