So Im thinking of going into a little mapmaking again.
Quick stats:
Desert tileset, 192x192 or bigger.
Single-player RPG (1 human, 2 ai allies, 3 ai enemies, 2 neutral/unused)
Story:
Follows the attacks on Fallujah, with twists and turns, and whatever gaps that need to be filled in terms of a storyline. Terrans will be used as both American troops and the insurgents, while Zerg will be a by-product of the effects of the chemical warfare induced on them earlier in the timeline. Itll eventually culminate into a mega-siege, where the true weapons of mass destructions (Protoss, perhaps) are dished out.
Gameplay:
Heres where its gonna get tricky to balance. The game will have mainly infantry and ground metal units, with air being used as airstrikes and aerial support. Regular units will be for the enemy, while Hero units are for the US.
Units are trained as a certain location on the map. Its simply moving a civilian onto a beacon for the unit of choice. Doing so will remove the civ(s) and subtract the cost for training.
At this point, I want to point out there are reinforcements and deployment of new civs on a constant basis (like 3 civs and 300/300 resources a minute?). There will also be a counter on how many troops are killed. Going over a certain number, like 1500, will mean the troops will get pulled out of the siege (Defeat).
Infantry will naturally cost only one civ and a relatively cheap amount of resources. Metal, like vulture (2), goliath (3), tank (6), will cost a lot more, but will be stronger dealing and taking damage. But assuming a tank gets destroyed; that means a 6 will be added to the Troops Killed counter.
The HP count for all units will be pretty low. A marine might have only 12hp and 3 armor, dealing out 7dmg per hit. A ghost might have 7hp, 1 armor, and 9dmg, yet cost more to train. Metal, on the other hand, will be hard to take down with infantry units. Vulture could be 16hp/8a/6. A tank will be really tough to bring down, and should be one of the more expensive options with 40hp/12a/15. Upgrades will be available, but itll take a bit to make any real difference.
Thats not to say its impossible to take them down; its just gonna be harder. Just popped into my head that the insurgents should have dragoons as anti-tank weapons.
And while air units are somewhat available (not sure how to incorporate them other than as airstrikes), the anti-air missiles will kick their ass. While a wraith might have 300hp and lots of armor, turrets and goliaths AA might hit for 200 a shot.
But units aside, there will also be mini mission objectives in the game. Simple stuff, like securing a weapons cache, destroying a certain factory, and so on as you approach certain areas of the map. Stuff that seems easy, yet can easily shift the battle. Not destroying that weapons cache in a timely fashion after the mission gets activated now means the insurgents have gained a few destructive tanks of Russian build (dont ask how or why, Ill work that out later). That factory might be where theyre building prototypes of stronger vehicles (Hero Protoss units, unless I find more units to use)
Okay, thats enough for now. I might type some more later. Maybe.
Itll be through beacons and such. Thats to give it the feel that youll need six trained civs to command a tank, for example, and if that kill gets destroyed, itll count as six lives lost.
And Im using only one human player, because frankly, I dont want to bother trying to work more people in.