If X were an RTS - OG Myth-Weavers

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If X were an RTS

   
If Fall Out were an RTS

I've been thinking about how different game universes would be handled in the Real Time Strategy genre.

Fall Out is the first universe that came to mind - a game about exploration. A lone wanderer in a barren landscape. How could that be an RTS?

Guns! Guns use ammo. Guns win battles. The person with the guns wins*. So the game would be about traveling around the map looking for resources, maybe building up an economy to buy or steal ammo and guns. Guns, being the most effective weapon will generally win any fights. But be careful, if you run out of ammo, you might get seriously squished in your ability to get more ammo, since you didn't attack any locations that might contain ammo (Ie. Raider outposts).

You win the game by basically getting every neutral faction on the map to ally with you - you do that by killing raiders, finding/stealing ammo, trading a lot with one faction or another, and winning battles.

The real time is mainly focused on the battles and exploring the map - sort of like age of empires where the importance of fighting and exploring and economy all go together.

*Though you can build other more primitive weapons as well, recruit super-mutants, ghouls and ex-raiders, breed dogs, re-activate military and security bots, etc. (bots are limited).

With the right resources, you can also make new super mutants and ghouls but the trade off is a chance that some of those mutations kill the person (so probably less output than a human only army, unless your main base is in a rad-heavy zone anyway; in which case, having some ghouls is at least inevitable). Super mutants are tougher, but naturally require a very heavy rad-zone and fail more without a higher level of medicine knowledge.

Tech would just be measured in the skills of fall out 3. High small guns level, ie., means more of your army is skilled in small guns. If medicine is high, then it's easier to make super mutants, as the methods are commonly known.
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Quote:
Originally Posted by Fjolnir View Post
The fact that fallout tactics exists...
And is actually a pretty damn good game, too!

I was playing Fall Out 3, and that gave me the idea.
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Resources

Different resources afford different benefits to your post apocalyptic kingdom.

Scrap Metal - Makes primitive weapons, buildings and walls. Scrap Metal walls and buildings are more resistant to explosives than stone walls/buildings. Scrap metal is also an upkeep that is payed when population grows.

Stone - Taken apart from ruined buildings, this makes much stronger buildings or walls. Takes a little longer to build.

Food - More food encourages more population to settle in, but more population also consumes more food, meaning you can be rapidly depopulated if you don't watch out. Population will construct houses for itself automatically, but a lack of space to settle in can mean you aren't able to build where you want (there'll just be houses blocking every viable build site). You get food by herding bramen and farming. Of course, food gathering points should be set up away from rad-zones or population will rapidly drop to a minimum. Arable land exists close to rivers and ground water areas (almost anywhere that isn't too rocky). Purifying entire fresh water lakes is impossible (they're all pretty much irradiated). Salvaged food only offers a temporary benefit. A population cannot live on irradiated salvaged food.

Drugs - Gathered with the medicine skill. Drugs afford different benefits to a war party.

Robots - Re-activated with the science skill. Science also lets you break into some compounds. Others require the lockpicking skill.
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If you have any ideas that might preserve the feel of a fallout game a little better, go ahead and make some suggestions.

That game sounds awesome! Obviously need some sort of tech tree, with unlocks from things you discover as you expand, and perhaps a few that you can research at home (even discoverable tech that unlocks researchable tech, and vice versa). Tech upgrades provide weapon and armor upgrades to military units and production/harvesting bonuses to population. Play as human, ghoul, super mutant, or even deathclaw!

Edit: Holy poop deathclaws with tech upgrades.

Quote:
Play as human, ghoul, super mutant, or even deathclaw!
I dunno about deathclaws? Aren't those just insane super soldiers gone wild? Super mutants at least have some intelligence though. Also, you can tame the yoa'gai (or whatever they're called; bear zombie mutants). Whatever skills the animal friendship perk depends on would be what contributes towards animal taming.

Quote:
Edit: Holy poop deathclaws with tech upgrades.
Well, I guess if you somehow compete with the enclave for tech. Is it the enclave that has the best technology, or is the brotherhood of steel on the same level?

Quote:
Tech upgrades provide weapon and armor upgrades to military units and production/harvesting bonuses to population.
That's already about as straight forward as age of empires, which is a bit uninspired in my book (no offense; still a great game in its own right, but it's 15 years old - 15 years to build upon, 15 years ago there was much less inspiration, hence good game). The straight forward bonuses would just be a matter of having more economic stuff to barter and trade and buildings, farms, herds, and whatever else.

I was actually thinking weapons and armor would stay the same - just, the tech gives you new weapons and armor (some of which, I guess, are over all better than more primitive ones). Many of the tech-heavy wepaons would be more resource reliant.

Ie. The Shishkebab needs a lot of salvage and a workshop to make. It's essentially a flaming sword, so you'd have to replace the kerosene or whatever is fueling it over time (exotic ammo).


Quote:
Originally Posted by impfireball View Post
I've been thinking about how different game universes would be handled in the Real Time Strategy genre.

Fall Out is the first universe that came to mind - a game about exploration. A lone wanderer in a barren landscape. How could that be an RTS?

Guns! Guns use ammo. Guns win battles. The person with the guns wins*. So the game would be about traveling around the map looking for resources, maybe building up an economy to buy or steal ammo and guns. Guns, being the most effective weapon will generally win any fights. But be careful, if you run out of ammo, you might get seriously squished in your ability to get more ammo, since you didn't attack any locations that might contain ammo (Ie. Raider outposts).

You win the game by basically getting every neutral faction on the map to ally with you - you do that by killing raiders, finding/stealing ammo, trading a lot with one faction or another, and winning battles.

The real time is mainly focused on the battles and exploring the map - sort of like age of empires where the importance of fighting and exploring and economy all go together.

*Though you can build other more primitive weapons as well, recruit super-mutants, ghouls and ex-raiders, breed dogs, re-activate military and security bots, etc. (bots are limited).

With the right resources, you can also make new super mutants and ghouls but the trade off is a chance that some of those mutations kill the person (so probably less output than a human only army, unless your main base is in a rad-heavy zone anyway; in which case, having some ghouls is at least inevitable). Super mutants are tougher, but naturally require a very heavy rad-zone and fail more without a higher level of medicine knowledge.

Tech would just be measured in the skills of fall out 3. High small guns level, ie., means more of your army is skilled in small guns. If medicine is high, then it's easier to make super mutants, as the methods are commonly known.
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you are saying right gun win the battes. if our army has good guns, they would win the war.





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