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« on: February 08, 2014, 06:56:17 PM »
There should be a Turn Based Tactics mode where you control a small group of soldiers. The Mini Empires Pack could easily be modified to suit this, although someone would have to make models facing diagonally, or turn them into bots.. It already has miniature blockheads with different poses(death/sitting/crouching), and weapons along with flags and other bricks. Soldiers should have randomized statistics when they spawn, such as Firing Accuracy, Time Units(Points to move/shoot/do something), Health, Reactions(Chance to shoot a enemy when it moves/shoots if it has enough Time Units), and Bravery.
Firing Modes
There are 3 firing modes: Snap Shot(Default for Reaction fire, least amount of Time Units, medium accuracy), Auto Shot(fires 3 shots, Medium time unit cost, least accurate), and Aimed Shot(Most Time Units, Most accurate)
What is Firing Accuracy?
Exactly what it says. How "accurate" a soldier will be when he/she shoots. The bullet will have a random spread attached to it, which could hit either a brick, a friendly, an enemy, or nothing. More Firing Accuracy=Less spread, increasing the chances of hitting something and reducing the chances of a teamkill. Accuracy decreases with range. Sniper rifles get more accurate the further they are from the enemy, but someone else must spot them for the sniper to fire outside of his line of sight.(Think Squad Sight from Xcom.) [/s]Crouching/Proning will increase accuracy.
Line Of Sight
Soldiers have a line of sight in which they are able to shoot enemies from. Line Of Sight can be bypassed if another soldier spots the enemy, allowing one soldier to be a spotter while a sniper from the other side of the build shoots the enemy. The catch is, if the spotter dies, the sniper will be useless untill he moves closer or someone else spots the enemy. Any soldier that spots an enemy will immediately stop in his/her tracks, allowing the player to decide whether to keep moving or to fire. Soldiers do not have 360 degree vision, and looking around will cost Time Units.
Time Units
Every soldier has "Time Units", which allows them to do actions. Sitting/Crouching/Looking will cost Time Units, and so will moving and shooting.
Health
Health affects how much damage a soldier can take. Soldiers are randomly incapacitated(Can be revived, but has a hefty Time Unit cost and takes effect the next turn) or killed when health runs out. Revived soldiers get 1/2 their health and penalties to statistics. Health is not on a scale of 1-100, But on a smaller scale. Something like 1-12. Default health for regular soldiers is 8, but due to random stats for soldiers, it could be 10 or 6, or inbetween.
Damage
Weapons do a random amount of damage. Weapons have base damage, and the damage randomization will mean it will either do the base damage, or deviate from it by 2. Critical Hits are random and cause more damage.
Fatal Wounds
Getting shot has a random chance of causing Fatal Wounds, which causes the soldier to bleed 1 health EVERY turn unless another soldier patches him up(Hefty Time Unit cost again, and immobilizes both of the soldiers for a turn.).
Reaction Fire
When a enemy moves/attacks, the Reaction statistic gives a random chance of the soldiers that spot them the ability to shoot back. If an enemy uses Auto Shot, they fire all 3 shots before the reaction fire takes affect. Reaction Fire is always Snap Shot. Reaction fire can only happen if the soldier has enough Time Units. Soldier B of Player 1 spots Soldier A of player 2. Soldier B's reaction statistic grants it the ability to randomly Snap Shot Soldier A when it moves or fires.
Bravery
Affects the chance of a soldier panicking. If it falls below 1/2 the maximum value, any bravery-reducing action(Getting shot, Teammate getting shot/killed) can randomly cause the soldier to panic on his next turn.
Player 1 shoots Soldier A of Player 2. Player 1's soldiers run out of Time Units and he ends his turn. Soldier A panics.
At this point, the panicking soldier does either of these things: Move randomly or shoot randomly, but with reduced accuracy. After panicking, the soldier loses all his Time Units and cannot be used again until the next turn.
Turns
One turn at a time. For example, it is Player 1's turn. He moves all of his soldiers closer to player 2. Player 1 ends his turn. It is now player 2's turn, and he fires at Player 1's troops.
[size=15ptPOSSIBLE ]Variations of this[/size]
1:Player Vs Player
2:Player vs AI (The other side is AI-controlled.)
3: Player vs himself (One player controls BOTH sides.)
Advice on weapons
Please don't make pistols HANDHELD SNIPER RIFLES. Its not Call Of Duty or any regular FPS. Don't make shotguns "COD-Style" or "Unrealisticly short ranged" either. Make a shotgun have more range than a pistol, since its more logical(Longer barrel). Snipers should be more accurate when sitting/laying down, to avoid being OP. Every soldier has one weapon and one weapon only.
Bricks
There should be gamemode bricks, obviously. One for Player 1's soldiers to spawn, Another one for Player 2/The AI(If P vs AI is chosen), and (optionally), objective bricks like flags, capture points, etc.
The Gamemode itself
It should have customizable settings, such as "How many soldiers on each side? Do I want 1vs12? 12vs12? 16vs16?".
Final Words
Anyone who grew up in 1994 may notice this is almost like "X-COM:Ufo Defense/UFO:Enemy Unknown on Blockland". Thats true, but theres no Geoscape, only a Battlescape.
If theres anything I missed, tell me and I'll add it in later. This took a long time to type, I think I forgot something here.
2/2/7/2014 update: Made it sound less "bossy".