Author Topic: Blockland RTS - a Blockland Themed RTS  (Read 2910 times)

I've got some ideas and will be willing to help.

Instead of Gold you could mine Plastic, or Bricks.


The second resource (If any) would be like Wrench oil or Something to do with eventing.

Population could be called player cap.

All great RTS's have some kind of campaign and hero units.*


I've thought about this before so it'd be intresting if it could be done.

What engine will you be working with?
Good Ideals.
Have any idea what you might do if no one comes to your aid here? Maybe you should try personally contacting some of the community members that play on Spring?
and? I really dont know anyone in Blockland that knows how to use Spring. But i do know it uses c++ and lua(and something i forgot)


Pictures?
why will be picture if i just started and needs LOTS of help

This will use mostly default stuff, right? And maybe a few "classic" add-ons?

Have fun with that, I could list the very basics but that'd ruin the fun of watching this.



sounds cool
i play lots of C&C/halo wars

can i be part of the suggestion team?

Good Ideals.and? I really dont know anyone in Blockland that knows how to use Spring. But i do know it uses c++ and lua(and something i forgot)
I'm experienced in c++ and a little in lua... Unfortunately I'm plenty busy right now, but maybe I could help you if you sold your idea to me. And when I say that I mean giving a solid plan (not idea) of what you want.

my list of ideas:

weapon upgrade wise 1:
most weapons based off prominent add ons in blockland
ex: revolver,sniper,hammer,chaingun,m2flamethrower, bomber plane, fighter jet, tank, humvee,stunt plane, biplane,
(possibly water units like GSF carrier)

specialty wise:
loop with all ideal units

vehicles>infantry
aircraft>vehicles
infantry/sea>aircraft
vehicles>sea/infantry


if no sea wanted look at loop without sea




unitwise:
unit interaction should be down to ever last man
EX: every unit has a health meter however the main squad health bar is prominent unless the group of units is heavily damaged or a single unit stretches out from a group a bit
second
EX 2 : sniper squad (ill put this later in the post) gets counter sniped but the spotter escapes
the sniper is down severly crippling anti unit damage, MAIN SQUAD hp at 50% however the lone and scared spotter keeps full health at this point both health meters are visible

the spotter has a magnum so hes weak but not useless


units and upgrades:
block milita(good vs aircraft,moderate vs enemy infantry)
4 blockheads armed with simple pistols

upgrades(in my opionion theese should be visible noticeable changes to appearance in units and vehicles)

fresh plastic: adds two more blockheads   (200 resource)

SMGs: gives each man a p90(400 resource)

grenadiers: arms the squad with HE grenades to augment damage(800 R)



Flamethrowers: good vs infantry
2 pyromanic blockheads with M2 flamethrowers

(only attack ground)

melted plastic

adds a slow burn DoT to the flamethrowers (200 R)
(ex: flamethrowers die unit keeps burning for a few)

powersuit
adds power armor to each trooper to help protect them and also gives them a second flamer which refires a bit slower (700R)

rocket man/men:
lone rocket blockhead good vs air/vehicles bad vs infantry

rocketmen:
upgrades rocketman units with a partner
-post to large for a single post i guess lol-


continuing above post

rocketmen costs 200R

homing rockets(1000r)
rocketman(who should all be renamed rocketmen after upgrade 1)
get homing rockets
increasing accuracy, AoE, and increases VS infantry to moderate



Snipers:
two stealthy SoBs
a sniper with a ...sniper and a spotter sporting a magnum
(EXCEPTIONAL vs infantry, light vehicle)


look dad real sniper!(200 R)

upgrades the snipers m1 grand to the medium speed projectile sniper
instant death on hit

880.(400R)
gives the sniper the instant hit/scoped/laser sight 880.

military sniper(1000r)
instant hit and instant death for unupgraded infantry small porjectile trail adds damage to upgraded infantry potentially  finishing them off, augments anti light vehicle


Units 2: vehicles
tank
great vs infantry/light vehicles
3 men 1 tank(hueh)
(starts as 2 men)

gunner:(400r)
adds a passenger with an mg to augment anti infantry to EXCEPTIONAL

ceram plates(700r)
adds armor to the tank

hack lattice(1200r)
when the tank is destroyed, both pilot and passenger are killed but the gun turret remains as an immobile seperate unit


Humvee: light vehicle
a driver 3 window gunners in the seats, and a mounted mg for a 4th heavy gunner
good vs infantry moderate vs light vehicles

side mounted luancher(300R)
adds a grenade luancher to the side of the topside MG

reinforced plastic: (500r)
prevents the driver from being shot right out of his seat by a sniper(in which case before this upgrade the vehicle will become immobile)

gunshield(700r)
adds a small metal plate to the gunners turret to help protect from infantry gunfire
70% protection from infantry fire
20% reduction in chance of sucessful sniper assasination


ill work on more soon if i can get an opinion
what do you think?


Stick to default like stuff if you can.
I feel like building supplies should be bricks, not sure what they are now.