Idea for a massive game. (Be prepared for lots of text..)

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Sapphire Angel

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Jul 6, 2010
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First off, I am new here, the first thing I did was read the guidelines and all of that...and figured out the code and whatever.

Anyway! I posted earlier about games that blend genres (FPS, RPG, RTS etc.) and I got a comment suggesting a very good idea, the credit goes to him/her for the basic idea, more to me for the online mode.

Alright...this might be a little long

The first thing to mention about this game, it is highly theoretical and not something that would be practical or possible any time soon.

The basic idea is; A mostly online game that has multiple factions in an inter-planetary war, where players assumes every role, or rather can assume it if they wish, otehrwise A.I will fill the slot. Below is a list of possible roles of players (This was my idea):

Faction commander: Obviously, a leader of a faction, but in this case, one of maybe three or more factions that are set in the game. They allocate resources to what they see fit, as well as take part in battles and such.

Rebel faction leader: Players could have the choice to start their own faction, invite any friends, and anyone can apply to join and follow them.

Rebel/Set faction member: Pretty self explanitory. The factions would have sort of a hiarchy from grunt to general.

Mercenary: Players could set their participation in a side up for auction, if a faction finds itself needing more meatshields/more skilled players.

Now! There are many different roles each player can take within the actual combat, there will be large scale encounters with possibly capital ships, as well as pilots of smaller ships flyig around in third person flight simulator fashion can fly around in space to do strafing runs on the ship, sort of like Star wars battlefront 2.

The point of having capital ships, or more accuratly ships in genaral of differnet classes, would be to carry land units, including mech walkers (Mech assault/Armored Core style) to planets in order to take them over and seize territory and ultimately win, other parts of the war would include;

Large scale battles between the massive Mech walkers, this being the preliminary assault/defense, the victor would recieve the ability to deploy one, and only one walker to teh battlefield in the next stage. Sort of like a super weapon. Defenders would have defensive weapons to aid them in order to make taking territory harder. Then, the final stage of taking territory;

A full on ground war, where a player, or A.I assumes the role of a commander, RTS style, and builds structers, mines resources and deploys units to either defend or attack at the stake of a planet, the attackers win if the defending force is erradicated (meaning they need to destroy all bases on the planet), the defenders win if they are able to drive the attacker away, obviously.

More specificly, there will be a certain amount of troops aboard each class of ship, and if it's exausted or the commander is ordered to retreat, then the defending faction can regroup and rebuild the base(s) on the planet by sending supply ships to it, which should be preceaded by the destruction of the attacking ship(s), or forcing it to withdrawl. If the ship is destroyed, the commander of the player looses their ship, then wether or not they get a new one is up to the faction commander, or they can buy their own if they have the funds. (explained later)

Players can also be part of a special operations unit, which is tasked with sneaking into bases/ships and taking them over, this is no easy feat of course, and it will start by piloting steath ships (which can be detected if the opposition has the appropriate tech) into the objective/onto the planet, and then sneaking into it to perform the 'special operations' including but not limited to; Hijacking a ship of any class, Gathering intellegence in a military outpost, shutting down orbital defenses on planets etc. these can be freelance or faction based.

And in the base-based conflicts, each player can take direct control over any unit that the commander deploys. Including infantry, fighter/bomber pilots, tank commanders as well as anything else that gets thought up in specifics development.

The final point I am going to explain is the faction commanders gain resources by having territory, they then use that to built ships and upgrade bases they own, research technology etc. Each player gets their own income as well, which they can use to develop anything they own, they can customize any vehicle with a set of upgrades if they so wish, and the battle commander on the base combat can choose to research a custom vehicle upgrade in each skirmish, which allows any player controlled units that get deployed afterward to be the ones custom designed by each player. Any vehicle that is larger, i.e mechs or ships, the upgrades will be costly, but will remain constant to players as long as their machine is not destroyed, they may also own multiple mechs/ships of different weight classes.

This idea is kinda dis-combobulated and all that, but that's why I'm posting this, to see if people think it would be fun, I know it would be completely impractical, and would involve combineing around 5 or 6 games into one, something Spore tried, and I don't expect this to even be possible on a computer that has terabits of RAM...I just want to explore the idea, and see if anyone can offer suggestions to change it, I am very open to any ideas!