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Author Topic: (Political-ish) Alien Defense Interest Check- Don't bump, use other topic please  (Read 2307 times)

Chiefwaffles

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I've been thinking of an alien invasion type game, with a minor twist of having there be multiple independent nations not inclined to cooperate with each other, each controlled by a player. The name is pending. It's not going to be "Alien Defense", don't worry.

Each player would control their own nation's defense, and manage all the usual x-com style stuff: Research, Manufacturing, Recruiting, Combat, etc., along with negotiating with other nations. Since the players only control their alien defense programs, and not their nation, there will be a very small degree of forced diplomatic tension between all the nations (read: barely noticeable, easily passed).

Military aspects are controlled via squads - you recruit a squad of soldiers, equip them with items, watch them get more skilled, upgrade their equipment, etc.
You would also be able to 'design' (As in "I'd like to design a hover APC with energy guns using that alien tech") both air and land vehicles.

Combat is pretty simple. You choose your squads you want to send out, maybe specify a general strategy, and get a report of what happened afterwards, along with all the loot.
Time is divided into turns. Each turn you send out squads, get mission reports, research, manufacture, etc. Some missions may be multi-turn though.

Is there anyone who would join in on this (there would be limited slots) or anyone with suggestions? This is a rough outline at the moment, and I may easily scrap or refine it at any time.

EDIT: Didn't feel like bumping the topic, but the actual game should be on it's way soon-ish. Considering how prone I am to poor planning, I'm trying to flesh this one out before actually doing it.
« Last Edit: December 10, 2014, 08:19:51 pm by Chiefwaffles »
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

~Neri

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Re: (Political-ish) Alien Defense Interest Check
« Reply #1 on: December 06, 2014, 02:16:51 am »

Interested.
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RulerOfNothing

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Re: (Political-ish) Alien Defense Interest Check
« Reply #2 on: December 06, 2014, 03:11:20 am »

Also interested.
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~Neri

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Re: (Political-ish) Alien Defense Interest Check
« Reply #3 on: December 06, 2014, 03:36:00 am »

I call Japan.

They have an island covered in rabbits that has abandoned munition and chemweapon production plants there. Best place for a secret base Ever.
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Evil Marahadja

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Re: (Political-ish) Alien Defense Interest Check
« Reply #4 on: December 06, 2014, 03:57:07 am »

Interested.
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Nerjin

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Re: (Political-ish) Alien Defense Interest Check
« Reply #5 on: December 06, 2014, 11:34:37 am »

I want to be North Korea...
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cheesemcmuffin88

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Re: (Political-ish) Alien Defense Interest Check
« Reply #6 on: December 06, 2014, 11:57:14 am »

I am interested but as serbia because well remove kebab....... I mean xeno yeah!!!!
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SaberToothTiger

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Re: (Political-ish) Alien Defense Interest Check
« Reply #7 on: December 06, 2014, 12:07:23 pm »

Interested.
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Aseaheru

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Re: (Political-ish) Alien Defense Interest Check
« Reply #8 on: December 06, 2014, 02:31:17 pm »

Im stealing Russia the UK, because I cant just grab Scotland.

Also, because there are many islands where I can hide things.
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Hawk132

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Re: (Political-ish) Alien Defense Interest Check
« Reply #9 on: December 06, 2014, 03:11:27 pm »

Interested.
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The Froggy Ninja

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Re: (Political-ish) Alien Defense Interest Check
« Reply #10 on: December 07, 2014, 05:09:02 pm »

interested

Chiefwaffles

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Re: (Political-ish) Alien Defense Interest Check
« Reply #11 on: December 07, 2014, 08:00:20 pm »

Feedback time!
I've got two concepts I'm iffy about.

Concept #1 is nation bonuses. While I wasn't initially planning on them, they now seem like an essential aspect of the game. As of now, I'm thinking of just having a "Nation Bonus" section in the sign up form and if it makes sense with the chosen nation, then I'll translate it into a modifier/bonus/starting equipment/research/whatever for the player. Any objections/possible changes to this?

Concept #2 is equipment and a bit more important. So far I'm pretty undecided on this. So unit management is based on squads of units that all level up at the same time. How much complexity should I have in equipping them? Right now I'm considering just having the default armor and default weapon at the start of the game, and allow players to research/requisition different types of equipment and equip that.
Basically meaning that at the beginning you're just going to have a "Projectile Assault Rifle" and "Bulletproof Vest", but you could ask for "Fragment Grenade"/"Projectile Sniper Rifle"/anything that really exists and is not a prototype today from your nation and equip it, and research basically anything, like "Tactical HUD Alienium Helmet" or a hoverboard and equip it. Any opinions on this?
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

cheesemcmuffin88

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Re: (Political-ish) Alien Defense Interest Check
« Reply #12 on: December 07, 2014, 08:48:15 pm »

Concept #1
National Bonuses are a must in my opinion. And letting the players decide for their own nation makes since to me as long as you moderate it and keep anyone from having to much of an advantage.

Concept #2
I think each squad should have a default load out so to speak of. So lets say a max squad size is 18 not sure what it will be as 18 is fairly large for a squad but lets say for every five default troopers using the squads basic loadout your allowed to bring one specialist trooper with heavy weapons or unique equipment. So lets say you have five average joes and then you have one lets say specialist trooper with a light machine gun. And so on and so forth.

Edited Spelling
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~Neri

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Re: (Political-ish) Alien Defense Interest Check
« Reply #13 on: December 07, 2014, 10:50:07 pm »

I think the squads should be micromanagable.

There's a default loadout that you can set per squad.

But if you wanna, you can micromanage everything.

National boni make sense.
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Chiefwaffles

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Re: (Political-ish) Alien Defense Interest Check
« Reply #14 on: December 07, 2014, 11:34:25 pm »

As for bases:
Anyone ever played UFO: Aftershock? I'm modeling the base system a bit after that.

You have your main base, which does everything, and the player can choose to upgrade with things that provide modifiers occasionally (e.g. "I'd like to build a holographic globe in the center of my control room and call it the geosphere!"/"I'd like to upgrade the labs with this new and improved research tech") to the rest of your bases. You don't really manage rooms in it.

You also have your satellite bases, which is where UFO:AS inspiration comes into play. Each satellite base is dedicated to one thing, like production, research, etc. For instance, you could have a production satellite base which has a sole purpose of making a special gun you've made, therefore meaning you can equip just about everything you own with that special gun. Then you could have a military base which would send out more generic mooks with the mass-produced special guns and protect the surrounding area/give you a bonus.
Satellite bases are a pretty big part of the game.

And for geography: It's going to be abstracted a decent amount. You can build as many bases as you want in a single region, but you may get negative modifiers as time goes on, your response time wouldn't be that good to other nations, and you'd be vulnerable to alien bombing.

And back to equipment. So far it'd be like this:

For equipment style, see to the other post. It's fairly abstracted at first, but it can go pretty deep if someone wants to go deeper.
For squads, the player will have SpecOps squads which are basically your "Strike One" type squads that you send out first and micromanage and can level up, and your regular military squads, which can only be equipped with mass produced items and don't level up, but are pretty cheap.
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!
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