RTS Styled RO2

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Extension7

FNG / Fresh Meat
Jun 22, 2010
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Pre-reading: I know I made a post about it a LONG time ago, so I'm going to make a new one, with a couple more ideas as we know more of the game, and since we have been collecting new people, new ideas could pop up, maybe even some support for this. I am no modder, (I can map a bit) but I'd be glad to see some encouragement for this type of addition to the game.

The main point of the idea: Have a RTS mod with full control of the new AI (that TWI seemed to put some real effort into) and with the fully equipped command system, you'd basically be the eye in the sky.

The sacrafice: Realism of course, and maybe some of features.

Now, onto the main features...

Features:

1. Fully command-able troops, spawn different squads each with their own special weapon (Like the actual RO2 squad system, a squad with a sniper, a squad with and MG, etc.)

2. The cover system can still be intact, with the AI your troops can be forced or dynamically take cover behind objects and walls as you give move orders to them to suppress, attack, or defend

3. Easy "point and click" movement system. Click button and click on enemy or location to have a grenade thrown.

4. Real close combat. Most RTS games have you out in the open, your infantry in fields and little huts, your tanks sniping each other across maps, but with a small "unit cap" (32-64 troops at a time for one side) and lots of buildings (which you will get a clear over top view of ) hopefully this will make you really count on your squads and maneuver them carefully through apartments and factories, while still offering large streets and narrow alley ways for your rifles :)

5. Support. The commander (you) will still be able to call in a certain number of motors, artillery, and rockets, even recon planes to deal damage. There will be fog of war, so you can only call in these on places that your troops have sights on. Also, all the recon plane rules still apply, you can't see in buildings.

6. Tanks are still in, and there will be a squad with an anti-tank rifle ready too.

The benefit: New troops can modeled, and even different maps/armies/weapons. (I was hoping that the stock maps would be transformed). Also, you wouldn't have to interior design tanks since you are on an over the top view. But this kinda conflicts with my other little special feature.

Little feature to spice things up You can take first person control of your own tanks, with AI crew. You can be the gunner to take out other tanks and bust holes in building yourself, the driver to get to a spot where your AI just can't seem to move, and even the gunner, to mow down infantry. This would be pretty cool at a sacrifice that making tanks specifically for this mod would be a bit harder. Kinda like Men of War's "direct control" feature.

After read: Gee, I hope this wasn't a long read for you guys, I just wanted to let that out ^_^ I hope some people consider making this mod (maybe even the some devs themselves) and I would be glad to hear more suggestions and tweaks to my own.

Thanks for your time. :)
 
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Halfshadows

FNG / Fresh Meat
Feb 23, 2011
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I was thinking of what it would be like to have a mod that was basically Close Combat but using RO2. Unfortunately i don't have any modding skills so it's only a dream...
 

Extension7

FNG / Fresh Meat
Jun 22, 2010
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Yes but not in that type of build-a base spam tanks perspective, the goal of my idea is to have tight, infantry/tank combat that you control across maps.

Most RTS games go like this:

>Spawn infantry
>Run to point
>Capture
>Defend
>Die
>Repeat

Or

>Build up massive base while capping points for energy
>Spam toughest unit
>Wipe out enemy base

I wanted it to be more tight and fit, so you actually care about each individual member of your squads rather than sending units in and hoping they survive.
 

WiFiDi

FNG / Fresh Meat
Oct 12, 2010
642
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either buy a copy of assault squad or mod for assault squad it has many of those things already in it.
 
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smokeythebear

Grizzled Veteran
Nov 21, 2005
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Yes but not in that type of build-a base spam tanks perspective, the goal of my idea is to have tight, infantry/tank combat that you control across maps.

Most RTS games go like this:

>Spawn infantry
>Run to point
>Capture
>Defend
>Die
>Repeat

Or

>Build up massive base while capping points for energy
>Spam toughest unit
>Wipe out enemy base

I wanted it to be more tight and fit, so you actually care about each individual member of your squads rather than sending units in and hoping they survive.

Resource/basebuilding/map control mechanics actually adds the strategy part to an RTS. Otherwise I would classify it as an RTT (real time tactical).

The only games I think that did an RTS/FPS style well were CnC:Renegade and Natural selection. But those games were more team based FPS then RTS.

It sounds like you want an RTS that has elements of an FPS. The problem with this is for a game like RO is that you would have to make huge changes to the AI or else it will be too frustrating to control properly. In the end you would have to build an RTS game onto an FPS, so it would make much more sense to mod CoH/MoW or even sc2 to get better results more easily.
 

nicesalamander

FNG / Fresh Meat
Jul 21, 2011
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another possible way would be similar to the game tiberium (it got canceled) but you ordered your units where to go and you directly controlled the commander from first person.
 

Extension7

FNG / Fresh Meat
Jun 22, 2010
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tumblr_loz43lpIXI1qc2dx3o1_400.jpg
 

Baron von thryke

FNG / Fresh Meat
Feb 17, 2011
124
13
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I would love to see something like this but with more of a focus on the PVP side of things than just the AI.

Basically, a 'commander' mod where both teams would have a brief setup time at the start, during which the player in command could:
-Direct AI units (Would have access to a limited amount, maybe one squad and a tank/APC that can be called in to supplement the actual players)
-place cover/AT/MG positions/destructable roadblocks.
-(Maybe just for the defending team) The ability to demolish one or two buildings.

At the very least a gamemode/mutator like this would help vary maps up a bit, moreso if there were a few designed with it in mind.