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Need some opinions.
Soldat Forums - Soldat Talk - General Discussions
Augustus
February 25, 2006, 5:32 pm
I got this wild idea, of making a small leauge to combine Soldat and turn based strategy. It's pretty strange, and I'm sure many people won't like it, but I'm looking for people to bounce ideas off of and get some other prespectives on things. You can check it out here. Flame me all you want here, but I'd appreciate constructive criticism on the journal. So, what do you think?

Rambo_6
February 25, 2006, 5:34 pm
*cough* Worms: Armageddon *couch*

;)

Kazuki
February 25, 2006, 5:37 pm
Ah, I remember having a similar idea long ago, but I never went further than brainstorming stages. It seems you've taken the whole thing to a much higher scale. I applaud you and wish you the best of luck in completing it.

Also, Rambo, stop couching. ;(

Koon
February 25, 2006, 8:40 pm
heh heh, Rambo said couch. =)

DeMonIc
February 25, 2006, 8:43 pm
I had a similiar idea, involving a European map with the current national borders, national teams, and every week a new round where each nation could make a tactical move, or ally with another nation. Offensive battles on borders would be CTF/TDM, taking a conquered territory would be INF, and capitol battles would be HTF. Would need a lot of planning, but it might be fun.

Augustus
February 25, 2006, 9:33 pm
One area where some of you forum vets could really help would be with the weapon mods and tech tree. Those are the components that will need balancing, and a point system seems the easiest way to go. Any thoughts?

DeMonIc
February 26, 2006, 8:26 am
I believe a tech tree and customizing maps would be pretty over complicated. I mean, it was hard enough to balance the current weapon settings already. And it is dang near impossible to get players to play on custom maps.

Swarmer
February 26, 2006, 9:33 pm
This is called a Planetary. It was done with Mechcommander Gold and some other Battletech based games.

I think it's a cool idea, although it takes a LOT of work to do. But it can be really fun.

Here is a basic idea of how it could work:

All players are divided into factions. Each faction is basically a clan of about 4 or more people. Each faction has a leader. Every faction starts out with the same amount of money. Each player has a list of equipment and a ranking. Each player could start out with a SOCOM. Money can be used by the faction to purchase weapons, which would have different costs, and the leader could give each player the weapons they purchase. Each faction also has a certain amount of troops.

To play, the faction would decide what to do. They could decide to take over a nearby planet. They would specify how many troops (and who) they would send over. Sending troops would cost a certain amount of money. Actions are limited by time, such as 2 movements per day. At the end of the day, the actions of each faction are compared. If multiple factions decide to take over the same planet, they engage in battle. Each side has players equal to how many troops they chose to send.

For example, Faction A sends a light scouting party of 2 troops over to Planet X. Faction B sent an assault party of 6 troops over to Planet X. At the end of the day, each party is revealed. Faction A now has to send 2 players (which they already picked before the day ended) vs Faction Bs 6 players . They have a battle on a custom map. The players can only use the weapons that they actually own (was purchased by the faction and assigned to them). They battle it out and Faction A gets crushed. Faction A loses 2 troops and Faction B gains Planet X. You could also record the end-game stats, and the amout of deaths could factor into a disadvantage somehow.

The rules and settings of the game can be determined be equations and special factors. For example, Faction A, anticipating a potential attack, sent a "Retreat Module" at the cost of extra money. When they battled, and if Faction A lost, the Retreat Module would reduce thier losses by 1 unit. Faction B might have been anticipating a big battle, and sent a "Power Module 4" (these modules would have cooler names and be themed better) at the cost of extra money, which in the case of a TDM, would require 5 points less than the other team to win. So if it was a TDM with 30 points to win, Faction B would only need 25 points to win.

Also, a defending team would have an advantage, which could be factored into the calculations (as well as many other factors). They would get an extra troop or be the defenders of a INF map.

There could be all kinds of powerups and options. You could discover them on certain planets, or buy them at merchant planets. There could be a central neutral planet where players could barter equipment. Control of the nearby planets by pirates would be a good way to block off the well-traveled netural planet.

Settling on a planet could gain you a certain amount of extra troops over time. Each planet would have different properties. Some could have advantegous terrain for defenders, meaning a INF battle. Each planet could have it's own set of maps.

Planets would have thier own attributes. Some could be because they are VERY biased INF maps, or generate money, or extra troops, and some could have all thier properties unknown till it is taken over.

A faction could be defeated when they lose all thier troops or all thier planets. the goal would be to take over every planet.

There are millions of options availble for a well made Planetary. It would take a good team of administrators and someone who knows how to set something like this up on a secure webpage.

These things are epic. They last months, and involve hundreds of players. You could literally do anything. Administrators can add any function they are able to program and deem fair. Defeated factions could come back halfway into the Planetary as pirate units and capture resources and disrupt things.

It's so fun, but takes so much effort. A monetary prize for the winning group would be a good way to generate interest.

There are so many strategic elements you could add into this game, such as forcing factions into subunits. It could cost money to change subunits. This would force the faction to know how to divide up thier power (skill and weaponry). Putting all Barretters in a subunit would make a great defense team, but would be a poor attacking team. Having a mixed team would be good in all areas, but would not dominate in any particular one.

A big part of a Planetary is that it balances out strategy and skill. A faction with a brilliant strategic leader but with players of little skill could defeat a team of very skillful players with little strategic ideas. This is done by using many tactics, such as ambushing forces, cutting off planets from supply, dividing and conquering, and overpowering stragglers.

Also, custom weapons would be great. You wouldn't need to balance them physically. You balance them by cost and availbility. The point of a Planetary is that you are ABLE to overpower people. You could have a supergun that fires 500 Barret shots a minute, but would cost 50x the amount of starting money you would get, and could only be accessible by colonizing PLANET Q for 10 consecutive days, a well coveted planet that was once inhabited by an ancient alien race and you need 10 consecutive days to uncover thier ancient advanced weaponry. Yeah, you can even have a storyline.

Another idea: a "Probe". You could buy/find this item, and it would be a one-time use item. Say someone takes a planet and they get a message that says, "You colonized Planet B. Holding this planet for 3 days gives you access to double troop production on it." No one would know about this attribute until 3 days later when it becomes availble. But if someone had a probe, they could use it on a planet, and all it's attributes would be revealed to your faction only. So if you see someone taking an obscure planet but then suddenly loading up it's defenses, you know there might be something good there. So you use your probe on it and discover its secret, so you focus your energies on taking over that planet. Endless possibilities.

Harrison
February 28, 2006, 6:29 pm
I think it's a cool idea

Augustus
March 1, 2006, 1:02 am
Anyone who would be willing to help develop the game, and eventually play through a test round, let me know. Check out the site sd22889@gmail.com

Deleted User
March 1, 2006, 4:53 am
 Quote:Originally posted by SwarmerThis is called a Planetary. It was done with Mechcommander Gold and some other Battletech based games.

I think it's a cool idea, although it takes a LOT of work to do. But it can be really fun.

Here is a basic idea of how it could work:

All players are divided into factions. Each faction is basically a clan of about 4 or more people. Each faction has a leader. Every faction starts out with the same amount of money. Each player has a list of equipment and a ranking. Each player could start out with a SOCOM. Money can be used by the faction to purchase weapons, which would have different costs, and the leader could give each player the weapons they purchase. Each faction also has a certain amount of troops.

To play, the faction would decide what to do. They could decide to take over a nearby planet. They would specify how many troops (and who) they would send over. Sending troops would cost a certain amount of money. Actions are limited by time, such as 2 movements per day. At the end of the day, the actions of each faction are compared. If multiple factions decide to take over the same planet, they engage in battle. Each side has players equal to how many troops they chose to send.

For example, Faction A sends a light scouting party of 2 troops over to Planet X. Faction B sent an assault party of 6 troops over to Planet X. At the end of the day, each party is revealed. Faction A now has to send 2 players (which they already picked before the day ended) vs Faction Bs 6 players . They have a battle on a custom map. The players can only use the weapons that they actually own (was purchased by the faction and assigned to them). They battle it out and Faction A gets crushed. Faction A loses 2 troops and Faction B gains Planet X. You could also record the end-game stats, and the amout of deaths could factor into a disadvantage somehow.

The rules and settings of the game can be determined be equations and special factors. For example, Faction A, anticipating a potential attack, sent a "Retreat Module" at the cost of extra money. When they battled, and if Faction A lost, the Retreat Module would reduce thier losses by 1 unit. Faction B might have been anticipating a big battle, and sent a "Power Module 4" (these modules would have cooler names and be themed better) at the cost of extra money, which in the case of a TDM, would require 5 points less than the other team to win. So if it was a TDM with 30 points to win, Faction B would only need 25 points to win.

Also, a defending team would have an advantage, which could be factored into the calculations (as well as many other factors). They would get an extra troop or be the defenders of a INF map.

There could be all kinds of powerups and options. You could discover them on certain planets, or buy them at merchant planets. There could be a central neutral planet where players could barter equipment. Control of the nearby planets by pirates would be a good way to block off the well-traveled netural planet.

Settling on a planet could gain you a certain amount of extra troops over time. Each planet would have different properties. Some could have advantegous terrain for defenders, meaning a INF battle. Each planet could have it's own set of maps.

Planets would have thier own attributes. Some could be because they are VERY biased INF maps, or generate money, or extra troops, and some could have all thier properties unknown till it is taken over.

A faction could be defeated when they lose all thier troops or all thier planets. the goal would be to take over every planet.

There are millions of options availble for a well made Planetary. It would take a good team of administrators and someone who knows how to set something like this up on a secure webpage.

These things are epic. They last months, and involve hundreds of players. You could literally do anything. Administrators can add any function they are able to program and deem fair. Defeated factions could come back halfway into the Planetary as pirate units and capture resources and disrupt things.

It's so fun, but takes so much effort. A monetary prize for the winning group would be a good way to generate interest.

There are so many strategic elements you could add into this game, such as forcing factions into subunits. It could cost money to change subunits. This would force the faction to know how to divide up thier power (skill and weaponry). Putting all Barretters in a subunit would make a great defense team, but would be a poor attacking team. Having a mixed team would be good in all areas, but would not dominate in any particular one.

A big part of a Planetary is that it balances out strategy and skill. A faction with a brilliant strategic leader but with players of little skill could defeat a team of very skillful players with little strategic ideas. This is done by using many tactics, such as ambushing forces, cutting off planets from supply, dividing and conquering, and overpowering stragglers.

Also, custom weapons would be great. You wouldn't need to balance them physically. You balance them by cost and availbility. The point of a Planetary is that you are ABLE to overpower people. You could have a supergun that fires 500 Barret shots a minute, but would cost 50x the amount of starting money you would get, and could only be accessible by colonizing PLANET Q for 10 consecutive days, a well coveted planet that was once inhabited by an ancient alien race and you need 10 consecutive days to uncover thier ancient advanced weaponry. Yeah, you can even have a storyline.

Another idea: a "Probe". You could buy/find this item, and it would be a one-time use item. Say someone takes a planet and they get a message that says, "You colonized Planet B. Holding this planet for 3 days gives you access to double troop production on it." No one would know about this attribute until 3 days later when it becomes availble. But if someone had a probe, they could use it on a planet, and all it's attributes would be revealed to your faction only. So if you see someone taking an obscure planet but then suddenly loading up it's defenses, you know there might be something good there. So you use your probe on it and discover its secret, so you focus your energies on taking over that planet. Endless possibilities.


i didnt read any of that too much text

ontopic:AWESOME IDEA!

Deleted User
March 1, 2006, 4:57 am
OGM I LIKE ADVANCED MODE BETTER. ESPECIALLY R/S/A.

Spawn with an AK? Want a Steyr? No problem, learn to TRADE.

"^does anyone have a steyr?"


Not bashing on the idea, but it's too common. Besides, what's the use of implementing a Counter Strike system on Soldat? It doesn't serve any good, especially since you would have to get NEW STATS every server you enter. Or if the lobby server hosted it, the lobby server would crash often. It's a good idea, but let's keep it to the 3D games.

Swarmer
March 1, 2006, 6:04 am
I dont think you understand the concept of this idea. It has nothing to do with a 3D system or not. A planetary can be adaptable to almost any game.

Augustus
March 1, 2006, 3:34 pm
This is like Star Wars Battlefront II's Galactic Conquest for Soldat, not Counter Strike. It's basically going to to be a tournament where teams that can't play for eight hours a day can stand a chance against teams that practice all the time, but don't know strategy.