Game Types

So I have been thinking about this for a while, and as I explained in the about page, the main feature of this game is the fact that I have 3 teams instead of 2. Which allows for some more interesting game types… but here is a few of the ideas that I have had.

Siege is a little bit different, as there is one team defending and the other 2 teams are attacking with the goal to get the flag that is in the middle of the defending teams base. The defenders have more defensive weapons than the attackers, and auto-balancing will automatically give more players to the defenders than the other 2 teams, just to make things fair :P

Capture the Flag is basically the same, but instead you have 2 flags that you can go for, which adds a bit more fun to the game, and means that you have to defend from all sides, not just one.

Team Deathmatch is the exact same as any other except that there is another team on the field. But yeah, nothing new here.

Fortress is a new game type that I am trying to develop. Basically you play on a rather big map (Such as the empty voids of space) and you have a massive mobile base. Your goal is to destroy the other team(s) fortress before they destroy you. You have defensive options and offensive options on the base and you have  whatever you need. I think that it will make a good game once it gets going!

Gameplay : Concept

The concept behind the game play is to structure it around the use of classes to achieve what you want. While working by yourself will work it is not the best option that you have. And some mission types will require you to work in teams. But here’s the quick rundown.

  • Using veichles can help you, but they can also be irrelevant to the mission at hand. Veichles represent firepower, but usually you need precision, which most veichles do not provide. So in certain cases, this is not a good idea.
  • Things like scouts are good at reconnaissance, and a few other roles. Just like the other unit classes have their abilities. A good team will most likely have it balanced so that they have the best of most sides.

But, basically. You have maps where certain types are going to be good, and others where not so good. It’s up to the team to decide what they are going to do…

My Aims

Okay, so after pondering on this for a while, I have come to the following conclusions.

  1. The game will literally be finished, not “its all complete” to the user, but behind as well.
  2. There will be a variety of maps to play, and I will try to create more than 5 for most types.
  3. The AI will literally act like a human player, none of this node stuff…

So there, my aims for this.

First Post!

Okay… basically, this is where we are going to place all related stuff for Armageddon: Final Crusade. So keep your eyes peeled!

Not much at the moment, head over to the downloads to see some documents that I have placed there :D



Follow

Get every new post delivered to your Inbox.