In case anyone wants to know the subject of this thread, here is the most recent write up of my design for making real time into a better strategy game.
The Basics:
Introduction. There are few, if any changes to real time strategy games which allow queuing, except for the addition of a timing device.
Timing. As usual, any player can issue orders at anytime. The number of times a player issues orders to any structure, unit, or group of units is counted. The extent of those orders is not counted.
Timing example one. A maximum number of orders, such as 180, can be issued in a given amount of time, such as 1 hour. Barring any major oversight on my part, an hour/180 is the expected strategy content of the game, also depending on the skill of all players.
Timing example two. Game time is fixed. The winner is the one who issues orders the fewest number of times unless he dies first.
Timing example three. A non-timed game in which all can issue orders a maximum number of times.
Possibilities. ..... Queue and edit orders before they are issued. ..... Issue orders automatically when the selection is deselected or when a Go button is clicked. ..... Select a group of objects, queue orders for same type unit subgroups (as seen in WarCraft III), then issue the orders for all selected objects which counts as one order.
-- Real Timed Strategy Gaming
http://pages.prodigy.net/logicshaping mbender@satx.rr.com
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