DesignGoals
Main, unspecific, goal: To make an RTS that is fun to play.Succinct Goals?:
- Gameplay that is interesting in the large scale and small scale. (team size, map size)
- Simplification or automation of tasks which are not the result of important decisions.
- Territory control should be important throughout the game.
- A broad range of options. (Diverse units etc...)
- Reduction of needless complexity. (Simple economy, armour system etc...)
Broad goals:
- Functional gameplay over different team compositions; 1v1, small and large teams as well as FFA
- Large supported map range; small to large, flat to hilly. dry to sea-only.
- Reduction of 'busywork' micro management. If a task is trivial it is automated. Micro still exists for non-trivial tasks with important decisions behind them.
- Transparent resource management. Retain much of the decision making of a TA style resource system while making it easy to understand and use. No need for side calculations of when to build metal-makers etc...
- Keep territory important throughout the game. Energy to metal conversion has efficiency effected by base territory income.
- No redundant units. More expensive units should not replace cheaper ones. This does not mean every unit is useful all the time, they can be highly situational.
- Diverse units.
- Transparent damage system with no armour system. Weapons deal equal damage to all unit types.
- A highly connected web of unit interactions. Every unit should attempt to shoot at every other unit. The main exception is that AA only shoots aircraft.