Salutations, Commander, you're just in time for the mission briefing.
Microwars is a single player/ two player RTS with similarities to games such as Advance Wars, or moreso, Battalion Wars.
Players take control of a maximum of 20 vehicles, and are tasked with specific objectives.
Navigating the map normally revolves around a Rock/Paper/Scissors mechanic. Tanks can easily destroy Anti-Air vehicles, Anti-Air vehicles can lay waste to Gunships, and Gunships can wipe out Tanks with ease.
Players command their battalion using a Cursor with the ability to call commands at the vehicles.
The left stick moves the cursor.
By pressing and holding the X button, players can set paths for the vehicles to follow. I believe full on pathfinding is impossible, but this method is sufficient, and gives players a lot more control in how their vehicles get to their destination.
The Square button makes the users Cursor icons invisible. A useless feature when playing against AI, but in multiplayer, this will allow you to snoop around the map without the other player knowing, and set paths for your vehicles without the opponent knowing the entire route.
The Triangle button brings up vehicle health and role information. See the vehicles max health in relation to other vehicles, and have a reminder as to what role the vehicle is. (Ground-to-ground, Anti-Air, etc)
And the Circle button opens up the Vehicle Select menu on any nearby friendly Spawn Points.
The Directional Buttons allow players to set specific behaviour traits on the nearest vehicle.
Left - 'Hold Ground / Pursue' - If an enemy vehicle passes, should the vehicle stay put, or attempt to make chase?
Up - 'Fire at Will / Return Fire' - Should your vehicle hit an enemy on sight, or wait for them to make the first hit? You can avoid unneccessary firefights.
Right - 'Keep Moving / Stop & Fight' - If your vehicle is following a path, and an enemy comes too close, should your vehicle stop moving, or continue down the path?
There are to be a total of 12 useable vehicles in the final version. At the time of writing, 2 vehicles are currently available in the trial level. The Microtank and the Lasertank.
Every effective ground battalion needs a Microtank. Quick, moderately armed and fast to deploy, Microtanks are ideal for rapid assault tasks.
A sluggish heavy hitter. A small charge up time is required before hitting the target, so Lasertanks are best used in open environments where they can get a good shot at the enemy.
Tri-Gun Tank -
Possibly going to be replaced with another tank idea. Any suggestions?
Extremely sluggish, but extremely heavily armed. The Tri-Gun fires three projectiles in rapid succession, each from an inpendant turret. Useful for defence purposes, attacking, not so much.
Rotary Jeep -
A quick and manueverable jeep armed with a rapidly firing rotary cannon. Not an effective attack or defence role, but an ideal support role in crowded battles, or for capturing facilities before the enemy has even thought up their batteplan.
Medic Jeep -
Much like the Rotary Jeep, however, this one is armed with 'Medi-Missiles' which return health to damaged allies. The Rate of Fire is not fast enough to repair any vehicle faster than it takes damage. Excellent support vehicle.
Flakker Anti-Air -
Firing a stream of armour-piercing rounds at enemy aircraft is a quick way to clear the skies. No ground-to-ground weapon however, means this unit must be escorted by an allied tank, or kept away from the enemies avenue of approach.
Swarmer Anti-Air -
A little more effective against fast moving aircraft, the Swarmer fires a group of homing missiles that even the fastest fighter can't outrun.
In just the right environment, Artillery can be devastating. Firing down massive plains, long empty streets or over rivers, enemy Artillery must be dealt with swiftly and intelligently. Air units are ideal for neutralising this threat.
A battle hardened helicopter, armed with Air-to-Ground missiles. Capable of strafing and shooting at the same time. A slow pace however, leaves it wide open to all types of Anti-Air precautions.
Valient Fighter -
The first of two Fighter models. The Valient fires machine gun rounds at enemy aircraft. Quick to produce, Valient's are the ideal Anti-Air unit against small numbers of enemy aircraft.
Airshark Fighter -
A much heavier Fighter jet, the Airshark fires the same homing missiles as the Swarmer.
(This is also a reference to Velox Nation)
Raining down massive damage on unsuspecting ground vehicles, the Bomber is a sluggish vehicle with a high armour stat, that may require considerable Anti-Air squads to destroy.
The HQ has a Ground Spawn Point and 4 Health-Pack Generators. HQs cannot be captured by either team, but instead make it impossible to destroy the entire enemy team. So long as you have a HQ, you will always be able to produce more units.
A small fortification with 6 Health Pack Generators. Use these posts to retreat to and fix up your vehicles after a skirmish.
With a Ground Spawn Point, factories are extremely useful, and ownership over these will often sway the tide of battle.
Factories do not spawn Health packs, so in order to keep your battalion large, and in good shape, you'll need to capture a Base separately.
Has an Air Spawn Point, giving your team air superiority.
These are the plans for the level, thus far.
There is a trial level available for you to have a shot of. As stated before, it currently only has 2 units, the Microtank and the Lasertank, but I think it gives players a good feel of the fundamentals of how the game will work.
The trial currently only has a single-player mission, but this mission will slowly be developed to become the games Introductory mission, as such. Explaining controls, functions and rules.
You can find the Trail level, here; Microwars Trial
However, to unlock it, you will require a key - Ostlers' Vault
The Vaults code is, Orange, Blue, Green, Green, Blue.
I'm open to any and all comments. Suggestions, issues or glitches or criticism over existing features.
Your time is greatly appeciated, and just like with my last project, I'll be sure to thank anyone and everyone involved with the project in the levels pre-game lobby.
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Microwars (Testers, Feedback & Suggestions Welcome)
- Join Date
- Oct 2009
- *points* ...there
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Left my 2 cents in the level comments section, level flows pretty well and I love the name of the trial map I found the controls fairly responsive and it was a decent enough difficulty. I like the bottle-neck sections you worked in there, made me have to think more clearly about my next move. I will be playing this as it continues to get updated
Ah, funny you should post just now. I literally just republished.
Tonights addition is the Warlord Tank - the replacement for the original 'Tri-Gun Tank'
The Tri-Gun was to have 3 independant turrets, but there's just no way I can fit that many turrets on the vehicle and still have it navigate through some sections.
The Warlord, on the other hand has one turret, with two cannons. It behaves much like you'd expect a bigger Microtank to behave. It's even slower than the Lasertank, and more armour. However, it has twice the rate of fire the Microtank does, firing the same ammo. The downfall of the Warlord though, is really it's pacing - it takes ages to go anywhere, it can't flee, even if it needs to and it's no good for rapid assaults.
As of tomorrow, I'll start work on the jeeps.
I hate posting at the back of myself, but the level is coming along nicely and I'd like to keep this thread active. I finished the Recon Jeep and the Medi-Jeep last night and republished.
I have also created a body of water and set up the vehicles to refuse to drive into it. With the vehicles successfully avoiding water, I can now also plan to create naval units and a facility for producing naval units. What would that be? A 'Port' or 'Shipyard' or what?
I started building Artillery this morning. The blue one works, and all I have to do now is create a red version. Once the Artillery is finished, that's all the ground-to-ground vehicles finished, and I can build some air units. I might leave the first map as a ground-vehicle only map, and create a new environment to introduce air vehicles.
Or maybe I'll build naval units first.
For the naval vehicles, I'm thinking...
Battleship - Naval artillery. Attacks both naval and land units.
Submarine - Might create submergable function. Attacks enemy boats.
Medi-Ship - Naval equivalent of the Medi-Jeep
- Join Date
- Oct 2009
- *points* ...there
- Blog Entries
awesome dude! I'll be sure to check it out sometime today or tomorrow and you don't need to worry about your double post, it's acceptable if there is new content to be said relevant to the thread
Boy, have I got a treat for you, Commander! We've transfered two of our prototype Gunships to your battalion!
Built first air unit today. Plays nicely.
Except one thing, I've noticed Advanced Movers move slower when they're asked to go diagonal. Is there a workaround for that?
This has also been the first I've gotten to properly test the Flakker and the Swarmer. Nothing looks cooler than seeing the four homing missiles chase your Gunship and blow it to pieces in an instant.
I'm looking forward to playing this tomorrow. When the project is finished, I know it'll be an MM Pick.
Hey, man, thanks for playing.
I added in an advice option for the first mission, so now players will be talked through the basics if they choose.
In addition to this, the Blue Gunships were removed, as mission 1 is primarily all about learning how ground vehicles work.
Blue Gunships are back in play. Albeit, in the newly added Mission 2.
Mission 1 is no longer playable. At least not until Mission 2 goes into the emitt/destroy process.
There's also a Blue Fighter available.
I tried making an RTS, it takes a lot of logic knowledge which I didn't have last summer... I can't wait to play this! Sounds AMAZING!
OK, fair few alterations since this was last updated.
There are now 3 available missions -
Mission 1 'The Damazville Rescue' - Introduces ground vehicles and the fundamental rules.
Mission 2 'Operation Neptune' - Introduces playable air units. This mission was nerfed the other day as some people were finding it too hard.
Mission 3 is still under construction
Mission 4 'Noreshba Refinery Skirmish' - Multiplayer! The Blue and Red players must fight to control a capturable Refinery for 3 minutes.
There are now 4 air units, however, I recently had the idea to add a Combat Zeppelin which would behave somewhat like an aerial Recon. I'll see about setting that up shortly.
I'm moving onto Naval units just now. I'm still undecided about adding Submarines or not. I think I know how I would do it, but I'm not certain if players will take to the unit. Subs would probably need to be able to sink and submerge, and I dunno if maybe that's too... Micro-management-y for this level or not.
So glad to have finally finished all the vehicles.
Microtank, Lasertank, Warlord Tank, Recon, Medi-jeep, Artillery, Flakker Anti-Air, Swarmer Anti-Air.
Gunship, Eagle Fighter, Hawk Fighter, Bomber.
Titan Battleship, Electro Battleship, Dreadnaught, Vulcan Frigate, Hydra Frigate.
Whew. I reckon there's a sound amount of variety without being too difficult to pick up. I mean, some units even perform the same roles, but to a slightly different efficency is some regards.
I've also finished the Shipyard capturable facility, so all that remains now is to set up some more variety in the missions, and I'm done.
I would like to hop on board! Tough only as a tester since this is just to complicated for me to mess with it.Check out my levels!
Sackboy's random adventures - A fiery escape
Have a GREAT day
"A comment without smilies is like a pizza without ketchup"
A great personality - Me
Sure thing, man. Right now, I'd like to focus on testing two things;
1) Any issues with the way vehicles work. Getting stuck on walls and whatnot.
2) The mission difficulty. Mission 1 is fine, but 2 and 3 (Operation Neptune & Industrial Strength) might need altering.
Mission 4 is multiplayer, so it's fine.
Only thing left to do is create the information screen for the War Room, and I'm done. Any additional missions can be created afterwards.
Ha, awesome idea, the screenshots are revelatory to how great the level would be, I'd imagine in the create mode the screen would be overfilled with wires.. wires everywhere!
Haha, actually no, Ironface. The vehicles have surprisingly few wires on them that lead outside their original microchips. And most facilties, spawn points and win/lose criteria communicate through Tags, so everything looks deceptively clean.
I added the vehicle pictures to the newly added info screen in the War Room. Next I'll add facility information and a 'Thanks' section, then I'm done.
So, the thank list as is, is Damaz, Dortr, Verminlord, Pime_Taradox and there was a little input from Zatchey. Which is certainly a lot less than Velox Nation had.
Admittedly, though, I blitz through this project much easier and faster as a direct result of what I learned putting Velox together.
I imagine I'll be publishing next weekend or so. I'll probably make it clearly organised over Twitter and such. Can't publish this weekend, Pime is still putting together a music track. I have no idea when he'll be done.