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    Default Microwars (Testers, Feedback & Suggestions Welcome)



    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.

    Microtank -
    Every effective ground battalion needs a Microtank. Quick, moderately armed and fast to deploy, Microtanks are ideal for rapid assault tasks.

    Lasertank -
    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.

    Artillery -
    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.

    Gunship -
    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)

    Bomber -
    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.






    HQ -
    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.

    Base -
    A small fortification with 6 Health Pack Generators. Use these posts to retreat to and fix up your vehicles after a skirmish.

    Factory -
    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.

    Airport -
    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.
    Last edited by Ostler5000; 04-16-2012 at 10:42 AM.

    Ostys levels: Velox Nation | Insane Apparatus | Microwars
    Multitudinous Minion Mash
    Don't own a Move? Want to get all the stuff in the DLC Pack? PM me.
    I can doodle signitures and thread banners and stuff too if you're really nice.


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