Reflexion about original multiracial strategy games for game designer


#1

“Goodday commander !”

It's a famous sentence for who played blizzard's strategy game : "Starcraft".
I take a long time to submit you this reflexion about original multiracial strategy games.

Why this weird name "original multiracial strategy game" ?
"Multiracial" because there is some race or civillization and "Original" because all races or civilizations are different.

I maked this reflexion to push the concept of a maximum of originals civilizations.

When “Starcraft” come out, it revolutionized the world of strategy games by proposing three race against two in several games at this moment. But where “starcraft” is strong it’s because the three race are different in their own strategy.

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In the three races of "Starcraft" there are a lot of analogies. For example :
  • The “Terran’s Missile Turret” can attack air units, detect cloaked units but is not able to attack ground units. it’s a bit resistant.

    • The “Protoss Photon Cannon” can attack air and ground unit, detect cloaked unit but it’s not very resistant.
  • The “Zerg Spore Colony” can attack air units and detect cloaked units. The “Suken Colony” can attack ground units but not able to detect cloaked units. They are very resistant.

    An other example :

    • Terrans begin with an air/ground attack unit type (marine) and continue on a ground attack unit type (firebat)
  • Protoss and Zergs begin with an ground attack unit type (Zealots/Zerglings) and continue on a air/ground attack unit type (Dragoon/Hydralisk)


In my reflexion, analogies between races are very important for the strategy. It must have point of similarity between two races to make the gameplay possible.

I worked only on possible viable race or civilisation can exist. I don't include magic for this time.

In my next post, i'll expose the basis of the creation of the races.

Thanx for your interest and you opinion.

#2

Hi.
Today i expose to you the basis of my reflexion about multiracial video games.
Thanx for you interest and your replies.


Theory on original multiracial video game.

3 groups of fundamental component :

  • Biological. (include all basis (Carboned, crystalline, etc…)
  • Energetic.
  • Mineral.

3 types of intelligence form :

  • Organic.
  • Energetic.
  • Technological.
    Remark : the mineral can’t be an intelligence form.

2 viables combinations:

  • Organic-Mineral.
  • Organic-Technological.

5 possible types of civilizations or colonies :

  • Organic.
  • Energetic.
  • Technological.
  • Organic-Technological.
  • Organic-Mineral.

Types of energy available according to the type of civilization :

  • Organic : Electrical, muscular, (pneumatic, hydraulic).
  • Energetic : Electrical, psionic.
  • Technological : Electrical, Electromagnetic, nuclear, (pneumatic, hydraulic).
  • Organic-Technological : Electrical, muscular, Electromagnetic, nuclear, psionic (pneumatic, hydraulic).
  • Organic-Mineral : Electric, muscular, magnetic, (pneumatic, hydraulic).

Possible civilization for a video game :

  • Organic.
  • Energetic.
  • Technological :
    — Civilization based on an intelligence of mineral base (Human : silicon, computer…)
    — Civilization based on an intelligence of energetic base (E.T)
  • Organic-Technological :
    — Civilization based on mineral (Human : shield, computer, robotic…)
    — Civilization based on energy (E.T : Force field, acquired conscience,…)
  • Organic-Mineral.

General remarks :

The organics can be viable autonomous, or by using the technological or the mineral.

The organics is a combination of biological (Flesh, fabrics, cells…) and energetics (electricity). It can thus combine only with mineral or the technological.

The Technological one is a combination of mineral (metal, silicon…) and energetics (electricity, nuclear power…). It can thus combine only with the organics.

Combinations such: Technological-organic, Energetic-Organic and Energetic-Technological will be only conversions of enemy units.
Ex: A technological unit can easily be controlled by an energy unit because energetics is an intrinsic component of technology.


#3

Strategic characteristics of various civilizations :

- Organic :

  • HQ : Gigantic Queen unit, very resistant, able to defend and move herself, by flying, but by giving up her egg chamber. The Queen be able to generate other queens, smaller and which fly to extend the colony.
  • Ressource gathering mode : the queen is nourrished by worker units that can defend the base or mute in soldiers.
  • Unit type : Insectoïd, Shellfish, Carapace animals. That is to say very small (parasites, bacteria, virus) or gigantic (Soldiers). Not very solid for the prime units.
  • Unit production : Cheap, rather fast and in great number. The queen generate some larva which will be able to transfer in any type of unit. The units recover their point of life lost (Cure).
  • Units attack mode : By hits (claws, hooks, horns…), by sprinkling (Acids (fluid, semi-fluid), venom, neurotoxins, psychotropics), by interference (takeover, destruction with creation of a new unit, information…), by infection (Virus, bacterias…)
  • Units defense mode : Carapace et speed. polymerized composition (to slow down the units even to stop them)
  • Stealth mode : by hiding and imitation (camouflage chameleon but located by a radar or when it moves).
  • Strategic summary : Organics are numerous and devastator. Unit production is fast and enemies are quickly submerged. But Organics are physically weak. However, they cure . The Queen of the colony can defend her base or flee (by giving up all these eggs which will die if her or another queen does not come to brood them) . The Queen can generate other smaller, less resistant and less productive queens. It is thus necessary to move the Queen from one base to another to obtain the best possible production as near a enemy base . Especially that the Queen can fly . The organics are those which have the largest pallet of secondary attacks (Acid, infection, parasites…) of the attacks in order to weaken the enemy units, in approach or for a fast attack because very little among kills directly.

#4

- Energetics :

  • HQ : Very resistant, immovable, invisible energetic mother entity. It isn’t able to defend itself but bring his energy to near units to make them resistant. Other mother entity can be generate near ressources by fusion of four secondary units.
  • Ressource gathering mode : Mother entity generate energetic channels by which it gather the ressources.
  • Unit type : Invisible energetic units not very resistant far from the mother entity or from a unit generate for that purpose. The units had different reactions by the type of enemy’s attack (fire, plasma or all energetical impulse, kill them more faster than bullet or hits). Scout units, more weak, can pass through matter (moutain or hill) but that make it slow down. It can pass under an enemy HQ but it can be annihilate by an EM impulse.
  • Unit production : Fast spawning of invisible units. the basis units must fusion to generate some powerful units. The units can cure when they are near the mother entity or a unit for that purpose.
  • Units attack mode : By energetic impulse (electrical, anti-matter…), by dematerialization, by desintegration, by acquired magnetism (by making the vehicles and/or metallic shield magnetized. the units will be bound one on one. They will be immobilized but can defend themselves), by contact (by materializing some parts of the energetic body to hit enemies), by mind control and/or body control (but in the second case, it must be sacrified an unit).
  • Units defense mode : Power of energy. Speed of movement which can become teleportation.
  • Stealth mode : Permanent invisibility but during attack by contact. possibility of hiding in the matter (moutain, hill,…), The units can’t attack but will be find by radars and killing by EM impulse.
  • Strategic summary : The energetics are invisible and turn autour the mother entity which generate them and fedd them with energy. It can’t move or defend itself. It need some bodyguard around which will be more resistant near the mother entity. The gathering is make directly by energetical channels. No workers. The combat unit fuse between them to generate more resistant units or with special habilities. Energetics can pass trough matter but make them slow down. They can’t attack but can be attack with EM impulse. Energetic had the more powerful attack. It ask them a lot of energy or the sacrifce of an unit but the damage for enemies are heavy.

#5

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