Ironhide RTS Project

Talk about anything game related!

How will the factions be structured?

Poll ended at Mon Feb 06, 2017 4:58 am

Post on this thread the changes you would like to the current under "Current Poll Info".
1
33%
We might have a normal poll afterwords over conflicting ideas.
2
67%
 
Total votes : 3

Ironhide RTS Project

by Sinque Productions » Fri Jan 06, 2017 6:29 am

Well, I noticed Aeris and a few others were creating a post about making Ironhide Pokemon. So I decided to create a Kingdom Rush version of a game we all can agree on.
If anyone would like to join/help me create this that would be awesome.

Anyway, I will be doing polls, and if anyone actually sees them and participates, I will keep doing them.

Currently Everything: Sinque Productions
If you would like to join the project for more than polling and small suggestions, please tell me.

Polls:
1: What game should we do?
2: How will the factions be structured?

Current Poll Info:
How will the factions be structured?
Faction Structure:
- Good Guy Faction: Humans, Dwarves, Druids, Elves, etc.
- Bad Guy Faction: Twilight Elves, Dark Army, Demons,Arachnids, etc.
- Horde 1 Faction: Orcs, Gnolls, Trolls, Blood Gnolls, etc.
- Horde 2 Faction: Saurians, Naga, Draconians (FROM BURNING SKIES WOOP), etc.
- Haunted Faction: Tainted, Shadowmoon, Blackburn, etc.

(From Juice Box)

Mercenaries: Bandits, Nomads, Savages(?)
(From Minuet)

This poll is not voting (yet?) but post suggestions and changes.

For example, if you think the elves and dwarves should be together, post that.

Updates:
Thread Started

This game will be a rts
Last edited by Sinque Productions on Tue Jan 24, 2017 3:56 am, edited 25 times in total.
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Re: Ironhide Game Project

by Sinque Productions » Fri Jan 06, 2017 6:30 am

Content Tab:
Last edited by Sinque Productions on Mon Jan 23, 2017 4:52 am, edited 1 time in total.
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Re: Ironhide Game Project

by Sinque Productions » Fri Jan 06, 2017 6:31 am

Space for More info If I need it
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Re: Ironhide Game Project

by RaZoR LeAf » Fri Jan 06, 2017 9:34 am

You realise the only part of the Pokemon project is that the map is Lineria/Frontiers right? It's an Ironhide Project as in, made on the forums. It's not Kingdom Rush based, it doesn't feature anything else from KR and likely won't.
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Re: Ironhide Game Project

by Sinque Productions » Sat Jan 14, 2017 8:36 am

RaZoR LeAf wrote:You realise the only part of the Pokemon project is that the map is Lineria/Frontiers right? It's an Ironhide Project as in, made on the forums. It's not Kingdom Rush based, it doesn't feature anything else from KR and likely won't.


Oh. Well I'm to lazy to read all of everyone's posts, so I missed that. It said Ironhide and I assumed Kingdom Rush. XD
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Re: Ironhide Game Project

by Big Bad Bug » Sat Jan 14, 2017 8:42 pm

Rts for sure! A KR-based MOBA already exists, so there isn't need for a second one. Plus, I have more experience with rts games and more input to provide for one if that option should win. :D
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Re: Ironhide Game Project

by Ninja » Sat Jan 14, 2017 11:06 pm

BBB is definitely right. Xstar's MOBA is sufficient in that genre.
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Re: Ironhide Game Project

by Sinque Productions » Sun Jan 15, 2017 1:53 am

Okay I will change it to a rts then.

I think the first thing to do is design the factions. There shouldn't be more than five.

I already added two, Denas and the demons.
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Re: Ironhide RTS Project

by Big Bad Bug » Sun Jan 15, 2017 6:04 am

There are many different factions in the game. If we want to include as much as possible, the faction criterion should be as inclusive as possible.

Humanoid Creatures:

- Deep Devils
- Gnolls
- Saurians
- Trolls
- Orcs
- Demons

Monsters:

- Spiders
- Shadowmoon/Blackburn
- The Tainted
- Aliens

And so on.

Alternatively, we could split into 6 factions. We'd have 2 per game, 1 being the good guys and the other being the villains for every installment in the series. The only problem is that the enemies will vastly outnumber the good guys, but that can be remedied by the good guys having more abilities/attributes to compensate. 8-)
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Re: Ironhide RTS Project

by Juice Box » Sun Jan 15, 2017 1:34 pm

^^That's only true because it's normal for a TD to have ten times more numbers than the defending army. Since this isn't a TD anyway, we don't necessarily have to follow those rules. The factions can be balanced around each other just fine.
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Re: Ironhide RTS Project

by Minuet » Sun Jan 15, 2017 1:53 pm

Well the humans could be balanced around more expensive and stronger units while the bad guys have cheaper but much weaker enemies, just like the actual KR. :D

Also I'd probably lump KR + KRF humans together as Linireans or something and then the elves can be their own thing, unless the mercenary units would be added then they'd have enough distinction to be separate. Might wanna keep the amount of factions to a minimum though, six is a bit much. @[email protected]
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Re: Ironhide RTS Project

by Sinque Productions » Sun Jan 15, 2017 10:02 pm

I am going to keep the poll going longer for this.

In case anyone doesn't understand what this is, a faction is like a race in sc2. It changes the units and buildings. We don't have to do it this way. Please tell me if you want to change it to a different system.

Every player picks a faction for each individual game.

A goblin faction might have weaker but more units and a weak tower. The kingdom faction might have more powerful and more towers. Say they have a building, barracks which can only have 3 units out at a time, but if there aren't three units then 1 is added for free.

That is the idea for this.

Again, if you would like a different system, post it below. This is a community unique project.

I have now put up ten options. I put the different trolls together (can be changed) and the haunted and swamp together.

Thinking about it, we can have maybe 8 races. More is probably to much.

If you want some faction changes, reply below. This is a community project.
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Re: Ironhide RTS Project

by Juice Box » Thu Jan 19, 2017 2:03 pm

You can group a bunch of them together. No reason for the Dwarves and Elves to be separate factions, since it'll just complicate things for us further.

- All the good guy races (Elves, Humans, Dwarves, Druids, etc.)

Then a bunch of the ones with thematic consistencies can go together, too.

- Haunted Dudes (Tainted, Shadowmoon, Blackburn)
- Evil alliance dudes (Twilight Elves, Dark Army, etc.)
- The Horde (Orcs, Trolls, Gnolls, Blood Gnolls, etc.)

And then it goes on from there :P .
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Re: Ironhide RTS Project

by Sinque Productions » Mon Jan 23, 2017 4:45 am

Do you mean the "good guys" are all one faction? Or all the good guy characters are each in a faction?

I am also going to end the poll, 'cause we want to add all of the guys.

The next poll is how the factions will be structured, which is very similar.
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Re: Ironhide RTS Project

by Juice Box » Mon Jan 23, 2017 5:00 pm

All the good guys in one faction. Then a maximum of six factions.

Just an example of a setting with five factions:

- Good Guy Faction: Humans, Dwarves, Druids, Elves, etc.
- Bad Guy Faction: Twilight Elves, Dark Army, Demons,Arachnids, etc.
- Horde 1 Faction: Orcs, Gnolls, Trolls, Blood Gnolls, etc.
- Horde 2 Faction: Saurians, Naga, Draconians (FROM BURNING SKIES WOOP), etc.
- Haunted Faction: Tainted, Shadowmoon, Blackburn, etc.

Then all the enemy types that don't fit in to a specific faction, like the Nomads and the Savages, can just be treated like "neutral" units. You know how in RTS games there's sometimes random enemies scattered across the map, and aren't affiliated with any major faction? Yeah, they can basically be that :P .
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Re: Ironhide RTS Project

by Minuet » Mon Jan 23, 2017 6:04 pm

Juice Box wrote:Then all the enemy types that don't fit in to a specific faction, like the Nomads and the Savages, can just be treated like "neutral" units. You know how in RTS games there's sometimes random enemies scattered across the map, and aren't affiliated with any major faction? Yeah, they can basically be that :P .


Some could also be mercenaries you can hire regardless of your faction, especially Nomads and Bandits.
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Re: Ironhide RTS Project

by Sinque Productions » Tue Jan 24, 2017 2:17 am

Juice Box wrote:All the good guys in one faction. Then a maximum of six factions.

Just an example of a setting with five factions:

- Good Guy Faction: Humans, Dwarves, Druids, Elves, etc.
- Bad Guy Faction: Twilight Elves, Dark Army, Demons,Arachnids, etc.
- Horde 1 Faction: Orcs, Gnolls, Trolls, Blood Gnolls, etc.
- Horde 2 Faction: Saurians, Naga, Draconians (FROM BURNING SKIES WOOP), etc.
- Haunted Faction: Tainted, Shadowmoon, Blackburn, etc.

Then all the enemy types that don't fit in to a specific faction, like the Nomads and the Savages, can just be treated like "neutral" units. You know how in RTS games there's sometimes random enemies scattered across the map, and aren't affiliated with any major faction? Yeah, they can basically be that :P .


Hmm... It does seem a bit strange to me the mixing of all the units like that, since we want all the factions to have some uniqueness...

Here is a similar idea...

-Demon/Dwarves/Tainted/Saurian (underground)
-Elves/Dark Elves/Some spiders (elves)
-Humans (humans)
-Spiders/Swamp/Haunted/Magical Forest (forest/creepy)
-Orcs, etc./Gnolls etc. (Horde)
-Tribe/ Fish People/Nomads (other similar)

The idea here is that similar types of groups are added to a faction, ignoring that they might be enemies. The Elves and Dwarves have very different technology and strengths, so it doesn't makes as much sense to put them together.

So, do you guys like this system and if so, is there anything you would change?
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Re: Ironhide RTS Project

by Minuet » Tue Jan 24, 2017 3:48 am

Sinque Productions wrote:
Juice Box wrote:snip


Hmm... It does seem a bit strange to me the mixing of all the units like that, since we want all the factions to have some uniqueness...

Here is a similar idea...

-Demon/Dwarves/Tainted/Saurian (underground)
-Elves/Dark Elves/Some spiders (elves)
-Humans (humans)
-Spiders/Swamp/Haunted/Magical Forest (forest/creepy)
-Orcs, etc./Gnolls etc. (Horde)
-Tribe/ Fish People/Nomads (other similar)

The idea here is that similar types of groups are added to a faction, ignoring that they might be enemies. The Elves and Dwarves have very different technology and strengths, so it doesn't makes as much sense to put them together.

So, do you guys like this system and if so, is there anything you would change?


I like JB's more. Grouping by lore works better than grouping by functionality, variety would work exceedingly well and differences in technology and strengths would just serve to improve the functionality and diversity of a faction.
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Re: Ironhide RTS Project

by Sinque Productions » Tue Jan 24, 2017 3:54 am

Okay, I will do that unless someone wants a change. I will point out that factions having too much faction diversity isn't want we want, we don't want all the factions to be too similar, they should have certain strengths and weaknesses and play styles.
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Re: Ironhide RTS Project

by Big Bad Bug » Wed Jan 25, 2017 5:14 am

The playstyle can be adjusted by simply having the units in each faction br capable of certain things related to their concepts in the KR series. They don't have to have the exact same powers and risk redundancy and messing up playstyles. :)
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