Game Development Community

Team vs. Team

by Mikey Busch · in Game Design and Creative Issues · 09/06/2011 (9:12 pm) · 13 replies

So im working on a project, and i already have one team set up how i want it, but for the life of me i cant decide how i want to set up the other team. To begin with, its a futuristic first-person shooter / RTS that is pretty much being based on the use of infantry and support tactics on the battlefield (pretty much lessons ive learned in the 32 months ive spent oversea's in the infantry). Im trying to keep it relatively realistic but at the same time have the science fiction aspects in it.

Team 1, is a human based team that is a mix modern to futuristic technology, mostly infantry on the ground and use player run units like machine gun teams, mortar teams, conventional tanks and helo-based aircraft, etc. More or less run like a conventional army, very professional, and boots on the ground based.

Now the problem im having is coming up with a second team, and i would love input from the community on what they would like or think would be good. The idea's i came up with are an advanced robotic race that was supposed to be an end all to the universe-built by a now extinct alien race (problem i see is how do you suppress robots?). Second, was a like warp space human race, that went through and is all crazy and demonic (kinda like the chaos from warhammer), and the third was just another human team, but to me that seems mundane and overplayed, ideas?

#1
09/07/2011 (9:48 am)
i like your robot idea and should go with that. you can suppress robots by giving your human team portable EMP devices
#2
09/07/2011 (10:23 am)
Energy beings from another layer of reality that possess living organisms to feed off their mental energy. With limited ability to alter the genetic structure of the possessed creature (to mimic parts of genetic info from previously possessed creatures), they can upgrade their hosts to make them more combat worthy.
They're attacking the humans because humans are the ripest organism in the universe to harvest, but humans also have technological defenses to keep the energy beings from possessing them. So they possess less advanced creatures and try to destroy the human's technological protection.
#3
09/07/2011 (2:51 pm)
@Jonothan: but with EMP's, whats to keep say a human army from just EMP'ing an entire planet somehow and then dropping troops in to annihilate the left overs?

@Andrew: how would that work though? so a player would have to move around as just an 'entity' until it finds a host?
#4
09/07/2011 (7:01 pm)
Nah, just have them spawn like normal or have them fly back to a spawn point on death to get another body (not everything has to be on screen), but their "equipment" would be based off genetic tweaking.
Classes based off what torso the player picks, and mount arms/legs/other appendages on their model based on the equipment they pick.
Lizard-man with feline legs, a tentacle right arm and gorilla left type of abominations.
#5
09/07/2011 (8:21 pm)
sounds like the creature from the thing.
#6
09/07/2011 (9:00 pm)
Robots are overplayed, humans are too generic, aliens tend to get boring, but an ill-tempered basset hound with raptor legs, porcupine spines down the back, a mantis right arm, and a beetle abdomen that shoots blasts of fire for a left arm? That's a memorable foe.
#7
09/08/2011 (3:41 pm)
Thats very true, but at the same time people like explosions, and firefights, were not really doing a horror game, and thats what that seems like it is-more or less something that would jump out of the closet at you.

I mean, if that thing was running across an open area and you and your buddies have a bunch of weapons drawn on it, game blouses ya know?
#8
09/08/2011 (6:38 pm)
Rather confused here, why exactly can't genetic abominations be in a modern battleground type of game? Why do they have to be a horror game creature?

There's a ton of examples of natural weaponry that could be scaled up to compete with modern weapons. And that doesn't even include the possibility of "magic" alien physiology.
#9
09/08/2011 (8:42 pm)
true, never thought about it that way.
#10
09/09/2011 (7:31 am)
You've got a whole blank universe to mold however you wish, making assumptions based on reality just limits yourself.
#11
09/09/2011 (12:09 pm)
I agree with Andrew. Just remember make the game fun for your target audience.

#12
09/10/2011 (9:14 am)
much appriciated, i think it got me in the right direction.
#13
10/14/2011 (12:29 pm)
I believe you will come to a point where your story ideas will drive the type of technology, weapons and enemies you decide on. Any of these ideas will work depending on the story or backdrop you have for your game. Good luck!