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Alright, Mr. Anon. You got one shot.
Tell us your best-selling strategy game idea.
>>
Company of Heroes: Vietnam
>focus on inf combat, team weapons, and using the map to your advantage.
>territory control
>asymmetrical warfare
>Able to call USA inf/units via helo like paras
>Helicopter's as off maps
>Traps and buildable tunnel network buildings
>USA Base would be a firebase style (sorta of whats in coh2 already)
>NVA would be tunnel based buildings like Soviets currently


Tank fags be damned, it would be peak. Just don't have trooned out devs near it and it'd be good.
>>
Mental Omega 2
>>
A CoH type game where all armies are cute anime girls that kill each other by the hundreds/thousands. Upgrading units gives them new outfits and you can romance hero units between missions.

I predict that this will go over swimmingly with the autism crowd. In fact, I guarantee it.

>>2129072
That's not a bad idea.
>>
>>2129066
Managing a railhead during WWI. Trains need to be routed to appropriate platforms, ammunition, food, men, artillery and later tanks need to be unloaded and wounded need to be loaded onto outgoing hospital trains. You have limited sidings and porters/cranes/tractors to move stuff so it's time and chaos management plus you can buy upgrades between days.
>>
Focus on a good singleplayer campaign with a fun AI, the setting is irrelevant
>>
>>2129066
Warcraft 3 converted to turn based strategy
>>
>>2129100
>Why yes I pre-ordered my copy of Call of LGBTQ+, the campaign is well-constructed and the AI works, I don't care that it's about spreading neoliberalism and bashing the fash
>The money for my purchase went directly to the SPLC? BASED!
>>
>>2129066
crusader kings in space with distant worlds level economy
>>
Dune 2000 remastered
>>
>>2129193
Make it a triple pack.
>Dune 2 but with a toggle to include multiple unit selection, zoom levels and improved AI
>Dune 2000 with the same enhancements Red Alert received a few years ago
>Emperor: Battle for Dune functional in modern Windows with some QoL fixes and mod tools & Steam Workshop integration

Never happening because of copyright hell but I think that'd be a sweet deal.
>>
a GSG but good
>>
CoH1 mod
>Every unit has camouflage
>camouflage is not on/off but calculated on various factors(movement speed, shots per timeframe, weapon type), different units have different detection abilities and detection ranges.
>Increase combat range by 25%
>Small arms fire can de-buff vehicles until they spend time out of combat.
>Turn munition resource into a resource that every unit carries, they spend it when shooting or use special abilities. Each unit regenerates munition based on how far they are from the HQ and per unit type factors (supply vehicles), units share munition with neighbouring units above a certain fullness threshold. When you run out munition you are f*ed. Unspent manpower creates munition.
>>
Solar Nations 2 is pretty close to what I want, just wish it wasn't so janky and had a modern start date
>>
>>2129066
Production line city builder like Anno.
But it is also an all of history RTS like Empire Earth it Rise of Nations
>>
>>2129066
A strategy game that isn't designed around fucking over the player.
>>
Full Spectrum Warrior but you play as Russia in Ukraine conflict.

The shitstorm it will generate is enough to save on marketing and focus on fun.

Bonus points - it will be Hatred devs working on it.
>>
>>2129100
this
>>
>>2129260
>Bonus points - it will be Hatred devs working on it.
>Polish devs making vatnik game
Fat chance.
>>
>>2129274
Money talks, even poletards speak money
>>
>>2129259
Skill issue.

>>2129260
>Poles making it
>Focus on fun
No it'll be a parade of butthurt and centuries old grievances and it'd only appeal to the small selection of Redditors that still pretend to care about the tragedy in Ukraine. Ideally you should give it to someone that'll either be very grounded and realistic or let both sides LARP.

>>2129279
>Your key demos are Redditors that don't play games and Slavbros that pirate everything
>>
>>2129066
Aight hear me out, an RTS like Homeworld except it's medieval fantasy set underwater with seahorse cavalry and shit.
>>
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R.U.S.E. or Wargame/WARNO, but medieval
Start with Hundred Years War/War of the Roses focus, then build out from there
>>
>>2129066
yugoslav wars as a wargame-grand strategy hybrid, complete with genocide mechanics
license the real life war music and sell as separate dlc
throw in some niggers as nato instructors for deibuxx and enjoy free marketing from endlessly seething balkanfags and journalists
>>
A 17th century colonial sim where resources are scarce and rivers are the main mode of transport. Kind of like American Conquest but with less focus on huge armies and more focus on surviving in the elements, growing the population, small scale battles, and diplomacy through force.

The target market: 1 guy who posts on /vst/
>>
civilisation builder game, one where all the civs are unique and organically evolve
>>
>>2129797
So, a more modern version of Conquest of the New World?

>>2129799
>Civ 5 but instead of starting/leader traits you get more unique ones through a greater amount of choices
I can see that working out OK.
>>
>>2129066
fictional conflict, can be modern, can be fantasy, can be sci-fi, whatever, but it needs to have the following things
>economy based entirely on offmap transports
>as a result, convoy raiding
>active unit training + veterancy
>fully customizable unit equipment (with each unit in a squad being a separate entity with separate stats)
>to expand on the above, you can loot your enemies
>mounts/vehicles actually need drivers or whole crews
>advanced cover, garrison and fortification system
I guess that would be the unholy bastard of Original War, Earth 2150, Men of War, Battle Realms and Company of Heroes, but I'd love it.
>>
>>2129066
It's basically whatever but it has hot girls in it
>>
Fantasy Stellaris.
You make a custom race and a custom nation.
Race/Species and Nation aren't the same.
Map is based on provinces, but those provinces can be pre-populated to some extent.
It comes with a default world map that is mostly inhabited. Also features an empty 4x random map mode and a campaign designer that allows others to create and share their own campaigns.
>>
>>2129066
Cold war style geopolitical sim. You take control of a country and research tech, spread ideology, expand industry, and spy on other nations. Of course to sell it every character will be a cute anime girl.
>>
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>>2129066
Pun theme'd RTS with esoteric mechanics. It should not care about balance and focus more on puns. And yes, I made cringey units when the ms paint thread was still alive.

I got a complete Bakery faction and a WIP Sewing faction.
>>
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>>2129967
>>
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>>2129970
Great care must be taken to ensure puns and wordplay are relevant. The lore, if there is, has to be non-sensical and retarded. A kitchen sink artstyle is preferable. I got other units but I don't want to spam the thread.
>>
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>>2129088
out with you, degenerate..
>>
>>2129066
Okay, hear me out, I'm not saying its without risks, but...
>Turn based game based on Warcry specialist game by Games Workshop
>Based on the first edition to be precise, with the premise being different chaos warbands duking it out in the Wastes in order to become Chaos Warriors
>Six OG warbands in the initial roster
>Spire Tyrands, Flame Scions, Tarantulos and Legionnaires as DLC
>Rogue-like campaign for each warband with a mix of unique, warband specific events and more generic ones
>>
>>2129066
XCOM 3
>>
>>2129088
I don't see how this is better then just the command units being female
I mean I'd buy it, but it would need a strong lore reason for the premise
>>
A city builder that starts in the neolithic revolution and ends in the future.
>>
Sid Meier's Colonization! but onna space planet
>humans and advanced ayyys arrive on this new planet at the same time
>early colonies are reliant on trade with their homeland
>slowly become more self-succficient
>declare independence and fight of massive expeditionary force from home
>>
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>>2129066
Fantasy setting
The apocalypse is coming, and via elaborate conspiracy all the leading heirs of the realm (All female) are to be married via contest within the same stretch of 10 years
You, the spirit of an ancient hero have been reincarnated as part of the same conspiracy to unite the realm
The game is set into 4 stages
Adventurer
Challenger
Commander
King

Firstly you train, challenge dungeons and explore the world
Small group tactics and magic
There are secrets to find that could signifigantly aid you in the oncoming challenges
You may, if you show up to the right places, meet your future wives as cute lolis

Then, you enter the stretch where the challenges will take place
Each is a different set of puzzles, challenges and fights using the charecter you trained
All of the girls are at this stage 15-19, and you always meet and interact with all of them
If you have interacted with them before / Pick the correct dialogue they may try to nudge the games in your favor

In the Commander stage your military career starts in earnest and so does your relationship with the girls
You have limited time to spend with them and there are minigames you play with them. It is strongly implied that who-ever wins the minigame is more dominant during sex (Although whether that manifests as a gentle or rough domination depends on the girl) All of them will genuinely end up loving you no matter what
You stop rebellions, exterminate monsters and travel the map again seeking to fortify it from invasion
All the girls are in this stage 19-24 (Medium-Large breasts)

(1/2)
>>
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>>2130068
In the final stage, the apocalypse actually occurs. Rivers turn red, monsters pour out of caves ruins and the ocean
You travel the map fighting a perpetually losing battle with the troops you recruited earlier. loyalists from each of the factions support you if you spent enough time with their wives (If not they remain stationary on the map)
After an in game year of this the demon lord actually spawns.
Endings are given based on if you truely defeat him in his real form, kill his mortal vessel or seal him
There are possible strategies where you send a team to gather relics to seal him or force him into his true form
The girls are at this stage all older (Slightly larger breasts), and you have some predetermined number of children with them based on how much time you spent with them

The girls are
The Pure of heart, affectionate one
The Tomboy knight you meet as an adventurer (Form that is feminine with abs)
The Barbarian tribeswoman (Not an amazon, a regular tribal woman)(Extremely submissive, slightly animalistic)
The Hatefuck villainess who you meet as an enemy (Extreme sexual tension during encounters)
The immortal wizard (500 year old virgin)(ages backwards to 14ish)(yes, you have children with her)
Your older sister
The artsy one you meet in disguise (Many times)

All of the dialogue has an "Interrupt" mechanic, where if you press a button at the correct time you can interject while someone is speaking. If you press the button where there isn't a scripted interjection it goes on a little timer so you can't spam it
This is a supplementation to the regular dialogue tree

The art is anime inspired, everyone is some form of hot (Including the men)
The dungeon crawling is inspired by osr dnd and is often has more challenge in risk management than combat. Almost all dungeoneering is limited in time and manpower, you'll need to split up to search everything

(2/2)
>>
>>2130062
Isn't that just Alpha Centauri and Beyond Earth?
>>
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>>2129997
>He doesn't know he's on an anime website

>>2130038
The justification is that it's a world where everyone's a cute anime girl because I want cute anime girls to get hammered by artillery.

>>2130071
No, Civilization and Colonization have very different mechanics, and AC/BE are both a lot closer to contemporary Civilization titles. A Colonization on say Mars would be focused more around trade with and immigration from Earth. And like in ayrt's example, late game Colonization is you going full 1776 and declaring your independence. Having that but in the context of a sci-fi setting with multiple different vibes depending on how you governed your space colony would be lit as fuck.
>>
>>2130071
Just because a game involves colonising a planet doesn't mean it's like Colonization.
Col is about establishing trade, local industry, dealing with the locals, and slowly becoming more and more self-sufficient and jaded with the homeland before you ultimately declare independence and then have to fight them off.
>>
>>2129967
>>2129970
>>2129973
These are pretty neat anon. The jammer is my favorite so far.

>>2130068
>>2130070
This reads more like a 90s multi choice hentai game than anything else but I admire the autism you put into it.
>>
>>2130062
think there's a Mars mod of FreeCol
>>
Girls Frontline RTS
>>
>>2129066
>AI slop
kys
>>
>>2129973
>>2129970
>>2129967
new Draw Your Own Units thread when?
>>
A Panzer General 2-like set in the Napoleonic era.
>Turn based, hex based
>Company sized units
>Hand painted backgrounds
>Commanding forces from multiple nations
>Kino strategic map showing the full scope of the battle
>Terrain, weather, supplies, artillery support, overrun attacks
>Units who can persist throughout a campaign to become a bit stronger
PG2 uses battalion sized units but a reduction of scale down to the company would be better suited, especially since you are not performing any lightning blitz maneuvers across the countryside and have no aircraft or vehicles.
Just as your infantry and artillery groups can use organic transport, where they are represented by a wagon/truck/half track to move further at the cost of fuel and being vulnerable in this transit state until your next turn begins:
Infantry could form column when moving beyond their typical range, or passing through rough terrain above leaving them vulnerable and also wearing out supplies from the forced march.
The zone of control system that prevents units from simply bypassing each other would allow for blocking an easy cavalry overrun of your artillery, and let skirmishers screen for your forces. The hand painted maps would be perfect for a game in this era as well.
This game would sell at least one copy (me)
>>
>>2129093
If you made this a kind of citybuilder where you manually expand your rail infrastructure and contend with stuff like bombing raids and the muddy season I would play the fuck out of it.
>>
>>2129066
Wargame-like focused around infantry combat

Squads are split in 2, with a dedicated hotkey for switching which half of a selected squad you currently control. You can toggle how squads are divided based on their equipment, either keeping them symmetrical (good for moving around) or grouping by specialized equipment (ie machineguns in one half, rifles in the other). Most ranged weapons deal no damage at a distance and instead only suppress their targets. To eliminate infantry, you need to approach into close combat. Rifles excel at close combat, while specialized weapons suffer. When a squad is suppressed, it becomes extremely vulnerable to close combat, making it easy to eliminate.

Infantry combat revolves around suppressing your target with the 'firepower' half of your squad, and then closing and eliminating it with the 'assault' half.

Vehicles serve mostly to provide fire support for infantry, making it easier for them to suppress their target. Only select specialized vehicles (ie close support guns) can actually deal damage to suppressed infantry. Vehicles have armour, which reduces the damage they take from enemy fire, and hp. When a vehicle's hp is depleted, it suffers a critical and is mission-killed. If the killing blow came from a weapon that had less penetration than the vehicle's armour, the vehicle will be inert but recoverable and can be returned to service if repaired. If it's killed by something with higher pen, it's destroyed instead.

Deckbuilding will run the full gamut of unit types including engineering vehicles to recover crippled tanks, bridgelayers to create new paths in terrain, deployable minefields (set up during deployment phase) and mine breachers, deployable trenches and bunkers (set up during deployment phase) and offmap artillery where you draw up a fire plan in the deployment phase and select a timing for the barrage.
>>
>>2129066
Aurora freedom and detail, combined with Shadow Empire for planetary gameplay with Nebolous graphics, Distant Worlds level of customizable automation and Stellaris/Star Ruler scaling ( but Aurora pace ).
Do this and i will buy million copies myself.
>>
A deeply autistic space 4x fleet logistic simulator.
Basically I would just steal Sword of the Star's homework but make the actual ship design and fleet management aspects tediously complicated and indepth.

Ships need to make tradeoffs between carrying more weapons or carrying more ammo for their weapons. Different types of weapons require different kinds of ammo, crew requires food and living space, increasing ship mass increases inertia which makes the ship handling more sluggish or require stronger engines (which burn more fuel) to counteract. Crew requirements increase as you add more modules and capabilities to a ship, and a slider lets you control how much crew you actually put in choosing to undercrew to safe space on food and living space at the expense of efficiency, or overcrew to provide redundancy in case of casualties.

Fleets need supply ships to support them, you use sliders to balance their carrying space between fuel, different ammo types and spare parts for on-field repairs. Your empire's production infrastructure has sliders to produce these resources, as well as civilian products, in differing ratios based on either the overall empire's needs or the needs of that particular region and corresponding fleets, with each requiring different ratios of raw materials extracted from planets and asteroids. Logistic chains distribute these raw materials and finished products around planetary stockpiles across your empire (controlled by sliders). Orbital infrastructure is built up and developed to base fleets and support their operations. Officers are trained to lead individual ships, modifying their crew's performance based on their attributes, with fleet admirals promoted from the ranks of your ship captains to apply bonuses across entire fleets

Your government type emerges naturally from your policies and actions in game, with various bonuses and penalties (ie authoritarian regimes needing fewer crew amenities but less efficient economies).
>>
>>2130278
Not a fan of this type of sci fi. The nature of space doesn't lend itself to naval style battles like they are always depicted.
In space you would deploy weapons against your enemy that would not arrive for a life time. If you have faster than light travel, you would also just make faster than light superweapons. The only limiting factor in the war of space is detecting your enemy, then it's simply a matter of deleting them.
This could be cool, but instead we get Age of Sail warfare with fighter jet dogfights and gay aliens that are just humanoids. Worst setting.
>>
>>2130373
I remember arguing with idiots like this in like 2004 back when making wildly bad takes about space was the cool thing for undergrad engineering students.

FTL travel is magic. Nobody is interested in all the ways you'd break physics if you had physics breaking magic. It's an easily understandable contrivance to enable a setting that explores civilization and warfare across interstellar distances, not a thesis on e=mc^2.
>>
>>2130278
Star Ruler...
>>
>>2129066
nice try, Tim Morten.
>>
>>2129066
A Fallout themed RPG RTS similar to Fallout Tactics. Morality is a post apocalyptic world. It would happen 50-75 years after the events of Fallout Tactics, which is not official canon. The map painter part would be similar to either the old maps of California or Old World Blues mod for HOI 4. There would be random missions, more than just doing drive byes on mutants or raiders. Specifically it would be a West Marches DnD campaign set in the world of Fallout after the main story was complete.

It would play similar to Company of Heroes 2 in the battlefield, so basically zone control. Every now and then there would be missions or encounters that would use RPG skills like Speech, Lockpicking, Sneak, Repair, ect.

It would have a set amount of missions on custom handcrafted maps, custom anime handcrafted movies like Myth and Myth 2 Soulblighter, Fallout 1 2 Tactics. After that the map would revert to random encounters and sandbox play in a West Marches campaign (GTA free roam would be counted West Marches).

The factions would be diverse like Old World Blues, with new factions being made every month or 2. Factions that are liked can purchased with new factions every month and old ones taken out.

I wrote this out to try stuff out before playing the F4 dlc and I was dead on so much it looked like I had copied Nuka world dlc. Down the blue lights cleaning the atmosphere in Far Harbor lol fail quickly it. Bethesda did not try hard on it. They made it as bland and form fitting as possible if I could legit nail so much of the game world.

So CoH 2 with Fallout units like Paladins or NCR Rangers where I have to keep them alive and experienced with character sheets on custom maps. The RTS sector battles will have units with set stats, hero units with customizable character skills.

So HOI 4 OWB map and factions where I autoresolve, then custom battles where mutant power armor spam and faction personality are things. Then RPG Fallout single player story.
>>
>>2132118
Sorry for typos I hit max characters.

The rotating factions would sell like Rust cosmetics, where the player base can vote on what is sold in the store. With similar not balanced factions there can be new content introduced all the time which is basically cosmetic. Players can pick or skip what DLC or cosmetics they want, customize factions, also a battle pass which will fund servers or continued support. It is much cheaper than making a mmo.

Thank you for listening to my Ted Talk.
>>
>>2129163
>crusader kings in space
This at the very least got made
>>
>>2129967
>>2129970
>>2129973
kek
>>
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>>
>>2129072
theres already a coh mod for that
>>
>>2129066
citybuilder/lite rts set in antiquity but you're playing as goths or celts or nubians or whoever and you exist in the shadow of rome
rome's aggression (how badly it wants to invade you) and caution (how willing it is to risk an invasion) are important metrics to keep track of
you can either attempt to romanize (but rome will never see you as fully roman and always keep the idea of invading in their back pocket) or resist roman imperium (which of course is pretty fucking difficult)
and all that while you have to balance rivalries with local powers, managing your harvests and shit, etc
>>
>>2129066
Post apo colony builder with Aurora level of detail and aesthetics.
>>
>>2132455
I'm pretty sure they'd fire you for that one.

>>2132508
So Caesar but from the other side's perspective? Could be fun. Actually facing the Romans would make for an interesting challenge given the power gap and you could definitely make some good scenarios out of that one.
>>
>>2132559
My business, my rules. Buy or die!
>>
>>2132154
none of those were very good, star dynasties was extremely shallow and stellar monarch is very different
>>
>>2132569
Reasonable.
>>
>>2130068
>>2130070
This is just some pornographic visual novel. You get a shoestring budget under a different publishing name.
>>
>>2130468
I agree that scifi is in some ways even more of a make believe manchild setting than fantasy and am glad you agree
however
>to enable a setting that explores civilization and warfare across interstellar distances
Is like saying you are exploring civilization and warfare, but what if dragons were real and with us right now.
>>
>>2132858
>Is like saying you are exploring civilization and warfare, but what if dragons were real and with us right now.
Nobody tell him about the fantasy genre
>>
>>2129066
Rise of nations 2 you fucking niggers
>every nation has unique units for every age
>conquer the world campaign with more territory
>give more nations gimmicks like Persians having two capitals or Africans being able to build outside their borders instead of just giving British more money via taxation or more wood and metal for Germans via “industry bonus”
>>
>>2132840
It doesn't need sex
Look at gacha, look at marvel rivals, anything horny but not pornographic nowdays is more likely to be successful
>>
Crusader kings, but DUNE
>>
>>2129512
RUSE was one of my favorite games ever, but I'm really not sure it'd port over to anything before the late 19th-Century very well.
>>
>>2129066
A setting like Bully with a bunch of high school cliques/gangs and they control different parts of the school and places near it
>>
its ultimate general but napoleonic and with a functioning grand campaign (turn based)
>>
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>>2133193
I'd buy it on release. Will never happen, and I'm too much of a job-haver to make it happen, so we suffer.
>>
>>2132894
*Rise of Nations: Rise of Legends 2
>>
>>2133227
Shut your dirty whore mouth. Legends had no business having Rise of Nations attached to it. I weep and piss on big huge games for simultaneously making one of my favorite games of all time and releasing that turd just so they could be shutdown
>>
>>2130251
that sounds strikley similar to Age of Rifles
>>
>>2133279
Weep, then. Neither of us shall get what we want.
>>
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>>2129072
This but Eugen Systems style instead. Smaller, denser maps

Also, Steel Division urban warfare edition. Maps include Stalingrad and Berlin as well as London, Moscow, DC, and Tokyo.
>>
>>2133172
That would be cool, jockeying for power in the Landsraad and the assassin wars. Different eras from the rocky beginnings of the empire to the stagnation of the Corinos and the “inevitable” rise of the God Emperor.
>>
>>2129066
Castellan. A first person mix of CKD and Manor Lords where you manage a lord’s castle.
>>
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>>2129066
Firebase. You are assigned to construct a fire support base in Vietnam. It’s a first person game where you, as the commanding officer, begin by surveying the area via maps, recon photographs, and finally a helicopter flyover.

After site selection, you determine the initial layout and construction. Being the gung ho type, you are the first man on the ground assisting the engineers in construction and security. You make on the fly decisions and manage men and material under constant enemy threat.

Once the nascent base is constructed, you manage and reinforce your new home in response to new threats, intel, internal issues, and directives from command.

Tutorial would come in two phases. The fall of Dien Bien Phu would serve as combat training as you, in a batch of fresh reinforcements, fight hand to hand, with small arms, and operate crew served weapons. You would ultimately take command of a small detachment until you are ultimately KIA.

Second phase of tutorial would be strategic planning at officer school. You would execute various missions and complete tasks in a heavily controlled version of the main campaign as your character “visualizes” his future assignment.

Ultimately, as the war in your sector draws to a close, you must successfully manage the withdrawal of troops and scuttling of the firebase.
>>
Shadow President remake hands down lol


>>2129260
>>2129274
Just because it would be Polish devs doesn't mean they couldn't make the game satirical on top of being just plain fun desu. Like if you hate Russia cool make the game a satire lol.
>>
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>>2129066
Alright gentlement, get ready to shit your pants.

>The resource management/logistics of ANNO
>The Castle-building and sieging/defending of Stronghold .
>The Hero/Unit management of Majesty: The Fantasy Kingdom Sim.

>Stretch goals are multiplayer mode, a campaign, and a player-controlled hero representing the faction's ruler that can be grown using RPG elements similar to those of regular heroes.
>>
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>>2133718
Player units consist of:
>Serfs/Peasants/Labourers. Pretty much all of them are resource gatherers and often practically helpless. They are not directly controlled, but rather are a resource that can be assigned to buildings to make them functional.
>They can be assigned to Military/Guard buildings that with proper stored weapons/armors can outfit them as soldiers/guards, but their use has a limited range from the building, and their strength is one of the most basic in the game. Mostly fodder to pad out your defense/offense.

>Heroes. These are 'ascended' Serfs who've joined a guild/Hero Recruitment Building and become unique units. They have their own unique names, personalities, inventories with obtainable gear and skills that can be improved as they level up. Can also attract random or special heroes that would otherwise be unavailable to obtain from outside the kingdom using special rewards/buildings.
>You are also unable to directly control them, and most of the interactions the player will have with them is trying to keep them happy to remain useful and avoid them leaving or tearing up your kingdom, using quests/bounties with rewards. to get them to go somewhere, attack/defend something, or just don't tear the place up.

>Player Hero. Pretty much the only unit under the direct control of the player (except when under the effects of mind control or other status effects), can be grown as a unique class and use the same gear/skills other heroes have. Might only be available on certain game types.

>Other. Mostly consist of temporary summons from the player's or heroes magic spells. Would probably also be unable to be controlled by the player except on maybe certain units or the like.
>>
>>2133728
Base-building.
>Resource gathering, pretty much a relatively simple set of ANNO resource-chains and logistics.
>Buildings are made using resources. Resources are obtained from buildings hosting labourers. Labourers are obtained by building homes where Labourers live. Labourers live by spending resources (food/other goods made in buildings).
>Eventually you can upgrade buildings with resources so they can produce more resources while using more labourers.
>Special buildings can be made to make special resources from basic resources. Potential chains wouldn't be so many, as there are other aspects of gameplay we also want to juggle.

>Defensive buildings mostly consist of Walls, Towers, Gatehouses, Garrisons, and the Keep itself.
>Towers and Gatehouses serve as storage/spawn points for Labourers serving as guards. They will man walls attached to them and patrol player buildings in their vicinty looking for enemies to defeat/keeping crime down. They can be upgraded to increase their HP, range, and amount of labourers they can host.
>Walls are the basic defensive structure, they allow you to block enemies from instantly getting to your buildings/defenseless labourers.
>Garrisons are used as the storage/spawn point of soldier camps, mobile buildings that can be placed away from your base and allow soldiers to guard/attack an area away from your base.
>The Keep serves more or less the same as the Palace from Majesty/Keep froM Strongold, is the first and most essential building in your base and spawns the first and most basic of units. It can be upgraded like most buildings and it can also receive attackments to it like other buildings can, expanding its capabilities.
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>>2133734
Gameplay:
>Most important aspect should be the defense and management of the kingdom.
>Preventing resource/service shortages that might make labourers unwilling or incapable from working and even rebelling against you.
>Building a strong resource economy and using that to increase the amount of Heroes in service to your kingdom in order to defeat the enemy, all while keeping these same heroes happy and in-like without destroying/bankrupting your kingdom.
>Completing the main objective to achieve victory.

>Victory is most of the time relatively simple. Defeat all enemies on the map, destroy the enemy Keep, kill the enemy Hero ruler.
>Customs scenarios can have custom victory conditions. Make a hero deliver a specific item to the Keep. Have certain amount of a specific kind of Hero happy, build your kingdom to a specific size/build a specific building).

>Not sure if possible how a campaign could work. It'd be either a set of custom missions one after another, a set of separate but grouped scenarios within one setting, or perhaps a campaign map with some overworld management features, but the last one might be too ambitious/unnecesary for it to work.
>>
>>2133740
>Not sure if possible how a campaign could work. It'd be either a set of custom missions one after another, a set of separate but grouped scenarios within one setting, or perhaps a campaign map with some overworld management features, but the last one might be too ambitious/unnecesary for it to work.

I had Majesty 2 in my head as a game I would like to make or draw heavy inspiration from. There was nothing I could add to make a spiritual successor. It failed quickly, which is how it is supposed to work, because I would just need to get the license and a Scottish narrator. Only Tropico had a better narrator. I just wanted to play Majesty 3. I switched over to the Fallout universe after playing OWB and Tactics to try out my game dev skills.

If one can figure out how to spiritually make Majesty 3, without just outright making Majesty 3, there's an original IP there.
>>
just 2 more weeks

https://store.steampowered.com/app/1373910/Anvil_Empires/?curator_clanid=40518695
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>>2129066
Wargame: Warhammer 40K: Total War
Tactical battles akin to the Wargame series but with the scale and strategic map of the Total War franchise but in the Warhammer 40K universe.
But made by competent developers with a gigantic budget and with an eye to the 'rule of cool' and prioritizing fun over autism.
>>
>>2129967
>>2129970
>>2129973
this is fucking brilliant
>>
>>2129797
>1 guy who posts on /vst/
2, anon. Bonus for actually having an incentive to interact with your mother country and an inability to make advanced things like cannons so you actually need to trade.

Also, Mount and Blade but not made by retarded devs who will implement proper strategic mechanics.
>>
>>2133718
>>2133728
>>2133734
>>2133740
I commend you on your autism, anon.

>>2133854
I can see a 40K game in the Wargame mold be perfectly fine especially if they go really autistic on the units. That's something I liked about Final Liberation although it obviously haven't aged all that well.

Speaking of: a 40K Epic scale. Very low on detail, but battles involve formations with thousands of troops in each. I think that'd be a great way to capture the scope and scale of some of the more absurd battles in 40K.
>>
>>2133756
So how's Foxhole?
It has overall positive reviews, but I've read some very bad ones concerning the moderation team and overall maintenance of servers?
>>
Roguelike RTS.
You choose a culture, get both generic and unique upgrades related to it. As well as some tech being locked out (North Europeans don't get war elephants unless you get the mammoth preservation prestige)
Empire Earth style granular progression from caveman to cyborgs.
You can face multiple scenarios like the "New World" situation, where you have a big but low tech empire and then the conquistadores arrive with gunpowder and horses, as well as plagues that can spread among your units and villagers.
You can get a lot of upgrades for each era, to the point you can have a buffed bronze age empire that makes upgrading to your non-buffed Iron Age meaningless until you want to blitz to medieval.
>>
>>2133938
you aren't allowed to play the game at all by enraged autistic minmaxing retards who play this game religiously and enforce strict discord communism
you will not be able to achieve anything of substance because to do that you need to counteract discord communist factions who cooperate en masse
>>
>>2133227
Rise of Legends but actually finished.
>>
>>2129088
>Muhhh cuteee animeee
kys troon
>>
>>2133854
If Relic is actually working on a 40K TW and actually delivers a quality product, that’s basically what we’ll get

If you take the Total War tactical battle formula, but have less rigid and formation-driven unit design to fit the setting, and improve the engine to have more fluid unit control and responsiveness (ie dont have to wait 30 seconds for a ranged unit to slightly change where it’s facing to resume firing), it would at least be close enough

Lord knows theres more than enough stat autism in Total Warhammer to match Wargame’s unit cards, and with the single entity experiments with heroes and units like dragons and steam tanks you can definitely get the scale of lots of small infantry squads in a big battle with huge mech units and tanks and stuff
>>
>>2129093
Did you ever look into last train home? I know it is not a city builder but it has some elements that might please you if you like trains.
>>
>>2129066
It's like Sengoku Rance but instead of traditional JRPG masquerading as strategy it's an actual strategy game along the lines of the WDS games. It will be pornographic and it will be niche enough that no one will play it.
>>
>>2134256
So, I can expect that next game that's exactly the same but medieval to be just as bad, right?
>>
>>2134557
it depends entirely on who the devs listen to
if they listen to their fanatical autists again and base the game around their wishes, 95% of the game will be inaccessible to newer players again
>>
>>2134559
what are your concrete problems with the game tho

> enforce strict discord communism

this just reads like youre a social retard
>>
>>2134574
>the game is controlled by a majority of a minority now.

It means the game slowly dies each month because new players are not allowed to enter or constructively input. Min maxers are notorious for killing off the host game.

> enforce strict discord communism

It means the game is dying. Run a poll, Would you rather have CS Go were all guns are lethal, or play a mil sim that will be even more shit in 6 months?

>this just reads like youre a social retard

He recognizes mob rule and realized whatever gains he might make in Foxhole will be wiped if the min maxxers cannot monopolize an edge he develops. It's a game not Wall Street.
>>
>>2134622
can you like cite some fucking examples instead of more vague inflammatory statements
we get that you hate these guys can you tell us something they actually did? some change they lobbied for or something?
>>
>>2134631
>an you like cite some fucking examples instead of more vague inflammatory statements

No. It's not the investors or players job to fix your game.
>>
>>2134637
fuck off then, no one gives a fuck about you being assblasted unless you have gossip to share
>>
>>2129088
Why are they Belgians
>>
>>2134650
>
I was banned from the game. I reached out to have it appealed and they refused. The reason? I tried to stop cheaters on my own faction from driving resources to the enemies side. The resources lost were the kind that took players hours or a day of grinding to build. The cheaters worked in a group and thus convinced my team mates I was a cheater and was mass reported. I did this all without harming a single "friendly" and stored them in a near by warehouse where my actions were documented on the warehouse submission logs. It didn't matter I still got banned. Not temporarily suspended. Just banned.

This was a fun game for me. I taught a lot of new players and made some cool experiences. But take my warning to heart when I say don't openly fight cheaters and don't argue with clan members with a fragile ego who like to use their limited report tickets to mess with people. Just report and ignore and hopefully something good happens. Until the devs realize the reporting method is being used to grief I'm afraid this will be a permanent issue.


Pay us to fix your game.
>>
>>2134622
sounds like you haven't really played the game. Classic 4chin Gaymer of course *chef kiss*
>>
>>2134304
>Goes to an anime website
>Complains about anime
You have to go back to where you came from.
>>
>>2134673
>sounds like you haven't really played the game
>in thread about game ideas

Duh. One can read the reviews or watch youtube videos.

All those hours grinding you could've spawned it in with a console command. lol.

>zerg clans ban whomever they want
>lose a $30 game to some pay pig with alt accounts

no thanks. you should pay us to fix it or have a better idea.
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>>2129066
Squad-based, turn-based tactics RPG set in the Metal Gear universe. Basically a Metal Gear Xcom-like. There's several possible settings and time periods for the games ranging from MSF mercenary work to FOXHOUND clandestine operations, although I think Diamond Dogs / Outer Heaven would probably be the most familiar setting. It'll have the classic feel of Metal Gear with military realism combined with the occasional sci-fi and supernatural elements. I am aware of Metal Gear Acid but this would be quite different, focusing on entire squads and without the card system.

You manage a squad of soldiers, decide their entire loadout including things like what camouflage they wear, and send them on missions. Obviously there will be stealth mechanics with the classic Metal Gear "!" alert if one of your units gets spotted. Individual soldiers can specialize in certain things like CQC, medical, sniping, and maybe even some soldiers with psychic powers. Obviously there would be a wide variety of missions in many different environments. Maybe the ability for your squad to fulton out soldiers to be recruited as well with many of the Mother-base managing mechanics from Peace Walker / Phantom Pain like RnD.

I would also want there to be an autistic level of detail that affects how players play the game, for example if they were sending their soldiers on a mission against Soviet or Soviet-supplied troops then players would probably equip their soldiers with rifles that use 7.62mm so they can scavenge ammo, likewise if they were going against US/US-backed troops then players would equip 5.56mm rifles to use looted ammo. Along with things like weather affecting visibility and movement and leaving footsteps in the mud/snow ("Who's footprints are these?", MGS1). Players would have to make sure they disable or move out of range of anti-air before they call in a chopper for exfiltration/resupply like in MGSV. Troop morale and inter-personal relationships would also be a thing.
>>
>>2129066
Supremer Commander
>>
>>2129066
Autistic Chinese Warlord Era wargame
>>
>>2135526
Isn't that what the Romance of the Three Kingdoms games are? This seemed pretty autistic to me. I guess I wouldn't mind a more modern one of those, I only played the really old ones on emulators.
>>
>>2134750
based
>>
Sounds like a high 6 figure question. Please provide contact details for contract negotiations.
>>
>>2135526
Good news
https://store.steampowered.com/app/1189100/Rise_Of_The_White_Sun/
>>
>>2135919
You know that game looked kinda meh when I first saw it God knows how many years ago but it looks pretty alright now.
>>
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>>2129973
Here are some of the other units the Bakery faction has. It is of utmost importance for each faction to have a few units that use esoteric mechanics.
>>2130086
Thank you
>>2130250
That thread was kino. I loved the napoleonic elves faction one anon made.
>>
>>2136185
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>>2136189
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>>2136185
>>2136189
>>2136192
These are amazing. I love the Breadlings.
>>
>>2134247
I might steal this idea anon.



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