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Strategy campaign modes


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#1 sisyphus

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Posted 14 August 2012 - 01:42 PM

The reason for this topic is twofold, firstly I am developing a strategy game (artillery/worms style - see signature) and i'm in the process of developing its own campaign mode, so any thoughts are appreciated; and secondly, strategy games are awesome, but sadly few get made (I think) in game maker and posted on this community, relative to the eternal innundantion of rpgs and platformers (I have nothing against these genres though :P) - so hopefully this can start an interesting discussion about strategy games - specifically their campaign modes that may inspire or give food for thought to the existing strategy game makers out there!

What kind of campaign format do you enjoy most?

I've thought of some examples of campaign modes off the top of my head:

Money maker - You have a certain amount of money that is increased after each mission based on your performance/what you found in that mission. You are free to dispose of this money as you wish, typically the choice ranges from adding units to your team, adding enhancements to the team members/units, buying technology/weapons or ammo (i'm pretty sure this was the format in tank wars)

No gains - where each mission/battle is followed by the subsequent one with no gain/advantage/enhancement of any kind accrued from the previous one. In this way, the designer is setting up the challenge for the player for each mission to be based on their skill in completing that mission without the aid of any advantage hoarding. (Thinking of advance wars here, you can't carry any advantage over to the next mission, even if you built 50 neotanks)

Survivalist - You begin the campaign with a large amount of units that you cannot replenish, or only get very limited oppurtunities to do so, and once the unit is lost, they are lost forever - so the skill is in trying to make it through all the missions, losing as few of your minions as possible.

Band of brothers - You start with one unit/or a small band of units that you can add to as you progress through the game. The units can be lost forever if they die, and sometimes saving a unit to join your team requires going out of your way. So this is similar to survivalist except the aim is to try to increase your forces with all the oppurtunities that arise because your initial forces alone will not be enough

Rpg style - an experience/levelling up system that rewards skilful performance with bonuses/enhancements etc, thus the better you perform, the easier you make it for yourself later on.

Any thoughts?

Edited by sisyphus, 14 August 2012 - 01:43 PM.

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#2 spaz_orientation

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Posted 19 August 2012 - 11:46 AM

Lucky shot - A game mode where if you make a successful shot and hit an opponent, you get to take another turn. This would award accuracy and make people who get up close incredibly dangerous!

Black Sheep - Each team has a "Black Sheep" who the other team must kill. all other members of the team are invincible. This means weapons that destroy terrain to limit the movement of the other team is vital. First to kill the Black Sheep wins.
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#3 sisyphus

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Posted 19 August 2012 - 02:18 PM

I like the lucky shot idea, very applicable to my game as players tend to take the easy path and perform attacks up close, this rule would challenge the players more by giving them an incentive to stay away and try and make long shots
Thanks ! :)
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#4 aaabbbccc

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Posted 24 August 2012 - 10:57 PM

Lots of great ideas OP!

Gun Shop Everyone starts with the worst gun. You pay money (not sure what your system is in the game) to upgrade your gun. like

Pistol
Shotgun
SMG
Rocket Launcher

etc etc.

Also, instead of buying guns you can set opponents back. (Say if guns are 500$ to upgrade, you can pay 1000$ and set everyone back to the previous gun) You win by getting to the last gun, than getting a kill with it (or paying another 500$)
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#5 Yal

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Posted 04 September 2012 - 01:24 PM

Kinda deraily here.


Grinder aka Super Hero - You have a single unit. Your only means of survival is to make this unit so strong nothing can beat him.

Zombie - If one of your units die, it will return to life as an enemy, fully healed and with all its skills and equipment. (Dead enemies will also not stay dead either)
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#6 sisyphus

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Posted 04 September 2012 - 09:10 PM

Kinda deraily here.


Grinder aka Super Hero - You have a single unit. Your only means of survival is to make this unit so strong nothing can beat him.

Zombie - If one of your units die, it will return to life as an enemy, fully healed and with all its skills and equipment. (Dead enemies will also not stay dead either)

you're right, these are deraily ideas! And i have to admit I like them more than my own (recylced) ones :thumbsup:
zombie sounds cool, the idea that its doubly-importantly, tactically, to keep your units alive - otherwise your enemy becomes stronger on your losses. This could lead to some challenging tactical decisions, because the player has to think about how to kill the enemy and not lose their troops (Rather than just throwing soldiers away carelessly)
Let me know if you ever try making these ideas out !
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