E
embers.
Guest
First I will giver you a little rundown of the mod and then pose my questions:
What is the game?
Project Conquest breaks the mold for modern First Person Shooters. This hybrid between an FPS and RTS is trying to bring the two totally differential styles of play together for the first time on the Source engine.
Why create this game?
At the moment, there is no alternate option on the Source engine, there are other options but they still do not have a good grasp on tactical and strategical play
Where does the game take place?
The game takes place on an alien world that has recently been discovered by humans. The three suns that surround the planet cause the world to be put in an almost permanent sunset.
What do I control?
In Project Conquest you can take the role of either an elite Marine, destroying the Rass`Tai in a battle for survival of the fittest, or a proud memeber of the Rass`Tai Battle Squadron, defending their home planet against the evil invasion.
What is the main focus?
This is where Project Conquest strays from the normal FPS formula, one member of each team will be able to become the Squad Leader allowing you to build up a base and lead your team to victory. There is a resource model, a tech tree, structures and upgrades (like games such as Warcraft And Command & Conqeur). However, if you want you can be a normal soldier playing an FPS game.
What’s different?
Apart from the obvious of combining 2 generally un-related forms of gameplay together, on Project: Conquest we want to make a large part of the game based on tactics and strategy. The game will be based on how you play it rather than how quick your reactions are.
Here are some gameplay features
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Gameplay
----
FPS/RTS Hybrid
Class system for different players to aid there team in different ways
Large games of up to a possible 64 players
Light Vehicles for quick transport between resource points
Tactics And Strategy play a large role
Realistic Physics for effective shooting and more realistic gameplay
Melee Combat For Rass`Tai to give the game another side to it
A Resource system and advanced Tech Trees so no game will be a repeat of the last one you played
Now this is what we have currently set up, we want to keep this but please read this quote
What is the game?
Project Conquest breaks the mold for modern First Person Shooters. This hybrid between an FPS and RTS is trying to bring the two totally differential styles of play together for the first time on the Source engine.
Why create this game?
At the moment, there is no alternate option on the Source engine, there are other options but they still do not have a good grasp on tactical and strategical play
Where does the game take place?
The game takes place on an alien world that has recently been discovered by humans. The three suns that surround the planet cause the world to be put in an almost permanent sunset.
What do I control?
In Project Conquest you can take the role of either an elite Marine, destroying the Rass`Tai in a battle for survival of the fittest, or a proud memeber of the Rass`Tai Battle Squadron, defending their home planet against the evil invasion.
What is the main focus?
This is where Project Conquest strays from the normal FPS formula, one member of each team will be able to become the Squad Leader allowing you to build up a base and lead your team to victory. There is a resource model, a tech tree, structures and upgrades (like games such as Warcraft And Command & Conqeur). However, if you want you can be a normal soldier playing an FPS game.
What’s different?
Apart from the obvious of combining 2 generally un-related forms of gameplay together, on Project: Conquest we want to make a large part of the game based on tactics and strategy. The game will be based on how you play it rather than how quick your reactions are.
Here are some gameplay features
-------
Gameplay
----
FPS/RTS Hybrid
Class system for different players to aid there team in different ways
Large games of up to a possible 64 players
Light Vehicles for quick transport between resource points
Tactics And Strategy play a large role
Realistic Physics for effective shooting and more realistic gameplay
Melee Combat For Rass`Tai to give the game another side to it
A Resource system and advanced Tech Trees so no game will be a repeat of the last one you played
Now this is what we have currently set up, we want to keep this but please read this quote
Me and a few others have been working on a class based RTSS(Real Time Strategy Shooter a mix between FPS and an RTS) called Project: Conquest. We hadn't built up the story but it is based around an alternate universe where Humans attack the Aliens blablabla. Now we were thinking that just to give it a twist, and not to sound totally cliche, but to put it into the seven hours war context. Now i'm not thinking City 17 invovlving Barney and pals. No. I'm thinking different city, different populus, same struggle. I really liked that eastern european style of half-life 2 and i thought we could move that into a different city and base it round there. We were looking at it and it would be quite easy to fit it round.
So do you think its a good idea with a nice twist or just annoying?