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A Sci-Fi vs Medieval Fantasy RTS (Forums : Ideas & Concepts : A Sci-Fi vs Medieval Fantasy RTS) Locked
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Aug 8 2020 Anchor

Hello. I want to introduce an idea for an RTS concept for you people could play with. I made this for a thread on Spacebattles.com where your a game designer tasked with making a game inspired by the Anime/Manga, Gate: Thus the JSDF Fought there.

The cinematic intro for this RTS would involve multiple gates appearing in every but not all metropolitan-type cities. Each of them emerge are magi-powered medieval fantasy warriors who swords have wands built into them along with fantasy creatures and magi-tech powered vehicles. They declare the lands around them are now territory of their glorious Humanian Empire and start slaughtering everything in sight.

Unfortunately, the world they're on happens to be a Sci-fi Earth that had survived an Alien Invasion decades ago and now the army of Earth prepare a counter-offensive to take back those cities conquered by these barbarians. They would lose men thanks to the Humanian Magi-Tech but they all succeeded and now they prepare to go to that world to get their people who were taken, and bring justice to those responsible for this act.

However, their alien enemy has remained in Sol, though they vowed never to fight humanity again, the barbarians' attack on Earth has caught there attention, and plans are in place to gain access to the other world.

The story for this RTS would be a series of stories of what led to the intro and the consequences that would follow after it.

The Factions:

  • Humanian Empire:


    An empire resembling that of Rome and medieval europe. They are drivin by the desire to conquer and rule over the world of Paradea. Though they have Vassel States serving as puppets to the regime, they are the largest empire know to their world. They view demihumans as barbarians and looked down upon, though they use them as fodder for their conquest. They posessed vast knowledge regarding magi-tech and alchemy.

    Infantry Units:


    Legionnaire: Basic Foot soldier of the Empire. Armed with a machete sword with a wand embedded within the blade. Magic is drivin in the sword so a single stroke can kill a person. Or point their swords to use their wands to fire magic bolts for ranged attacks.

    Archer: Armed with a crossbow with a enchantment ring at the tip. This ring allows the arrows to be flown at supersonic speeds. can attack ground and air units.
    Note: arrows and ballistas will also have the enchantment rings.

    Scribe: Imperial scholars. Unarmed and can capture buildings

    Hassassin: Invisible assassins armed with magi-daggers that kills infantry in one stroke. Can infiltrate buildings for various upgrades. Requires Gazer.

    Mage/Sorcerer: Heavy Magi users that unleash powerful bolts or cast them down from the sky. Requires War Sorcery.

    Vehicle Units:


    Autochariot: Light magi-powered vehicle. Armed with a autoballista. Good for scouting and can attack air.

    Assault Carriage: Armed transport vehicle. Can carry infantry.

    Iron Clad: Armored assault vehicle armed with a large magi-ballista. Requires Gazer.

    Magi-Balista: Artillery and Heavy anti-air. Enchanted Ballista can engage ground and air targets. Requires Gazer.

    Automaton: Unmanned magi-powered, humanoid iron golem armed with Magi-Lancer cannons. Heavy armored. Requires War Sorcery.

    Imperial Collector: Collects Magite ore or Quintenssene Barrels. Requires Magi Depository.

    Alchem Carriage: Deploys into an Alchem Center.

    Air Units:


    Wyvern Rider: An Archer riding a dragon. Armed with the enchanted crossbow. Attacks ground and air.

    Airship: Large armored transport vessel. Infantry can attack from the ship. Can be enchanted to increase speed.

    Fire Dragon: Colossal-sized dragon. Heavily armored and ground attack only. Can clear garrisons. Requires War Sorcery.

    Buildings:

    Note: The Humanians rely on magic only. Therefore they don't need power plants to power structures.

    Alchem Center: Main structure for transmutating other structures.

    Enchantment Upgrade: Major requirement. Access to Tier 1 structures and units.

    Imperial Barracks: Trains the Humanian infantry.

    Magi Depository: Refines harvested Magite ore or Quintenssene for credits.

    Alchem Armory: Transmutates and builds vehicles.

    Heightened Enchantment: Major requirement. Access to Tier 2 structures and units. Requires Alchem Armory.

    Gazer: Activates the blank HUD for the map. (Basically Radar)

    Sky Roost: Allows building and training air units.

    Max Enchantment: Major requirement. Access to Tier 3 structures and units. Requires Gazer.

    War Sorcery: Imperial "tech" structure. Allows access to Automaton and superweapons.

    Defenses:


    Wall: Basic Imperial fortification.

    Guard Tower: Basic defense structure with magi-crossbows. Requires barracks.

    Ballista Site: Medium defense structure with magi-autoballistas. Requires Alchem Armory.

    Magi-Lancer: Heavy defense structure that fires energy beams. Requires War Sorcery.

    Protector Henge: Superweapon. Cast a powerful invulnerability shield on units and structures. Infantry included.

    Stormwrath Temple: Ultraweapon. Cast a combination of tornado and lightning storms on a selected target.

    The Campaign:


    The Story begins as Humania, after building up its military in secret, launches a campaign of conquest throughout Xaea. One of the continents of Paradea. They captured many nations, conquered demis, and at mid-campaign multiple gates have opened up at their sacred hill. They move into the gates to conquer more until they incur the wrath of the Global Defense Space Command.


  • Global Defense Space Command:


    Formed from the ashes of the United Nations Alliance Treaty(UNAT) during the war with the Chauthi Empire, the GDSC now serves as Earth's defense force from hostile alien threats. The reverse engineering of tech from the Chauthi advances Earth by decades if not centuries. When Humania invaded and occupied their major cities, the GDSC send an expeditionary force to Paradea to bring the Humanian leaders to justice.

    Infantry Units:


    GI: General infantry of the GDSC. Armed with assault rifles and equipped with Exosuits.

    Rocket Soldier: Anti-Tank trooper with a rocket launcher.

    Engineer: GDSC Engineer. Unarmed and can capture buildings.

    Grenadier: Throws grenades at enemies. Can clear garrisons. Requires Aerospace Command.

    Commando: Armed with suppressed, long range, semi-auto Gauss rifles that kills infantry in on hit. Can place explosives to destroy buildings. Requires Strategic Bureau.

    Mobile Trooper: powered armored soldiers armed with railguns. Requires Strategic Bureau.

    Vehicle Units:


    Lum-vee: Levitation mobility vehicle. Armed with a machine gun. Good for scouting.

    Gatling APC: Infantry troop transport armed with a 15mm gatling cannon. Can attack air units.

    Flame Tank: Armored, short-ranged tank with flame throwers. Can clear garrisons.

    Medium Tank: MBT of the GDSC. Models include the American Abrams, Russian T-series, and Chinese ZTZs, and more... Requires Aerospace Command.

    Evangelion Mech: A humanoid, Pilot-Assisted walker armed with a shoulder-mounted railgun artillery. Requires Aerospace Command.

    T-700 Begemot: A large super-tank around twice the size of a Medium Tank. Armed with a single 150mm Railgun and grenade launchers. Requires Strategic Bureau.

    Tesla Array: Heavy anti-air Unit. Armed with a Hadron particle stream cannon. Only attacks air. Requires Strategic Bureau.

    GDSC Collector: Collects Magite ore or Quintenssene Barrels. Requires Quintenssene Center.

    Mobile Construction Vehicle: Deploys into Construction Yard.

    Air Units:


    Attack Chopper: General purpose gunship. Models include American Apache, Russian Hind, Chinese Z-10, and more...

    Strike Fighter: VTOL base jet fighter. Performs dog-fights and strafing runs.

    Dropship: Can carry infantry and vehicles. Requires War Factory.

    Assault Destroyer: large, airborne ship with medium-range railguns. Attacks ground only. Requires War Factory

    Gravimetric Carrier: Airborne Aircraft Carrier that launches drones to drop their bombs. Requires Strategic Bureau.

    Buildings:


    Construction Yard: Main structure for building GDSC structures.

    Fusion Power Plant: GDSC power plant. Can be upgraded with an additional reactor for double power output.

    GDSC Barracks: Trains GDSC Infantry:

    Quintenssene Center: Collects Quintenssene barrels or refines Magite ore for credits.

    War Factory: Produces GDSC Vehicles. Requires Quintenssene Center

    Aerospace Command: Produces GDSC aircraft. Activates the Map on the HUD. Requires Quintenssene Center.

    Strategic Bureau: GDSC tech center. Unlocks tier 3 structures and units. Requires Aerospace Command.

    Defense:


    Wall: Basic GDSC fortification

    Gatling Cannon: Basic defense structure. Armed with dual 15mm gatling cannons. Can attack air. Requires barracks

    Gun Turret: Medium defense structure. Armed with a railgun. Requires War Factory.

    Ion Wave Cannon: Heavy defense structure. Armed with a Ion Cannon. Requires Strategic Bureau.

    Einsensphere: Superweapon. Creates a wormhole from point A to point B anywhere on the map. Units can traverse to the other side. Requires Strategic Bureau.

    Missile Silo: Ultraweapon. Launches a Mirotvorets class nuclear missile. Requires Strategic Bureau.

    The Campaign:


    As the Humanians rage across the cities they invaded, the Global Defense Space Command launches a counter offensive to retake them. They send in a QRF to place targeting zones for airstrikes along with their flying ships and aircraft carriers. After retaking the cities, they launch an expedition into Paradea to apprehend the Humanian Leaders. Unfortunatly, before their planned expedition, another portal had opened up on their old enemy's doorstep, the Chauthi. Taking no chances, they chose to bring every equipment available for the inevitable hostilites with them.


  • Chauthi Federation:


    Once part of a war fleet sent from their homeworld to conquer Earth as part of their series of worlds under their thrall, now an independent faction trying to survive and thrive on the moons of Saturn, Uranus, and Neptune. Those who are loyal to the warmongers still want to fight the humans and sent a signal to their homeworld of their troubles before being destroyed by the peace faction. When a portal opened up on one of their colonies with thousands of medieval soldiers and fantasy creatures poring out, they repelled them with ease but not until a ship unknowing from Earth saw what was going on and had to alert their leaders of the Chauthi activity.

    Infantry Units:



    Initiate: Basic infantry of the Chauthi. Armed with magcel rail rifles.
    (Note: Magcels are the equivalent of either railguns or coil guns due to having similar principles.)

    Javelineer: Anti-tank infantry armed with plasma beam cannons. Can't attack air.

    Technician: Chauthi engineer. Unarmed and can capture buildings.

    Plasma Warrior: Armed with plasma sprayers. Can clear garrisons. Requires Operations Center.

    Lev Troopers: Powered armored, flying soldiers armed with a plasma beam cannon and mini-rockets. Can attack air. Requires Tech Assembly.

    Vehicle Units:



    Plasma Quad: Light armored levitation vehicle armed with a quad plasma machinegun. Can attack air.

    Assault Crawler: Infantry transport levitation vehicle with a magcel coil machinegun.

    Hover Tank: MBT of the Chauthi. Armed with a plasma beam cannon. Requires Operations Center.

    Plasma Mortar: Artillery support unit. Armed with a plasma artillery. Requires Operations Center.

    Tripod: A pilot-assisted, heavily-armored triped-walker armed with a trio of plasma beam cannon. Requires Tech Assembly.

    Magcel Quad: Heavy Anti-air. Armed with 4 heavy-caliber Magcel rail cannons. Attacks air only. Requires Tech Assembly.

    Chauthi collector: Collects Magite ore or Quintenssene Barrels. Requires Node Dropoff.

    Air Units:



    Scoutrider: Chauthi gravimetric gunship armed with magcel coil machineguns and mini-rockets.
    (Note: gravimetric is basically anti-gravity devices.)

    Stormrider: All purpose Strike fighter of the Chauthi. Armed with auto plasma beam cannons.

    Shuttle: Gravimetric transport. Can carry infantry and vehicles. Requires Battle Fab.

    Battlecruiser: large, airborne ship with medium-range plasma cannons. Attacks ground only. Requires Operations Center.

    Dreadnought: Heavily armor, airborne ship armed with plasma beam cannons and anti-air magcel rail cannons. Has a main gun that can fire a charged plasma blast. Requires Tech Assembly.

    Airborne Fab: Deploys into the Fabricator.

    Buildings:



    Fabricator: Main structure for building Chauthi structures.

    Fusion Reactor: Power plant of the Chauthi.

    Chauthi Barracks: Trains Chauthi infantry.

    Node Dropoff: Collects Quintenssene barrels or refines Magite ore for credits.

    Battle Fab: Produces Chauthi vehicles. Requires Node Dropoff.

    Operations Center: Activates the Map on the HUD. Requires Node Dropoff.

    Starport: Produces Chauthi aircraft. Requires Operations Center.

    Tech Assembly: Chauhi tech structure. Unlocks tier 3 structures and units. Requires Operations Center.

    Antimatter Reactor: Produces excess power. Requires Tech Assembly. Warning! Will explode into a nuke upon destuction!

    Defense:



    Wall: Basic Chauthi Fortification.

    Component Tower: Customizable tower with three available weapon placement upgrades. Can be connected to walls.
    •Quad Sentry: Armed with a plasma quad machinegun. Requires Chauthi Barracks.

    •AT Cannon: Armed with a Plasma Beam Cannon for anti-armor. Requires Battle Fab.

    •Sam Site: Armed with a Rocket Pod. Attacks air only. Requires Operations Command.

    Grand Cannon: A large Magcel Rail cannon placement. Attacks units at long range but cannot engage when they're too close. Requires Tech Assembly.

    Phased Nanoswarm Hive: Superweapon. Creates a dome barrier out of nanites that block units coming in and out. Those within the barrier can shoot into the outside while those outside cannot shoot back.

    Bombardment Station: Ultraweapon. Call in a total of 9 Kinetic Rods to fire onto their selected target.

    The Campaign:



    With the portal to Paradea opened on the Chauthi Colony on Saturn's moon Titan, the Chauthi prepares to move in where the barbarians have come from. Aware that the humans of Earth are on there as well, they take every equipment available for their eventual hostility. They successfully takes lands on the other side until the incident with the GDSC. Both sides sign a non-aggression pact and vowed to keep out of each others' way while engaging the Humanians in the process. While the Chauthi wanted to get to the Humanian Capital, the GDSC beats them to it and burn it to the ground, ending the war for now.

    In the end, a cold war between the GDSC and the Chauthi Federation is inevitable, with the GDSC on the West, the Humanian Repulic, and the Chauthi on the East, the Socialist Federation of Humania, the Humanian Empire is now reduced with its capital moved to a new city, acting as a buffer zone between the two, and on the verge of being a shadow of its former self.

Miscellaneous:

  • Special Powers:



    •Humanian Empire:
    Magi-Reveal: Reveals unexplored areas in a large target radius. Requires Gazer.

    Lightning Strike: Cast a powerful, explosive lightning bolt in a target radius. Requires Gazer.

    Ballista Final Strike: A squad of 5 magi-baliistas in a V formation with battlewands on the top and bottom firing everything in sight until the ballista arrows hit their selected target site. Requires War Sorcery.

    Magi-Balloon Bombs: Balloon bombs appear from the sky descending slowly to the ground. Can be guided to switch target sites until ground detonation. However when the balloon is destroyed, they'll immediately drop to the ground. Requires War Sorcery.

    Protection Shield: Cast an invulnerability shield on units and structures to make them impervious to attack. Infantry included. Deployed from Protector Henge.

    Stormwrath Strike: Cast a stationary tornado along with explosive lightning strikes in a large target radius. Deployed from Stormwrath Temple.

    •Global Defense Space Command:
    Air Strike: Calls in a squad of 3 strike craft in a V formation. Fires autocannons and drops bombs at their selected target site. Requires Aerospace Command.

    Paradrop: Calls in an airdrop of infantry and vehicles at a targeted site. Requires Aerospace Command.

    Spy-Sat Reveal: Reveal the map for a limited period of time. Requires Strategic Bureau.

    Thermobaric Strike: Calls in a bomber to drop a thermobaric bomb to a targeted site. Large blast radius. Requires Strategic Bureau.

    Wormhole: Create a wormhole from point A to B for a limited amount of time. Deployed from Einsensphere.

    Mirotvorets Strike: Launches a Mirotvorets class nuclear missile to the targeted site. Deployed from Missile Silo.

    •Chauthi Federation:
    Plasma Orbit Strike: Fires a steady plasma stream from orbit to the target site. Small Radius. Requires Operations Center.

    Drone Scan: Calls in a large drone to scan everything in sight to reveal areas towards the selected target area until flying out the map. Requires Operations Center.

    Tactical Nuclear Strike: Call in a nuke artillery strike towards the targeted site. Large blast radius. Requires Tech Assembly.

    Nanoswarm Hive: Deploy a nanoswarm barrier on the targeted site to prevent entry in and out. Acts as a temporary bunker for all units within. Deployed from Phased Nanoswarm Hive.

    Kinetic Bombardment: Calls in a series of 9 kinetic rods to their targeted site. Deployed from Bombardment Station.

    Resources:


    Magite Ore: Native to Paradea. Although magic flows throughout the world, Magite allows magi users to store and amplify their powers. However, their energy value allows alchemist to transmutate them into other elements, especially for the Humanian war machine. Its liquid variant the Magene also functions the same thing, except they are pump from their underground reservoirs.

    Quintenssene: A substance invaluable to the humans of Earth. A Chauthi POW during the Human-Chauthi war tells his interrogators the secret reason why they invaded Earth. Ancient sites throughout the world were containing data in the Quartz which unlocks the codes needed to get quintenssence stations out of their Phased modes.

    One year after the war, they active the codes to reveal hundreds of disk-sized spacestations the size of the moon's width orbiting around the sun in between the orbits of Mercury and Venus. After sending scientist to study the space-stations, they discover they convert the solar energy from the sun and restructure the particles within into new elements thanks to the particles of the quantum world.

    Today, the energy substance in their barrels are named Quintenssene, a type of plasma and particles that converts into new elements. You can find molecular printers that use Quintenssene in every corner of many cities.

    When the GDSC captures a Magi Depository in Paradea, they discovered that the Magi energy and Quintenssene are, somehow, compatable. Though the Magite and Magene have half the quality of the Quintenssene, it's economic value was enough to achieve victory against the Humanian empire.

    Nodes:


    Magite Mine: A Mine with a levitation crystal. A collector goes to the deposit pad and the crystal "grabs" the ore then dumps on the collector. When the mine is depleted, receive only 25% of units collected. 500 units per collection.

    Quintenssene Docks: A supply dock of Quintenssene barrels. When depleted, you can't harvest anymore. 1000 units per collection.

    Tech Structures:



    Magene Well: A "derrick" styled structure that pumps Magene from the ground for a continuous flow of credits. 20 credits per second.

    Quintenssene Drop Pad: An orbital pod is dropped on the pad for credits and is launched back into space. 5000 credits per 2 minutes.

    Tech Fusion Power Plant: Large civilian fusion power plant that when captured, provides power. Humanians who don't use power will benefit from it.

    Hospital: Heals Infantry:

    Machine Shop: Auto-repairs vehicles.

    Maps:


    All maps would be divided into two aesthetics. One set on Earth with its futuristic sci-fi setting while the other is the Medieval Fantasy setting for Paradea.

This is all I have to share, I Hope one day someone takes this concept and make it a reality.

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