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Herzog Zwei/Battlezone-style Gameplay (Games : Vector Thrust : Forum : Game Types, Goals & Mutators : Herzog Zwei/Battlezone-style Gameplay) Locked
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Nergal01
Nergal01 I stopped supporting Vector Thrust. AMA.
Mar 30 2013 Anchor

For those who don't know about Herzog Zwei (or its spiritually spiritual successor, AirMech):
Youtube.com
Youtube.com
Trivia: it's one of world's very first RTS BTW, even older than Dune/C&C whatnots you used to know, and it's from console. Deal with it.

For those who don't know about Battlezone (the remake, that one with revolutionary combined RTS-FPS idea)
Youtube.com

Herzog Zwei/AirMech style (some ideas from Brutal Legend, too. If you know what I mean) :
-Figure this, each player starts with a winch-equipped fictional VTOL aircraft/transforming mecha as the original premise (one player per team, sadly) and at least, one base
-Since your plane is equipped with a winch, you can carry/drop other unit to the frontline (a warning message will show up if you *try* to drop it above illegal terrain/areas), also you only can deploy them if you fly low enough, unless with a specific upgrade
-As the original & AirMech's gameplay is obviously more 2D centric (which means mecha form usually can't hit airborne enemy and vice versa, correct me if I'm wrong), here the normal rule applies (you can shoot whatever in VTOL/mecha form or in fighter form either it's airborne or not), however damage dealt are generally weaker than normal weapon in other modes (save for SPW, but SPWs are highly specialized, AA/AG only depends on the plane type) therefore you still have to rely on your own army and can't one man army-ing against opposing team
-Some researchable upgrades, including ability to airdrop whatever you carry regardless of altitude (in a nutshell, parachutes or stuff)
-However, there's a catch, enemy can shoot and kill the airdropped unit, and most of them can't fire back.
-There are neutral bases scattered around the map, usually guarded with neutral units (hostile to every player, actually)
-Kills will also rewards you with resources ('salvages', don't ask me why)
-Buildable units includes:
Land, most of them can be carried: light vehicles (combat bikes, buggies, HMMWV, etc), APCs, tanks (light, medium, heavy), artilleries (both mobile & stationary) , turrets, SAMs & AA (both mobile & stationary) and support objects (repair/resupply unit, etc)
Air: helos (various, even those which can automatically carry units into the frontline), VTOL fighters/bombers, and even cruise missiles
-Issue order to your units by placing beacons anywhere on map (like in Brutal Legend)
-Bases automatically generate resources to build stuff and spawns creep (light vehicles, APCs, light tanks) on regular basis
-Only light vehicles and/or APCs can capture bases. Most requires more than one to completely capture a base
-Remember, your unit can't directly harm enemy base, therefore you must use your own army to do that
-A team/player loses when they lost their main/starting base

Battlezone style:
-This idea relies on AI's actions, therefore might want to wait till TS properly perfected the AI
-As in my previous statement, you can deploy beacon to issue orders
-Here, that includes issuing order to base builder units to build a structure, you simply press a hotkey to select the desired building and place the beacon wherever you like (as long as it's still allowed)
-Otherwise, let's just say that every structures are deployable (see also: C&C series' MCV) therefore they're mobile and have to be deployed to be operational
-Let's say that means the team's initial airbase as well.
-Resource collectors are totally automatic, but they automatically retreat if they came under enemy fire
-No research and stuff here, as long as you have enough resource you can build anything
-If there's no order issued, most of combatant units actions are also automated (most of them attacks accoring to their target priority/depending on their role (i.e tank destroyer units will priortize on engaging enemy tanks/armors within their range), except for artilleries, you still have to issue them orders manually). For air units, you can set them as your wingmen and issue orders as per typical flight sims.
-A team loses when they lose all airbases

Oh yeah, for both modes, PiP are necessary to help observing own units

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