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Tides of War


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#1 tank50us

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Posted 09 March 2010 - 16:25

After securing someone to make an engine for this game, I guess now is as good a time as any to start asking for recruits. Work on the Engine is scheduled to begin in April, which is still plenty of time to work out all the gameplay mechanics. However, I can tell you that this game focuses heavily on naval warfare, and will be a Real-time Strategy title. Battles themselves will be fought in the style of an RTT however, but the games "World Domination Tour" will be handled in real-time.

What I need are 3D Artists, 2D artists, sound artists, the works. If you're interested, or just want to know more information, shoot me an E-Mail, or messege me one MSN (both are Tanknews@aol.com). Any kind of help would be nice, so, thank you in advance.

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#2 CodeCat

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Posted 10 March 2010 - 10:58

More information would also be nice. Right now nobody has any idea what they're signing up for. :duh:
CodeCat

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#3 Wizard

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Posted 10 March 2010 - 11:20

Tank has been kicking around ideas for his naval RTS for a while now and has posted quite a few models and mechanic ideas.

http://forum.falloutstudios.net/index.php?...c=33011&hl=
http://forum.falloutstudios.net/index.php?...c=28655&hl=

IIRC he even planned this idea for CnC3. The above topics should give people an idea of what they are getting themselves into :duh:

#4 BeefJeRKy

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Posted 10 March 2010 - 17:54

At the end of summer, I'll be done with my Data Structures & Algorithms course (in C++), so maybe I can lend a hand in engine development? I know both Java and C++.
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#5 tank50us

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Posted 10 March 2010 - 20:11

Like I said, I'm still kicking around allot of ideas, so I still can't say to much. I will however give a glimpse into the story.

The story is set in 2006 follows a CAG (Commander of the Air Group) of the USS Nimitz. Over the last 30yrs, he's witnessed his home (Philadelphia) become a new Venice as the polar Ice Caps melted, and the oceans rose. By the year 2000, the oceans had risen a total of 550ft, flooding every major coastal city, devastating economies, and wiping nations off the map. Starting in 2002, the Russian Federation began a major modernization program of it's military now that they are able to move freely without the risk of blockade, and in 2005, they began to annex the "poor nations of the west". This didn't sit well with the Europeans, and they began to increase fleet activity as well. At one point the two would clash (for largely unknown reasons) and the fight began in early 2006. The US would become involved when a rouge Alpha Class Submarine captain fired a torpedo at the Hospital Ship USNS Mercy while she was ferrying wounded Euro-Soldiers from Europe to the US for intensive treatment (severe burns, transplants, etc.); only 30 of the nearly 1,000 patients would survive the incident. The hunt for the submarine lasted several days, but both European ships and American ships were unable to locate the vessel. As the US geared for war, the Russians launched a full-scale offensive against them, trying to cripple the US Fleet, and force a surrender....

I know I'm portraying the Russians as the aggressors here, but the back story has some bases on history. The annexation for example is based on Nazi-Germany's annexations before September 9th 1939. The Reasons for the conflict kick-off is left a mystery, much like the American Civil War (as the reason for the war varies depending on who you talk too). And the US Entry is based on the US Entry into WW1, with a U-Boat deliberately sinking the RMS Lusitania which had US Citizens on board. However, unlike the Lusitania, the Alpha captain was a rouge, where the U-20s captain was under orders.

Now, if someone can make a map of the world how it appears in the story that would be grateful. They may get a free copy of the game when released :duh: (yes, that is a challenge issued by me)

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#6 tank50us

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Posted 30 March 2010 - 13:47

not that I normally double Post, but it seems that this time I've got to. Anyway...
Everything is proceeding as scheduled, and everything looks good for an April 1st start date. Although the first units won't be hitting the waves by then, we can still have things getting ready for ingame by then. My challenge is still up for grabs though, so, anyone willing to take a crack at it is more then welcome. And since we're closer to the start date, I'll reveal some more about the project itself....

What follows is the types of ships that will be available to the player...

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Ship types

Scout Ships

Fast-Attack Submarines (SS): The snipers of the deep. Fast Attack Subs can move quickly, and quietly in order to keep watch over a certain area. Most are heavily equipped to handle enemy ships with extreme ease, as they can sink most vessels with one or two direct hits. Subs are also designed to launch anti-ship missiles allowing them to engage surface targets from outside their own sonar range. However, where Fast Attacks are strong offensively, they have virtually no armor besides their own pressure hulls, and can easily be sunk with one or two direct torpedo hits.

Patrol Craft (PC): Small and fast, these small ships are designed to move extremely fast compared to other surface vessels. Most are made of lightweight materials, like wood and aluminum, making them very weak. But where they lack in armor, they make up for in raw speed and cost. Patrol Boats can be built in larger numbers then submarines, but lack their heavy anti-ship weapons. Patrol Boats can also be used to scout an area for anti-ship mines, since they can maneuver around the mines without slamming into one. Some Patrol Craft also come equipped with hydrofoils, which allow them to instantly double their speed for a brief period of time, allowing the vessel to engage in high-speed hit-and-run attacks.

Corvettes (LC): A Corvette is a small warship, usually smaller then a frigate, but larger then a PC. Corvettes have significantly more armor then a PC and a submarine, and are almost as fast. Corvettes also benefit from having a low draft, allowing them to run in shallow areas where larger warships cannot. Corvettes are best deployed as convoy escorts, where their weapons and speed can allow them to catch up to slower vessels. They also make good base defense vessels, again, due to their speed and weapons. Corvettes are well balanced against most targets, but their lack of armor makes them very vulnerable to larger warships, such as Cruisers and Destroyers.

Picket Ships

Frigates (FF): Frigates are ships that are designed to provide an effective anti-aircraft screen early in the fight. Their low cost makes procuring dozens of ships at the outset of the fight a viable choice. Frigates are often deployed as Guided-Missile Frigates, since their light armor makes close-in engagements a bad idea. Some frigates even come with a helipad, allowing them to land helicopters that can be used in ASW. Frigates are also the lightest vessels capable of carrying Cruise Missiles, but since they rely on turreted systems to launch them, reloading can take longer than other ships, which can virtually ripple fire the missiles.

Destroyers (DD): These vessels form the bulk of the fleet. Their offensive and defensive power is tough to match. And their speed makes them prime candidates for mid-game hit-and-run attacks. However, most destroyers are built to defend other vessels, such as capital ships, and they often lack a heavy cannon armament to deal with close-in threats. Most destroyers are geared towards providing an anti-air/submarine screen for the larger ships. As a result, their weapons include general purpose missiles, SAMs, ASROCs, and torpedoes, as well as a cannon to target smaller vessels. Most Destroyers are also equipped with a helipad to launch and recover helicopters to assist in ASW operations. As an added bonus, all Destroyers can deploy an Active-Sonar Ping (ASP) to detect enemy subs at a greater range.

Cruisers (CR): These medium-sized ships can easily form the earliest offensive-arm of any navy, and can still be a felt presence even in the late game. Cruisers are also the lightest vessels to use Cruise Missiles. While only some Destroyers and Frigates can deploy them as well, Cruisers can fire more, and in greater succession due to their larger launchers. Most Cruisers also have a superior cannon armament when compared to Destroyers, while others use an array of large missiles in place of additional cannons. Cruisers can also house Helicopters rather than just let them land like other ships.

Capital Ships

Battleships (BB): Once the queens of the ocean, Battleships began to make a comeback after to polar caps melted, and the superior power of their main batteries would be necessary for possible beach landings. Battleships also benefit from granting their escort ships a 10% boost in damage, since the escorts are often very proud to fight alongside something that actually goes out and fights. While strong offensively, Battleships suffer from having no Anti-Submarine capabilities, and limited Anti-air. However, with a proper screen, they can be easily protected from those threats. All Battleships can activate the “Full Broadside” Special Ability, which trains all possible guns to one side, firing several salvos which can easily rip apart even another capital ship. This ability however takes time to recharge, since adjustments must be made to make the ship ready for another big burst from the main, secondary, and even tertiary batteries.

Battlecruisers (BC): These modern warships take the speed, and missile capability of current Guided-Missile Cruisers, and blend them perfectly with the size and armor of the battleship. While they may boast similar fire-power, most Battlecruisers are incapable of standing toe-to-toe with a battleship, largely due to their lack of effective close-in weapons such as guns. Battlecruisers boost the offensive capability of near-by Guided Missile Warships (all types) by 15%, and can also provide an ESM field that boosts the effectiveness of allied launched missiles, while hindering the guidance of incoming enemy missiles at the same time. But missile re-fire rate is also reduced to allow for the better guidance.

Aircraft Carriers (CV): Aircraft Carriers are the new queens of the sea. Able to project an effective Airforce anywhere in the globe within 48hrs, carriers are very effective at long range due to their embarked squadrons. Carriers can launch squadrons quickly, and can even replenish them if aircraft are lost (see “Launch the Alert” for more details). In the World Domination Tour, carriers can provide support for any battle group currently engaged provided that they are in range of their strike aircraft (represented by a ring around the CVBG mark) While carriers can quickly bring airpower to an area, they are very vulnerable if an adversary gets in close as most carriers don’t have any weapons to deal with heavy assaults. Due to the construction of their flight-decks, carriers cannot activate the “Emergency Repair” ability, and must be repaired at a friendly port.

Ballistic Missile Submarine (SSB): The Boomers are one of the most dreaded vessels in the sea. Their SLBMs used to be able to obliterate cities, but now with new thermobaric warheads, boomers can deploy their missiles more often, and without presidential approval. Boomers suffer from being slow on the move compared to their smaller siblings (fast-attacks), but can take much more punishment then a fast-attack. Boomers can also deploy Special Forces teams to cripple enemy infrastructure as well as sink their ships. Like carriers, boomers cannot use the Emergency Repair capability since there is nothing that can be done about a big gaping hole in a submarine.

Battlecarriers (CVG): A rare breed, the ultimate long-range mix. Battlecarriers can theoretically be the most devastating warships afloat. They can bombard targets with battleship sized weapons, while at the same time conducting flight-operations to hit targets farther beyond the range of the main guns. Due to deck-size restrictions, most Battlecarriers can only launch/recover light aircraft, VTOLs, and helicopters, but with proper deployment, this can be overcome. Few nations have ever constructed Battlecarriers, as a result, they can cost allot to produce and maintain, and their smaller aircraft compliment and smaller armament makes them difficult to deploy. Battlecarriers can use the Emergency Repair to fix the weapons and major systems, but once the flight-deck parts are gone, their gone until the ship puts in for proper repairs. Battlecarriers cannot use the “Launch the Alert” ability, due to the small number of embarked aircraft.

Transports

Resupply Ships (AOE): Ships run on fuel, and fight with ammunition, without either, the ships are useless. Resupply ships can re-arm, and re-fuel these vessels at sea, and in virtually any condition. However, these ships have virtually no armor and would be completely defenseless if it weren’t for their Close-In Weapons Systems (CIWS). Aside from being susceptible to extreme damage, these ships are at risk of a catastrophic explosion if hit in the right area, and this explosion can take other ships with it. This problem is well known to all navies, and a Resupply Ships relatively low cost make them a prime choice for a suicide run (although this is highly discouraged).

Mine Layer (CM): Mine layers are the scorn of any modern navy, although slow, and lightly armed, the anti-ship mines stored on the ship can rip apart even a capital ship if the mine hits it in the right location. Most Mine Layers are usually old Resupply ships that can no longer fulfill the resupply role as needed, however some ships have been purpose built for the task. Since they are designed to place them, Mine Layers can also recover mines already placed (friend or foe), although they can only carry so many mine packs. As a side effect to being able to detect and remove mines, Mine Layers can also perform limited Anti-submarine duties by deploying anti-submarine mines and next generation magnetic depth charges.

Assault Ship (LHD): These vessels are designed to bring the final show-of-force to your enemy, by landing Marines on their own shores. Assault Ships carry several landing craft to ferry AFVs from ship-to shore, as well as several Amphibious APCs to bring in the Marines. Due to their proximity to enemy shore lines, Assault Ships are heavily armored, and have a thick anti-missile defense to protect the ship from shore-line defenses. However they are not armed to fight other warships at sea, and require protection when underway. Assault ships also come with several rocket launchers to clear mines and other shore obstacles from the beach, but these are virtually useless against other warships. Assault Ships are sometimes designed as carriers, and as a result have some of the same limitations, but with the added protection of a VTOL and Attack Helicopter Air-wing, have much better chances of actually securing the beach. As a final measure, once a beach-head is secured, the Assault Ship with send an engineering team to commence building structures and runways for land-based aircraft.

Cargo Ship: Since an all navies need supplies, these ships quickly become vital. Bases must be kept supplied in order to build, and maintain warships, and it’s that fact that can be turned into a weakness in a hurry. Cargo Ships are slow, defenseless, and have virtually no armor; One single 5” shell is all that’s necessary to send millions of dollars worth of supplies to bottom of the ocean. The best way to ensure that some reach their destinations; one must send escort vessels to protect the 4-ship convoys.

Command, Control & Intelligence (CCI): CCI Vessels can be one of the most important ships in your fleet. While they are generally converted Corvettes or Resupply ships, these ships boast more armor, and better defensive weapons than their counter-parts. They are designed to intercept, and interpret enemy communications, and this information can quickly lead to a well-planned strike. CCI Ships also have ability to remotely activate another ships special abilities, even if the ship in question has lost its bridge. CCI Ships can also ‘interrogate’ enemy POWs (survivors), which will reveal the locations of other ships within the same ship class. These ships can also put up a jamming field to jam incoming missiles and temporarily disable an enemy ships special abilities. In the World Domination Tour, these ships will reveal a large area around them, and can speed up the vectoring for friendly support aircraft.

Landing Craft Air Cushion: LCACs fill the role of bringing the armor from ship to shore. They are very vast, and can carry allot of weight, usually up to 3 Main Battle Tanks. LCACs will automatically bring pre-ordered units onto a clear beach-head once one is secured, and will ferry more to the beach as requested. LCACs have very light armor, and require escort from VTOLs or Attack Helicopters, but at the same time, are invulnerable to most mines (due to the ground clearance).

Civilian Vessels: Civilian ships can sometimes be caught in the fray, or are the targets of raids themselves. Civilian vessels can be looted for cash, or secured to gain a small but steady income. Civilian Ships include Fishing Trawlers, Ocean Liners, Cruise Ships, some Cargo Ships, Oil/Natural Gas Tankers, and even Hospital Ships.


These are the ship types, it's not 100% inclusive as some fleets have variations, but this will atleast give some people an idea as to what will be in the game itself.

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#7 Gen.Kenobi

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Posted 30 March 2010 - 22:56

Sounds like a naval WiC!

Dude, i'm prety busy with school duties, but at July i'll be free...hit me a PM :P
"The entire ocean. The entire world. Wherever we want to go, we'll go. That's what a ship is, you know. It's not just a keel and a hull and a deck and sails, that's what a ship needs but what a ship is... what Tidal Wars really is... is freedom."
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#8 tank50us

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Posted 02 April 2010 - 04:48

Hey, any help is better then no help. Even if the only contribution is a sound effect, that's still more then what we had.

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