Ive spent the last few weeks working on a GDD for an RTS strategy game based on the Uboat war in the Atlantic during WW2 (you may have seen this recruitment thread Here)
The idea is coming together, ive done afew mock-ups for interfaces, started pulling together various asset lists etc and I feel im on my way to being able to work on it and open it confident I know where im going.
Im aiming for the game to be quite historically accurate and is aimed at those of us gamers that love reading and researching the war.
That being said I am still struggling to work out a resource system thats versatile yet simplistic.
There will be 5 main resources in the game (or cargo's that convoy and cargo ships can carry) which are:-
- General Stores (Building materials, factory materials etc)
- Supplies (food)
- Fuel
- Munitions (Tanks,ammunition,aircraft,military vehicles etc)
- TroopsOviously as the Allied player, The US and Canada for much of the war will have an overwelming amount of resources, The UK however will be very much on the edge in terms of resources available, the idea of course is to get those resources across the Hostile Atlantic ocean and Feed/supply the UK
As the Axis player, The resources will be very high, before being wittled down the longer the conflict goes on.
But how do I present this system to the player?- Ive considered making it really simple and say that each country has an overall amount of resources and each convoy to reach that country obviously adds to the over resource pool, so US has X of each resource, UK has X of each resource, France has X of each resource,Canada has X of each resource etc....but this is far to simple and completely takes out the factor of Coastal convoys, the player has no need or reason to send a group of ships on a historically dangerous journey from say Liverpool to London because the resources they bought from Canada or the US are just added to the main 'UK resource pool' regardless of where they docked.
- My second idea was to apply the resources pool as above to the Ports, obviously smaller ports will have a very small pool of resources and larger ports will have a much bigger pool of resources. I do however feel that this is both a mathematical nightmare, and will be too easy to unbalance the game, given that I have historical information on ship types and what there potential cargo tonnage was....but absolutily no idea what a realistic threshold would be when it came to Resources and supplies at the Ports....admittedly I haven't actually researched this point (yet) but from my recent experiences its one of those things that even with a vast amount of research the information would be very much incomplete and guess work anyway.
- While writing this post Ive actually came up with a 3rd idea which is probably the best of them all (YAY!) which simplifies point 2 and is similar to point 1 and that is to devide the world map(game map) into regions, so ships docking at Liverpool will add to the 'North West ' resource pool, but because the 'South East/London' Resource pool will not receive those new supplies....the player would need to make a coastal convoy to take resources from the 'North West' resource pool and get them to 'South East/ London' resource pool.....*grabs pen and paper to figure if this idea is viable*
Any other ideas on how I can get my head round this problem?
Many Thanks,
John