Greetings all!
I've registered on this forum a couple of days ago, have lurked a bit and read the general rules, so here's hoping I'm posting this in the right place / in the right format..
ABOUT OUR TEAM:
At the time of writing, we are a core group of 3, being a programmer and 2 modelers. We have some potential extra people on board, who still need to be convinced to work for us. There are 2 at least, with a possibility of 2 more.
(Artwork person, story person, potential modeller and another artwork person.)
More info for those interested.
THE PROJECT:
So, my team and myself are working on a little RTS project, and we've got quite some stuff down already. This being the isometric-style camera, the edge scrolling, some basic models to toy around with, and a very basic way of creating units from buildings. We have a pretty good design document and right now we're in the process of developing (each our own individual) story, gameplay mechanics and whatnot. Our deadline is the 1st of september, where we will put all the ideas together and vote for whichever one we like the best as a group. Then we will proceed to modelling, further programming, et cetera..
Now my problem is this: I've been struggling with a couple of ideas for mechanics and I'm facing a number of dilemmas for my ideas..
Idea #1:
Would more or less follow the Age of Empires formula except it would be a medieval fantasy setting, with builder/resource gathering units, a rock/paper/scissors combat etc.. The main differences with AoE here would be a "production chain" style of resource gathering in the style of Stronghold (i.e to make bread you need grain from a farm, which needs to be milled into flour, which needs to be baked into bread.) and the idea of several factions vying for power within your empire. You get to choose which factions get more power (upgrades that are mutually exclusive), at the cost of making the people belonging to the other faction unhappier and excluding some faction-specific upgrades. (Ie you could put a militarist building giving an attack boost, which cancels out the trader's guild which gives a bonus to economic production).
THE PROBLEM WITH THIS:
I keep thinking it's too generic. There's quite some ideas in there, but they're just a melting pot of RTS ideas I've played before. What could I do to make it less generic?
Idea #2:
"Empires: Deathmatch". A competitive RTS wherein players gather resources, build buildings and send units to attack in simultaneous turns with tech levels increasing each turn. So basically this game would be divided in 2 phases, each lasting a couple of minutes. It would be resource gathering/construction phase first, followed by a battle phase. Technology can only be upgraded in the resource phase, units may be upgraded in the battle turn. After the battle turn, the resource turn is re-introduced. This keeps going until there's only one empire standing.
THE PROBLEM WITH THIS:
This is a bit more novel, with the turns and whatnot, but I fear I'm treading too close to the MOBA territory here.
As in "little to no offline fun, will require tons of aftercare/balancing, too much/unrealistic for our inexperienced team, requires servers, etc.."
That, and I fear people may just turtle hard all the time and just release a hard counterattack whenever a player attacks first and loses, turning it into an arms race wherein whomever takes the initiative, loses. How could I counteract this?
Thanks in advance for reading this long post. Please tell me which one of these ideas you like more, or if you need more clarification. I have more information, I was just afraid to post too much. Also, if I make any newbie mistakes, feel free to point these out, I'm more than willing to listen to feedback to improve the quality of my future posts.