WildWeazel
Carthago Creanda Est
It's a remake, not a sequel. And yes, this is the fourth time I've started such a thread here. The difference this time around is that I'll be developing it myself instead of in a private team environment. This thread is just a way for people to contribute if they wish, and for me to keep everyone updated (and keep myself on task). Of course if you want to help, there's plenty to do.
If you're not familiar with the scenario, here is the beta I released last year. (The download no longer works, but you can read about it.) Basically it's a near-future urban warfare scenario set in New York City. That's pretty much all I can say for sure right now. I'll be borrowing heavily from the beta, but anything may change.
Situation: The Soviet Union has been rebuilt and is now the world's only superpower. The United States has essentailly collapsed, leaving a power vacuum to be filled by the biggest gun. Seeing the opportunity for a foothold in the west, the Soviets have invaded the Eastern seaboard and are attempting to occupy New York City. But after years of fighting in Europe and the Middle East, their army is unprepared for a full-scale invasion. Thus the American forces may have a chance at defeating the Soviets, if they can pull themselves together in time.
Map: I'm working on this 140x140 map of downtown NYC. That's almost as big as a Huge world in the standard game, but possible trade routes will likely be cut significantly, which will reduce turn times.
Factions:
NYPD + NY National Guard
US Army?
Soviet/Russian Army
American Resistance Movement (ARM)
Corporate military force
Allied Coalition?
Terrorist organization/ militant cult?
gangs/mafia/organized crime?
Techs: not technologies so much as developments/events. Things like establishing communications, recruiting locals, etc. Think of the EFZI tech tree on a larger scale.
Units: Mostly modern infantry and light vehicles. Everything from elite soldiers to "dude with a gun" units. The more haphazard the unit lines, the better.
Improvements: This was probably the least developed area of the beta. The "cities" are city blocks or single buildings, so buildings as improvements don't necessarily work. One idea is to place a lot of resources that represent buildings, and provide corresponding city improvements that require the resource and represent getting access to it. Also, improvements could be smaller things like power generators, refrigerated storage, watch towers, etc.
If you're not familiar with the scenario, here is the beta I released last year. (The download no longer works, but you can read about it.) Basically it's a near-future urban warfare scenario set in New York City. That's pretty much all I can say for sure right now. I'll be borrowing heavily from the beta, but anything may change.
Situation: The Soviet Union has been rebuilt and is now the world's only superpower. The United States has essentailly collapsed, leaving a power vacuum to be filled by the biggest gun. Seeing the opportunity for a foothold in the west, the Soviets have invaded the Eastern seaboard and are attempting to occupy New York City. But after years of fighting in Europe and the Middle East, their army is unprepared for a full-scale invasion. Thus the American forces may have a chance at defeating the Soviets, if they can pull themselves together in time.
Map: I'm working on this 140x140 map of downtown NYC. That's almost as big as a Huge world in the standard game, but possible trade routes will likely be cut significantly, which will reduce turn times.
Factions:
NYPD + NY National Guard
US Army?
Soviet/Russian Army
American Resistance Movement (ARM)
Corporate military force
Allied Coalition?
Terrorist organization/ militant cult?
gangs/mafia/organized crime?
Techs: not technologies so much as developments/events. Things like establishing communications, recruiting locals, etc. Think of the EFZI tech tree on a larger scale.
Units: Mostly modern infantry and light vehicles. Everything from elite soldiers to "dude with a gun" units. The more haphazard the unit lines, the better.
Improvements: This was probably the least developed area of the beta. The "cities" are city blocks or single buildings, so buildings as improvements don't necessarily work. One idea is to place a lot of resources that represent buildings, and provide corresponding city improvements that require the resource and represent getting access to it. Also, improvements could be smaller things like power generators, refrigerated storage, watch towers, etc.