Force of Arms: Unity

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Hamilton
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Force of Arms: Unity

Post by Hamilton »

A. Working name of Game:
Force of Arms: Unity

B. Technology behind the game:
Browser Base, utilizing HTML5, Javascript, MySQL, and PHP.
May use the Impact Engine depending difficulty of modifications.

C. Background Story:
It is the 23rd Century and Mankind has reached into the stars.
A new age has been ushered in, the Age of Exploration.
But this has not been without cost.
Humanity had suffered multiple conflicts against alien races.
Those wars had not gone well for Earth, resulting in draws with a high cost of lives and material.
With a quasi-peace treaty (more of a cease fire) in place, Humanity is rapidly expanding to spread out its population and seek additional resources.
The United Nations worn down by internal differences of its member nations and from the past wars has become invalid when dealing with internal matters. As such, nations have sought to take action on their own along with supporting privatization to expedite expansion.
Although cleaner forms of energy are available, crude oil still accounts for a large percentage of Earth’s energy; especially to help provide rapid colonization.

With oil production booming and also with its future coming to an end, depressed areas of the world are seeking to capitalize on whatever oil reserves they have. One such place is in the depressed African region of Chad, Sudan, South Sudan and the Central African Republic. This region is considered the most poorest and corrupted place on Earth. Civil and border wars have been common, even during the alien conflicts.

To avoid legal disputes with the United Nations and African Union, the major nations, along with local African entities have either created or supported corporate fronts to provide security for the oil reserves (along with other important resources). The major national players are; The United States, France, Poland, Germany, China, Japan, England and Russia.
- American and English corporations are based in Uganda to gain entry into the theater of operations.
--- England is considered the dealer with America providing support. The English have created a trading company specifically for the mater.
- French corporations are based in the Central African Republic which has asked for French assistance.
--- Poland having warm relations with France is providing aid.
- Chinese corporations are based in Sudan due to strong economic ties between the two countries.
- Japanese corporations do not play an active role in the conflict, but provide support to both Chinese (due to receiving oil from Sudan) and to the United States.
- Russia has made political ties with Chad and thus has a presence in the area.
- Other European Union members are involved but are split as to who to side with; France or The United States and England.
--- Germany is playing neutral, similar to Japan, providing assistance to both France and England.
- There are African Rebels who either want to seek control or resist against a particular side. They may be an ally at one time, enemy during the next.
--- Other lesser nations, who seek to disrupt the major powers (since they are space-faring) have been providing support to the rebels.

There are three sides; The Union (consisting primarily of the European Union – White Color), The Federation (the US and England – Blue Color) and The Alliance (Russia and China – Red Color). Each side has invested into African Front Corporations.

At the center of this is South Sudan with the oil reserves in the Unity State. 80% of Sudan’s oil comes from South Sudan and therefore Sudan seeks to take renounce the treaty and claim full ownership of the oil fields. South Sudan initially welcomed US support but this ended when the government was overthrown and civil war ensued. All neighboring countries have sought to take advantage of this situation. Spillage of the civil war into the neighboring countries has occurred and therefore action is being taken before full destabilization of the region transpires.

Note: But that is the background; there is more to it, than just oil...

D. Features:
1. Faction War. There are multiple sides (only one at this time) at conflict with one another and the actions of the players will determine which side will gain influence.
2. On-Going Storyline. While playing Force of Arms will become repetitive and perhaps boring, an on-going storyline and quests will be implement to keep users hooked. Hopefully even if the user no longer plays the game, will keep coming back for the storyline.
3. Detailed combat system. Unlike other games, while have a simple combat system of dealing with Hit Points or other forms of generalization, Force of Arms uses a system that compute each individual Mech's external and internal systems.
4. FOA is similar on the traditional table-top games, such as BattleTech with some Real-Time-Strategy elements involved. FOA is not turned based, but operates at “Near-Real Time.” That is events or actions occur approximately every 2-4 seconds (which could be considered a timed turns), as Real-Time is not technically possible due to latency issues.
5. In and Out of Mech play; there will be cases in which the players will need to get out of their Mechs and go on foot. For this game, there is either on-foot or in-Mech situations, not both.
6. Customization of Mech; Drag-and-drop method of customization a Mech for fights (PvP and PvE).
7. Base Building; Players given a plot of land to build a base which provides bonuses and corporate influence.
8. Localization; Capable of supporting multiple languages based on Browser Setting or by Player's choice.
9. Mobile Devices: Capable of being used for mobile devices and resizing based on screen resolutions.


Like I have posted elsewhere... I have some time in going through the documentation phase for the game for sometime. I don't mind if this considered disqualifying for the first phase of the contest.
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Hamilton
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Hamilton
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Re: Force of Arms: Unity

Post by Hamilton »

Concept Rendering
(what I love about such games, can use renders and not fuss about model animations and shaders...)
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Hamilton
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janiksxxl
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Re: Force of Arms: Unity

Post by janiksxxl »

Very well thought over situation. And rather believable too.
I’m looking forward to “On-Going Storyline “.
And render looks great :D Everything that’s better than I can make looks great.
Good luck and enough time and resources to make this.
Image
dbest
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Re: Force of Arms: Unity

Post by dbest »

Nice concept. All the best.
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hallsofvallhalla
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Re: Force of Arms: Unity

Post by hallsofvallhalla »

Sounds awesome!
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Ringmaster
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Re: Force of Arms: Unity

Post by Ringmaster »

Looks great, good luck.
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Hamilton
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Re: Force of Arms: Unity

Post by Hamilton »

UPDATE 18JAN2013:
- Relocated to another part of a wonderful place in the world, which unfortunately has taken some days to adjust to. Having poor Internet Access does not help. But tomorrow should have that taken care of with a 1MB download stream instead of this twanking 2x Dial Up... when it works.
- Which has meant I have only been working on documentation.
- Of which my real if experiences of being a contractor in this ... land of mountains and deserts; mostly friendly people, with a few not-so-friendly people, will be applied. Should this version of the game do fair (African Campaign), then the next campaign will be where I have been at. Then away from Earth and onto something more interesting...

Documentation:
- Storyline:
Minor change, from the 23rd to the 22nd. That seems more plausible for the political situations and the appearance of the level of tech.
Tactics for the campaign are similar to the use of Air Calvary, as in terms of how fluid and mobile ground tactics are. There are no lines of control, but the controlling of strategic and tactical points (nothing new here, that is how most mulitplayer FPS games work anyways).
- Multiplayer:
Multiplayer Campaign Mode is conducted by a Player seeing a Campaign Map.
Example (Wikipedia):
Image
1) There are 15 regional maps of South Sudan (five of the largest landmasses will be split in half), but only three are available for a Player to select. There is a credit reward based on the difficulty expected (based on faction rankings) distance from home base.
2) The player selects one of the three regional maps.
3) Each Regional Map has x5 Territories, of which each Territory has x10 Operations.
- Each Regional Map starts as Neutral.
4) A Territory is automatically selected with the listing of the 10 Operations.
- All 10 Operations must be completed for the Territory to become locked.
- Each Operation has a Code Name, which is a generation of two random words from word lists of the terms; Example: Sand Tower.
- x5 of the Operations have a max of 8 vs 8 Players (for Mobile Users) and the other x5 Operations have 16 vs 16 for all other devices.
- Only x1 Operation is available at start of a new territory. As an Operation begins, then the next Operation will open up.
- When a player joins an Operation and there are no other players, a time is given for 2 minutes. If no other opposing Player joins in during that time, or the maximum is not filled up; then AI Bots will be implemented. After each round, if new players have joined, the Bots will be removed as needed.
- Each Operation last for 3 to 5 minutes (this would be tested out), with a possible up to 30 additional seconds (secretly randomly determined); maximum.
- Each Operation only for Two Factions. A Three Faction Operation will be determined later or based on Player feedback.
5) Thus a Player selects the Operation (if there are more available) to be assigned to.
- Possible that there could be more Operations than just one opened; as players may have disconnected from play.
6) Each Operation of a Neutral Region are Meeting Engagements (no advantage to either side).
- There will be from 1 to 5 Tactical Points (ie: Control Points), based on map or randomly determined. As with Meeting Engagements, the points are spread out fairly.
- Being at a Tactical Point for 30 seconds gains control. With more players present will make the time go quicker. Each friendly Player adds a 0.2 to the ticker. Thus, 3 Players will have a 1.4 second timer, which if all three were to appear at one time at a point, would take just over 21 seconds (30 sec / 1.4 ticker = 21.43).
- Whenever a Hostile Player enters a point, the timer stops. If there are no friendly players present, then the Hostile Player can convert the point to their side.
- If no players are present of an uncontrolled TP (Tactical Point), then the TP will swing back to its original state at a 0.5 second rate.
- When a TP has been fully switched over, it will remained in that faction's color, until a Hostile Player enters the zone of the TP.
7) For Operations of Controlled Regions, there are additional missions.
- 1st Mission is a Meeting Engagement (as as above)
- 2nd Mission for the Winner is an Advanced, with the Looser as a Counter.
- 3rd Mission for the Winner (consecutively) is an Attack, with the Looser as a Hold.
- 4th Mission for the Winner (consecutively) is an Assault, with the Looser as a Defend.
- 5th Mission for the Winner (consecutively) is a Break Through, with the Looser as a Rear Guard.
- Tactical Points are located based on the Mission. From the fair balance of a Meeting Engagement to the near to the end of the map and full control of the Defender in a "Break Through / Rear Guard" Mission.
8) A Mission is considered over when:
- There are no opposing units (Players) remaining, and thus the side with the surviving units wins.
- Time Expired and the side with the most TP's wins.
- NOTE: Certain missions, such as "Assault / Defend" will be based on the amount of TP's controlled. Thus it is possible for a side to win, by having the most TP's controlled, while having lost all units.
9) An Operation can be as short as 5 Missions or to the maximum of 21 Missions.
- If all 21 Missions are played, the winning side is the one with the most wins.
10) The winner of 6 Operations will take control of a Territory.
- If there is a tie in the number of Operations won, the winner will be the one whos home base is the closest.
- If that is also a tie, then the result is a draw.
11) When a Territory has been won, it becomes locked from further operations.
12) When all territories of a region have become locked, the region itself becomes locked from further operations.
- Owning factions of territories may receive bonuses.
- An owning faction of a whole region will receive a bonus.
13) Another Region is then made available.
14) Territories of disputed Regions (not in control by one faction) may become unlocked as a daily random event.
15) Locked Regions remain locked until all Neutral regions have been fought over.
16) The next set of x3 Regions will be those with disputed territories.
17) Repeat the above process.
18) When there are no longer any disputed regions, the next set of regions to be selected are bordering regions.
19) Repeat the above process until:
- A Faction is eliminated
- A Faction has acquired 9 Regions
20) Of an eliminated faction, the players of that faction will be given a choice of which other faction to join; assuming both factions are near equal. Otherwise those players will join the weaker side.
21) If one faction has 9 regions in control, the weaker Factions will ally together prevent winning side from... winning.
- This partnership lasts until the weaker factions are eliminated, or one of the weaker factions becomes the winning side of having 9 regions. Then a new partnership forms.
22) Final Resolution:
- Declare a Winner after a month, assuming the game went fast, or otherwise, after 3 months if slow.
- Reset the Campaign Board
- Implement new features, such as Three Faction Operation Maps.
- Repeat until New Country is ready
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Hamilton
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hallsofvallhalla
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Re: Force of Arms: Unity

Post by hallsofvallhalla »

wow!
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Hamilton
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Re: Force of Arms: Unity

Post by Hamilton »

Thanx!

Attached belowis the example of what the Mulit-Player Campaign Map may look like (well, "may" as if that is what regions/states were selected and of their out-come).
SouthSudan---Example.jpg
Each State has 6 Different Color Images (key explained above)... which took some time very repetitive and editing for each one. Mostly due to having better effects with one color, then adding that effect back into the others.


Frago: (Change of things)
There lies a problem with how long each Operation could take, and possible for just one player to complete the entire campaign in 27 hours non-stop (winning every mission at that). As such maybe a week would be the longest I think. Which therefore may change the rules to go with six Territories a day (two per Faction Color), which is less than two weeks if one siding kept winning ever mission. With that, then all Operations will be cycled for 24 hours. Once 24 hours has expired, a tally is made of which side won the most Operations of the Territory and therefore would take control of that Territory.
As the game is not meant for long term play of hours, but more for something while waiting or just to spend some time; this seems do'able for now (and quicker to program). Later version would have a better conquest system in play.
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Hamilton
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Callan S.
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Re: Force of Arms: Unity

Post by Callan S. »

Good work! :)
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