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	<title>User:Jbeta/FPSRTS spec draft - Revision history</title>
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		<id>https://wiki.multitheftauto.com/index.php?title=User:Jbeta/FPSRTS_spec_draft&amp;diff=8729&amp;oldid=prev</id>
		<title>Jbeta at 19:26, 19 June 2007</title>
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		<updated>2007-06-19T19:26:54Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;'''This is not a full spec. It still lacks design of the actual buildingt/tech trees and contains some ideas that haven't been discussed yet.'''&lt;br /&gt;
&lt;br /&gt;
==General characteristics==&lt;br /&gt;
===Objective===&lt;br /&gt;
A team must try to eliminate all other teams by destroying their command center.&lt;br /&gt;
===Number of teams===&lt;br /&gt;
Map-defined, but there has to be a limited number of tech trees, so supporting 2 to 4 teams seems reasonable.&lt;br /&gt;
&lt;br /&gt;
==Beginning a round==&lt;br /&gt;
All teams begin with two essential buildings: a [[#Command center|command center]] and a [[#Player spawnpoint|player spawnpoint]].&lt;br /&gt;
&lt;br /&gt;
When a round starts, all players spawn as regular soldiers.&lt;br /&gt;
In each team, players can apply for the commander position during a short period of time by pressing a hotkey.&lt;br /&gt;
After this time expires, the commander is choosen at random among applicants, removed from the map and taken to the commander screen.&lt;br /&gt;
&lt;br /&gt;
If noone applied for the position, it will be left empty: it is possible for a team to play without a commander, but they will still lose if the command center is destroyed.&lt;br /&gt;
&lt;br /&gt;
If no commander is in charge, any player can request a new nomination at any moment throughout the game.&lt;br /&gt;
&lt;br /&gt;
Also, at any moment, any player can start a vote to kick him out of the position for the rest of the round, then start a new nomination.&lt;br /&gt;
&lt;br /&gt;
==The commander==&lt;br /&gt;
===Abilities===&lt;br /&gt;
The commander can view, and has control over, the map area within a certain radius of any of his team's units&lt;br /&gt;
(that is, both players and buildings, radius varying depending on what kind of unit it is).&lt;br /&gt;
&lt;br /&gt;
This control comprises a set of abilities, most of which require money to be used.&lt;br /&gt;
&lt;br /&gt;
====Creating buildings====&lt;br /&gt;
The commander can place a building site, which can become a building if players work on it.&lt;br /&gt;
The money it costs is spent on site placement, and can't be recovered.&lt;br /&gt;
&lt;br /&gt;
To build, players can just stand near the site.&lt;br /&gt;
While building, health rises from some small initial amount to max health, and a progress percentage is shown for all builders and for the commander.&lt;br /&gt;
&lt;br /&gt;
The building is not functional until it reaches max health.&lt;br /&gt;
The site can be attacked to lower progress, but it can't be destroyed.&lt;br /&gt;
Once finished, the building can be used whatever its health is, until it's destroyed.&lt;br /&gt;
&lt;br /&gt;
====Tech tree researching====&lt;br /&gt;
The commander can spend money unlocking team upgrades, divided in the following categories:&lt;br /&gt;
&lt;br /&gt;
*Vehicle research&lt;br /&gt;
**New vehicles&lt;br /&gt;
**Vehicle upgrades&lt;br /&gt;
&lt;br /&gt;
*Weapon research&lt;br /&gt;
**New weapons&lt;br /&gt;
**Weapon upgrades: rate of fire, damage, added effects...&lt;br /&gt;
&lt;br /&gt;
*Structure research&lt;br /&gt;
**Defensive structures: walls, turrets, mines...&lt;br /&gt;
***New&lt;br /&gt;
***Upgrades: resistance, rate of fire...&lt;br /&gt;
**Spawn structures: barracks, garages, airports, naval bases...&lt;br /&gt;
***New&lt;br /&gt;
***Upgrades: respawn speed, capacity...&lt;br /&gt;
**Ability structures: structures unlocking research or use of certain commander abilities (even unlocking research of other research branches)&lt;br /&gt;
***New&lt;br /&gt;
***Upgrade&lt;br /&gt;
&lt;br /&gt;
We'll have to design 4 different, balanced trees, each of which could contain exclusive branches and &lt;br /&gt;
&lt;br /&gt;
====Dropping weapons, armor and health====&lt;br /&gt;
The commander can drop any pickup he has unlocked through research.&lt;br /&gt;
&lt;br /&gt;
====Marking points in the map====&lt;br /&gt;
The commander can set and remove blips in the players' map, representing warnings or orders.&lt;br /&gt;
A small set should be enough: attack, defend, move, destroy.&lt;br /&gt;
This shouldn't cost any money.&lt;br /&gt;
&lt;br /&gt;
===Commander interface===&lt;br /&gt;
The commander will be able to move around the map in RTS cam mode.&lt;br /&gt;
He will be able to see only within a certain radius around his units.&lt;br /&gt;
&lt;br /&gt;
All of his team's units will be marked with blips on his F11 map.&lt;br /&gt;
Players requesting support or buildings being attacked could have their blips blink.&lt;br /&gt;
&lt;br /&gt;
A few displays should be visible at all times.&lt;br /&gt;
Those would be the amount of money, commander station health...&lt;br /&gt;
&lt;br /&gt;
The cursor should always be on.&lt;br /&gt;
On left click, units can be selected so their name/health is shown on a display.&lt;br /&gt;
On right click, a pie menu would be shown listing the commander actions:&lt;br /&gt;
*Build: Shows the building browser&lt;br /&gt;
*Drop: Shows the pickup browser&lt;br /&gt;
*Research: Shows the tech tree&lt;br /&gt;
*Mark: Pops up another pie menu with all possible mark types&lt;br /&gt;
&lt;br /&gt;
==The players==&lt;br /&gt;
===Spawning===&lt;br /&gt;
Dead players spawn one at a time (on a fixed interval) in a random spawning building.&lt;br /&gt;
&lt;br /&gt;
===Player interface===&lt;br /&gt;
There are no displays apart from the GTA HUD on screen for players.&lt;br /&gt;
&lt;br /&gt;
A hotkey pops up a pie menu listing commander-related requests:&lt;br /&gt;
*Weapons/ammo&lt;br /&gt;
*Health/armor&lt;br /&gt;
*Orders&lt;br /&gt;
*Kick commander&lt;br /&gt;
&lt;br /&gt;
==Resources and money==&lt;br /&gt;
The commander acquires money by controlling resources.&lt;br /&gt;
To control one, he must finish an extraction building on top of the resource.&lt;br /&gt;
&lt;br /&gt;
If it is already occupied, it can be destroyed and taken by the other team.&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
We could design a single structure tree that worked with all our tech trees.&lt;br /&gt;
&lt;br /&gt;
===Command center===&lt;br /&gt;
The building holding a team's commander.&lt;br /&gt;
If it is destroyed, the team is automatically eliminated.&lt;br /&gt;
It can be repaired, but no new instances of this building can be built.&lt;br /&gt;
&lt;br /&gt;
===Player spawnpoint building===&lt;br /&gt;
A building allowing players to spawn.&lt;br /&gt;
If all of these buildings are destroyed, dead players can't respawn.&lt;br /&gt;
In this situation, a commander must get his team to build a new one immediately, because he won't be able to defend his station if there are no players left.&lt;br /&gt;
&lt;br /&gt;
===Resource extraction building===&lt;br /&gt;
A plant to get money from map resources.&lt;br /&gt;
&lt;br /&gt;
===Vehicle spawnpoint building===&lt;br /&gt;
A building housing vehicle spawnpoints. These should be separated in land/air/sea buildings.&lt;br /&gt;
&lt;br /&gt;
===Static defenses===&lt;br /&gt;
Walls, turrets, traps...&lt;br /&gt;
&lt;br /&gt;
===Research buildings===&lt;br /&gt;
Buildings allowing research of certain tech tree branches, or allowing use of certain commander abilities.&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
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