Star Wars Roleplay: Chaos

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Approved Tech Stormtrooper RTS game

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Klesta

The King of Ergonomic Assessments
OUT OF CHARACTER INFORMATION
  • Intent: To provide a real-time strategy game
  • Image Source: N/A
  • Canon Link: N/A
  • Development Thread: N/A
  • Primary Source: Cossacks (a real-world game from which the upkeep concept has been borrowed)
PRODUCTION INFORMATION
  • Manufacturer: Sith Inquisitor
  • Model: Stormtrooper real-time strategy game
  • Affiliation: Open-Market
  • Modularity: Yes: custom scenarios can be created
  • Production: Mass-Produced
  • Material: Computer software
SPECIAL FEATURES
  • Scenario editor
DETAILED SPECIAL FEATURES

The scenario editor is a special feature where players can create their own scenarios to re-enact other battles not included within the main game. It features a list of "triggers" that players can choose from so that, when some event occurs, something else happens. Also players can customize the terrain in each scenario.

Strengths:
  • Provides in-depth historical information and historically accurate units
  • Allows to reproduce battles with large amounts of forces
  • Rich variety of historical periods and factions
Weaknesses :
  • Steep learning curve due to the complex relationships between terrain, units, their strengths and weaknesses, as well as unit upkeep
  • Sometimes players can be tempted to use cheat codes when stuck in a rut
  • "Dungeon" missions (where there are no meas for the player to gather resources) tend to have an implicit time limit due to the upkeep of the units
DESCRIPTION

The Sith Inquisitor team developed a vision for a game where players would have to be mindful of logistics. From this vision, Stormtrooper is born. Several resources are placed at the disposal of the player: food, which is used to train infantry and crews for vehicles, and also the upkeep of virtually every organic-crewed or organic unit, metal, which is used for equipment, vehicles and buildings, as well as ammunition for the units that shoot slug ammunition or torpedoes, and also used to build droidic units, stone, which is mainly used for buildings, fuel, which is used for building vehicles, as well as vehicle upkeep, nova crystals, which can be used for barter and also to pay for the upkeep of vehicle crews/mercenaries and tibanna, which is used for ammunition for the energy weapons. The whole upkeep system forces the players to take into account whether they can afford the upkeep of an additional unit before commissioning it.

Also the sheer amount of complexity makes it so that, for example, vehicular anti-aircraft can be used as a last-resort anti-vehicle weapon, it is vulnerable to artillery and vehicles closing in, as well as to Jedi/Sith, Jedi/Sith are vulnerable to all manner of aerial attacks, as well as to slug-firing units. Of course, as the factions progress towards technology levels, they have access to more advanced units and equipment.

Several campaigns, dating back from both the pre-Gulag era and the contemporary campaigns, sometimes with mission numbers numbering well into the thirties, are included in the standard game, and also a wide variety of factions to match. Of course, some items may not be available to certain factions due to them not being historically available to them in the historical campaigns, but are made available to them in the multiplayer mode to even out the playing field.
 
<p>Hello, I'll be the factory judge reviewing your submission. If you have questions, please feel free to respond to this thread once we are underway.</p>
 
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