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Generals 2

How to make a F2P RTS work - a new model

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# 1Javdani Nov 5 2013, 14:02 PM
So I was thinking the other day about how, if at all, it would be possible to do a model for an RTS game that was F2P that wouldn't have unfair or completely redundant monetization structure.

This is basically a thought and while I tried to think of everything, I probably haven't so I wanted the input of you guys as to how what I'll be describing below would work (have worked) for Generals 2.

This requires you to have at least a basic understanding of how Warhammer and Warhammer 40k (the board games) work. I'll mainly use 40k as an example.

The idea is to allow you to customize your units in the same style as you can in the Warhammer games, where you're able to increase squad sizes, change weapons and such, although with more restrictions. Like in 40k, you'd get to make your army consist of different unit types, such as HQ, Elites, Troops, Fast Attack, Heavy Support etc., but converted to match Generals 2.

I'll use the Red Guard squad from the APA as an example. So through this model, you get a scenario where you can manipulate your squad outside the game with something similar to the upgrades that currently exist for this squad. Something like an extra squad member, a sergeant and similar things. Now this would obviously give one player an advantage over another and the same is true for the Warhammer games where a default squad of Space Marines belonging to player 1, will most likely be completely demolished by a fully decked out and upgraded squad belonging to player 2. This is where points play a role in 40k and the way I'd want it applied to Generals 2 would be in style with what's currently in the game with build time reduction passives you can take outside the game. If you pick an extra squad member and a sergeant for your Red Guard squad, it will cost more in game and/or take longer to build. The amount is a matter of balance. The restrictions I mentioned above is because while a squad of Space Marines can usually add a flame thrower or other specialist weapon, I wouldn't want a Red Guard squad running around with flamers like the Inferno Squads. The idea is to keep the theme.

There are different ways to work with the details here:
- Keep all upgrades outside the actual game (not my prefered choice)
- All upgrades picked outside in the client just means you're "able" to use them in game for your units
- Some upgrades are added instantly, while others can be upgraded ingame when they're added in the client pre-game. (my prefered choice)

Whichever is chosen, you now have the ability to customize your army, you have things to unlock/pay for that don't give you an unfair advantage, and you're never left with a general that you think sucks because he just doesn't have enough of to deal with something because you can manipulate it.

Now we've created 1 "Troop" choice for our army, but let's call it "Infantry" for this game, and let's say Infantry choices are all available at the Barracks for example. We put a limit of something like 3-4 Infantry choices. Then you can line up the other Infantry choices like: Saboteurs, Tank Hunters, Inferno Squads, Napalm Mortar, Urban Assault etc. Out of these, you get to pick a total of 3-4, and you can make special rules that apply, like some squads only being available to certain generals, or some squads not counting for an Infantry choice for certain generals allowing them to have +1 Infantry choice or being mutually exclusive, like you can't have Urban Assault if you have Inferno Squads or something.

The idea would be to keep an overall theme for the squads (and other units), but let you adjust them to better suit what you want them to do. All the while manipulating costs, build times, tech requirements depending on what you choose to do with a squad to balance it out. Do you want your tank to be faster? Fine, it'll lose some armor in the process or add more armor and make it slower. Want a 1 barrel Warlord Tank that has more range? Fine it'll cost some hp, turn rate and attack cooldown. This could also bring back more units per general like in Zero Hour, depending on how many units of different types you allowed the players access to. The generals themselves could play a role like Space Marine chapters do in 40k. They're different, yet almost the same, but with a few different rules. For this model I would probably want to keep the current one with player powers being specific to generals, while adding special rules. Like an tank themed general being able to have another "Tank" choice, or the inferno general having a Command Center upgrade to increase the damage of flame weapons or maybe just have his squads not get more expensive if he adds flame weapons to them.

Depending on how it would be balanced, which I can't completely foresee right now, you could allow multiple types of the same unit. Say I want a slow, high hp Warlord Tank + the low hp single barrel one we just made further up. Then I could do that. This might again require more restrictions on units, like only being able to bring 1 "Warlord Tank" type if it's too powerful and this in turn gives you the ability to create a general able to circumvent this rule. You could create a Technical able to transport 1 squad at the cost of some speed or fire power.

So yeah.. this is my thought process. I think it would've been a better model for Generals 2.

Please point out huge errors or things you think wouldn't work and feel free to ask for more details. I'm not sure if it comes across as clearly as I think it does.

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# 2FBX Nov 17 2013, 04:51 AM
I think overall you are correct. the key to the f2p model is that the player invests time customizing something to where they feel a sense of ownership. Then you basically limit their ability to save their creation and make others unless they pay. That unfortunately means that there must be some amount of grinding to maximize the potential of their creation. This is how mechwarrior online is set up and it seems to be working (so far)

It's not necessarily balanced, but it didn't need to be if you provide the player the ability to hard or soft counter any unit. Once it becomes clear something is overused you can whack it with the nerf bat or likewise buff things as needed but the key is that there is always some discovery in the metagame

also, the game must bring something new to the table and not have any competition, that way players will still have fun playing it during its early development stages without having an alternative that's clearly better and done already

This post has been edited by FBX: Nov 18 2013, 01:49 AM

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# 3lordpeter3 Nov 17 2013, 21:42 PM
What about replacing one unit with an other unit, was a simular or other game role, so you have a trade off system like in coh tales of valor. there you could replace for example a stug which was a well armoured multipurpose turretless tank and replace it with a geshutswagon, a tankhunter tank with high damage vs tanks and a long range but low reload times and little armour. this way you can costumize your army to your preferences/playstyle without ruining the gameplay. The new units introduced in COH tales of valor where overall a little less cost effective as the units they replaced but more single purpose, so for example if you have allways strugled to fend of enemie tankrushes, then the replacement of the stug with the geschutzwagon could be a good idea.

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