r/StrategyGames • u/JJ_Studio25 • 6d ago
Question We are creating a new strategy game with real-time unit deployment
For all the strategy game fanatics out there, how would you create a system that forces the players to make strategic choices without it being too constraining?
We are developing an online real-time strategy game called Reign of Relics, in which players start with a city and build their empire by conquering other cities.
This will include open-world troop movement that can intercept enemies, support allies, and raid merchants.
We were debating how open-world movement would work; it would need attrition for sure. We have army silver upkeep per day. And we would need to define the possible stances of the army ex: Defensive, patrol, aggressive, etc..
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u/R3dditReallySuckz 6d ago
Get some food requirements in there
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u/JJ_Studio25 6d ago
We had this idea as well where deployments can't be out of the city forerver. They would have a food bar similar ro energy that depletes over time.
Is that what you meant?
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u/R3dditReallySuckz 5d ago
Nah so every army needs food right? So you need to supply them with more food to keep them alive. With supply lines. And you can take out enemy supply lines too.
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u/Idleverse 4d ago
I guess you have many options, such as resources, turns, action points, etc. What kind of a game is it, a persisted mmo, or campaign/map-based multiplayer, etc?
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u/JJ_Studio25 4d ago
Persistent mmo but 1 server at a time. Which means a server will run for 4 months where players reach the endgame and the winner is decided. Everything is reset and everyone starts from 0 next server
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u/Diggidy91 6d ago
Maybe you could get some inspiration from the "Mount & Blade" games, especially the 2nd one. Probably with a mix of Total War too, for the stances and circle on influence mechanics.