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 Resident Evil RTS

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PostSubject: Re: Resident Evil RTS   Wed Jul 08, 2009 1:41 pm

well if only Capcom would follow your example...it looks great to me
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PostSubject: Re: Resident Evil RTS   Wed Jul 08, 2009 4:27 pm

Not really... RTS like that would need heavy modifications, both for AI and for attacks... And most of zombie RTS games r arcades... And they look crappy (Not graphics, the whole idea)
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PostSubject: Re: Resident Evil RTS   Wed Jul 08, 2009 5:22 pm

frodomir wrote:
Not really... RTS like that would need heavy modifications, both for AI and for attacks... And most of zombie RTS games r arcades... And they look crappy (Not graphics, the whole idea)


I disagree to the maximum. If enough care and time were put into this idea, I think it could work quite well and be very fun.

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PostSubject: Re: Resident Evil RTS   Wed Jul 08, 2009 8:19 pm

NiteKrawler wrote:
frodomir wrote:
Not really... RTS like that would need heavy modifications, both for AI and for attacks... And most of zombie RTS games r arcades... And they look crappy (Not graphics, the whole idea)


I disagree to the maximum. If enough care and time were put into this idea, I think it could work quite well and be very fun.

all that it takes is the ability to be able to pick it up and play right away and a great story to go along with it
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PostSubject: Re: Resident Evil RTS   Wed Jul 08, 2009 9:42 pm

wat about certain maps for example Raccon City, Public Assembly and others
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PostSubject: Re: Resident Evil RTS   Wed Jul 08, 2009 9:48 pm

AlbertWesker wrote:
That took long to read XD affraid Why give Leon S. Kennedy only 1.5k HP not 2k like almost all the others.
That would be a sweet game.


He's a hero version of the Investigator class, meaning he's cheaper, faster to train, and faster moving than most of the other heroes; Leon and Claire would probably be the first heroes to get in a rush game (while "turtles" would hold out for Chris, Rebecca, and maybe David)

There's also some basis in my comparison between RE4 and RE5; it was always so much easier to die on RE4 (especially on professional) than in RE5. AI Sheva isn't all that helpful, so I figured either Chris is a lot more resilient than Leon or that the Las Plagas became a lot weaker by going to Africa than they were in Spain.

NiteKrawler wrote:
...Holy shit. Time to make Capcom a proposal I'd say! Smile


I did contact them for a different game (which will now be a series of books) but they don't take unsolicitied submissions. This one might get somewhere since it's based on RE though, I will get in touch with them.

The mastAH! wrote:
wat about certain maps for example Raccon City, Public Assembly and others


I haven't worked out maps yet, but I think it could include a variety of maps from various RE games. The T Virus part of the campaign would probably be in Raccoon City, the Las Plagas part could be in Spain/Africa/somewhere new.
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PostSubject: Re: Resident Evil RTS   Sat Jul 11, 2009 3:07 am

T Virus faction is complete!

T virus Units

Zombie
Inherits Max HP and Armor from Corpse
Spawns from a corpse for free after 60 seconds. Slow moving unit incapable of using weapons. Basic scratch attack deals 50 damage, also capable of a slow-recharging Bite attack which deals 220 damage and instantly converts the enemy into a zombie upon death.

Crimson Head
Retains Armor From Previous Form, Gains 250 HP
Upgrades from a Zombie for free after 120 seconds. Scratch deals 75 damage, Bite deals 250 and recharges faster.

Licker
3500 HP, No Armor
Upgrades from a Crimson Head for free after 360 seconds. Moves faster than Zombies and Crimson Heads and can walk up the side of walls. Can scratch for 150 damage, has a slow-recharging Impale attack which deals 250 damage with a range of 2 and holds an enemy in place for a short time and instantly converts the enemy to a zombie upon death. A unit held in place by Impale can be killed in 1 hit by another Licker. If attacking from a wall above ground level, Impale becomes Decapitate, which is instantly fatal but prevents the enemy from becoming a Zombie.

Cerberus
300 HP
Very fast moving T Virus canine. Can bite for 60 damage, bitten enemies convert into Zombies immediately upon death. Trained at a captured Police Station.

Lecchman
10,000 HP
Very expensive and slow to train, very slow moving. Can punch for 300 damage, or use a fast recharging Leech Throw attack over a range of 4 which deals 40 damage per second and converts the unit into a zombie immediately upon death. Upgrades from a Zombie at a captured Hospital.

UBCS Operative
1200 HP, BP Armor (20% Damage Resistance)
Offensive/Defensive T Virus unit equipped with a firearm and heavy armor. Leaves behind a corpse, but takes twice as long as other corpses to become a zombie. Trained at a captured Barracks.
20% Spawn with an M92F
20% Spawn with an M4
20% Spawn with an MP5
20% Spawn with an Ithaca 37
10% Spawn with an M249 SAW
8% Spawn with a Timberwolf C14
2% spawn with an AT4

Web Spinner
200 HP
Fast and cheap to train, moves quickly and can crawl up walls. Can bite for 30 damage or spit poison for 10 damage over a range of 6. Enemies hit by poison spit become Zombies immediately upon death. Trained at a captured House.

Hunter
1500 HP
Slow to train, but fast moving. Can scratch for 300 damage. Trained at a Research Facility.

G
3000 HP
Extremely expensive and slow to train, fast moving and powerful G-Virus monster. Scratch deals 750 damage, can use a slow-recharging Implant ability to put a G-Embryo into an enemy. Trained at a Research Facility.

G Embryo
100 HP
Weak G-Virus monster. Implanted in an enemy by G, after 60 seconds it bursts from that enemy’s chest causing instant death. Upgrades to G automatically after 180 seconds, cannot attack.

Tyrant
2000 HP, Trench Coat (8% Damage Resistance)
Slow to train and slow moving, but very powerful. Can punch for 500 damage. Trained at a Laboratory.

Plant 43
1000 HP
Slow moving botanical creature. Can vine whip for 80 damage over a range of 2, enemies who come within range 1 of this creature take 10 damage per second and become Zombies instantly upon death. Slow recharging Infect ability instantly converts a corpse or regular Zombie into a Green Zombie. Trained at a Laboratory.

Green Zombie
2000 HP, Inherits Armor
Moves slightly faster than regular Zombies. Scratch deals 65 damage, Bite deals 200 and recharges faster than Zombie. Skips the Crimson Head upgrade and converts directly into a Licker after 450 seconds.

T Virus Heroes

K-9
Unique Cerberus
600 HP
Special Equipment: Dog BP Vest
Medium Armor, reduces incoming damage by 10%
Special Skill: Alpha Dog
All other Cerberus nearby deal 10% more damage.

Dr. Hursh
Unique Leechman
15,000 HP
Special Equipment: Lab Coat
Light Armor, reduces incoming damage by 8%
Special Skill: Leech Transfer
Reduces own HP by 7500 to convert a nearby corpse or Zombie into a Leechman with half HP. Takes a very long time to recharge.

HUNK
Unique UBCS Operative
2000 HP, BP Armor (20% Damage Resistance)
Special Equipment: MP9
SMG, 350 Damage
Special Skill: Neck Snap
Fast-recharging attack with 1 range, instantly kills the targeted unit. Can only be performed on humans and Ganados.

Black Widow
Unique Web Spinner
400 HP
Special Equipment: Hard Exoskeleton
Heavy Armor, reduces incoming damage by 5%
Special Skill: Venom
Bite and spit poison cause 5 damage per second after causing regular initial damage.

Hunter Elite
Unique Hunter
4000 HP
Special Equipment: Razor Claws
Melee Weapon, 500 Damage
Special Skill: Poison Claw
Scratched enemies take 20 damage per second and become Zombies immediately upon death.

William Birkin
Unique G
6000 HP
Special Equipment: Thick Skin
Heavy Armor, reduces incoming damage by 30%
Special Skill: Embryo Cannon
Works like the Implant ability, but over a range of 6.

Thanatos
Unique Tyrant
8000 HP
Special Equipment: Limiter Coat
Light Armor, reduces incoming damage by 20%
Special Skill: Bomb
When killed, Thanatos explodes and damages all surrounding units by 800.

Albert Wesker*
Unique Tyrant
5000 HP, Trench Coat (8% damage resistance)
Special Equipment: Samurai Edge
Pistol, 500 Damage
Special Skill: Dodge Bullets
Wesker has a 60% chance to dodge any incoming ranged attacks from the front, but must stop to do so.
*Wesker moves slightly faster than the standard Tyrant, and also has the Dash and Hammer Punch powers. Dash moves him rapidly to a selected location, Hammer Punch deals 5000 damage to an enemy at range 1, both require a long time to recharge.

Ivy
Unique Plant 43
1500 HP
Special Equipment: Throned Vines
Melee Weapon, 140 Damage, 2 Range
Special Skill: Spore Cloud
Enemies within range 1 take 20 damage per second and instantly become Green Zombies upon death.

T Virus Vehicles

UBCS Van
6000 HP
Moderately fast moving vehicle.
Spawn with 4 UBCS Operatives inside, can hold 10 units.

T Virus Buildings

Graveyard
25000 HP
Has a guard post where up to 5 units may garrison, garrisoned units gain a 10% damage bonus. Filled with corpses, zombies can continuously spawn here.

Research Facility
30000 HP
Up to 20 units can garrison inside. Trains Hunters and Gs, upgrades all T Virus units except Tyrants.

Laboratory
30000 HP
Up to 10 units can garrison inside. Trains Tyrants and Plants, upgrades Tyrants and has some miscellaneous upgrades.

T Virus Upgrades

Infection Rate I
The time required for a corpse to become a Zombie, or for a Zombie unit to upgrade is reduced by 10%. Researched at a Research Facility.

Infection Rate II
The time is reduced by another 10%. Researched at a Research Facility.

Infection Rate III
The time is reduced by another 10%. Researched at a Research Facility.

Infection Rate IV
The time is reduced by another 10%. Researched at a Research Facility.

Infection Rate V
Corpses become Crimson Heads instead of Zombies. Researched at a Research Facility.

Hunter Beta
Enhanced version of the Hunter that has 500 more HP and deals 50 more damage. All Hunters upgraded automatically. Researched at a Research Facility.

Hunter Gamma
Enhanced version of the Hunter Beta that has 500 more HP and deals 50 more damage. All Hunter Betas upgraded automatically. Researched at a Research Facility.

TG Virus
G’s standard attacks cause enemies to become Zombies upon death, G recovers HP constantly like other T Virus units. Researched at a Research Facility.

Licker Beta
Enhanced version of the Licker that has 500 more HP and deals 50 more damage. Existing Lickers do not upgrade, but all Crimson Heads now become Licker Betas. Researched at a Research Facility.

T-103
Enhanced version of the Tyrant that moves faster, has 500 more HP, and deals 50 more damage. All Tyrants upgraded automatically. Researched at a Laboratory.

T-104
Enhanced version of the T-103 that moves faster, has 1000 more HP, and deals 50 more damage. all T-103s upgraded automatically. Researched at a Laboratory.

T-Veronica Virus
All T Virus units gain a 10% boost to max HP. Researched at a Laboratory.

Progenitor Virus
All T Virus units move faster. Researched at a Laboratory.

Buster
Crimson Heads, Lickers, Hunters, Gs, and Tyrants have a 25% chance of breaking a human unit’s weapon when attacking. A unit with a broken weapon will be reduced to using fists until they garrison inside a friendly building. Researched at a Laboratory.

T Virus Ammunition
UBCS Operative attacks cause enemy units to become Zombies immediately upon death. Researched at a captured Barracks.

Precision Scope
Boosts range of Timberwolf C14 and AT4 by 20%. Researched at a captured Barracks.

Night Vision Goggles
UBCS Operatives suffer no accuracy penalty at night. Researched at a captured Barracks.

Vertical Foregrip
Increases accuracy for MP5, M4, and M249 SAW. Researched at a captured Mercenary Guild.

Suppressor
M92F and MP5 make less noise and draw less enemy attention. Researched at a captured Mercenary Guild.

Tactical Boots
UBCS Operatives move 10% faster. Researched at a captured Mercenary Guild.

Grenade Belt
UBCS Operatives may use frag grenades. Researched at a captured Mercenary Guild.

Up-Armoring
UBCS Operatives can repair vehicles in the field. Researched at a captured Factory.
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PostSubject: Re: Resident Evil RTS   Sat Jul 11, 2009 1:16 pm

for tv virus why don't the units all get a certain percentage chance for fire damage
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PostSubject: Re: Resident Evil RTS   Sat Oct 15, 2011 6:15 pm

Why was this never proposed to Capcom? Shocked
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PostSubject: Re: Resident Evil RTS   Sat Oct 15, 2011 8:23 pm

I never really cared for RTS games, what are some good RTS games I can try out?
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PostSubject: Re: Resident Evil RTS   Sat Oct 15, 2011 9:22 pm

Sargent D wrote:
I never really cared for RTS games, what are some good RTS games I can try out?

I would say the Command & Conquer games. They aren't too complicated and are actually really fun with all their live action cutscenes.

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PostSubject: Re: Resident Evil RTS   Sun Oct 16, 2011 1:23 am

Mass Distraction wrote:
I would say the Command & Conquer games. They aren't too complicated and are actually really fun with all their live action cutscenes.

I always heard good stuff about those games, i'll check those out sometime.
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PostSubject: Re: Resident Evil RTS   Sun Oct 16, 2011 4:13 am

I think Age of Empires is pretty good, but thoose are kinda older games lol
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