Gameplay - monofuel/badmars GitHub Wiki

Micro

Most modern RTS games focus on micro (eg: starcraft). MOBAs, if you consider them RTS, could be considered micro to an extreme degree.

Unit micro in BadMars is very simple. You can tell your tanks to focus target specific units down. Units do the same attack no matter how damaged, so it's a good idea to kill units as fast as possible. Units move much slower than other RTS games, so any fancy maneuvers like flanking would have to be planned and staged in advance.

Macro

The macro-level of gameplay is the focus of BadMars. The game world is practically infinite, and is alive 24/7. The game has chat, and will eventually get a faction system.The world is dotted with iron resources (for making stuff) and oil resources (for fuel). Both currently give resource at a fixed rate, however we will probably change iron to give diminishing returns to encourage expansion and add difficulty. Units use fuel 24/7, so players will need to plan their fuel usage. If a unit or a base runs out of fuel, it will take damage until it eventually dies.

3 Pillars of encouraged gameplay

Alliances

Players can team up together. Alliances could set up trade routes together, and maybe have other benefits.

Exploration

The world is practically infinite, so there is plenty of land to scout and claim. Some players might decide to build their base far away from civilization. There could be a leaderboard for players who have built farthest away from the spawn location. Maybe more encouragement or discouragement is needed?

Attacking

Players can attack each other with their armies. Fuel does limit how much defense a base can have, so it's virtually impossible to have an 'invincible' base, however smart defense layouts can discourage attackers. The game will need some sort of reward for attacking other players to make it worthwhile (more so than just taking their land). A leaderboard would be cool for encouraging players to battle for the top.