RTS Blueprints Template

Once I’ve polished the tank a bit, you’ll be more then welcome to use it. In fact, I would implore you too. Seeing how you would go about implementing AI for an RTS tank would be deeply interesting.

The ticket system really keeps an RTS fresh and engaging, by focusing attention on mobile warfare. Capturing, holding, losing and re-capturing key objectives on the map focuses the players on maneuvering instead of just camping in your base, also known as turtling. Dawn of War 2 and Wargame: Red Dragon in particular have some excellent ticket/unit unlock/purchase systems in place that I feel are rather more rewarding and immersive then the classic ‘build base/mine gold’ system. Though in reality all your really doing is removing the base building, while still gathering gold, but the gold is infinite, and no ‘workers’ are needed to gather the resource, all you need to do is capture the gold point, and keep it out of enemy hands. I would suggest gold points for units an upgrades and victory points counting down to zero multiplied by how many victory points are either held or un-held to determine which team wins and loses.

I bet, well either way youve managed to get yourself some decent experience with UE4, more so then myself certainly and Ive been playing around with it close to 3 months now :slight_smile:

Regarding this, is it possible you could implement a realistic Line of Sight mechanic for units? Standard Fog of War is another classic RTS mechanic. More recent RTS tend to use this realistic (well, semi-realistic) LoS mechanic instead. If an Armor rating dictated how strong a unit is, then an Optics rating would dictate how far it can see and what objects it can see though. For example, most modern vehicles are generally equipped with Thermal Imaging optics. Off the top of my head, to implement this you could use some type of occlusion culling, and a cone shaped volume representing the units optics/sight radius attached to the front of the unit. Unless units are within the sight cone, they will be occluded, an thus not visible to your own units, or your RTS camera.

Again awesome stuff, I was wondering how to handle the teams, attemtping to reverse-engineer the Community RTS implementation, will be really interesting to compare the different systems once I fully understand how theirs an yours work.

Haha show off. And a little part of me just died. Anyways, good work as usual, lookin forward to the video :slight_smile: