I am very, very ignorant of the modding capabilities we have been handed and I would like to see if a concept I'd like to do is feasible before I start dumping alot of time in.
All I am looking to do is to boil the game down to some very core mechanics
Phase One Goals
1. Disable Elites
2. Disable Doctrines
3. Disable unit abilities, both passive and active
4. Disable racial abilities, both passive and active
5. Disable generators/turrets/core - Annihilation mode in other words.
6. Disable escalation phases.
With these disabled we have a very bare bones basic game that can be used a test bed. I do not expect much fun will actually be had using this but it feels like the best way to generate info on unit-interactions, what feels good at its core and what feels bad at its core.
If it turns out I am not a total dunce I'd like to move to phase two
Phase Two Goals
1. Modify Resource structure to support different opening(s) based on "what you can do in 7 minutes"
2. Explore systems to expand the scope of the game*****
3. Explore systems to condense the scope of the game******
4. Modify unit stats to keep baseline interactions consistent before considering any sort of passive or active abilities
5. Re-enable or modify the stock racial abilities so that they are also grouped up with the "core" unit mechanics/faction mechanics.
*****- What I mean by this is expanding the game from the word go to be a macro oriented game. What sectors do you control, where are you fighting, what resources are you getting, are you producing enough. This would be closer to a Starcraft sort of formula where the game is very much decided by how much of what you can build and how resource efficient you are. Unit interactions would be similar to now with soft-counters being more common. Blobbing up and A-moving is perfectly acceptable provided you can afford to be that in-efficient
******- What I mean by condensing the game is to go the other way. Slow the game down and have it be a series of tactical skirmishes across the map that have to be multi-tasked in order to retain resources/map control. This would be closer to CoH2/DOW2 in so far as it is more about tactically dealing with threats and fights rather than Zap-Brannigan'ing your way to victory through overwhelming numbers. Blobbing up and A-moving gets discouraged through slows/snares/suppressions
With that all being said, I have no idea where to start. I haven't used the editor and I flatly do not know my head from my ++heresy redacted++ as far as that goes but I think it'd be alot of fun to learn. I have some auxillary questions
Where can I go to get started
Where can I go to learn more
Is there an appetite for me documenting this/releasing this