User blog:DanChan123/Original Game Idea Planner - War On Earth

War On Earth is a real-time tactical war MMO videogame created by DanChan123 and published by DanChan123 for Microsoft Windows personal computers and Apple Mac OS computers. War On Earth features real-time tactical gameplay where the player takes god-omniscient command over his or her own WWII-era-style military force to engage other the forces of other players or bots. The game is mostly free-to-play but virtual earning bonuses and access to certain events/features requires a paid account upgrade. The rather slow progress rate and period for non-paid accounts provides an incentive for common players to purchase the account upgrade.

Gameplay
All player progress is greatly dependent on earned virtual currencies, Credits and Experience; each type of currency has different purposes. Credits are used to buy Units, Equipment, and Ammo that make up players' military forces. Experience is used to research new types of Units, Equipment, and Ammo, and to purchase Equipment/Unit exclusive Skills and Perks that you can apply to your forces to improve their performance.

War On Earth is built on an evolved version of the Google Earth engine, which has provided the game with its realistic terrain, weather, and real-world features that contribute to the gameplay.

Ranking
2nd Officer - 50 Basic Units

1st Officer - 100

Second Lieutenant - 200

First Lieutenant - 400

Captain - 800

Major - 1,600

Lieutenant Colonel - 3,200

Colonel - 6,400

Brigadier General - 12,800

Major General - 25,600

Lieutenant General - 51,200

General - 102,400

Grand Marshal - 204,800

(After every rank-up, the player will need double the amount of Rank XP of the last rank-up to achieve the next Rank)

Ranking up is the primary path of progress in War On Earth. While progressing through the game, the player will also be promoted in rank from Rank Experience Points given in battle games. Each rank increases the total Basic Unit size (One Basic Unit, or BU, is one soldier. A two-manned aircraft is worth two BUs, and a 30-man submarine is worth 30 BUs), and unlocks new Unit types and Equipment up for Research, starting off from 2nd Officer with 50 BUs, up to Grand Marshal with 204,800 BUs.

There are three military research branches to rank up in: Ground Force, Air Force, and Naval Force. Rankings in each branch does not have to be equal, and the differing progress rate in each branch is dependent on how the player wants to split his earned Rank XP on the available branches. Total BU count in multiple ranks do not overlap, so a player who is a Grand Marshal in all three branches can have a total of 614,400 BUs, 204,800 per branch. All players will default start out with Ground Force, and upon achieving Brigadier General can move on to 2nd Officer of the Air Force, and upon achieving Brig. Gen. in the Air Force, finally on to the Naval Force.

Matchmaking
The objective of matchmaking for most game modes where clashing armies are the basis of the match, is to make each army equal in power. To do this each Unit is given a "Power Points" count, or PP count, which is a numeral ranking. A simple man part of your army (w/ no Equipment or Ammo), is worth 10 PP. Added Equipment and Ammo will increase the PP count of the soldier. This also applies to Vehicular Units no matter how many BUs they consist of. Skills and Perks will not effect PP count. BUs (a soldier) have a basic PP maximum of 50, but through progress players may train soldiers certain Perks that extend their PP maximum (available by ranking up or completing achievements/missions, etc) to allow them to carry more advanced equpment. Additionally, in many cases Equipment and Ammo can be placed in an area or in shipping vehicles and then shared among other Units: this will not add modifiers that affect total PP.

Game Modes
While the battle mechanics are similar in all games, the scale, reward bonuses, and other factors outside of control and simulation differ between game modes.

Blitz Mode
Blitz Mode is a 1v1 PvP Ground-only Battle Mode built and recommended for new players. Blitz allows a total of 100 BUs and/or 6,000 PP per side of battle on a virtual 400mX400m map of a randomly selected location on the War On Earth Globe. Each side is distinguished by color: Red v Blue. Each player will be able to observe the map's terrain features for 30 seconds before the battle begins. Blitz Mode provides free-healing/repairing for damaged Units and non-bonused/multiplied paybacks for all Units defeated in combat after the battle is finished. It also covers lost Equipment and Ammo. This way Blitz players will NEVER lose anything from defeat, but on the other hand defeated players will earn very few from a defeat. However due to the small scale of Blitz battles, players who are not new to the game may find the reward proportionally small, making them more likely to play other modes where results are comparatively more rewarding in proportion to their average wealth at their stage of experience.

Unlike other modes, when you begin a Blitz Battle you recieve access to all the Ground-based Units in your army (the army is organized in the army interface via the lobby, which will be explained later). However you cannot go over 100 Basic Units and 6,000 PP (there's an automatic filter which will show you how many Units of each available type you are able to deploy at any moment of the battle), so players will need to learn to work with the limits. You will also be able to recall Units/Equipment/Ammo from the battlefield in this mode.

Units can be spawned starting from any part of your border side of the map, but if an enemy Unit is at most 15m away from every part of the spawn zone and you have not a single surviving Unit on any part of the map, you will not be able to spawn your Units anymore and you will lose the game if that situation goes on for 10 seconds. If you do have surviving Unit(s) you have 5 minutes to use your remaining troops to reestablish the spawn zone.

The objective of a Blitz Battle is to capture more flagged zones (small defined areas scattered all over the map) than the other side in the Battle. To capture a flagged zone for him/herself a player needs to keep his/her own Units within a flagged zone while keeping any enemies out. If at least one Unit on each side (no matter if one side has more than the other) is present within one flagged zone, no progress will be made. Each flagged zone is circular and in 20m in diameter and will go through three phases during capture process: Blue Phase, Neutral (White) Phase, and Red Phase. If a Red/Blue Cap is incomplete, the flagged zone will slowly strive to become Neutral again, or back towards the original color or to the new color depending on who reclaims the cap. The speed of neutralization from a full Blue Phase to Neutral Phase takes 5 seconds. If one Basic Unit is capping it takes 20 seconds to pass through one full phase, and every extra Basic Unit capping decreases the time by 5% per Basic Unit. One a Red/Blue phase is complete, the capturing side no longer needs to stay in cap to prevent neutrality. Unphasing (Red cap in a Blue flagged zone or Blue cap in a Red flagged zone in attempt to change the flagged zone's capture color, follows the same calculations,

In every Blitz Map there are 11 flagged zones, but each side already possesses one flagged zone at game start, leaving 9 neutral zones. The Match is 15 minutes long and at the end of 15 minutes the winner is the side that possesses the most flagged zones. Draws will occur if both sides have an equal amount of captured zones of their color at the end of the battle. Other ways to win is if the other side surrenders (by surrendering in Blitz you gain nothing from battle and lose 100 Credits and 100 Experience multiplied by your Rank number), loses 10,000 PP worth of Units/Equipment/Ammo, loses all his/her flagged zones to you, is neither able to respawn or reestablish a spawn zone within the given time limits stated earlier, or does not have a single surviving unit on the map for 100 seconds even if a spawn point is avaiable.

Clash Mode
Clash Mode is a 3v3 PvP Ground + Air Battle Mode built and recommended for players who have experienced the game long enough to excel at the basics and start playing more competitively but has not yet mastered the game entirely. Like Blitz, teams are distinguished as Red vs. Blue. Clash allows a total of 200 BUs, 175 Ground + 25 Air, and/or 15,000 PP per player on a team out of three players; this accounts for one side of the battle. Clash battles take place on a virtual 1200mX1200m map of a randomly selected location on the War On Earth Globe. Each team will be given two minutes to observe the map and coordinate through chat before the battle begins.

After battle, only 50% of dead Units/Equipment/Ammo will be restored according to their type...

(If you used and lost fourteen soldiers + fourteen tier 8 semi-automatic rifles, eight tier 4 heavy tanks + 80mm howitzer loaded with Armor Piercing (AP) Shells, twelve fragmentation grenades, two-hundred semi-automatic rifle rounds, and forty-two 80mm AP Shells, you get back: seven soldiers + seven tier 8 semi-automatic rifles, four tier 4 heavy tanks + 80mm howitzer loaded with AP Shells, six fragmentation grenades, one-hundred semi-automatic rifle rounds, and twenty-one 80mm AP Shells. If the number is odd, the larger portion is recieved)

Rewards in Clash Mode for winners are generally a lot greater than in Blitz, and losers can still win a satisfactory amount for good performance, but in occasions in the typical "epic failure" scenario, team players may, though unlikely, earn very few. And because you do lose 50% of your lost Units/Equipment/Ammo (which are all paid for in Credits), things may come to waste as the amount you earn in battle may not compensate for the value of your losses. However the reward system has been tweaked enough so that, with a little sense of things, players will not "lose wealth".

Unlike Blitz, before entering the matchmaking queue for a Clash battle players will have to select your Units beforehand (maximum 175 Ground + 25 Air and/or 15,000 PP). Since some Units/Equipment/Ammo have terrain advantages over others, the Clash Battle Map's name will be visible to all players prior to entering the queue for a Clash Battle; the Clash Mode map changes every ten minutes, but it will not change while the player awaits the match in-queue. Most players can then recall past studies and experience of that map or consult online guides before deciding which troops to pick.

What all Clash maps have in common has to do with the basic objective of all Clash battles. On each map there are 5 Checkpoints, which are just like flagged zones in Blitz with the only difference being that each Checkpoint is 60m in diameter. Also unlike in Blitz one team can continue capturing/unphasing a Checkpoint if they have more BUs in the Checkpoint than the other team. Red BUs in cap will cancel out Blue BUs in cap and vice versa.

At the start of the match each team starts out with 1,000 Control Points (COPs). For your team to win either the number of COPs on your team has to exceed the amount of the enemy teams COPs by the end of the battle (battle is 45 minutes maximum duration), or the enemy team's COPs has to reach 0 first. By taking control of one Checkpoint for your team, the enemy will lose COPs at a rate of 20 COPs per minute