I enjoyed playing Battle Pirates but I am ready for something new. How about a mech based battle game?
Earth has been invaded by an alien species who seeks to harvest the planet for resources. Mankind fights back by unleashing a large scale nuclear attack. The earth is now a desert wasteland contaminated by radiation. Most of mankind is wiped out or gone underground to escape the harsh conditions. Players assume the role of the human resistance force trying to reclaim Earth and restore some sort of civilization or at least to survive.
The alien units are bio-engineered creatures augmented with alien tech armor and weapons. Humans units will be primarily mechs as well as small class units like tanks etc.
The game would be similar to Battle Pirates but land based with expanded game mechanics. Players would harvest resources, build strongholds and war machines and research new technology.
Strongholds will be constructed with highly durable metal walls and gates and heavy firepower will be needed to breach them. Turrets will need to be strategically placed to prevent a breach and slow attackers progress inside a stronghold. These turrets will be a lot stronger so breaking a base will require multiple units of different types to be successful.
The goal is to keep repair times much lower than Battle Pirates i.e. 1-4 hours per PvP battles but retain a higher 12-24 hours for a base attacks by requiring more units vs. the base.
Instead of a dock, players will have an elevator that brings units up from an underground bunker where they are stored. Players can have 10 units above ground at a time (inside the base and/or outside on the world map). This kind of counters the player controlling fleets so hit them offline problem of battle pirates. If they are online playing then some units will probably be in use and not be guarding. If they are offline then they might have all 10 units guarding.
Resources are collected by attacking alien harvesters or mines. The raw materials are stored in the base where various refineries slowly convert them into usable materials. This added refinement step serves a purpose. In BP, players can gather resources on demand and keep their bases empty. When the refinement time is factored in, resources and building materials can no longer be used up instantly after collecting them and extra motivation is added to raid someone else's base for refined building materials and skip the wait time to refine their own.
Unlike Battle Pirates where weapons have a 360 degree firing arc, weapons will have a firing arc slightly greater than 180 degrees so units need to be facing the direction of an enemy to fire them (unless you have some rear mounted weapons). Terrain features should also be used for a tactical advantage. Builds should play a large role as they do in Battle Pirates but piloting skill should be expanded beyond just turn, speed and distance.
Unit and Component Classes:
There will be 3 main component class sizes (roughly small,medium and large). Unit chassis will have various types of component slots that may only be fitted with size class it is designated for. For example, a large unit chassis might only have slots for large class weapons and armor or it could also have a slot or two for medium weapons.
The size of a target will also be factored when computing a hit and damage.
The purpose for this is to allow more rock-paper-scissors like effect. For example, a large unit mounted with large cannons may be very effective against stationary base turrets and other large unit classes but may have a hard time scoring a hit on a small unit (like infantry vs. jeep vs. tank in Command and Conquer). All three unit size classes should have a useful role and more effective in some areas vs. the other classes so the game is not just about having biggest, strongest units but having the right combination of them for a certain strategy.
Prize Tech and Classes:
Standard - Plain looking but decent units that are researchable and buildable.
Elite - Unlocked as event prizes. Once unlocked they are researchable and buildable. Cooler looking with slightly better stats than standard tech.
Super - Won as event prizes. Not buildable. If you want more than one you have to win more than one. Much cool looking and much better stats and abilities.
Super class armor, weapons and upgrade modules/specials are not lost during refits. They can be removed from a unit and stored and then added to any other unit that has an appropriate slot to take them. Standard and elite components are lost and rebuilt in a refit.
In addition to units, weapon, armor and specials/tactical modules as prizes, there should also upgrade kits. These upgrades kits will change an existing unit, armor or weapon to a slightly better version with improved stats (and perhaps improved graphics). Each component should have a limited number upgrade slots available. When there are more upgrades available then slots this creates something like a tech tree where players make choices and players may have identical units, weapons and armor but their upgrade choices keeps them from being exactly the same and allows for more variables in combat.
The purpose for upgrades is to allow a lower rate for brand new units are introduced into the game. And to allow steady player progression while minimizing the power curve imbalance. The standard units you start out will can continue to progress even after everything is unlocked and researched.