u/Feisty-Ad4901

FPS/RTS game concept. My approach of putting these two ideas together balanced between full milsim and arcade.

Endless dictation of my scrambled thought, forgive the AI output style. Really only way to pull my ideas out of my head.

🎮 Game Concept: Echoes of the Front

Tagline: "Command from the trenches—fight, survive, and evolve."

👋 Intro

This isn’t just a weekend idea—it’s something I’ve been thinking about for years. Echoes of the Front is the result of countless hours spent playing, analyzing, and imagining what could exist if the best parts of tactical FPS and RTS games were truly merged. It’s evolved as I’ve discovered new mechanics, learned from what works (and what doesn’t), and kept refining the vision into something that might finally feel one-of-a-kind.

It’s not about being the commander or the soldier—it’s about being immersed in the battle itself. I’m tired of the endless respawn cycle. I want to feel the tension, the fear, the thrill—the weight of every decision. Games like Escape from Tarkov master that intensity, but I want it in a war-based RTS/FPS hybrid. When you build something that can be lost forever or rise to victory, even as a single squad in a larger conflict, that’s when the game truly matters.

I’m sharing this concept now because I think it’s ready to spark discussion, challenge assumptions, and maybe even inspire something real.

🧠 Core Concept

A hybrid first-person shooter (FPS) and real-time strategy (RTS) experience. You fight from the ground, but the battle unfolds like a living strategy game. You’re not just a soldier—you’re part of a company. You deploy a single squad at a time, rotate between squad members, issue tactical orders, and respond to dynamic objectives from an AI commander who sees the whole field.

Every unit matters. Every loss is permanent. You build your company over time, customizing squads, upgrading gear, and forming emotional bonds with your veterans. But when they fall, they’re gone. That tension—between survival and sacrifice—is the heart of the game.

🎯 Inspirations

This concept draws from games that almost got it right—but never fully bridged the gap:

* Company of Heroes – RTS pacing and battlefield flow

* Hell Let Loose – Realistic gunplay and map scale

* Enlisted – AI squad control and class-based combat

* Escape from Tarkov – High-stakes survival and gear loss

* Ready or Not – Tactical squad mechanics and immersive pacing

* Call to Arms – Gates of Hell: Ostfront – RTS with individual FPS control

🕹️ Gameplay Overview

Perspective & Mechanics

* Played in first-person, but structured like an RTS

* Control a squad of AI teammates, switching between members freely

* Issue orders: move, hold, suppress, flank, retreat, heal, repair

* Gunplay is realistic and punishing—every bullet counts

* AI Commander assigns dynamic objectives based on battlefield flow

* Game modes include victory point control, annihilation, and objective-based battles

* Mid-battle resupply, reinforcement, and healing are possible—but costly

* Loadouts are historically grounded and tactically diverse

* Veterancy of each unit greatly affects lethality and survivability

Core Loop

  1. Manage your company at home base

  2. Deploy a squad into battle

  3. Complete objectives and survive

  4. Earn resources and experience

  5. Upgrade units—or mourn their loss

🔄 Squad Control & Rotation

* Free Rotation: Switch between squad members anytime

* No Cooldown: Seamless transitions keep you in the fight

* Command Retention: Issue orders no matter who you’re controlling

* AI Behavior: Squadmates act intelligently based on experience and morale

🌐 Game Modes & Party System

Singleplayer

* Full access to progression, company management, and tactical gameplay

* AI fills both allies and enemies for immersive solo battles

PvE

* Join other players in co-op battles against AI forces

* Matchmaking scales difficulty and objectives based on team composition

PvP

* Full-scale multiplayer battles with human players and AI support

* Matchmaking considers company strength, selected unit loadouts, and battlefield demands

* It aims to pair players with similar overall force levels—but not exclusively

* A wide range of matchups is possible, especially when the battlefield needs specific roles

* Risk scales with reward:

* Deploying fresh recruits carries low risk—and yields modest returns

* Fielding elite squads or rare vehicles increases your impact, but also the stakes

* AI fills gaps to maintain pacing and battlefield density

Shared Companies

* Invite friends to join your company as advisors

* They control squad members, contribute resources, and help execute tactics

* All progression stays with the host

* Advisors earn limited rewards based on participation

🧭 Strategic Systems

Home Base

* Customize your company: gear, vehicles, squad names, and cosmetics

* Heal and upgrade surviving units

* Lost units are permanently gone—no respawn, no reset

* Veteran units retain gear, experience, and emotional weight

📈 Progression & Company Growth

Progression in Echoes of the Front isn’t about unlocking perks—it’s about surviving long enough to matter.

* Units are drafted as rookies, purchased with manpower and equipped with basic gear

* As they survive battles, they gain experience, lethality, and personality—becoming the backbone of your company

* You’ll spend less on new recruits and more on better gear, vehicles, and cosmetic upgrades that reflect your journey

* If you lose everything—if your squads fall faster than you can recover resources—you can restart with a new company, just like a new player

* Your personal experience becomes a reflection of your company’s current state: hardened veterans, upgraded tanks, and scars from battles won or lost

You don’t just level up—you build a legacy. Or you lose it.

🧩 Example Unit Classes

Squads are categorized by class, but each is user-defined and personalized over time. Players name their squads, customize their gear, and watch them evolve—or mourn their loss.

🔁 Redeployment Interface

After initial deployment, players can queue for redeployment, gaining priority over external players joining mid-match. You select up to 5 squads from your company to make available.

The UI shows:

* Squad Name (user-defined)

* Class (tactical role)

* Visual Teaser (lead soldier/tank with cosmetics and posture)

* Selection Highlight (checkmark and glow effect)

The more flexible your selection, the faster you may be matched. Choosing only armor squads may delay deployment until the battlefield needs armor. Including infantry, support, and mobile units increases match speed.

You don’t see the battle’s economy. You don’t micromanage the commander. You just do your job—and hope your squad survives.

🗺️ Combat & Objectives

* AI Commander assigns missions: capture, defend, hold

* Tactical movement and terrain awareness are critical

* Retreating is valid—preserve your veterans

* Success yields experience and company resources

⚙️ Resources & Upgrades

Resource Types

* Manpower – Unit upgrades

* Munitions – Ammo and weapon enhancements

* Fuel – Vehicle acquisition and maintenance

Gear & Tradeoffs

* Larger packs = more ammo, less mobility

* Weapon tiers are grounded but balanced

* Vehicle options could include:

* Infantry: Trucks, halftracks

* Support: Jeeps, towable AT/HE guns

* Tanks: Greyhound to Pershing

👥 Monetization Strategy

Philosophy

* No pay-to-win

* Focus on cosmetics and personalization

* Most monetized items are non-essential and can be earned

Examples

* Home base themes

* Uniforms, decals, camouflage

* Cosmetics are tied to unit survival—loss means re-earning or repurchasing

Pricing

* 12 uniforms – $0.99

* 100 uniforms – $5.99

* Monthly theme subscriptions

💬 Feedback Questions

* Does the hybrid FPS/RTS concept sound engaging?

* I’ve focused

* on a WW2 theme—would another setting fit this better?

* Would the permanent loss mechanic feel rewarding or frustrating?

* Are the resource and upgrade systems clear and balanced?

* What kind of cosmetic themes would appeal to you?

* Would you prefer PvE or PvP as your primary mode of play?

* How important is squad control and AI behavior to your experience?

reddit.com
u/Feisty-Ad4901 — 3 days ago

What game would actually play better when mixing PC, handheld, touch, and VR

Goal / Inspire:

I’m interested in what a cross platform game could look like if the Steam ecosystem’s devices (PC, Steam Deck, Steam Frame, Steam Machine, and VR) each offered compelling reasons to pick them up for different roles in a game, without forcing players into any specific device.

Simple question:

What game genres or structures would actually benefit from letting players use any combination of keyboard and mouse, controller, handheld, touch, or VR in the same session?

Deeper question:

For designers who think about input affordances and role asymmetry, what kinds of mechanics or responsibilities could each device naturally support?

For bland example, a tank crew where every role is possible on any device

- VR makes loading shells tactile

- Handheld or controller makes driving intuitive

- PC makes command or targeting more precise.

What other systems or roles could benefit from flexible but asymmetric input design?

reddit.com
u/Feisty-Ad4901 — 15 days ago
▲ 2 r/Steam

Full steam cross platform game concepts ideas.

I’m curious what others would actually imagine from a game that supports solo/co‑op, and/or PvP while letting players mix Steam PC, Steam Deck, Steam Frame, and Steam Machine in the same session. (Thinking outside FPS shooter genre, as I feel thats not a fit for all these platforms)

Edit: What's a game that would be interesting, that I would feel compelled (not forced) to play in any combo of k/m, controller, or even pick up the VR. Not just locked into a single device of choice.

Simple question:

What game genres or types feel like they’d be fun and easy for the average player if all Steam devices could jump in together? Something to compel each device to be interesting and unique to a given game.

Advanced question:

For anyone who likes thinking deeper, what unique roles could Steam PC, Steam Deck, Steam Frame, and Steam Machine each excel at to make cross platform solo, co‑op, and PvP genuinely interesting?

Edit Example (not that anyone is asking for yet another tank sim): Something that plays better with multiple devices. Think simple as a tank crew, each crew member might have a unique role, maybe better with a specific device. Each role possible with each device, but loader far more interesting as VR, grabbing and shoving shells into canon. Driver maybe more compelling for handheld/controllers.

reddit.com
u/Feisty-Ad4901 — 15 days ago