thanks, this is much more helpful
and now I will be going to my drawing boards.
World: I kind of want a Varying world. something a Computer can Generate at random and yet at the same time being fair to all players.
the world will always be Divers. there will be loads of Cover and rolling hills that are random, and I will keep the idea of the Square edge of the world thing like in most RTS. how ever you could have a World Generated on the fly.
Characters: I thin the game should have Goods gatherers, Light Infantry (light armor and Equiptment, quick and effective), Snipers (slow aim and shot but Deadly at long range) ,heavy infantry (Powerful guns and powerful armor, Not so mobile) Aircrafts like Bombers, Fighters and Choppers. Light Tanks(half-tracks/Jeeps/small cars with guns/etc) Medium tanks (tanks with standard Boom equipment) Artillery (bad accuracy but keeps the FPS player pinned) Stealth tanks (OMFG where did that come from!) a few Elite solders that have physic abilities, and Dangerous Effects. you could even throw in a Few Demons and Mutants. the last few entries will waste you're lead.
the FPS player could have the Choice of some form of commando, or he could be a Cyborg of some kind, one of the Infantry men of the RTS units.
Weaponry available: first of all, you're standard hand gun, Knife (or maybe a chainsaw) a Shotgun, Uzis, machine gun. Sniper Rifle, Rocket luncher, Gravity Gun, BFG9000 you know the stuff.
Then for the interesting stuff. Invisibility gadget (players cant see you unless you are near a building with Stealth Detection), C4 Charges (blow holes in Buildings or just blow them up completely, or get that Bunker full of Elite bastard with the press of a button), Ion detonator (all mechanical Things and Buildings Frees, cant produce or move tanks, use Turrets until effect ares off), Jet packs (Look I can fly) Holograms (Rippoff of the Holoduke in Duke Nukem: Fool the RTS units of you're were abouts with this Remote Triggered Hologram.) Swat Shield (with this you can block shots from the front until its fully Shot up) Teliportaton gadget (set a spot to go to and then once you are Done where you are or are about to die at the press of a button you will go back to that spot) Spiky things (lay these on the Ground for the unsuspecting Unit and ouches) Smoke bombs (reduces Visibility, causing shots of units to be less accurate) Flash Bomb (blinds all viewers causing RTS players to not be able to act for ten seconds) Steroids (makes Screen all hazy and makes you're Gunfire More rapid and you see things) Petrol and Lighter (when lit leaves a Burning patch that causes damage to all characters and sometimes Lights them on fire, receiving damage and will try to roll around to put it out, FPS player will need to hold down crouch and Left and Right.)
oh and a FPS Player Can Once he Kills all the occupants of a Vehicle use it. But RTS player will always know were it is.
Staring points: The RTS player will start out near a relatively Rich Goods point. the FPS player will respawn at a Drop-ship and Be dropped anywhere out of harms way. once the enemy secures one it will cost him additional Frags to make another one. he can Buy equipment at those Dropships and use Medicine to patch up wounds and Restock on ammo. the Dropships can not take off again and are ther e for the rest of the battle as a FPS "Base".
The point of the game: the FPS player is to Break into the RTS base and Kill the Commanders Avatars wether they be computer Chips, Alien Xenomorphs Hive Node Brains, Dropping a Penny into a Demons gate way chamber etc. the RTS player needs to reduce the Frags of the FPS players to 0 so they cant spawn or create more Dropships.
I was thinking that Units should have a green highlight when you're mouse is oer them, if they are hut with a recoverable wound they have a yellow spot on that limb, if they are bleeding there they get a Red spot etc. there will be a UI saying wether a Unit has ammo and they will go back to base after they run out and then they can return to the front.
Concept of micromanagement: a Thought to Reduce micro management was making a created unit part of a team, rather than commanding one individual. they take cover automatically and Defend themselves and keep an eye out, the RTS player just tells them where to go and to fire in that bush cause it looks Dodgy.
What's going on with Player B?: the FPS player Knows only by what he sees and maybe a short ranged radar. the RTS player only knows what happening from scouts that patrol, loud noises that display a ping on the Minimap (yes, ever RTS has one

) and what He sees in the LOS of the troops (witch will be realistic, none of this see only two feet ahead of you crap

)
Story: well you could say FPS guy has been sent on a commando mission to eliminate a commander of some kind. Break into the base and kill his henchmen. you know you're Objectives from the Mission briefing screen.
UI: FPS guy has his ammo, Selected objects, I want to move away from a health system like CS and that, I think there should be a damage tracker that tells you what Limbs have been shot and wether you are bleeding. you can use a Medi Kit to heal that, (oh I think I forgot that in the items, oh well.)
the RTS Guy has a Minimap, Stats window to help get more Detailed Info on a trooper or building, action window (so you can give orders that are not hotkeyed or construct Units if a building is selected) and a Goods window to tell you what is available to the player to create more units.
Networks: net work stuff I have no idea on sorry, I have never thought about that stuff
a typical game: a game would go something like this
1:) RTS player Starts to build what they can quickly and FPS players deploys, gets there gear ready to Scout the land. they have no idea where the RTS player is.
2:) RTS player is gathering what he can and has by now started making structures that are producing units.
the FPS players may have found some valuable ground and Sent some one to scout. or they are Moving to in a team to find higher Ground.
3:) RTS player has now made a lot of weak guys and is now stable in goods income and can work on defenses.
the FPS players will have Found defenable ground to establish a fall back point. or if they are looking for the base they are still Looking
4:) the RTS player has made a War-factory/tank Structure and is
now upgrading/building bigger units. units with a BANG.
He will now be leeching his Coffers with Grunty things.
the FPS players will by now have made a plan and Scouted a fair way.
they will have made a fall back plan if things get too dicey, and they should be finding a RTS scout soon. otherwise they completely missed them and are knocking on there doorstep.
5:) RTS guy should have restocked his supplies and has probably made some Turrets of some kind. he will now be needing to build up more forces. he may get some more expensive units or he may start moving his operations else where.
the FPS players should have by now have met the scout and killed him.
the Player nows where they are roughly now due to the ping. unless they Did a stealthy kill. how ever he may have noticed a missing unit.
6:) it is now time to reenforce the base one last time with last minute defenses.
the FPS team will be scattering to hide.
the RTS player may send a unit of light infantry over to sort them out.
7:) assuming the RTS player went to do an attack on them.
he sends a few troopers out there to attack.
the FPS team may decide to ether attack or they may hide and Pick them off with guns from the foliage. they could Run away and live to fight another day. how ever they need the frags so they attack.
First Drill of attack, one player fires a machine gun at them, hitting a few of them. they turn to attack the bushes.
the other players fire a few to confuse them.
one then uses his sniper rifle and picks them off.
they know full well that the RTS player will be sending reinforcements.
once they have them down they will flee or hold.
8:) the RTS player knows where the FPS players are.
He will teach them a lesson with his new Tanks, an artillery tank and a Flame-thrower tank (no 100% if there will be one, but makes a good story). he rolls them out and Replaces his leaving forces.
the FPS players decide they better get a move on before they are wiped.
they move towards the forests and brag to the RTS player about there new frags.
how ever they soon hear distant machines.
they are in for a fight.
to make it short, let us move forwards in time.
they get to the base with there guns blazing, a few get killed and a few get into the Base, they infiltrate it shooting anyone who is in there.
the RTS player is gathering more troops.
if they wipe they have to start over again, if they Kill the Chip they win.
I make it sound easy for the FPS players but they have a lot of planing to do. the RTS player has to Find there Base, Secure it and Kill them a few times and everyone has to find each other.
I better go to bed soon, i am falling asleep at my Desk.
what do you think?