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#The mech goes partly 'berserk' itself. It never attacks friendly units however- but instead it temporarily acts entirely on its own accord and ditches its chaos weapon in favor of entirely melee attacks. It will constantly rip into every enemy for a certain period of time (or possibly till the mech is destroyed)? |
#The mech goes partly 'berserk' itself. It never attacks friendly units however- but instead it temporarily acts entirely on its own accord and ditches its chaos weapon in favor of entirely melee attacks. It will constantly rip into every enemy for a certain period of time (or possibly till the mech is destroyed)? |
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#The mech fires its rocket boosters and leaps onto a target location- taking a huge chunk off its own health but is otherwise fine- and killing any group of infantry it lands on. Enemy vehicles take a huge amount of damage, and the Mech will relentlessly rip into any surviving vehicles in its landing area with its claws until either they or itself are destroyed- even ignoring its own commander's new orders. This probably gives the player the most 'control' over the mech compared to the other two options- and it also has the bonus that it can be used non-combatitively to jump cliffs a few times, for a mobility boost (or quick entry/escape) |
#The mech fires its rocket boosters and leaps onto a target location- taking a huge chunk off its own health but is otherwise fine- and killing any group of infantry it lands on. Enemy vehicles take a huge amount of damage, and the Mech will relentlessly rip into any surviving vehicles in its landing area with its claws until either they or itself are destroyed- even ignoring its own commander's new orders. This probably gives the player the most 'control' over the mech compared to the other two options- and it also has the bonus that it can be used non-combatitively to jump cliffs a few times, for a mobility boost (or quick entry/escape) |
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Heroic Bonuses could be the following- long-range, instant (or more rapid) destruction of any targets it lands on in its berserk mode. |
Heroic Bonuses could be the following- long-range, instant (or more rapid) destruction of any targets it lands on in its berserk mode. |
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#Its rate of fire can therefore be quite low |
#Its rate of fire can therefore be quite low |
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#Its range can probably be anything actually- from fairly long-ranged to well below medium-range (it has to charge into the fray to whip up chaos) |
#Its range can probably be anything actually- from fairly long-ranged to well below medium-range (it has to charge into the fray to whip up chaos) |
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Actually, regarding the artwork, I think I might re-do the spikes on his nose- I reckon I'll put in the proper 'Chaos Core' blades, and perhaps a faint glow from inside the socket? |
Actually, regarding the artwork, I think I might re-do the spikes on his nose- I reckon I'll put in the proper 'Chaos Core' blades, and perhaps a faint glow from inside the socket? |
Revision as of 09:35, 13 March 2017
The list of stuff of the Soviets in mod Red Alert: Zero.
Since Premier Yuri assumed control over the Soviet Union and founded the Greater USSR, the army structure has changed substantially, and the technology has improved at an alarming rate. Notable improvements include the advanced use of biotechnology and cybernetics, psychic technology, newer high altitude models of flak technology, and the perfection of nuclear and Tesla research.
Soviet forces are more assault-geared, and designed to charge enemy lines to break them apart, using a combination of cheap expendable units, and protected assault units.
Content
Infantry
War Bear | Conscript | Flak Trooper |
Scout | Worker Engineer | Tesla Trooper |
Spy | Commissar | PsiCorps |
National Slot |
National Units | |
Mekong Group | Vietcong |
CUBA | Desolator |
North African Uprising | Pariah |
Khan | Gatling Guard |
War Bear (will replace picture)
- Full Designation: Genetically-modified, military-domesticated, mutant Grolar Bear
- Role: Medium-heavy Infantry killer, anti-spy
- Cost: 400
- Hitpoints; 300
- Damage; Same as Brute against tanks, steamrolls infantry without attacking.
- Range; 1.5
- Strong against: Infantry, light vehicles, structures
- Weak against: Anti-infantry units, heaveir Vehicles, aircraft
- Abilities: Detects Invisible, cannot be crushed by light vehicles.
- Secondary Ability: ROAR. Large area of effect, deactivates all secondary abilities of enemy infantry, and de-stealths them.
- Heroic Upgrade: N/A
- Primary Weaponry: Mutated armour-crunching Teeth and claws
- Secondary Weaponry: N/A
Discussion |
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VolteMetalic 13:14, November 17, 2011 (UTC): No comment. Just the Secondary needs to be solved. Hazza-the-Fox22:35, November 17, 2011 (UTC) I got a good one! He barks- but instead of stunning enemies (that is just wierd)- he actually removes all of their disguises, radar-evasion, stealth, and even their alarm bypass training; allowing other units to see them. It would have to be very short ranged, of course- or otherwise it would be far to easy to foil all stealth units. These un-disguised units would only get their previous stealth abilities back after a fairly long wait. Perhaps, specifically, the bark actually 'sticks' a 'tracking device' icon on the head of every enemy target- which allows all units to shoot at him, and might also increase the damage they take from all attacks? Simple thing is that all a dog would do is bark at things- and it barks at things to alert his master of an intruder; so naturally it would have some kind of supportive anti-stealth power. Next is helping to differentiate its basic stats from the likes of the Terror Drone and possibly Pariah (the first obvious one is that the dog runs slower- but almost as fast as the terror drone, yet has more armour- but more importantly, can jump from infantry unit to infantry unit faster than the drone can). The only remaining question; would the two attack dogs function any differently to each other in any way (armour vs speed)? OH- and another question- I forgot- does Red Alert 3 allow dogs to see past spy disguises without revealing them to the player like in Red Alert 2? I remember either Generals or Red Alert 3 did not allow that. VolteMetalic 07:46, November 18, 2011 (UTC): Hmmm... it is a good one, but the range is questionable. If it is short-ranged, how can it be used properly? i mean, dog normally detects and reveals stealth units. Actually, this Secondary is redundant for him, dogs already passively detects them. Thats correct. Dogs when they find a spy they will expose him to the enemy, not that they will attack hima nd he will keep being invisible or disguised. Hazza-the-Fox 10:00, November 18, 2011 (UTC) Hmm, that's actually a pity; I guess in this case, the dog's bark should simply prevent the affected (infantry) units from using their secondary abilities, or benefitting from upgrades (such as Alarm Bypass). Or make them take extra damage... VolteMetalic 12:23, November 18, 2011 (UTC): Yeah, blocking a Secondary might be possible! :D Hazza-the-Fox 09:35, November 19, 2011 (UTC) VERY nice! Would that also include stopping upgraded boosts taking effect on the targeted unit? VolteMetalic 12:39, November 19, 2011 (UTC): I guess not. Hazza-the-Fox 13:09, November 19, 2011 (UTC) In that case, would it be possible to attach some kind of 'parasite' unit onto another enemy unit, that draws fire from your own units (thus neutralizing Alarm Bypass training)? VolteMetalic 13:19, November 19, 2011 (UTC): I am not sure what do you mean. Hazza-the-Fox 23:00, November 19, 2011 (UTC) It's very hard to explain; The dog barks, then every enemy infantry unit nearby suddenly has a 'tracking device' attached to them, that sticks to them wherever they go; and this 'tracking device' would attract fire from your own structures and units. VolteMetalic 00:01, November 20, 2011 (UTC): I still dont understand it. You use it against enemy infantry, which draws fire from your units? Or how? Hazza-the-Fox 01:30, November 21, 2011 (UTC) Yep! Wait- forget that- I just remembered if a player had spotted an operative, they'd just force-fire anyway, without needing the dog to bark on them. Ok, I think the simplest solution is that the dog's bark causes the victim to take increased damage (perfect if the dog would surely be killed by the enemy fire). VolteMetalic 12:06, November 21, 2011 (UTC): i really liked that "block enemy Secondary use" ability, that they cant be used, if they were in use, they will stay, but you cant use them. Hazza-the-Fox 12:23, November 21, 2011 (UTC) Agreed. I think it would be fair for both dogs to be able to do this from their barking. Anything else we should add (to both dogs, or just the Soviet one). VolteMetalic 18:43, November 21, 2011 (UTC): I think that would be all. |
Conscript
- Full Designation: Conscript
- Role: General infantry
- Cost: 100
- Hitpoints; 100
- Damage; 20 (AK-47), 130-60 (Molotovs; direct hit and splash damage)
- Range; 4 (AK-47), 2-3 (Molotov)
- Strong against: Infantry
- Weak against: Vehicles, aircraft
- Abilities: Clear Garrison (grenades)
- Secondary Ability: Switch Molotov Cocktail/Assault Rifle - Molotov cocktails deals damage to infantry (with a small chance of igniting them) and against garrisons, assault rifle is standard weapon against infantry
- Heroic Upgrade: Bravery - Increases an armour protection and slightly damage of nearby friendly Corscripts
- Primary Weaponry: AK-74
- Secondary Weaponry: Molotov cocktails
Discussion |
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Hazza-the-Fox 01:19, November 4, 2011 (UTC) The Conscript is for most intents identical to the RA2 version. Foregoing proper armor, training and abilities to cut costs, conscripts are cheaper than Marines. Armed with AK-47s they can damage to all targets (especially infantry), and fire from ranges far further than any infantry SMGs or pistols, but not as far as a Marine's XM8.Special abilities I'm not sure of.I don't think red-guard bayonet charge would be extremely necessary- if anything its a little redundant, to say the least (besides, that's what the attack dogs, terror-drones and pariahs are for).A single-shot grenade-launcher to help against tanks (like the Marines could possibly get) might prove a little overpowering when every conscript fires a grenade at once- although switching to hand-grenade mode, requiring the conscript to charge ahead a bit more, lob a grenade and clear out enemy infantry might be a little more balanced- though the whole conscript army could still wipe out any opposition by just charging at once).The only solution left is some kind of buff- like Starcraft-Marine stimpacks at the cost of a bit of health? VolteMetalic 11:10, November 4, 2011 (UTC): I agree with him, he is in good balance with Marine :) I agree, the Secondary ability is very hard to solve. In RA3 they had Molotov Cocktails against garrisoned infantry (which remidns em, Soviets dont ahs any low-tier anti-garrison unit) and Peacekeepers with Riot Shields.And Heroic. What you wrote is the basic thing of heroic :D There are few options for it. Better weapon (cliche, but not a problem), a means to boost the morale of others nearby (as they are "heroes of the Union"), or that the "heroes" are more equipped, with first aid kits so they can heal others enarby (they heal themselves already as heroics). Hazza-the-Fox 13:59, November 5, 2011 (UTC) I like the idea of morale boost-by the way some troll found the wiki and vandalized the page; we may want to reconsider the site as a discussion board. I banned him for a year, and will get around to restoring the page to it previous form. VolteMetalic 19:14, November 5, 2011 (UTC): Yes, but how will it work, the morale boost?That bastard... he is a big coward. Good work, but year is not enough, make it 9999 next time :P Hazza-the-Fox 03:48, November 7, 2011 (UTC)Yep, sadly a year was the maximum time- mainly I figured it would make sure he wouldn't be bugging anyone else on this wiki (or others if admin authority declares general Wikia access). Morale boost- I dunno, maybe a horde-bonus aura around the elite-level conscripts? VolteMetalic 08:14, November 7, 2011 (UTC): No, I meant the gameplay effects which will the morale boost do :P And we still dont has the Secondary ability for him. Hazza-the-Fox 11:28, November 7, 2011 (UTC) I guess some kind of armor enhancement for nearby friendly conscripts? I dunno really. Secondary ability I think Molotovs (toggle molotov-throwing mode?) are probably a good call; a drastic close-range attack seems like a good way to put pressure on. VolteMetalic 13:26, November 7, 2011 (UTC): Yes, tha might work. Lore-wise, the "heroes of the Union" Conscripts inspire others for bravery, giving them a bonus to armor (they resist and ignore the injury). Ok, so Molotov's. I hope people will dont call it a RA3 copy, but there is really no better way for them :) Also, they might have a chance (cca 25%) to ignite the infantry, making them a "human torch" and possibly able to ignite other infantry around, lasts for 5 seconds. Hazza-the-Fox 20:45, November 7, 2011 (UTC) Sounds good; Yep, I thought about it but there is simply nothing else more appropriate; and agree with igniting the target and risking ignition (or doing a lot of damage) to splash-radius enemies) VolteMetalic 22:08, November 7, 2011 (UTC): Ok, and can it also increase a damage dealed by friendly infantry nearby, or only specifically of Conscripts (and maybe Flak Troopers)? And the "morale", will it also affect only thes two, or all infantry, or all units (friendly, nearby)? Hazza-the-Fox 01:13, November 8, 2011 (UTC) I think so- but mainly enhancing the armor (as it helps preserve them, as opposed to making them extremely deadly- which I think might come in most useful for having them draw fire and take it). Clear garrison could be a good idea- though it may make them too strong for their price (especiallly as Marines have to actually run into the building itself); I think in their case severe damage to buildings is probably the way to go. And I think the best way to handle the enhancement buff is probably to keep it amongst the conscripts alone VolteMetalic 08:40, November 8, 2011 (UTC): It is possible to make that you will need more Molotovs to kill one soldier than Marines needs, as Molotovs dont make that great splash inside houses, where might be more windows to throw them into :P So, the "Bravery" heroic will affect only Conscripts, and will it increase their protection, and their damage/attack? Hazza-the-Fox 12:02, November 8, 2011 (UTC)Are you saying that it is possible to make it so that every time a Conscript throws a molotov into a structure, it kills one of the marines inside? And yes- affects only other conscripts, and mostly enhances their protection, and slightly enhances their damage. VolteMetalic 18:35, November 8, 2011 (UTC): Sure, it is possible, but also the opposite, that you will need for example 4 grenades to take down 1 infantry. Ok, so Conscript is sorted out, only the Molotov's strength :) Hazza-the-Fox 01:04, November 9, 2011 (UTC) Agreed! VolteMetalic 09:08, November 9, 2011 (UTC): So Conscipt is set? Hazza-the-Fox 22:52, November 9, 2011 (UTC) Yep! |
Flak Trooper
- Full Designation: Flak-Armed Trooper
- Role: Anti-air/anti-armor infantry, light artillery
- Cost: 300-400
- Hitpoints; 100
- Damage; 20
- Range; 9 (ground), 8 (air)
- Strong against: Aircraft, light vehicles
- Weak against: Vehicles, anti-infantry, heavy infantry
- Secondary Ability: Deploy one-shot AA-mine. If aircraft passes by and the Flak Trooper is near, he will auto-target the mine to do huge area-effect AA damage. Shrapnel rains down from mine to damage targets directly below.
- Heroic Upgrade: Double Flak Cannon - Replaces standard flak cannon for double-barreled variant, with doubled rate of fire
- Purchased Upgrade: Smart Targeting- increased attack range. Able to fire from inside structure. Mines now auto-destruct without needing the Flak Trooper to be nearby.
- Primary Weaponry: 40mm high-altitude portable flak cannon
- Secondary Weaponry: Inflatable AA Flak mine
Discussion |
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VolteMetalic 00:00, November 15, 2011 (UTC): The discussion on Soviet's side is only on one thing. Lets expand to four (average standard) :) Hazza-the-Fox10:59, November 15, 2011 (UTC) Ok, so the Flak Trooper operates as a typical AA trooper, peppering the skies with flak; only he now is also capable of providing some long-range artillery cover from long ranges- firing his weapon like a mortar. The shells detonate before hitting the ground, creating a broad airburst splash damage radius that is particularly effective against infantry, and also structures. He does a modest amount of damage to vehicles also. His drawbacks are a slow rate of fire, and vulnerability against anti-infantry attacks. Overall, his attacks aren't devastating, and merely tickle most units and structures- but thanks to his splash, in large numbers he could saturate the battlefield in damage. For his secondary ability, it would probably make the most sense to toggle between AA and artillery-modes- or alternatively, make his artillery shots a single-shot ability triggered by activating the 'secondary' function. For his heroic upgrade- not sure what it should be actually. Probably a range increase, and possibly a splash-damage increase too (possibly hitting multiple air units) VolteMetalic 12:04, November 15, 2011 (UTC): I guess the secondary might be the switch between artillery mode and AA mode. That can work out well :) And, are they able to fire on vehicles? Hazza-the-Fox 21:33, November 15, 2011 (UTC) Cheers! And yes, they definitely will attack vehicles! They do a fair bit of damage to vehicles- but nothing like a proper anti-tank unit does; merely more than most infantry would do- it's long range being able to pepper them from afar being its greatest strength ;) VolteMetalic 22:44, November 15, 2011 (UTC): Ok, I see. And Heroic... hmm... what it might be? Hazza-the-Fox 01:38, November 16, 2011 (UTC) Not sure; range is always an obvious candidate; a vastly broader splash radius is another; and probably no friendly-fire from his shots too, are options? VolteMetalic 09:13, November 16, 2011 (UTC): Friendly fire was never implemented for flaks in any RA game... Option is that they can gain another weapon for self-defence, like pistol or even grenades... no, stupid idea. Hazza-the-Fox 09:27, November 16, 2011 (UTC) Actually in Red Alert 2 I think they did- I remember my joint Flak Trooper/Brute army attacking, and the Flak Troopers doing more damage to the brutes than the enemy (there were fewer enemy units than there were brutes, but all the brutes were harmed). Either way, I think that still leaves range and a splash radius increase. VolteMetalic 12:02, November 16, 2011 (UTC): I think that the friendly fire would be there. My thought. Yeah, these are appearing as an options... and what about that the flak will also be incendiary? No... Hazza-the-Fox 01:04, November 17, 2011 (UTC)Hmm, good question actually- could work.... VolteMetalic 09:41, November 17, 2011 (UTC): Hmm... VolteMetalic 13:14, November 17, 2011 (UTC): I again asked my brother for his opinion, and his first thought was to give Flak Trooper quad-barreled cannon. When I told him its too much, and he agreed, he suggested just double-barreled flak cannon. As a means of doubling the firepower. That could be really nasty! :D Hazza-the-Fox 09:34, November 19, 2011 (UTC) Interesting- that could work... (or a burst-fire flak gun that shoots two shells). That could definitely work... VolteMetalic 12:39, November 19, 2011 (UTC): I also meant a double-burst, but I agreed that double-barrled might look more cooler. Hazza-the-Fox 13:10, November 19, 2011 (UTC) It might- and it's VERY tempting... though his gun is already pretty gigantic, so I'm not sure if the second barrel would make him look too top-heavy or not... VolteMetalic 13:19, November 19, 2011 (UTC): Did you seen RA3 Flak Trooper? THAT carries HEAVY gun :D Hazza-the-Fox 01:33, November 21, 2011 (UTC) Yep! Though we don't want it *too* heavy, as we are talking about a recoilling gun (as large as it is now, the trooper would probably only suffer long-term whiplash damage from the recoil) VolteMetalic 12:06, November 21, 2011 (UTC): They can gain some cybernetics or robotical asistance into their arms to help resist the recoil :) Hazza-the-Fox 02:58, November 23, 2011 (UTC) Good point, that could probably work! ;) |
Scout
- Full Designation: Reconaissance Scout
- Role: Reconaissance, exploration, patrol, pointman, observer
- Cost: 100
- Hitpoints; 75
- Damage; 10
- Range; 5
- Strong against: Infantry
- Weak against: All targets (especially dogs)
- Abilities: Radar-invisible.
- Secondary Ability: Take Observer Position - Scout become immobile, but with highly increasing a sight range and renders him invisible to enemies. Cannot attack. Potentially gives supportive aura to all friendly units nearby
- Heroic Upgrade: Submachine Gun - Replaces pistol for SMG for greater firepower and self-defence, decreases the time between switching the Secondary modes
- Primary Weaponry: semi-auto rifle.
- Secondary Weaponry: Binoculars
Discussion |
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VolteMetalic 18:38, November 17, 2011 (UTC): ... Hazza-the-Fox22:51, November 17, 2011 (UTC) So, the scout is a cheap, fast, lightly-armed infantry unit available at the construction of the barracks. On foot, the scout has normal sight range, and defends himself with a light pistol (taking sparing shots compared to other pistol-using infantry). When deployed, the scout takes a moment to take a camoflauged position and pulls out his binoculars. The result is the scout is completely invisible to all units (but can be sniffed out by dogs). He also has a massive increase in sight range, and an aura that slightly enhances the fire range of all nearby units. When packing and unpacking, the scout is both visible, but unable to attack. Also note that artillery in Red Alert Zero have extreme fire-range many times further than their line of sight, but can only attack within either their own sight range or a friendly spotter (eg the Scout)- meaning that positioning a scout closer to the enemy base would allow your V5 Launchers- or even your ships, to engage the targets from a considerable distance away. When inside a structure, the Scout uses his binoculars to extend the line of sight and attack range of all its occupants. VolteMetalic 07:46, November 18, 2011 (UTC): Yes, all is sound. But i am not sure, Scout can use the pistol (I gave him PM Makarov) only when on move, or only when using binocular? And Heroic. While it is not its primary role, he is able to kill, so he might gain some sort of Heroic upgrade, even it is highly unlikely. Hazza-the-Fox 09:58, November 18, 2011 (UTC) Yes, he can only shoot while on the move- so his stances are;
it's a bit of a last-minute idea; I had the old Dune-style concept before you told me that all the units need a secondary ability- where he would automatically go invisible and get a sight-range increase when still, and decloak when moving again. and thinking about the small problem of the strictly binary moving or stationary stealth status you mentioned earlier, I thought it perfect that he simply deploys his disguise and binoculars! And with that in mind, thinking it a bit strange that a military front-man would not carry a gun, I thought it makes sense that with his cloak ability split by a deploy function now, there was no harm in him having a gun (so long as the deploy process took some time, so players can't just repeatedly cloak and uncloak for him to use the pistol in the blink of an eye). Heroic- I think the simple answer could be that he carries a light submachinegun while in transit, and his binoculars might add an extra long-distance targeting feature (like the Kodiak-assisting flares). VolteMetalic 12:23, November 18, 2011 (UTC): I am not totally sure what do wanted to say :D Heroic, yes, my thoguht exactly, a light SMG. First thing I though was "sniper rifle", but immediatley I said "thats too ridiculous!" :D Secodn thought was SMG, something in appearance like PPSh SMGs during WW2, only in new coat. Hazza-the-Fox 09:33, November 19, 2011 (UTC) Excellent! Is there anything left about this unit we'd need to think about? VolteMetalic 12:39, November 19, 2011 (UTC): no, I guess that is all. |
Worker Engineer
- Full Designation: People's Worker maintenance Engineer
- Role: Base repair, building capture
- Cost: 500
- Hitpoints; 75
- Damage; 10 (pistol)
- Range; 4
- Strong against: N/A
- Weak against: General threats
- Abilities: Structure Repair, Structure Capture, Amphibious (upgrade)
- Secondary Ability: Switch to repair mode. Engineer will follow a damaged friendly vehicle in his sight and repair it. Cannot enter any structure while in this mode.
- Heroic Upgrade: N/A
- Primary Weaponry: Toolkit
- Secondary Weaponry: Repair Kit
Discussion |
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Hazza-the-Fox 00:05, December 12, 2011 (UTC) A lot to talk about with this unit. I think we can both automatically accept the basics, that if he enters an enemy or neutral structure, he captures it and turns it to your side; and if he enters a damaged friendly or neutral structure (or bridge, if destructible bridges exist in RA3) he repairs it to full health- both acts taking him out of the picture. Some things to consider:
VolteMetalic 11:54, December 12, 2011 (UTC): Quite a lot of things to dicsuss :)
Hazza-the-Fox 04:20, December 13, 2011 (UTC) Indeed!
VolteMetalic 13:44, December 13, 2011 (UTC):
Hazza-the-Fox 22:59, December 13, 2011 (UTC) "Cover structure" meant simply a structure that provides the 'infantry cover' armor bonus to infantry nearby (or standing on top of a certain terrain type)- something like a trench or a bunch of meager barricades that prevent Tanks from passing. Alternatively, it could be added to otherwise plain walls? That aside, I'd reckon the Soviet engineer would probably have either a 'work' role, or some combat role (and the Allied Engineer has the other- which would work out quite well). I'm not sure really. And definitely for the other two points. And I'll think of an upgrade for his raft ;) VolteMetalic 13:26, December 14, 2011 (UTC): How do you mean, add it to plain wall? What to add? Maybe... what about construction of the machine gun post. But, to be active, you must send an infantry (Conscript, but pretty much anyone who can ente garrison [so probably heavy infantry cant]) to take it,a nd it will be firing from it? Hazza-the-Fox 22:13, December 14, 2011 (UTC) I meant that the engineer can, say, 'deploy' next to a wall, and creates a 'trench' in front of it that your infantry gain an armor bonus when standing on. (on another important note- does Red Alert 3 allow structures to 'depress' into the ground (you build a trench and it actually creates a pit below the surface). I wouldn't think so, only a handful of games have managed to do this (Stronghold 2) Another idea is that he plants an EMP mine (Tesla-themed)? A machinegun could work too... VolteMetalic 12:09, December 15, 2011 (UTC): I have also thought about this, but I think its not possible. Planting a mines, while it sounds reasonable to him, you will need to make a whole minefield (3×3) to be it anyhow effective. The machine gun will be kind of unique too, as there isnt much units in RA3 or Paradox and overall in C&C games where this is used. The only case I can remember is Pillbox in Shockwave mod on ZH. Unless you send there someone it dont attacks. This will be truly unique. Hazza-the-Fox 07:38, December 17, 2011 (UTC) That's a good point- and thinking about it, having the engineers transform into some kind of 'outpost tower' things would somewhat bring tower-like structures into the game (rather than in the Alarm Bypass Training icons alone). More stuff to think about... VolteMetalic 09:41, December 17, 2011 (UTC): Hmm? You eman that it can make towers? Hazza-the-Fox 10:53, December 17, 2011 (UTC) He'd have to permenantly 'deploy' into one of course, for balance... (that's if we go for this, rather than a more 'engineer'y option) VolteMetalic 14:57, December 18, 2011 (UTC): ... How? How can an engineer change into tower? :D Hazza-the-Fox 00:12, December 19, 2011 (UTC) No idea :P Ok, with all things considered (after thinking about it), we can eliminate a few options; the Soviet engineer probably isn't as greatly needed for Repair duties as the Allied version, thanks to the Pioneer (though he could always do individual repair work while in his mobile form- with an upgrade of course- and it would be smaller scale but more personalized). Similarly, neither side really needs an observation/detection platform (that would involve merely recruiting a scout and his pet dog- which would be cheaper anyway- and more encouraged as that's what these units are for). Planting some kind of trap would be a very elaborate and laborious process (not that this is actually a bad thing, mind you)- but the tricky part is, being a secondary attack, it would need to be someting not THAT powerful, as he would be starting off with it. The upside is, trapping is one of the major roles engineers took in real wars, and it would give him a big defensive role (especially if the traps were remote-controlled- and had effects like EMP or something). Although keep in mind we now have Tesla Drones hiding in ambush as their secondary- so that also limits what exactly these traps are capable of. And again, a broad minelayer attack is Ivan's territory. That aside, he would deploy into some kind of support or weapon encampment- the first one has quite a few options (though I can't really think of any right now), while the second option depends on how easy/hard it is to get a bunker defense out here, I guess. VolteMetalic 13:25, December 19, 2011 (UTC): Agree. I suggested the machine gun nest, and machine gun on tripod, with sandbags around it and some nest around it (but not above). When finished it will be not manned, requiring a soldier to operate it. It can be a support platform on the frontlines. Hazza-the-Fox 21:07, December 19, 2011 (UTC) Could work- though again, depends on the other defenses too. Just in case, what about dropping (at the cost of 500 bucks each time- but not sacrificing the engineer) a large EMP mine that can be remote-activated? Releases a large-ish shockwave that lows all incoming vehicles down. VolteMetalic 19:22, December 20, 2011 (UTC): Again, its not useful, or not into the extent it can be used. The machine gun will be just a field support. The Battle Bunker will be pretty much fine with it, because you will not be able to build it on the front. Engineer can to reinforce quickly the chokepoint with heavier fire support. Hazza-the-Fox 05:39, December 23, 2011 (UTC) Could work too. I just had another idea- he sets up a 'rearming' stash, that does better repair, and also slowly rearms all nearby units that have finite ammo (eg gunships) and also speeds up the recharge of some secondary abilities (Devestator SAM).... so he becomes a direct support unit in a siege or an outpost.. VolteMetalic 11:28, December 23, 2011 (UTC): The only units which has a finite ammo are only gunships and aircrafts, and it will take Pioneer its job. Affecting the recharge of Secondaries of others, that is possible (most likely) but more, wont it be OP in few cases? Hazza-the-Fox 22:28, December 23, 2011 (UTC) It won't take the pioneer's job, as it would only affect ground units. It could be OP- but not too much if we only increase the recharge by 30-50%. As it is, these are the only really 'engineery' roles I can think of that is completely different to other units. Speaking of which- Crazy Ivan is still waiting for you! (along with the Allied aircraft). VolteMetalic 00:36, December 24, 2011 (UTC): No ground unit has finite ammo. That wont work... hmmm, if the machine gun wont be it, I am trying to think of something totally different... ) And Dreadnought is waiting for you :D Hazza-the-Fox 13:20, December 24, 2011 (UTC) Good point- this is wracking my brain! Oh well- I'll chekc out Dreadnaught while I think.... Hazza-the-Fox 08:20, January 1, 2012 (UTC) Just had an awesome one- Construction extender; builds/deploys (at expense) into a small construction radius, to allow some defenses to be built nearby? Of course, base structures do not benefit as they have to drive there. Also gives some repairs (this can be an optional difference between Allied and Soviet engineers though)- or gives a slight boost to recharge for secondary abilities in other units.... VolteMetalic 22:34, January 1, 2012 (UTC): Hmm... that could work... Thought I am thinking that some sort of "support" ability would be handy too. Like Engineer deplyos into a hut with ammunition, which increases rate of fire of all units nearby :) Hazza-the-Fox 23:04, January 1, 2012 (UTC) That would be awesome too! Perhaps the simple answer is both of the above?!?!? VolteMetalic 08:52, January 2, 2012 (UTC): Hmm... higher rate of fire, repair, build radius... without the repairs (and secodnary recharge boost), I think that could work :) Hazza-the-Fox 10:31, January 2, 2012 (UTC) Sounds good! I'd say he's done (unless there is anything we forgot again)- which leaves the Allied Engineer (and any possible differences in his deploy ability). VolteMetalic 19:28, January 3, 2012 (UTC): Yeah, agree :) |
Pariah
- Full Designation: "Pariah" Mind-Controlled Retribution Agent
- Role: Suicide bomber
- Cost: 200-300 (NAU's subsidy)
- Hitpoints; 140
- Damage; 400 (explosion)
- Range; 1
- Strong against: Infantry groups, structures, vehicles
- Weak against: Long-range anti-infantry support, aircraft
- Abilities: Clear Garrison (rushing the structure, suicide, severly damages structure), Mind Control immune. Planted demolishion (must completely close gap to structure or heavy-vehicle to completely destroy it). Does not damage friendly pariahs.
- Secondary Ability: Short-Fuse. Activates 5 second self-destruct that cannot be stopped. Pariah runs much faster, but no longer benefits from friendly-fire risk bonuses, and is now more risky to send in.
- Heroic Upgrade: NA
- Primary Weaponry: Explosive Vest
- Secondary Weaponry: N/A
Discussion |
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Hazza-the-Fox 11:43, November 7, 2011 (UTC) Nothing fancy here; basically a suicide bomber (formerly an enemy of the state/ enemy nation combatant/ nationalists and terrorist who had crude automated mind-control devices and computers implanted- and takes orders via radio signals from a control room without the need of an actual psychic controller).Function-wise, the Pariah is like the RA2 terrorist, GLA suicide Bomber, or Ordos Sabateur. He runs, and he explodes when either colliding with his target, killed by enemy fire, or when specifically instructed by the enemy.His explosion kills all nearby infantry (or greatly damages nearby heavy infantry), can do fair damage if they managed to directly hit a vehicle, and of course do extreme damage to structures. Possibly (maybe via upgrade if its too extreme at first) they can enter garrisoned structures, explode, and kill everyone inside while bringing the building into the red health levels (firery, but salvagable). Swimming is another possible upgrade.Their main downside is that they are quite weak and easily killed, and are mostly useful as decoys. They are much slower than dogs, but faster than other infantry. They are a friendly-fire risk; they will do the same damage to friendly infantry as they would to enemy infantry- except friendly Pariahs; who will take reduced damage from their fellow's explosions (or otherwise killing one would kill the group instantly- setting off a chain reaction).I think the only things I can think of right now to consider would be if certain attacks averted the self-destruct (attack dogs being a noteworthy candidate).Aside from that is the price; 200 is probably much too low for a mainstream suicide unit- though it should be used as something fairly expendable- 600 is probably pushing too much, for this reason. He also needs to be differentiated from dogs, Terror Drones and Tesla Troopers- who are also close-range units that players would be fending away). VolteMetalic 13:26, November 7, 2011 (UTC): Ok, I agree with this all. The cost would be 500 than, and maybe the Heroic (yes) might be addition of toxic waste, infecting the area round himself. Even that by normal means it will be impossible to have heroic Pariah, in some cases (like taking an Promotion Boxes, or capturing "Academy" strucutre, which gives to all units a promotion, wit 2 all units starts as heroic) it is possible. Hazza-the-Fox 20:54, November 7, 2011 (UTC) Sounds good! Definitely 500 (maybe 400 depending on armor?), and promo-boxes and tech-stealing promotions is a good point- toxic waste is definitely a good addition. Hazza-the-Fox 22:55, January 20, 2012 (UTC) By the way- I was thinking that this unit should insta-destroy structures and do extreme bonus damage to 'heavy armor' vehicles (Devestator, Sonic Tank), to give him a stronger anchorage as a demolitionist- note that he costs about half of the cheapest demolitionist (Jager at about 800) but I think this is fairly balanced due to the fact that you only need one Jager to bomb several structures, but for every demolition job you need an extra Pariah (as they kill themselves in the explosion)- and actually proves more expensive to pull off a successful demolition VolteMetalic 17:44, January 21, 2012 (UTC): Yes, you are right that you need one Pariah for each structure, but when you have that cheap unit, other units are practically redudnant. You manage to sneek into enemy base a groupf of these, and its totally leveled like this. Giving them great damage, fine, but insta-kill, thats too far. Hazza-the-Fox 05:45, January 24, 2012 (UTC) That is true- I think damage should be quite extreme though- reason being as Soviets actually have NO demolitionists at all except for Ukraine, and giving a strong emphasis against buildings helps split his function from the other short-ranged units (Tesla Troopers, dogs and Terror Drones). Also, these units do not get Alarm Bypass training like all the other Sappers/demolitionists, so they will be facing the full brunt of the enemy's defense (and their speed is between the dogs and normal foot soldiers, and their armor is not much more than the attack dog's. VolteMetalic 13:54, January 24, 2012 (UTC): Hmm... ok :) |
Spy
- Full Designation: KGB Agent
- Role: Spy, saboteur, espionage
- Cost: 1000
- Hitpoints; 100
- Damage; NA, 150 (anti-infantry cyanide darts)
- Range; 0
- Strong against: N/A
- Weak against: All threats, dogs especially
- Abilities: Disguise, Amphibious, Wall Tunneling (upgrade)
- Secondary Ability: Cyanide Gun - Spy shoots any light-armired infantry, instantly killing it. The disguise is revealed by the shot
- Heroic Upgrade: N/A
- Primary Weaponry: Disguise kit
- Secondary Weaponry: N/A
Discussion |
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Hazza-the-Fox 13:27, December 25, 2011 (UTC) So, the only topic is what he does for a secondary ability (and if it differentiates from the Allies) VolteMetalic 19:43, December 26, 2011 (UTC): KGB were always more brutal than other agencies, so maybe something which cna does an actual damage somehow. Hazza-the-Fox 01:57, December 28, 2011 (UTC) Perhaps some kind of smoke grenade or 'dummy' decoy that baits and kills enemy dogs (he can only use once) so he can slip past any initial defenders). Perhaps a downside is that it raises commotion, so players are discouraged from simply automatically using it at the first sight of a guard dog. OR- if we want to take a note from Team Fortress 2- he can insta kill 1 lightly armored infantry/plant 1 death trap/backstab- but he permenantly loses his disguise.... VolteMetalic 18:44, December 28, 2011 (UTC): You mean that he cna insta-kill any infantry (or vehicle), but he will be revealed? That would work! Hazza-the-Fox 01:19, December 29, 2011 (UTC) Yep! It should probably be at very close range, for balance. Anything else? VolteMetalic 12:11, December 29, 2011 (UTC): How to name it? :) And will it insta-kill only infantry, or also vehicles? Hazza-the-Fox 13:51, December 30, 2011 (UTC) That is a VERY tough decision- I think the best explanation is that this spy simply pulls out a gun and shoots any nearby enemy infantry unit(s) by surprise- and thus needs to be quite close to get a good shot. Afterwards, he can attack with his pistol- but it doesn't do as much damage, as the enemy now know he's here. VolteMetalic 22:12, December 30, 2011 (UTC): So only infantry... would a gun with a concentrated cyanide works? That the spy will shoot him, and this will pretty easily kill him? Hazza-the-Fox 01:54, December 31, 2011 (UTC) Sounds awesome! And yes, only (light) infantry- I think it's a nice drawback that the spy can only use light concealed weaponry using the element of surprise directly against the guards, leaving the heavy demilition work to the other units. VolteMetalic 15:14, December 31, 2011 (UTC): SO the Spy is set? :) Hazza-the-Fox 08:17, January 1, 2012 (UTC) Yep! |
Commissar
- Full Designation: Political Commissar Infantry Officer
- Role: Command and coordination
- Cost: 2000
- Strong against: Light infantry
- Weak against: Heavy infantry, vehicles, aircraft, base defenses
- Abilities: Command Aura, Mind Control Resistant. Friendly infantry inside cannot be crushed by enemy vehicles, and many abilities that normally insta-kill infantry now only do massive damage (and shared garrisons cannot be insta-cleared).
- Secondary Ability: Corporal Discipline- Temporarily enhances speed, firepower and rate of fire of all friendly infantry nearby, but decreases their defenses
- Heroic Upgrade: Command Bravery Aura - Enhaces Commissars's passive ability and clears the drawback of the secondary ability
- Primary Weaponry: (NA?) PY-6 Yarygin heavy pistol
- Secondary Weaponry: N/A
Discussion |
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Hazza-the-Fox 00:34, November 24, 2011 (UTC) The Comissar (or Cossak if we don't want to confuse Warhammer) is simply a huge walking aura of motivation that wields a pistol.The pistol itself, though better, longer-ranged and more damaging than the sidearms any other unit- is still not strong enough to damage armor. Its range is about the same as the Conscript's AK-47.His main ability is simply that at all times, any infantry unit under his supervision will fight better in some way (not sure yet). And failing that, he can motivate his troops further by "corporal discipline", where he, either by conventional methods (whipping), or more Yuri-like methods (gives bizarre medications) further enhances his soldiers move speed and rate of fire- but doing some mild damage to all of them. He can use this ability as many times as he wants- the effects constantly stacking up higher and higher, as well as the damage increasing. At heroic levels, his regular aura is enhanced with an extra bonus (and possibly his deploy aura no longer does damage) Alternatively he could even have a healing aura. The only thing that remains is what he looks like. Obviously, he'd be wearing a big heavy trenchcoat; and I reckon some hitech details hidden inside (possibly goggles). His hat would either be a typical officer's/commander's hat- or possibly some giant Cossak-style bearcap? These men may-or-may-not be psychic themselves (they claim they aren't); but either way, they have the clearance (and expertise) to control the psychics as required. VolteMetalic 01:24, November 24, 2011 (UTC): Yup, I totally agree with him, and that its name may be Commisar, Cossack more sounds for normal unit. :) For the basic ability (name may be Command Authority) may give them greater damage and rate of fire. Secondary, I like it, but the damaging of infantry isnt logically-proven. Hmmm... Heroic, its basically the improved passive ability, and also addition to the Secondary. i like it, but the Secondary needs to be settled. Yes, a heavy trench coat (probably dark green) is a must. The hat, the standard officer's hat. Here are some of the cocnepts of Commissars used by other mods: Paradox Commissar, Red Alter's Commissar (current) and Red Alter's Commissar (old, dont midn the weaponry). And yes, they are all drawn by the same person. As for other features, maybe not psychics, because they will require a training, which may make them too dangerous for Yuri, and Commissars are people dedicated to the Union. But maybe they can wear a mechanical cybernetic eye (not exactly replica of existing one, but a one-eye google with red glowing optic), and maybe something like computer on the arms, like monitor on right and keyboard on left. That can amke them more formidable for the Conscripts to fear them, just as the enemy. Hazza-the-Fox 03:29, November 24, 2011 (UTC) Excellent The Commisar's second attack is a tricky factor- logically, he would be trying harder to motivate the troops- but at the same time, it shouldn't be something that is outright better (even if its a finite ability)- but more of a drastic risk- such as inflicting damage. That way, players could push their luck trying to press their soldiers into a dangerous gamble to beat the enemy forces, and has the theme that the Comissar is simply furiously pushing his men to breaking point. Also agree that he should not be a Psychic- thought it a better theme that the Psychics are more machinelike and programmed to obey, than willing soldiers- and Comissars are the people likely tasked with keeping an eye on them. Agree with the appearance- computer componenets and monitor sound good, I'll try to work these in too! VolteMetalic 11:43, November 24, 2011 (UTC): What about that instead of loosing health, the charging soldiers with great bonus to attack and rate of fire has weaker defense/armor, simply that they can die quickly? Like that everyone throws away all caution. Yes, and also they may have some sort of countermeasures againgnst mind control, so that PsiCorps cant control Commissars who are tasked of keeping the eye on them. But that anti-mind-control device wont be visible, maybe. The red-glowing eye, think of it as a sort of NV googles, just for one eye and smaller :D Hazza-the-Fox 13:10, November 24, 2011 (UTC) That sounds very good! That would work very nicely! And agreed- they would be cyborgs with Psi-resistant implants! So far, concepts are looking good- just have a plain guy in the uniform- and at the moment experimenting with single, and double- eye patch prosthesis (I'll put up a group of these guys with varying prosthesis (and manner of wearing their coats) in the artwork to compare- noting that the no-eye chaps look creepy as hell; nothing more intimidating than a superior officer whose eyes reveal nothing! The keyboard/monitor harness is proving tricky.... VolteMetalic 20:10, November 24, 2011 (UTC): Ok, so this! Yes, we will see how he will look like in different ways and decide the best-looking combination! Think of it as Predator's wrist computer, just that Commissar has a normal computer. On one arm ahs the monitor and on other the keyboard. Hazza-the-Fox 23:19, November 24, 2011 (UTC) Aha- that could work... |
PsiCorps
- Full Designation: PsiCorps Program Adept
- Role: Mind control and disruption
- Cost: 1000
- Hitpoints; 100
- Damage; NA (mind control), NA (Chaos pulse)
- Range; 1.5
- Strong against: All ground-based humans
- Weak agaisnt: Most of units
- Abiltiies: Mind Controler (Max. 1), Mind Control Resistant
- Secondary Ability: Chaos Field - Creates a blast around the psychic, turning all units around berserk and attacking any unit nearby
- Heroic Upgrade: N/A
- Primary Weaponry: Psionic-enhancement cerebral implants
- Secondary Weaponry: N/A
Discussion |
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VolteMetalic 12:02, November 16, 2011 (UTC): I like more the name "PsiCorps" than "PsiCorps Trooper". Maybe, it can be "PsicOrps Operative" at least, as they arent directly troopers or soldiers and "Operative" sounds like what they actually are. For Heroic, as they dont kill at all, they cant gain experiences and so no need for Heroic. Hazza-the-Fox 14:58, November 16, 2011 (UTC) Good point. And you are right- these men do not get promoted as they are unable to kill.These psychic-enhanced cyborgs are viewed by the regime more as products than recruits- and are kept in check by rigorous brainwashing, AI overrides in their implants, and many other safety measures to prevent them turning on their masters- which leaves them with various mental quirks, damages and faults (as I said a while ago, it helps make Yuri seem even more the dastardly dictator that he treats people he SHOULD sympathise with as tools) ;) Their attack is straightforward- they can control the mind of any human, or human-piloted ground vehicle (the multiple crew members, in a confined isolated space, already receptive to their commander's orders, are controlled as a group via the commander, with the integrated communications devices blaring consistent psychic signals). Their (initial) range is slightly longer than that of a Marine. They maintain constant control of their victim until they willingly disconnect the link, sends the victim indoors or inside transport (where he is held hostage) their victim dies, or the psychic himself dies. Their secondary attack is to blast out a field of psychic energy- stretched wider and more chaotic than proper mind-control, this attack renders all organic units and human-controlled vehicles berserk, attacking anything around it with increased ferocity (although prioritizing former allies above their true enemies- allowing the psychic to slip away unnoticed). Be warned that this attack is a friendly-fire risk- and any friendly units caught within will turn on you first- until the Cerebral stabilizers have been implanted. Note that neither attack is effective against dogs (alien minds), robots (no minds), aircraft (too far and difficult to target), ships or structures (both too insulated, and being staffed by too many people for control to be possible by one man). VolteMetalic 20:26, November 16, 2011 (UTC): Yes, absolutely agree!!! Maybe just the secondary might also make PsiCorps immune to targeting, the crazed untis around him will dont pay attention to him, so he can easily escape, but still you can manually target him by units which werent affected. Hazza-the-Fox 01:02, November 17, 2011 (UTC) Wow! I didn't know we could do that! Definitely yes! excellent idea! VolteMetalic 09:41, November 17, 2011 (UTC): Yes, it is possible :) Imperial Shinobi are able to do that with using smoke grenades to be "invisible". He is visible slightly. Hazza-the-Fox 11:07, November 17, 2011 (UTC) Excellent! Well, I think the PsiCorps is solved (although I think his name does need an extra suffix- as Psicorps is the name of the organization these men work for- just like the Mastermind and the Control Ship do). VolteMetalic 13:14, November 17, 2011 (UTC): So just PsiCorps or Psicorps, I agree with it :D Hazza-the-Fox 09:48, November 18, 2011 (UTC) If you think- but just remember that technically, the Mastermind and Control Ship are also part of PsiCorps ;) VolteMetalic 12:23, November 18, 2011 (UTC): Of course:) Its like you will amke German national infantry Panzergrenadier. It will be infantry in the game, but it is overall a kind of military unit, a mechanized infantry :) It will be really fine :) Hazza-the-Fox 09:32, November 19, 2011 (UTC) Fair enough. |
Tesla Trooper
- Full Designation: 4th Generation Exosuit-Assisted Tesla Shock Trooper
- Role: Heavy shock trooper
- Cost: 700-1000
- Hitpoints; 300
- Damage; 200
- Range; 3
- Strong against: Everything on the ground
- Weak against: Aircraft
- Abiltiies: Radiation Resistant, Smallarms Resistant, Uncrushable
- Secondary Ability: Blackout Gun - Fires a 'spike' with a steel cable attached- keeps enemy structure in state of shutdown.
- Heroic Upgrade: Magnetic HUD sensors - Allows Tesla Trooper's shots to arc between targets
- Primary Weaponry: 2000 AMP portable Tesla gun
- Secondary Weaponry: Power jack
Discussion |
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VolteMetalic 00:00, November 15, 2011 (UTC): The discussion on Soviet's side is only on one thing. Lets expand to four (average standard) :) Hazza-the-Fox 09:08, November 15, 2011 (UTC) Agreed! The Tesla Trooper is, as far as his commander concerned, an ultra-heavy assault trooper and a handy electrical expert; to the enemy, he's a one-man walking army. He combines extreme protection and damage, with the only drawbacks being his slow movement, and short range. The FIRST thing to note about the new armor package, in contrast to the flimsy first-generation half-suits, and the bulky second-generation suits, is that he gains an unusual battlefield advantage from it; it combines the durability of a tank, with the smaller profile of a soldier; meaning most infantry weapons have the same difficulty of harming him as they would a heavy vehicle- while most vehicles would struggle to land a shot on him just like any ordinary infantry unit. As a result, the Tesla Trooper has very little to fear from most threats.
SECOND thing to note is his weapon; a cleverly-designed gauntlet that he wears around his right hand (holding the trigger), it is extremely powerful, capable of blasting open a heavy steel surface in a single hit. Needless to say infantry and even enemy tanks pose little problem. The portable Tesla engine he carries on his back can rapidly recharge, allowing the wearer to fire quickly after every shot- meaning he could effortlessly demolish a whole group of tightly-packed infantry or vehicles in a few seconds. However, the magnetic projectors can only extend the reach of this weapon a few measly meters, meaning he has to be up close before he can use it. Elite Tesla Troopers, after starting to get a grasp in the intricate ways plasma flows through enemy targets- are outfitted with special HUD systems that track magnetic fields and flow- allowing the expert Tesla Trooper to shoot several targets at a time, the bolts of plasma jumping from target to target. THIRD consideration are his toolkit. His services as an electrician have not been forgoten.
VolteMetalic 12:04, November 15, 2011 (UTC): I agree on most of the things. For mind control, I think he might be controlable too. For the resistivity to small-arms, it means they cant damage him, or only does minimal damage? Heroic, agree. Secondary, so if I understand it, it is an ability to power up a structure other than Tesla Reactor or Tesla Coil? Or shut down enemy structure? For Tesla Coil and Tesla Reactor, it is easy to make that when it will be friendly units, it will dispaly it as "attack the structure", but instead it will be powering it up. FOr enemy it will be normal attack. To power up coil and reactor you dont need a secondary, but I am not sure if I really understood the description. Hazza-the-Fox 21:32, November 15, 2011 (UTC) Controllable too it is! It means he is completely immune to smaller infanrtry weapons; so the Jager's P90, Guardian's pistol, and Centurion's side-arm, cannot harm him at all. But the Conscript's AK-47, and Marine's XM8, can harm him- but it takes almost the same amount of shooting as they would a vehicle. Excellent. I thought it would be the case; his ability to power friendly structures (possibly not just reactor and coil), would obviously be a standard ability, as would be his ability to power down enemy structures (its how he attacks them). I thought possibly powering friendly vehicles could be his 'deploy' function; that would add a nice support function. VolteMetalic 22:44, November 15, 2011 (UTC): I see. Hmm... no, that might not work out. As option to disable enemy structures, that might work, or being able to EMP disable vehicles from a distance, that might work out too. For powering up Tesla Coil, it can need 3 to fully power it up, and to power up the Reactor 5. Hazza-the-Fox 01:36, November 16, 2011 (UTC) That's a pity. Well, I think any of these abilities you mentioned would work, I definitely think he should have a building-power-drain ability either way (either his standard attack against structures, or his deploy feature, with a third ability for his deploy). Agree on the Tesla Coil and reactor. VolteMetalic 09:13, November 16, 2011 (UTC): Draining enemy structures can work, like the disabling I mentioned, it will be a sort of EMP attack. RA3 Tesla Troopers were able to generate EMP field around themselves, shutting down all enemy vehicles and structures. Another option is that Tesla Trooper will somehow generate a "lightning storm" around himself, damaging all enemies around itself. It will last for few seconds, but question is how will Tesla Trooper perform it? Hazza-the-Fox 09:38, November 16, 2011 (UTC) Good question; I think an EMP would be easy enough to explain; a magnetic pulse (discharging from the core on his back) could easily travel as a fairly broad shockwave compared to a concentrated stream of plasma- I think to balance it should not actually outright short vehicles, but slow them to a crawl for a couple of seconds- and the ability itself takes a long time to recharge (or otherwise he could potentially be too hard for the enemies to handle). The range would not be much longer than his standard Tesla attack. I think for the structure one, it may prove a more 'tactical handicap' if the trooper actually had to maintain a constant feed (or drain) of energy from the structures to keep them shut down (not only does it mean for the enemy to face one less super-soldier, but it also means that the troopers would be incapable of damaging enemy power-dependent structures). VolteMetalic 12:02, November 16, 2011 (UTC): Hmm... not sure if it can be made different effects for the units and structures, but the constant stream to maintain the building shut is exactly what I thought, but I meant it also for vehicles. Hazza-the-Fox 14:44, November 16, 2011 (UTC) In that case, that ability as a secondary looks like the way to go (it may have to be targeted to a specific unit or structure though)! VolteMetalic 20:26, November 16, 2011 (UTC): Exactly. And Tesla Trooper will need to constantly keep the EMP beam on the target. There we go! :D Hazza-the-Fox 01:02, November 17, 2011 (UTC) Agreed! (i think the beam in question should actually be an extended electric cable with an intense current flowing through it, kind of like a Taser gun). VolteMetalic 09:41, November 17, 2011 (UTC): That can work out pretty well, the cable will make more sense! :D Hazza-the-Fox 11:07, November 17, 2011 (UTC) Awesome! I'd say the Tesla Trooper is complete! VolteMetalic 13:14, November 17, 2011 (UTC): I absolutely agree! :D |
Vietcong SAPPER (note- will now be merged with Crazy Ivan)
- Full Designation: Vietcong Demolishions Operative
- Role: Guerrilla infantry, ambush, minelayer and sabeteur
- Cost: 800 (Mekong National Subsidy)
- Strong against: Infantry, structures, vehicles
- Weak against: Anti-infantry weapons that outreach him.
- Abilities: Amphibious, Radar Evasive, Alarm Bypass Training (upgrade)
- Secondary Ability: Deploy minefield. Vietcong will dig himself a hole (visible to enemies) that after a few moments will deploy a large minefield. So long as that hole remains, the mines will never disappear, being instantly replenished after exploding. If he emerges, the mines will remain until destroyed (can be achieved by force-firing on ground, or targeted fire if detected by a dog).
- Heroic Upgrade: Master Digger - Able to dig in or out much faster, and have small sight range while underground. Also throws cluster bombs.
- Primary Weaponry: Grenades (can be thrown over walls), dynamite charges (can be remote detonated).
- Secondary Weaponry: Improvised bombs
Hazza-the-Fox 13:18, January 19, 2012 (UTC) The Vietkong is a general infantry replacement (or addition) for Vietnam. Much faster and stronger than the conscript, the Vietkong's greatest strength is to deploy into 'tunnel' mode. He takes a moment to dig himself into/out of 'tunnel mode' (during which he is vulnerable). When in tunnel mode, he moves underground, unseen by any (except dogs) but is unable to attack, and is unable to see (gameplay wise, he simply becomes invisible and blind (his sight range is 1 space- himself), and unable to attack anything- he moves around like a surface unit, and cannot pass through structures). This makes the Vietkong perfect for slipping past enemy defenses and launching a surprise attack- or waiting in ambush.
I thought making him amphibious and boasting alarm bypass training were other possible additions- although all of the above is up for debate.
VolteMetalic 18:08, January 20, 2012 (UTC): First of, its Vietcong, not Vietkong :) The weaponry, AK-47 is too old, and Vietcong is now more "elite infantry". Besies I gave Conscripts AK-74 :) So maybe Vietcong have that too, or the new variants AK-100 (or something like that) :) The abilities soudns all fine.
The Secondary, I wanted it to be strictly "digging in" and "hide". Because digging underground would be pretty much impossible. There was recently in America one very interesting robbery, Supposedly group of criminals were digging into the bank underground for 6 months, and it was ... I am not sure now if 16 or 116 meters. Making a hole just for yourself is much easier than digging through ground as movement.
And Heroic... I dont know yet, and Secondary we will see if there could be some kind of demo charge of sorts.
Hazza-the-Fox 23:04, January 20, 2012 (UTC) Vietcong- corrected! And agree- a better gun (let's go with AK-100).
Yeah, the dig-in sniping secondary was a good idea, but it's ultimately a better version of what the M-COM does (basically, a stationary invisible sniper- only the Vietcong would actually be completely invisible and can attack from longer ranges).
Note that the 'tunnel' ability, the Vietkong isn't REALLY underground at all- he's actually still on the surface and moves just like a normal surface infantry unit- the only difference is he switches to a 'burrower' model that glides across the surface, and enemy units can't see him without any dogs around (dogs can dig him out probably). In other words, it's just 'stealth mode' where he can't attack, see, and takes a moment to toggle into and out of. Beyond that, I think the only difference is that he should be able to undermine walls when he moves through them in this mode.
VolteMetalic 17:44, January 21, 2012 (UTC): No, you dont udnerstand it. Ingame, he is still on surface, but lore-wise he will be digging faster than a mole. I want the ability to give them just a chance to evade enemy by digging into ground, but dont do anything and just wait till the enemy patrol has passed or enemy is in their trap so they can ambush. Not that they can move around.
Hazza-the-Fox 04:49, January 22, 2012 (UTC) That could work- that could definitely work. So they take a moment to burrow in/our of hiding holes. That's a good idea
(of course, to address the first point- they could simply move REALLY slowly while underground- and need to run as close to the site as possible before digging the last distance.
Also- this idea I just had probably will NOT work at all- but could be an interesting (and logical) substitute; there was a special ability in a cardgame ca-lled "Summoner wars" where a dwarven tunneler could insta-move directly adjactent to another friendly tunneler (the idea being that the first one tunnelled through- and the others followed him in his already-dug tunnel). So another alternative is that if a 'burrowed' Vietcong selects another burrowed Vietcong- he will be instantly next to his teammate (and may or may not be forced to surface once he does so).
And I might add- either which way- this special ability would be magnificent for a stealth mission (sneak past patrols, burrow, wait for them to pass).
AND on second thought- we'd also want to weigh in if the Vietnamese player can summon these guys in a rival method to the paradrop (eg a squad of Vietcong instantly appears on the place in the map- perhaps in their 'burrowed' position).
Hazza-the-Fox 23:24, June 30, 2012 (UTC) Hey thanks for the update Volt!
For this unit, I was thinking another possible good idea is that he throws short-ranged weak bombs against structures (this does more damage than a conscript would- so it is ultimately a very mild base-assault advantage)
VolteMetalic 18:39, July 1, 2012 (UTC): Yeah, that should work real well. A light bombs agaisnt buildings, and maybe slightly effective agaisnt light vehicles. Good idea :) So that will be his secondary armament?
Hazza-the-Fox 00:34, July 2, 2012 (UTC) Yep! I think so!
Also, for Heroic I thought of the possible following;
- Takes less time to 'dig' into/out of the ground
- When underground, he has some small sight range
- Of course, better weapons (both his AK and his grenades)
VolteMetalic 19:11, July 3, 2012 (UTC): So the Heroic should be improvement of his digging. The AK and grenades/bombs are of-course things :)
I think that is all. Anythign else?
Hazza-the-Fox 23:39, July 3, 2012 (UTC) Agreed! That is all for the stats,
-but there is one last thing that came to mind; I reckon one thing to consider is if these units can actually be 'trained' at all? That is, you can never train them from the barracks, but they are instead summoned onto the battlefield via a Vietnamese version of Paradrop?
I was thinking, when you build a fallout fort, you gain a 'super weapon' ability called "Vietcong Ambush" or something- you click anywhere on the map within your sight range (and on land of course), and this summons a squad of Vietcong, who instantly surface from underground and are ready to attack? This would help limit their numbers, and would also see the Fallout Fort act simultaneously as a defensive AND offensive staging platform.
VolteMetalic 10:14, July 7, 2012 (UTC): I suppose they can be only summoned, not trained. But I am not sure about Fallout Fort. Its a defensive structure, which can be build several times. It would means you can summon 5 Vietcong Ambushes when having 5 Forts. I would stick it with the battle lab (or War Command is its name?)
Hazza-the-Fox 23:30, July 7, 2012 (UTC) I thought about that and it *might* possibly work- depending on how many are summoned at a time- but you're probably right, I reckon we should leave it to War Command (good memory)!
Desolator
- Full Designation: "Desolator" Plutonium Trooper
- Role: Defense, routing, sharpshooter
- Cost: 1000 (Ukranian National Subsidy)
- Strong against: Infantry, light vehicles
- Weak against: Aircraft, vehicles, robots, limited heavy attacks
- Abilities: Radiation Resistant, Clear Garrison (veteran+ only)
- Secondary Ability: Irradiate Ground - Desolator contaminates large area around himself, killing any unprotected infantry
- Heroic Upgrade: Ionic Stabilizer - Adds splash damage to standard attack, damaging heavier enemies
- Primary Weaponry: Plutonium-powered "Death Ray" Radiation Projector
- Secondary Weaponry: N/A
Discussion |
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VolteMetalic 00:00, November 15, 2011 (UTC): The discussion on Soviet's side is only on one thing. Lets expand to four (average standard) :) Hazza-the-Fox 09:38, November 15, 2011 (UTC) So, the Desolator is a heavy infantry unit wearing an armored environment suit (that is immune to surface radiation, and slightly fire-resistant). He cannot be crushed by enemy vehicles. The desolators are vulnerable to robots (especially terror drones), Sonic weapons, Prism Weapons, Chrono weapons, Tesla, sniper rounds, and direct hits from enemy Desolators' Death Rays. His radiation suit makes him the perfect candidate to handle the Plutonium-powered "Death Ray"; by sending the modified Tesla-based magnetic fields through a Plutonium isotope, the Desolator is able to transmit the radiation along a magnetic stream from the gun- sending a long beam of gamma radiation that is powerful enough to melt any infantry unit and contaminate the small patch of ground where he stood, harming his nearby comrades and forcing them to flee their position to avoid radiation poisoning. The weapon can also moderately decay a steel or concrete surface, doing slight damage to vehicles and structures. This weapon has an incredible reach- perhaps rivalling- even exceeding, most enemy snipers and siege weapons. Beware that the rate of fire of this weapon is extremely slow- allowing groups of enemies to charge the desolator and dispatch him between shots. The desolator is also able to point the gun at his feet and contaminate the ground around him, turning a broad area into a radioactive kill-zone (the reason for this is that no energy was lost transferring the radiation the short distance to the ground he was standing on- resulting in more radiation being spread around). Note that this kill-zone radius is much shorter than his weapon's fire-range; allowing snipers to hypothetically shoot him safely from outside the kill-zone. Also, any enemies that are immune or resistant to ground-radiation would simply stroll into the kill-zone without fear and dispatch him. Scientists claim to have successfully perfected the design of these "Death Rays" and created a limited arsenals of these prototype guns; weapons that can not only transmit radiation, but the raw atomic power of their isotopes; the result is a weapon that can transmit tiny nuclear explosions, causing spalsh damage, and blasting enemy vehicles wide open. Due to limited supply and the need of a skilled and experienced operator to keep these weapons stable, these new weapons are restricted only to elite-level desolators. VolteMetalic 12:08, November 15, 2011 (UTC): So basically its heavy infantry, sniper, radiation resistant, freak in chemical armored suit? Cool! :D I agree on him all. The Heroic, Secondary are both great. Mabye jsut little increase the cost, so as National unit its more expensive than Tesla Trooper. Hazza-the-Fox 21:27, November 15, 2011 (UTC) Cheers! And agreed- his cost is now 1000 (generously subsidized by the nation forced to host these guys). VolteMetalic 22:44, November 15, 2011 (UTC): Ok, so Desolator is set too? :) Hazza-the-Fox 01:34, November 16, 2011 (UTC) I'd say yes! |
Crazy Ivan (NOTE- is being merged with Vietcong)
- Full Designation: "Crazy Ivan" Demolition Commando
- Role: Saboteur, explosives combat, minelayer
- Cost: 800 (Polish National Subsidy)
- Strong against: Infantry, structures, bridges, vehicles, ships
- Weak against: Ranged attacks, aircraft
- Abilities: Amphibious, Radar Evasive
- Secondary Ability: Minelayer - Crazy Ivan burries himself and in few seconds plants a mines in the radius, which are effective against most targets
- Heroic Upgrade: Advanced Demo Training - Crazy Ivan isnt injured by his own explosives, and his bombs and grenades has wider blast radius
- Primary Weaponry: Frag grenades (anti-infantry only)
- Secondary Weaponry: Dynamite (anti-armor, structures)
Discussion |
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Hazza-the-Fox 00:42, December 19, 2011 (UTC) Can't believe I forgot the Crazy Ivan!!! Ok, so, at standard, he is a commando (making him tough) an operative (making him Radar-invisible, and able to recieve the "Alarm Bypass Training" upgrade). He can also swim. He has three forms of attack
VolteMetalic 13:25, December 19, 2011 (UTC): Err... thats a little too much information. :D Will return to it later :) VolteMetalic 00:36, December 24, 2011 (UTC): Ok, so piece by piece. The first two attacks sounds fine, just that maybe he can throw the dynamite on vehicles, which stick to them and than explode (but dont destroys it 1-dynamite-1-kill). The Secondary... I would think that it would be that he burrows underground for a while, and than dig out and be again mobile, while the minefield was layed. Reminds me Tobi in Naruto, when he was positioning Deidara's mines :D That he will be sitting in the hole, I dont like that much, it would reveal tat there is a mine field, and neemy will be wary of it. Hazza-the-Fox 13:19, December 24, 2011 (UTC) Cheers! The vehicle options are a tricky one- on one hand, he could simply inflict some damage (with a sticky bomb at fairly close-ish range)- the other he would risk running right up to it to deliver a guaranteed kill! For his secondary- the idea is that when he finishes laying mines, he CAN actually simply pack up and leave, with the mines remaining there (and no trace of his burrow to give the minefield away)- but if he risks staying there, he gains a second attack, by randomly spawning exploding mines under the enemies that approach him from longer ranges (something like the Lurker from Starcraft). Either way, the 'real' mines he planted are still there, and will explode if something walks over them, whether the Ivan is there or not. But more importantly, I think if we decide to scrap that second ability, I think it would be perfect for his 'garisson' attack (rather than trying to throw grenades from his bunker, he spawns the mines). And mentioning Tobi- that's probably what gave me the idea (though the Ivan is simply a very 'discrete' digger- rather than warping-space time) :P VolteMetalic 11:01, December 25, 2011 (UTC): The minefield thing... it is really good idea for him to have. Because when he wil be in the civilian house, it will be hard to place the mines, when he cant enter the ground :D Hazza-the-Fox 13:32, December 25, 2011 (UTC) The idea is he snuck out and discretely planted some booby-traps around it when nobody was looking- or he simply started tunnelling below the house. Of course, it also depends what is possible for coding (different garrisonable structures giving him different attacks). It is a lot easier to throw grenades out of an apartment building than a bunker (and moreso for a mobile vehicle)- whilst the battle bunkers (and Fallout Forts) would possibly be designed to allow him to easilly rig up some traps, dig tunnels, etc). VolteMetalic 19:43, December 26, 2011 (UTC): I am afraid that all garrison buildings could afford only one set of things, so all will have to hvae the minefield and throw grenades. Or only when inside Battle Bunker or Fallout Fort he would set the minefield. But still throw greandes and dynamites. Hazza-the-Fox 01:54, December 28, 2011 (UTC) Those could work. In fact, now that I think about it, that would be a lot better (it would encourage people to use the Ivan's secondary ability outside the bunkers for a unique extra boost- but still get the main minefield when inside the bunker). We'll need to note in the coding how we are going to manage the minefield he creates every time he goes in (if he creates duplicate mines by exiting and entering- or whether the mines remain active if he leaves). VolteMetalic 18:44, December 28, 2011 (UTC): I would say they remain, so practically you can make a minefield around the bunkers if you take the time. I guess that could work. What would be the Heroic? Hazza-the-Fox 01:20, December 29, 2011 (UTC) Sounds good. Heroic... good question. Definitely not nuclear bonus (would look silly on a close-range demolitionist). Not sure actually. VolteMetalic 12:11, December 29, 2011 (UTC): Hmm... maybe a stronger explosives? Not nuclear, but stronger. Hazza-the-Fox 13:52, December 30, 2011 (UTC) Agreed- perhaps with stronger, bigger splash radiuses (or of course- shrapnel!). And an awesome idea just hit me- on top of that, the Ivan no longer takes damage from his own explosions. (this would be obvious really- with that amount of experience planting bombs, he'd know how to take cover at closer range). VolteMetalic 22:12, December 30, 2011 (UTC): That could work! A shrapnel damage and defense agaisnt his own explosives! Hazza-the-Fox 01:52, December 31, 2011 (UTC) Awesome: just a few points left to consider;
Agree with amphibious and planting on ships. And for Heroic, I already wrote for grenades, and for the mines... the EMP mines are of Service Bay/Drone Tower,,, When I think about it, I am not sure, as it will have to change the "mines" completely by Heroic. Hazza-the-Fox 23:08, January 1, 2012 (UTC) Dynamiting tanks, Alarm Bypass, amphibious- Cool, no probs; Heroic bonuses- erm, sorrry I don't remember the other alternatives for heroic (especially with these new functions)!! >< VolteMetalic 08:52, January 2, 2012 (UTC): I would keep it as it is now, the Heroic :) That he is not affected by his explosives, and all explosives makes bigger explosions (or only the first thing, not being harmed by his own, as stronger bombs are normal thing with Heroic). Hazza-the-Fox 10:29, January 2, 2012 (UTC) Sounds good! VolteMetalic 19:28, January 3, 2012 (UTC): So is that all regarding Crazy Ivan? Hazza-the-Fox 23:35, January 3, 2012 (UTC) Yep! |
Gatling Guard
- Full Designation: "Gatling Guard" Elite Heavy Ordinance Trooper
- Role: Assault, suppressive fire support, anti-aircraft
- Cost: 600-1000 (Korean National Subsidy)
- Strong against: Infantry, aircraft, light vehicles and structures
- Weak against: High-powered anti-infantry and energy weapons
- Abilities: Spin-Up Fire, Smallarms Resistant, Uncrushable
- Secondary Ability: Guard Flag - Deploy a one-shot flag. This has a line of sight- if the Gatling Gaurd is within it, he will "share" it- meaning he can shoot targets in both his LOS and his flag. It also provides a defense buff for nearby soldiers.
- Heroic Upgrade: Standard Bearer - Unit gains a standard on the back, which boosts firepower and rate of fire of all allies nearby when in Guard Post mode
- Primary Weaponry: Handheld Infantry Gatling Gun with armor-piercing rounds
- Secondary Weaponry: N/A
Discussion |
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Hazza-the-Fox 01:14, July 2, 2012 (UTC) Ok, lets talk Gatling Trooper! Essentially, a strong man in an armored exoskeleton with a gatling gun. Firstly, this soldier is another Heavy Infantry Unit (effectively, a lighter-armored version of the Tesla Trooper). He takes a lot of anti-infantry fire, yet is as resistant to vehicle weapons as any other soldier. He cannot be crushed by any vehicles (except ultra-heavy vehicles like the Apoc or Battle Fortress), and is completely immune to dogs and small-arms fire. This extreme heavy armor (along with his gigantic ammo supply) slows his movement speed to about the same as the Tesla Trooper. Secondly, his gatling gun- he uses it against infantry, aircraft, robots and light vehicles- but not tanks or ultra-heavy vehicles, which are immune (this is both a fair handicap- but also a blessing in disguise- as used with the Magnetron, he won't be distracted by any levitated mammoth tanks at the expense of getting bombed by aircraft- even better considering that players would probably prefer to mind-control such a catch rather than shoot them). His attack range is about the same as the Allied Marine, or a roof-gunner on a tank. Against aircraft, his attack is straightforward enough- essentially behaving identically to the Gatling Tank in Yuri's Revenge, complete with the barrels gradually speeding up faster and faster. Against infantry (and possibly other ground targets), there are a few options; he could attack these just like the YR Gatling Tank does too; OR, he could attack them in sweeping bursts- shooting several at a time in an arc or cluster. All this leaves us with now is what to do for the secondary ability... I think he's already got a nice enough damage bonus against aircraft, and one way or another, he is adequately geared against infantry. He could have something against structures, perhaps (if it were some kind of short-range attack, it would tempt players to march them forward rather than keep them at maximum firing range). However this is probably someting he can do without 'deploying' anyway. THEN there is some kind of switch in fire mode- he could normally shoot like a normal YR Gatling Tank- but hitting deploy will make him stand still, and concentrate on ground forces (at expense of air defense), and attack in a sweeping-fire fashion at any enemy targets that approach (ultimately doing less damage per-target, but spreading the damage around- making him perfect for suppressing large groups of enemies instead of a single target each). Not sure what he'd do at Heroic... maybe we could go to the extreme side and make him do ultra-damage against infantry, killing any light infantry in one or two hits (almost as potent as the SEAL- being a national and needing a lot of promotions beforehand, it may not prove too extreme). Of course, heavy infantry fare much better against his improved attack. VolteMetalic 19:05, July 3, 2012 (UTC): Ok, so to him. I agree with all the specifications. Letting him spin-off the gun is the worst thing which may happen. The cost... Maybe 700 or 750. They are still an heavy infantry, wearing heavy exoskeletons and poweerful weapons. The price must show that, and amke them less of a main fighting infantry, but more of support infantry (but still more numerous than Tesla Troopers). The Secondary, I am thinking if it would be something passive rather than active ability. Something to make the "Guard" show in the name. And Heroic... It would be an improvement of their armor, making the veterans even more durable to tanks and vehicles, so getting rid off a group of elite Gatling Guards was very hard issue in warplanning :) Hazza-the-Fox 00:11, July 4, 2012 (UTC) Cool! I reckon 700 is a good price! Hmmm- passive ability/ guard-themed.... I reckon BOTH. Seeing as he's expensive for an infantry unit, and more importantly, Korea's other units are non-direct-combat magnetic support units, we can afford to be generous with this guy. Ok, I've figured out a good one; he deploys into a 'defensive' stationary, kneeling position- granting the following bonuses (with a few anti-bonuses);
VolteMetalic 10:22, July 7, 2012 (UTC): I think we shall give it a try :) Hazza-the-Fox 23:28, July 7, 2012 (UTC)Agreed! PS have finally bought RA3 and CNC3 on Steam (once I get enough disk space cleared out I'll give them a whirl and see any noticable things the engine can do)! VolteMetalic (talk) 08:56, July 26, 2012 (UTC): Ok :) And Heroic? Hazza-the-Fox (talk) 13:46, July 26, 2012 (UTC) Was wondering about that- I think the simple answer may be better bullets or a heavier gun (grenades/shaped charges)??? He could do SEAL damage to infantry (stacked with his "Guard mode" sweeping attack, it would look really awesome), and probably tear through an enemy light vehicle like a Starcraft Marine or Dune Sardukar! VolteMetalic (talk) 10:51, August 6, 2012 (UTC): So a better munition, I like it. But what about also giving him some sort of "propaganda attachment", which boosts nearby infantry somehow while in Guard Post mode? Not neccesery propaganda speakers, but maybe a Korean banner on the back, Korean flag and maybe with a symbol for dragon (asian). Like the long dragon will be formed into - ? - letter, and the Korean flag (or just central round part) will be inside it. Something what may inspire others, so Gatling Guard would be a companion to Commissars. Their combination can be really devastating in a choke point :) Hazza-the-Fox (talk) 13:16, August 6, 2012 (UTC) Yes, that could work nicely!! A heroic 'deploy' banner. Perfect! So he becomes both a defender AND a rallying point! VolteMetalic (talk) 15:32, August 6, 2012 (UTC): Yup! :D People's Korean Liberation Army will be a synonymous of loyalty and resolve! :D It will bea way how to show that Korea is very motivated and hard-to-break enemy, similar to present North Korea. Hazza-the-Fox (talk) 00:00, August 7, 2012 (UTC)Yup! Its perfect! Plus I like the fact that Gatling Guards and Magnetrons are expensive and technologically advanced- and their national trooper is a baddass gunfighter- emphasiszing that this country actually has a real economy, ultra-advanced tech, and an army of FPS pros that only South Korea could bring to the table! ;) VolteMetalic (talk) 18:50, August 23, 2012 (UTC): Or North :D So Gatling Guard is finished? Hazza-the-Fox (talk) 11:27, August 24, 2012 (UTC) Yes he is!! |
Vehicles
Supply Truck | Terror Drone | Flak Raider |
Mauler Tank | V5 Rocket Launcher | National Slot |
Devastator Tank | ||
N/A |
National Units | |
Slavic Pact | Tesla Tank, Mobile Iron Curtain |
Khan Sector | Cricket Siege Hopper, |
Russia | Grinder-Magnetron, Mastermind |
Mekong Group | Underminer |
North African Uprising | Nuke Bomb Truck |
CUBA | Crisis Bomber |
Supply Truck
- Full Designation: ZiL-4412 Supply Truck
- Role: Supply Truck
- Cost: 500
- Hitpoints; 180
- Damage; 0
- Range; 0
- Strong against: N/A
- Weak against: Most threats
- Abilities: Depot Repair
- Secondary Ability: Switch Transport/Supplier - Switches into light infantry transport (max. 6 infantry) while dropping all supplies it carried¨and unable to carry any, switches back into supply truck and disembarks all infantry and unable to transport any
- Heroic Upgrade: N/A
- Primary Weaponry: Probably nothing
- Secondary Weaponry: N/A
Discussion |
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Hazza-the-Fox 00:04, December 5, 2011 (UTC) The supply truck simply ferries supplies from various sources around the landscape, returning them to your base. The main difference between these supply trucks and the previous versions is that these supply trucks are vastly cheaper, quite a lot faster, but more vulnerable to more attacks (for example, they can be mind-controlled and diverted to the enemy base instead of yours).At the moment, it seems the only difference between the Allied and Soviet supply trucks are purely cosmetic, with both functioning the same way. VolteMetalic 13:01, December 5, 2011 (UTC): Yes, pretty much this. I dont know if this may be armed with a MG ro not (Soviet only), but than I dont know what may Allies has as compensation. Secondary, how do you mean it? And the name, it may be ZiL or MAZ, its up to you to decide who is manufacturer, or possibly Ural. Hazza-the-Fox 14:02, December 5, 2011 (UTC) Possibly it could get a gun (or be upgraded with a roof gunner, or perhaps a passenger sticks his machinegun out). The Allies would probably need some Chrono-Miner compensation, would be the likely answer- but if that's not possible, then probably easier to leave them defenseless. Secondary- it is actually something the vehicle does automatically, not a true secondary ability. The Depot instantly repairs it to full health when it unloads, and it will do some self-repairing when it is at a supply drop point (replacing trucks lost in a substantial ambush is one thing- but I reckon if they survive, they shouldn't have to stay on their last points of health to be gradually eaten up over the course of a few trips by a lazier ambush). VolteMetalic 18:51, December 5, 2011 (UTC): Hmm... no, that wont be much fair, when one cna defend itself while the other cant do anything "more". The thing is, that if Depot can repair, than there wont be a need to build the Repair Bays nearby, and Terror Drones will be in disadvantage, as Depot will be able to destroy them while inside the truck. Secondary... option is that it can change it into thetransport truck, but unable to carry the resources (and when it already carried it, it will drop it off). It would work like this:
Hazza-the-Fox 02:35, December 6, 2011 (UTC) That could work (transport option), and would definitely make these trucks far more useful (and of course, a very inconspicuous threat that could be a stray transporter- turning out to be dropping a nasty group of soldiers instead)! VolteMetalic 10:06, December 6, 2011 (UTC): Err... not exactly :) It will be visible that it can transport the infantry, as the model will slightly change (the flatbed is covered by "cloth" or metal plates, which is different from standard "Supply Truck". And how many infantry it can transport? Hazza-the-Fox 10:55, December 6, 2011 (UTC) Fair enough on the cloth; I think it should carry a fair amount of troopers (say, 8)- but if the truck is destroyed, the infantry die with it- whilst the proper APCs and IFVs, if they are destroyed, the infantry merely exit unharmed. Also, that raises a possible low-tier upgrade- full-time tarps! To the player controlling, it will be a translucent layer when the struck is hauling resources- but to the enemy, it is completely indistinguishable from a truck hauling infantry. Some additional notes- how radiation-resistant should it be? Especially considering a single Desolator could simply stand near the route and deploy his gun. And last thing I can think of for now; another idea (I may have mentioned once before)- that destroyed supply trucks that were carrying resources drop crates? It would definitely provide an interesting temptation for players to let empty supply trucks pass to pick up supplies- but ambush them when they return to plunder their loot? VolteMetalic 10:38, December 7, 2011 (UTC): 8 infantry? When APC carries 5? :P Quite a lot, especially that in-game Supply Truck wont be that large compared to others :D 5 or 6 sounds more fair for me. But I agree about the death of infantry inside. No :D It will require micro, and will completely change the mechanic of the secondary, when it will be able to carry both infantry sitting on the flatbed and the supplies. How would they fit there? :D For the micro, you will must deploy the infantry when attacked, and in some cases you will dont have a chance to do it. Not sure... while it will look hilarious that a cloth can protect infantry from radiation, when I look on it Flak Raider has only the steel armor to protect infantry, and that is not good protection against radiation either. So I would go with it that it cna protect ifnantry isnide agaisnt radiation. It wont change the things at all, because if Supply Truck with infantry drives into the vicinity of Desoaltor who deploys, either truck will be destroyed with infantry inside or infantry jumps out and melts and truck is destroyed :D Hazza-the-Fox 12:58, December 7, 2011 (UTC) Agreed- 6 it is. And of course, infantry die inside. No! It's not an actual function change, but instead a sneaky illusion only. It doesn't allow the truck to carry both infantry and resources simultaneously. Instead the truck applies a 'disguise' like the spy does- only instead of appearing to the enemy as one of their units (even though you can clearly see your own spy for what he is), the disguise in this case is simply that your supply truck will always appear to the enemy as a supply truck with an infantry cloth- even though it could actually be carrying resources (and to you, it's still clearly in flatbed mode). Oops- totally forgot about the troopers! I was thinking of the truck itself surviving the radiation. I think, based on what you say, we should go with the second option- that getting caught in a radiation field forces infantry to evacuate the truck, while the truck itself, on the other hand, can sort-of take it (though not very well). VolteMetalic 20:10, December 7, 2011 (UTC): Hmm... no, it would take out the esence from the truck :) Hmm... Hazza-the-Fox 01:00, December 8, 2011 (UTC) No probs; Anything else we need to add or consider about this truck? VolteMetalic 18:48, December 8, 2011 (UTC): Decide on the manufacturer :D ZiL, MAZ or Uralvagonzavod (aka Ural). The number can be random, and its set. Hazza-the-Fox 09:53, December 9, 2011 (UTC) I think I somewhat based it off a ZiL truck, actually. Or really, probably whichever manufacturer we haven't used much yet! VolteMetalic 12:47, December 9, 2011 (UTC): For trucks, only KAMAZ :) So ZiL? Hazza-the-Fox 15:19, December 9, 2011 (UTC) Sounds good! VolteMetalic 11:42, December 10, 2011 (UTC): Ok, so what about designation "ZiL-4412 Supply Truck"? Hazza-the-Fox 12:35, December 10, 2011 (UTC) Sounds good! |
Terror Drone
- Full Designation: BRR-5 "Terror Drone" Mobile Armor Disassembly Robot
- Role: Forward attack anti-vehicle/anti infantry
- Cost: 500-700
- Hitpoints; 100
- Damage; 30 (parasite), insta-kill ALL infanry, bikes and robots
- Range; 1.8
- Strong against: Tanks, infantry
- Weak against: Most weapons
- Secondary Ability: Dig In/Dig Out - Terror Drones hides underground, waiting for enemy to ambush them, no exact visual range
- Heroic Upgrade: N/A
- Primary Weaponry: Enforced claws, plasma torches, drills
- Secondary Weaponry: N/A
Discussion |
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VolteMetalic 09:08, November 9, 2011 (UTC): The only thing I add here is that it is amphibious like RA3 equivalent. Hazza-the-Fox 22:52, November 9, 2011 (UTC)I'm not sure this one needs to be amphibious as we have the squid doing that job while the RA3 version was filling the role of both (plus as it would be harder to get a terror drone off a ship than a squid, it might risk people using the drone over the squid all the time)- I'll question mark it for now so we can talk more about it. Other special functions could include (after upgrades) being able to dive into structures like it does a tank, or something (though that could prove to be a little overpowering).As it stands it functions more or less the same as any other terror drone from the other games. Perhaps the only difference is that there is a slight wait between jumps; so that its anti-infantry ability is slower than an attack dogs' (giving the dogs some kind of combatitive distinction aside from being cheaper and weaker).I think (and with much regret that I had to pick something that has already been used a few times in other RTSs- but is just too suitable to turn down) that the secondanry ability could be to bury itself for ambush? VolteMetalic 23:32, November 9, 2011 (UTC): Yeah, you are right about that.Well, burying isnt something Soviets might do. "Hiding is for the weak" they mgith say. RA3 Terror Drone had a paralysis beam, with which they were able to paralyze the target but must have remained still, and must be doing it in a larger group. One Terror Drone was able to only "move-step-stop" a unit (meaning that the vehicle was uanble to move in one moment, and in second was able to move, and again immobile). But that wont be too original. Will think about the options. Maybe something like a migration of RA2 Terro Drone and Chaos Drone, give the terror drone option to release a hallucinogen gas, confusing the enemy untis nearby to attack anything in its vicinity, giving Terro Droe option to escape, or easily kill. For the name, I changed it into BRR-5 (Mark 5 more suits Britain than Russia). It is in Russian "Brone Razryvaya Robot", meaning "Armor Tearing Robot". I will ask my brother (who is studying Russian) for clarification. It mgiht be even changed totally. And for the slower anti-infantry attack, I agree. But I want to ask, how exactly it is attacking? it has some sort of high-level laser with which it tears apart, or it is doing it by its legs/claws too? Something like... Sentinels? in Matrix? Hazza-the-Fox 00:23, November 10, 2011 (UTC) Doesn't matter- robots feel no shame! I REALLY like the Chaos Drone idea- that could work VERY nicely! Love the name- definitely keep it, it's awesome! Oh, and it attacks by an array of cutting, drilling, welding, grabbing equipment (both additional robotic limbs, and of course, plasma torches!) So against infantry it leaps on one, pins him down and tries to drill into him with its tools). Naturally, these robots could have a possible history of being factory worker bots that got upgraded into a faster chassis to serve as weapons! VolteMetalic 11:09, November 10, 2011 (UTC): I will ask brother if it is correctly said :) But it will mostly remain, the name :) Ok, so what about the name "Chaos Gas" for the Secondary? So it has a complex of various things to kill and destroy, ok. Hazza-the-Fox 08:47, November 11, 2011 (UTC) Cool Yep- Chaos gas sounds good (note that I think it may be good as an upgrade, in case it proves a little more potent than we anticipate- considering that the Yuri's Revenge army wasn't boasting all the meaner Soviet units to take advantage of the strife...) Yep- that's pretty much it; I thought it a nice touch that the Terror Drone's weapons were none other than an extra attachment of the same technology that gave it the articulated limbs that allow it to run fast (only smaller- and outfitted with mechanized dismantling tools) Technically, it would be the same technology present in the fast auto-loaders of the Maulers, and the heavier ammo cranes inside the Devastator Tank (speedy articulated robotic limbs). VolteMetalic 11:01, November 11, 2011 (UTC): Yeah, when it will be required it cna be changed to purchaseable upgrade. But other way how to make it less potent is to reduce the range it can affect, or the time during which the secodnary will be recharging. Hazza-the-Fox 14:10, November 11, 2011 (UTC) Sounds good- And having said that, in the possibility that we give Chaos to the Psychic instead, what alternatives would we give this drone? VolteMetalic 16:42, November 11, 2011 (UTC): For the name, brother confirmed it that it should be "Bronyarvushchie Robot", but still it will keep the classification BRR. No idea. Hazza-the-Fox 22:30, November 11, 2011 (UTC) Excellent; I like that title! I think as it is rather fragile, the best option (if not burrying itself using its working arms- and jumping up in ambush) is probably some other defensive buff; its own smokescreen, or chaff launchers- only these simple deflect a moment's damage to give them some extra distance to run. I still think burying is the way to go- that helps split it up from the more offensive assault runners (dogs, Pariahs) by helping it act as a more defensive unit- the handicap being that it cannot see anything while underground, meaning the commander will need a scout stationed nearby to act as spotter for the trap... (that way, people can't just spam terror drones and bury an endless sea of them between the enemy and their own base) VolteMetalic 00:21, November 12, 2011 (UTC): Yeah, this might work. Ok, so lets dig them up! But I am not sure for no view range, maybe just VERY small, tiny. Hazza-the-Fox 08:48, November 12, 2011 (UTC) Agreed. And of course, while underground, they can still be harmed by enemy fire (mainly siege units force-firing)- but are invisible to all except dogs. |
Flak Raider
- Full Designation: BTR-160 Flak Raider
- Role: Light APC, anti-aircraft vehicle
- Cost: 800
- Hitpoints; 260
- Damage; 25 (if using RA2 cannon), otherwise will use Bullfrog's weapon, with 15 damage against infantry.
- Range; 10 (air), 5 (ground- cannon) or 3 (ground- side-launcher)
- Strong against: Aircrafts, light vehicles
- Weak against: Tanks, anti-armour
- Secondary Ability: Disembark Passenger - Max. 6 infantry
- Heroic Upgrade: Toxic Shells - Flak gun makes toxic clouds, which damages any aircraft (friend or foe) which flies through it
- Primary Weaponry: 50mm high-altitude flak gun
- Secondary Weaponry: Flak side launcher
Discussion |
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Hazza-the-Fox 00:29, September 2, 2011 (UTC)Hazza-the-FoxThe Flak Raider fills a nearly identical role to the RA2 Flak Track- with the only difference is it can hold another passanger, and it possesses better supressive-fire capabilities against ground targets. Its weapons are light, but equally effective against all targets.Engineers are still weighing up whether the primary armament should be a light-caliber Flak machinegun platform, or a mid-range artillery flak gun, with added side launchers for shooting botched flak shells at ground targets. VolteMetalic 09:21, September 2, 2011 (UTC): I would go with 50mm flak gun. And Heroic Upgrade would be bigger gun, like 57mm. Or some kind of new ammunition, which ignites in the air, or has some toxic waste, or magnetic-typed... no, that would negate the splash damage unless the enemy aircraft were flying VERY close to each other. Something in this sense. It doesnt have to be just additional weapon, but pgrade of previous, aditional equipment like speakers to inspire men etc. Hazza-the-Fox 02:44, September 3, 2011 (UTC)Hazza-the-Fox Hmm, that could be good- you know, we could actually also have the Flak Track itself a minor artillery unit (which would be a good opportunity to implement the 'shrapnel shower' attack (only on a smaller scale). Either that, or the grenade launchers become an uncontrollable auto-weapon that gets attached to the vehicle, and sprays out smokescreens or actual flak puffs at nearby units, without affecting the main gun (which could be a light long-range shelling unit). I think your idea of toxic/irradiated (uranium) flak shells are a good idea- leaving a cloud of toxins that can wash around and linger about, and damage more aircraft as they fly past? There are a lot of options. VolteMetalic 08:08, September 3, 2011 (UTC): No, that would be too much for it :D But the shrapnel spray would be normally used against infantry, with an effect of "black cloud" :) Yes, thats fine. The grenade launcher will be uncontrollable weapon with 360° radius and minimal fire range so it works only against nearby enemy units. Or you meant it as part of "Dissembark Passengers"? Yes, thats what I meant, that the explosion leaves some toxic cloud in the air, and when any aircraft (friend or foe) fly through it it will start corroding it, but not into that big extend. Hazza-the-Fox 08:54, September 4, 2011 (UTC)Hazza-the-Fox Fair enough- and I meant that the grenade launcher automatically keeps firing if there are any enemy units nearby. It is very inaccurate, but just offers some random cover fire. Hazza-the-Fox 02:25, December 12, 2011 (UTC) I was thinking- perhaps a quad-barreled flak machinegun might actually work? (except that the trouble is of course, that it must be fairly good against heavy aircraft, but not too deadly against Air Defenders- as we both know, a slow ROF aa can pack a killer punch- but will never kill more than one rocketeer at a time, but still do serious damage to a kirov- while a rapid-fire gun might prove overkill for lighter units, and weak against heavy aircraft. But, the reason I'm asking is that I remember that RA3 has both (flak machinegun bullfrog, and Rocket Angel- so I was asking how do these units fare against each other, and how does the rocket angel compare to the RA2 rocketeer?) VolteMetalic 12:09, December 12, 2011 (UTC): Bullfrog vs. Rocket Angel? Depends on the numbers, but Bullfrog wins in 1 on 1 as Rocket Angel isnt specially designed against ground targets, but in large group they cna take down Bullfrogs And compare Rocket Angel with Rocketeer? Angels are more cool :D And in strength they are stronger than Rocketeers. As for the Flak Raider, I like him with single cannon :) Hazza-the-Fox 04:21, December 13, 2011 (UTC) No probs, we'll keep the Raider as is. |
Mauler Tank
- Full Designation: T-68 Mauler Tank
- Role: Main battle tank
- Cost: 1600
- Hitpoints; 550
- Damage; 90 (main gun) 10 (coax machinegun), 20 (roof machinegun)
- Range; 5.75
- Strong against: Infantry, Vehicles, structures
- Weak against: Aircraft
- Secondary Ability: Toxic Smokescreen- does continuous damage to infantry within (except conscripts and heavy infantry).
- Heroic Upgrade: Roof-mounted AA Machine Gun - Places a .50 caliber machine gun on the roof, against infantry and aerial targets
- Primary Weaponry: 120mm gun (robotically-autoloaded shells)
- Secondary Weaponry: .50 cal. coaxial machine gun
Discussion |
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VolteMetalic 11:40, August 30, 2011 (UTC): We should discuss here about what should be its Secondary Ability :P Hazza-the-Fox 14:33, August 30, 2011 (UTC)Hazza-the-FoxIndeed! This will be a tricky issue, as I'm not really sure what would compliment it.Actually- now that I think of it, a really good idea that would encourage people to try to use this beast in close-quarters is to give it a smokescreen- it puffs out a cloud of smoke from the tank (the smoke will be at the feet of the units, so the player can still see them)- but it will reduce the attack of all enemy units caught in the cloud (possibly even the range)?It even has the benefit of a function that real-world tanks use (in some sense)! VolteMetalic 14:41, August 30, 2011 (UTC): Hmm... smokecreen can work like this, even reducing fire range, but it would envelop the tank, when you will have it selected, you will still see their silhouette, when youe enemy uses it, the better! It will more encourage players to use it :D The other possibility is that it will create "fake enemy targets" (game wise it will be the smoke clouds), on which enemy units will attack while yours will be hidden among the clouds and fire from there, or when retreating as a great distraction. Hazza-the-Fox 15:13, August 30, 2011 (UTC)Hazza-the-Fox So you are suggesting that the 'smoke' objects themselves will draw enemy fire? That could work too... A lot of possibilities for this attack! VolteMetalic 15:40, August 30, 2011 (UTC): Yes, i suggest this :) Hazza-the-Fox 05:26, August 31, 2011 (UTC)Hazza-the-Fox - the only issue we need to consider is if a player simply hits force fire on the proper targets a second time to avoid targeting of the smoke clouds immediately as they are created- otherwise I say it's worth a try! VolteMetalic 11:49, August 31, 2011 (UTC): AI probabvly wouldnt, and players arent everywhere, but yes, they can target the real enemy. VolteMetalic 21:01, August 31, 2011 (UTC): That will actually requires small change of the sketch, featuring the smoke grenade launcher(s) :) Hazza-the-Fox 00:38, September 1, 2011 (UTC)Hazza-the-Fox That won't be a problem- I designed it just in case I might put some smoke grenade launchers in anyway (if for no other reason than aesthetics)! VolteMetalic 07:56, September 1, 2011 (UTC): So its settled than! Now I must model it, but recently I started making T-34, T-44, T-54/55 (or just T-55) and derived SU and ZSU, and I dont have that often mood to finish them that it can take a while. But I will start, I promise ;) Hazza-the-Fox 12:29, September 1, 2011 (UTC)Hazza-the-Fox No problems! |
V5 Cruise Missile Launcher
- Full Designation: V5 "Burya" Rocket Launcher Carrier
- Role: Forward attack anti-vehicle/anti infantry
- Cost: 1600
- Hitpoints; 300
- Damage; 150
- Range; 18-26
- Strong against: Structures, ships
- Weak against: Most units
- Secondary Ability: V5s with Hunter-Killer Drones
- Heroic Upgrade: Chemical Missiles - Upgrades HE missiles with toxic waste payload, after detonating contaminates the area for short period of time
- Primary Weaponry: V5 long-range surface-to-surface rocket (very slow)
- Secondary Weaponry: Hunter Killer Drone- uncontrollable drone patrols around, and dive-bombs nearest vehicle or structure it encounters. Faster and more difficult to shoot down- but less damage (except to vehicles).
Discussion |
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Hazza-the-Fox 08:00, December 1, 2011 (UTC) Basically like the V3 and V4 launchers, it is a lightly armoured truck that launches heavy missiles, with (hopefully) the following properties;
Heroic is a similar problem. VolteMetalic 14:02, December 1, 2011 (UTC): Cant the designation be more than 27? Like 34-35? Because Uragan is armed with 16 missiles, not one big :) And with it the "Uragan" part, but that isnt a problem. Or, when it has V5 missile, it is not exactly a BM vehicle, and so V5 would be its name, like "V5 '...' Rocket Laucnher Carrier" Just a note, V4 is a tank, or tracked vehicle, not truck, but just anote ;P Ok, I agree with it, thought I am not sure about the ability of V5 to be shot down by standard AA, but I will be asking. Secondary... V4 had two kinds of payload. One was a standard missiles, armed with HE warhead. The second was a "shrapnel warhead", which in the air separated into many small explosives, covering large area but doing small damage at all. V5 can instead use more of the SCUD Launcher from ZH, with a HE and Andrax, in our case toxic waste. Or, magnetic field missiles. Upon impact (which does small damage) it creates a magnetic point which will be pulling all nearby vehicles (and ships) towards this point, making it easier for other units, and V5), to hit all units at once. Possibly, just an idea. Hazza-the-Fox 01:37, December 2, 2011 (UTC) Ah, I see- I actually thought the V-series were the actual missiles themselves, and the other designation was for the chassis (as I think I have seen this kind of truck carrying double-missile racks instead of MRLS) Ok- I think it should be fine either way (though shootable missiles would make an interesting gameplay element) Those are good ideas- I thought of another possible one- EMP warhead, slows movement speed of all vehicles in the area (potentially making them eaiser to hit by any other artillery unit). Which leaves Heroic.... Chemical missiles? VolteMetalic 13:12, December 2, 2011 (UTC): For the name, what about "Burya", meaning "Storm". Like V5 "Burya" Rocket Launcher Carrier? Yes, EMP Missile is good. Just slows down vehicles, not disabling them. Yup, Chemical Missile sounds good. Standard missile exlodes and releases the toxic waste. Hazza-the-Fox 03:22, December 4, 2011 (UTC)
Hazza-the-Fox 23:18, December 4, 2011 (UTC) Nope- I think that's everything! |
Hussar
- Full Designation: ZmB-42 "Hussar" Light Assault Mech
- Role: Harassment, skirmish, hit-and-run
- Cost: 900 (Polish National Subsidy)
- Strong against: Infantry, light vehicles
- Weak against: Aircraft, tanks, long-range defenses
- Secondary Ability: Field Repair System - Hussar folds in and starts self-repairing. At this time it cant dire nor move, and the process cant be done until fully repaired
- Heroic Upgrade: 37mm Sniper Cannon - Increased damage and armor-piercing capability, insta-kill infantry
- Primary Weaponry: 25mm Armor-Piercing Cannon
- Secondary Weaponry: N/A
Discussion |
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Hazza-the-Fox 01:50, July 2, 2012 (UTC) Ok, now for my new unit to compliment Poland's Crazy Ivan. I haven't decided on the final name, so I'll use "Haiduk" or "Hussar" (which could work too). Basically a small, one-man piloted spider-mech armed with a long cannon on the nose (I'll illustrate this thing soon)! It is simply a speedy light attack unit that can shoot at slightly longer ranges than most combat units (often being JUST out of reach as far as basic tanks and infantry go). It damages only the target it is attacking (saving all the splash-damage attacks for Ivan). It uses an armor-piercing 25mm burst-fire cannon that does reasonable damage against infantry- killing a soldier in a few hits (with each burst about enough to kill most soldiers, and put a serious dent in more armored targets too). It cannot fire on the move. The idea behind this unit is that it can provide cover fire and distractions for the Ivan, allowing him to get closer to an enemy base if it is too heavily defended. In itself, it is the perfect unit for sniping some targets and tempting them to give chase. Alternatively, it is a perfect hit-and-run unit. Also it is the exact opposite of Ivan- while he is closer-ranged and geared to harming MANY targets in short time at expense of putting himself in the fray, the Haiduk picks at single targets from safer distances. Now there is the question of its deploy feature- and one simple explanation is that it will simply shut down and repair itself, not restarting until its health is fully restored. Thus, forcing players to think carefully about finding a safe hiding spot to camp these robots at, so they may repair themselves- while a cunning enemy scout can direct a retaliation surprise party to take them out while they are repairing- a nice double-edged sword and tactical risk worth taking. VolteMetalic (talk) 15:40, July 20, 2012 (UTC): So, its Secodnary is that Hussar (or Dragoon, it would suit well to Poland's cavalry in WW2) will shut down and repair itself. in this state, it cant move nor fire, meaning it is just a sitting duck, and the repair process cant be stopped before it is 100% repaired. Yes? For the anme, like I said, Hussar or Dragoon :) They can be a nice reference to cavalry, which Poland "used" agaisnt Germany durign WW2 :D Heroic... hmm... it would be addition of a new weapon, or replacing the cannon with soemthing stronger/different, but still filling the role of "sniper harrasser". Hazza-the-Fox (talk) 23:47, July 20, 2012 (UTC) YES! Exactly Correct! In repair mode it's a sitting duck and cannot stop until its fully repaired. Thus there needs to be a well considered hiding spot for it to fix up for the next raid (and I think this hugely encourages hit-and-run tactics in this unit, as more cautious players would be willing to risk sending a light unit into the fray if it could repair itself). For names, I thought of Dragoon too (and it really fits its role)- but sadly being a tiny quadrupal mech, people would assume I'm paying more homage to Starcraft than to Poland ;) But you're right about the more recent Polish cavalry- so I reckon a good approximation is "Hussar". (the Haiduks were soldiers a few centuries earlier- started out as Transylvanian musket/sword soldiers in the Polish army designed for raiding- in later centuries became a Polish Royal ceremonial guard I think). Good call for Heroic- I reckon perhaps this mech normally shoots at long-ish ranges (about tank range, greatly hurts infantry and tickles light vehicles)- and upgrades to a sniper cannon (perhaps sub-sniper range, heavier damage- albiet much less than a tank's cannon, but kills any infantry instantly). I reckon it won't need any anti-structure capabilities at all- for the simple reason that Poland also gets the Crazy Ivan ;) VolteMetalic (talk) 14:58, July 21, 2012 (UTC): So Hussar it is! :D For the Secondary and Heroic, they are set than! So in the end, Hussar is finished? Hazza-the-Fox (talk) 15:03, July 21, 2012 (UTC) Yep! I'll upload the pic tomorrow! |
Tesla Tank
- Full Designation: NT-3200 Tesla Tank
- Role: Heavy assault, line-breaker vehicle
- Cost: 2000 (Czechoslovakian National Subsidy)
- Strong against: All ground targets
- Weak against: Aircraft, long-range defenses
- Secondary Ability: Switch Lightning Ring/Tesla Gun - Switches to activate several electricity projectors, which creates a "ring of lightnings" which kills any infantry in close vicinity. Switches back to anti-armor Tesla guns
- Heroic Upgrade: Advanced Capacitors - Tesla bolts jump between multiple targets
- Primary Weaponry: Two 6000 AMP Tesla coils
- Secondary Weaponry: N/A
Discussion |
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Hazza-the-Fox 03:53, November 2, 2011 (UTC) So, the Tesla Tank functions similarly to the Red Alert 2 version- only it is faster, sturdier, and does vastly more damage- virtually shredding any infantry unit or vehicle it shoots at. In essense, it is a bigger, faster Tesla Trooper. Note that as a large vehicle, it does not enjoy the unusually secure position its smaller infantry counterpart enjoys; any weapons that are good against tanks will be no different against this tank- it merely takes more damage. The design is based on attempts by engineers to incorporate Tesla Reactors into conventional tanks- the superior output was negated by the greatly increased size and cost of fitting the rest of the components in; until the weapons themselves were replaced also by a purely Tesla-based system. As a result, this tank is capable of carrying a greater armor package at great speeds, and diverting its energy into its gun when it needs to attack- as a result, the vehicle cannot fire on the move. The tank is rumored to have an electro-magnetic weapon of some kind- whether this is capable of shorting out vehicles instead of structures, fires continuous EMP interference, or other function is unknown. Soviet Engineers have also considered attaching standard machineguns, or smokescreen launchers to the vehicle to enhance survivability. The question remains is precise appearance- most likely it will carry the same general shape my old version did (and for that matter, the RA2 version it was based on, with some touch ups only. I was thinking of attaching riot-grills to the sides of it, or possibly the Mastermind instead. Hazza-the-Fox 03:55, November 2, 2011 (UTC) Or for that matter, its weapon could be an EMP substitute for a smokescreen?!?! It would definitely make good use of something that fended off incoming fire while it closed the gap... VolteMetalic 10:26, November 2, 2011 (UTC): So it is dedicated anti-armor unit with better protection than Mauler, right? :) For the ability, the EMP sounds good. RA3 Tesla Tank has a EM field, every vehicle and structure around it is disabled. Here, I thinked about it for a while and what about using the EMP in different way than just shoot it? But send it as a wave? It is based on Transformer Blackout, who in life-action movie was able to fire EMP fields into the ground (not directly under himself, but to the direction where he wanted it). When the EMP hit the ground, it changed into a wave which was expanding in width but weakening with the distance. Blackout from Transformers Aniamted was able to project the EMP by stomping, creating a large shockwave which was able to knock out others, but also shud down a structures. Tesla Tank might use one way (the expanding way) or another (shockwave). The machine gun wont look very well there, and EMP as well because it mgiht be the secondary abiltiy... I think no secodndary is required, or maybe a small Tesla-coil weapon against infantry which is too close, but no secondary weapon is the best option by me. Hazza-the-Fox 13:48, November 2, 2011 (UTC)In most senses, yes! That is precisely the idea! Although its weapon can also instantly kill any infantry unit (possibly a small group at a time), it is intended to be an anti-armor unit designed for charging into heavy vehicles that are normally tough to take down, and blow them away at short-range (being short-ranged adds a distinct equalizer to its intensity- and also prevents the tank being added to a 'ball of death' formation with other vehicles. The EMP is a tricky one to figure out- and a shockwave of some form (or function) is definetely a good attack. There are only a few things to weigh in; 1- as the tank is short-ranged and has a gun that can destroy most targets in short order, the difference with a vehicle-jammer is that it would likely buy the tank some spare shots from the group it charged into- which would make a fairly neat feature. 2- A defensive function might overlap the Smokescreen possessed by the Maulers, being a little redundant too. Not that there aren't viable alternatives, possibly. 3- Obviously as the Tesla Trooper has an ability to maintain a constant EMP feed into an enemy structure, allowing the Tesla Tank to do the same would be a little redundant; 4- the Mastermind is also likely to get a shockwave attack, (a variation of psychic psi-blast/ or perhaps a psychic lockdown that prevents the MM from controlling units while active, but all enemies caught within the wave are frozen in place)- either way, the Tesla Tank's special would probably be best doing the opposite to what the Mastermind does- be that a damaging attack, or a freezing attack. Either one is perfectly practical for either unit- with the implications of the fact that the T-Tank is currently a damaging attack unit, while the M-Mind is a non-damaging special-attack unit, and whether they would mix-and-match abilities so both can harm and both can throw a special attack, or if the Tesla Tank will be doubly offensive, while the M-Mind will specialize even more in abstract attack and disruption. Obviously, because the Tesla Tank is fast and the Mastermind is slow, the Tesla Tank would warrant a short-range shockwave and the M-Mind a much larger one. Some things to consider. VolteMetalic 19:38, November 2, 2011 (UTC): So it is also short-ranged? Also sounds fine, good balance for its firepower. For the secondary, another option is targeted EM pulse, which after contacting witht he target changes into the shockwave and disable everything in the nearby vicinity. This might be not in opposition with Mastermind or Mauler. Hazza-the-Fox 10:10, November 3, 2011 (UTC)Most definitely! About the same short range as the original RA2 Tesla Tank. More good ideas for the shockwave you have. Another possibility is that the shockwave does substantial damage (nowhere near as much as the main Tesla guns), and shorts all enemy vehicles and structures for a brief period of time; but is a slight friendly-fire risk (friendlies take mild damage only) until the vehicle is upgraded or gains experience. Another split from the ball-of-death advantage- or a slight daring risk for sending in a group to emit a shockwave). I'm kinda warming to the Mastermind's mass-disruption field shutting down the minds of every living thing around itself so long as the pilot maintains concentration (it's pretty freaky too)! VolteMetalic 11:41, November 3, 2011 (UTC): Yeah, I had an idea that the shockwave can damage all non-living targets (frying the electronics, essentially damaging the whole thing), but only a little, while paralyzing them with the EMP. Mastermind still can have its abiltiy, it wont interefere with Tesla Tank. Hazza-the-Fox 00:53, November 4, 2011 (UTC)Sounds good! Another interesting (and equalizing) idea is perhaps it also damages any infantry who use electronic weapons? VolteMetalic 11:10, November 4, 2011 (UTC): While I agree with you, I think that for a coder it will be too much of "ant's work" :) It is possible, but will require a lot of coding, so I will just leave it to immobilizing vehicles and structures :) Also, it has higher range than normal Tesla coils (of the tank) Hazza-the-Fox 14:13, November 5, 2011 (UTC) Sounds Good! VolteMetalic 19:14, November 5, 2011 (UTC):So Tesla Tank is settled? :) Hazza-the-Fox 03:49, November 7, 2011 (UTC)I'd say yes it is! Hazza-the-Fox 05:47, November 23, 2011 (UTC) Actually I had another secondary attack idea that could be totally awesome; The Tesla Tank toggles some kind of electrical 'ring of death' that circles around itself (which I'll dub "the Bug Zapper", that kills all infantry (and robots) standing somewhat close to it. Unlike other deploy functions, the Bug Zapper is constantly active and the Tesla Tank can still move while using it. However, the is harmless to enemy vehicles, and while in this mode it cannot use its normal Tesla cannon. As we know, the Tesla Tank can kill infantry merely by driving over them, making its gun a little redundant against infantry- but perfect against tanks. If alternatively we had this mode, it would specialize as a super anti-infantry steam-roller, with a very wide berth to actually collide with its targets (as running over infantry is normally a bit tricky)- with the tradeoff that it is vulnerable if enemy vehicles came in and ambushed it. I thought I'd bring it up now, as I was thinking getting back to the conept art and of attaching the "Bug Zapper" device to the chassis as part of the design. VolteMetalic 10:04, November 23, 2011 (UTC): Actually, this may work NICELY!!!! :D Yes, i agree on it, just the name. "Zapper" sounds fine, but "Bug"? Why Bug? :D I can more imagine a "chainsaw" by imagining it. Hazza-the-Fox 10:45, November 23, 2011 (UTC) Or "Lawnmower" for that matter- but it's just the first name I thought of (as it's kind of like how a bug-zapper is a bunch of metal rods that kill any bugs that fly near). "Zapper" will do fine! This will also assist in the design process! And last question- what crew would it have, and how do they fit in? Obviously the driver climbs in the front like in the Mauler Tank, But does the commander climb in the turret, or in the chassis next to the driver? VolteMetalic 12:11, November 23, 2011 (UTC): I eman that something should be added to Zapper! :D Like... Saw Zapper or Cutting Zapper, or ElectroZapper. Something in this matter. Driver is clear. Commander needs to see into all directions, or as many as he can. He needs to be in the turret. With his there may be the gunner. And driver may have technician who will be looking over the reactor going smoothly. Hazza-the-Fox 23:56, November 23, 2011 (UTC) "Buzzsaw"? (it acts like a real Buzzsaw- and the electricity 'buzzes'- I dunno) Driver in front, commander and/or gunner in turret; and I think the technitian(s) in hatches behind the gun, next to the reactor. A few things to consider as becuase this is an electrical-dependent tank, the whole crew could use some electronic observational methods (cameras on periscopes, for example). Another note is that the old Tesla Tank doesn't exactly look like something that would fit more than one person in its turret- so it depends if we assume that one (or none) reside in the turret and control it electronically from the chassis- or we augment the turret to reasonably accomodate more people (as being electronic, the components don't have to be crammed in the same places as a normal tank- and could be mostly packed in the reactor or at the front of the gun- with only a circuit between them). VolteMetalic 01:29, November 24, 2011 (UTC): Electro Buzzsaw? Hmm... Thats really tough, and I dont have the answer now, will think about it. And in the morning I will answer it. VolteMetalic 11:43, November 24, 2011 (UTC): Ok, so lets go for it, I think that the whole crew should be situated in the hull, so the turret will be without a crew member, wo there will be the cameras and periscopes. On turret especially, for the commander to see everythign aroudn the tank. Hazza-the-Fox 13:05, November 24, 2011 (UTC) No probs- so far I've got a front hatch for the Driver, and two side-hatches just behind the turret for the rest of the crew! I've got an intersting new form going- the only problem is figuring out exactly what the 'buzzsaw' projectors lining the tank should look like (roughly, some form of 'grid' that spews out electric arcs around its diameter, which are themselves simply attached to steel pylons jutting out the sides of the tank- when in normal mode, the grids just look like some bunch of metal rods or something- but in buzzsaw mode they light up- as I hinted earlier, roughly basing this off a bug-zapper or something). VolteMetalic 20:10, November 24, 2011 (UTC): What about all the rods will be in normal form hidden by the panels,a nd when activated Tesla Tank "opens up", revealing all these deadly devices of death! :D Hazza-the-Fox 23:18, November 24, 2011 (UTC) That could work- I was thinking of simply grafting some miniature Tesla generators along the sides of the tank's Track-skirts and on the front of the chassis- perhaps they could have some pseudo-armor in travel mode; that could work... VolteMetalic 00:07, November 25, 2011 (UTC): What do you mean by "pseudo-armor" actually? Hazza-the-Fox 04:37, November 25, 2011 (UTC) An artistic touch- something that appears it 'might' be a proper armor casing while showing off the features (even though a serious armorer would just put a solid smooth shell around the whole thing)- the actual rails on the Tesla guns are one such example. So I guess something along the same style as those. On that note, I should work on some Tesla Reactor concepts too (being that the Tesla Tank is itself a miniature Reactor on a Tank chassis). VolteMetalic 13:06, November 25, 2011 (UTC): Hmm... not sure I understand, but lets see how will it look like :) Hazza-the-Fox 12:48, February 3, 2012 (UTC) By the way- would you reckon the Tesla Tank would be better with Tank's tracks, or Spider legs? VolteMetalic 13:32, February 3, 2012 (UTC): With tracks, it would make it more menacing as tank than a mech :) As Secondary, what did we settled on? Hazza-the-Fox 06:50, February 5, 2012 (UTC) No probs- tracks it is. And secondary- we agreed that the tank would switch off its gun, and fire up an electric 'ring of death' built into the chassis, so it can mow down infantry with ease. So it effectively has an anti-tank configuration, and a mass infantry-killer configuration. VolteMetalic 13:54, February 5, 2012 (UTC): Yes, I remembr now. For the name, I would fige it "Switch Lightning Ring, Tesla Gun". Hazza-the-Fox 13:13, February 7, 2012 (UTC) Now THAT sounds good! Agreed! VolteMetalic 20:31, February 7, 2012 (UTC): So this is settled than! :) Hazza-the-Fox 02:19, February 8, 2012 (UTC)Yep! |
Grinder-Magnetron
- Full Designation: Object 1079 "Grinder Magnetron"
- Role: Anti-armor mover, recycler, anti-base siege weapon
- Cost: 1800-2000 (Korean National Subsidy)
- Strong against: Vehicles, structures
- Weak against: Infantry, aircraft
- Secondary Ability: Magnetic Ram - Launches a magnetic wave forward, pushing all enemy vehicles away from it, and paralyzes them for few seconds.
- Heroic Upgrade: Junk Self-Repair - Grinder-Magnetron repairs itself when using the grinder on enemy units
- Primary Weaponry: Magnetic tractor beam
- Secondary Weaponry: Mobile grinder chassis
Discussion |
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Hazza-the-Fox 00:04, December 5, 2011 (UTC) The Grinder-Magnetron (here I'll call it Grimag for short- unless it turns out to be some kind of rude word, in which case I'll stop calling it that next post) is a drastically beefed up siege vehicle from Yuri's Revenge. It has very long range (nowhere near as far as a siege missile though- or a Jager in sniper mode- but far longer than pretty much anything else.Extremely gigantic and heavy, it boasts better armor, and is the strange combination of two experimental industrial vehicles converted to war; a mobile Scrap Grinder (which couldn't mount weapons due to debris from Grinding possibly getting lodged in the gunbarrels), and an experimental Magnetic Crane (which suffered a problem when pulled objects eventually crashed into it). Both of these have been solved by their merger. The Magnetic Tractor beam pulls enemy vehicles towards itself, and grinds them up.Now, for figuring out precisely what it does (and why I left special abilities blank), are the following considerations for regular attacks, secondary attacks, and other bonuses in no particular order;
That aside, the Grimag can also attack structures from long distances. It simply puts its tractor beam on a constant filter, pulling bits of debris off a structure and towards itself- doing fast continuous damage to the structure. Also, whatever the GriMag targets, stops working. So if it attacks your War Factory, the War Factory is deactivated (or at least, in blackout mode) until the GriMag lets go. VolteMetalic 13:36, December 5, 2011 (UTC): So lets take a look on it :) For attack, I suggest the RA3 Apoc-style, that the target is mvoed to GM by ground. For Secondary, we must decide first which is the primary weapon, if the grinder or tractor beam. Depending on it, we may decide the Secondary.
So the magnetic tractor beams also works as kind of "EMP generator"? Hmm? That can work too :) For Heroic, maybe it can repair itself when grinding or attacking structure? Hazza-the-Fox 14:05, December 5, 2011 (UTC) perhaps- though I think the YR Magnet has some more micro-strategy; Definitely I think the secondary should just be to cancel the beam. Heroic- very good choice- that would be excellent for it to repair using grinded enemy vehicles. And yes- an EMP function is not only sound gameplay (wouldn't be quite so popular if it just pulled enemies close enough to start shooting it up)- but it also makes scientific sense (a magnet powerful enough to wrap around a whole tank and pull it towards itself, would likely have some attractive force on all metalic components contained in the vehicle, jamming them in place). VolteMetalic 18:51, December 5, 2011 (UTC): I never liked YR Magnetron at all, and never used it Hmm... I see, fine than :) Hazza-the-Fox 02:30, December 6, 2011 (UTC) Perhaps at long-range it lifts them, but at closer range it simply reels them in RA3-style? As it is, a slow aerial tug where only the wimpy AA units can shoot at it- but with the option of dumping them on their friends and blowing them both up could prove a nice micro-handicap. Cool, VolteMetalic 10:06, December 6, 2011 (UTC): It requires quite too much micromanagement, or people will better take the option to lure them to the GM and grinde it rather than watch if it is above enemy unit to drop it on it :) Hazza-the-Fox 10:48, December 6, 2011 (UTC) That's perfectly fine of course- as either way, the target WILL be grinded up if it's not let go by the magnets; but the floating option, although a bit silly compared to the ground-hauler option, does add a fun minigame to reward players who can line up perfect 'drops' on enemy players- possibly killing two vehicles every three seconds rather than one vehicle over 12 seconds it takes to haul a single victim the whole distance towards the grinder- and apparently a fair few people really enjoyed the versatility and did it a lot (though I probably wouldn't pull it off). AND, players that choose that option deny their grinder- and possibly any resources or health restores that it might have yielded (not to mention denied their psychics a victim). So it works out about equal in terms of balance (and helps unsettle enemy vehicle deathballs by turning them into a liability toward themselves). VolteMetalic 10:38, December 7, 2011 (UTC): Hmm... I dont know. I would better like to see how it is hauled by ground than see it flying, also makes more sense. It will be attracted directly to the magnet, when flying it will be much more altered, as not drifting right into the center of magnetic field. Hazza-the-Fox 12:50, December 7, 2011 (UTC) I actually agree with those points too- tough part is the gameplay consideration (as the YR Mag was a virtually harmless unit without micro (unless you count the flimsy AA support), but extremely deadly with micro- which all things considered is a good dichotomy. Having said that, it would still be easy to make this unit balanced (eats the units it pulls in, but can't hurt anything before then, and it has a very slow pull)- it just deprives enthusaists the ability to 'juggle'. Bah- I think, simple answer is go for ground-hauling as our default stance, and simply make a note to tinker with levitation to see if juggling is really that important or not. That aside, I'd say this unit is pretty much figured out! VolteMetalic 20:10, December 7, 2011 (UTC): I see, so have the ground-pulling as default and backup, and ask coder if it is possible to levitate it, if not, nothing changes, if yes, than it is changed :) So what was the Secondary again? Hazza-the-Fox 01:03, December 8, 2011 (UTC) Yes- we'll stick with ground-pulling, and if the coder says levitation is possible, we'll temporarily use that to see if it works gameplay-wise; and if that doesn't work (either in code, or it doesn't add that much to gameplay after all) we'll stick with ground pulling; Secondary- simply stops the attack and lets go of the target (so it can be mind-controlled by your psychics). With that in mind there should probably be a minimum-range, or perhaps a self-imposed auto-target block as a result of this secondary feature- so the Mag doesn't simply drop the target and then immediately pick it back up again and grind it. ;) VolteMetalic 18:48, December 8, 2011 (UTC): Hmm? You mean like stop the pulling? It can be done by simply pressing "S" or sending it elsewhere :) Hazza-the-Fox 09:52, December 9, 2011 (UTC) Oh really? Hell, in that case if we have a spare ability, then perhaps we can still use the levitation after all? (slower and inferior to ground pull- but with the option to drop vehicles on others). If that's not possible, then probably something defensive? Or possibly even a reverse-polarity attack that knocks all vehicles in its path aside to clear a path? VolteMetalic 12:47, December 9, 2011 (UTC): Of course! :D Hmm... the pushing sounds good :) That it can quickly push all enemy units in front of GM :) Hazza-the-Fox 15:19, December 9, 2011 (UTC) A closer-range attack eh? Could work too.. VolteMetalic 11:42, December 10, 2011 (UTC): That is a question, if the magnetic push can damage the enemy vehicles, or just push them more farer. Hazza-the-Fox 12:37, December 10, 2011 (UTC) Nudge them further away probably- or sideways (or emit a shocwave which knocks all vehicles outwards)... I dunno; just to unseat them from their position mostly. (keeping in mind, if the levitate ability IS possible, it would probably be my preferred option) VolteMetalic 14:04, December 11, 2011 (UTC): Yeah, I am sure it will be :) So for what we will stick? Hurl rhe enemy vehicles in front of GM away from it? Hazza-the-Fox 14:24, December 11, 2011 (UTC) Well, just in case the levitation-reel isn't possible, probably one of the following
VolteMetalic 12:09, December 12, 2011 (UTC): I would like the repulse-field just in front of GM. You select the area (circle) and GM will make the repulse wave in that direction, pushing all enemy vehicles away. And the EMP... I dont know. Hazza-the-Fox 04:24, December 13, 2011 (UTC) Seems like the best probability- the EMP gives a nice boost (but at the same time, a nice friendly-fire handicap to require a bit of sacrifice- or simply micro to use it; helps make the versatility of a unit built for hanging around your other units, become a potential (minor) threat) VolteMetalic 13:48, December 13, 2011 (UTC): Ok, i agree than :) And will it be toggle/switch or one-use-than-recharge ability? Hazza-the-Fox 23:00, December 13, 2011 (UTC) I think one-use then recharge; gives the player more control over when he/she actually uses this attack- as it would likely be more of a 'panic backup attack' than something a player would expect to be constantly doing. VolteMetalic 13:29, December 14, 2011 (UTC): Ok :) And the name... maybe the Russian/Soviet name of "Object ###"? Hazza-the-Fox 22:09, December 14, 2011 (UTC) Yep, that sounds good! VolteMetalic 12:12, December 15, 2011 (UTC): Ok :) Is it all (for now)? Hazza-the-Fox 12:52, December 15, 2011 (UTC) Yep! |
Mastermind
- Full Designation: "Mastermind" Psionic Dominance Crawler
- Role: Mass-control/disruption
- Cost: 2000-3000 (Russian National Subsidy)
- Strong against: All ground units at close range
- Weak against: Aircraft, non-organic threats, artillery
- Abilities: Mind Controller (Max. 5)
- Secondary Ability: Psionic Jamming Field - Creates large psionic field which freezes all units around itself, unable to move or mind control any unit, and releases all already controlled units
- Heroic Upgrade: N/A
- Primary Weaponry: Mass-Mind Control capability
- Secondary Weaponry: Psionic jamming ability
Discussion |
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Hazza-the-Fox 11:07, November 26, 2011 (UTC) The Mastermind is a gigantic vehicle (possibly larger and heavier than the Devastator- haven't decided yet) that carries no weapons- but instead a huge space for a life-support system to accomodate one immensely potent psychic pilot. The Pilot's brain is far more advanced (and compartmentalized) than a normal human, able to take control of multiple enemies at a time. However, the pilot cannot stop taking control of enemy units- despite the fact that he experiences brain haemoraging after taking control of more than 4 at a time- and would start to lose health- gradually leading to the Mastermind self-destructing.Thankfully, engineers have found a way around this problem. The Mastermind now has the necessary equipment to emit a massive psionic 'jamming field'- that disrupts all brain functions of all organic units nearby. The Mastermind cannot move, nor mind-control anything while using this field, and loses control of any units it had previously been controlling. Also note that although this field is quite large, it also affects friendly organic units- so it could prove to obstruct your own movements. The field's range is a few paces short of a Conscript's maximum firing range.I think there's the question of how HEAVY this unit is- I personally think that with some of the other close-range assault units being in the medium category, I'd say make this thing gigantic! VolteMetalic 21:13, November 26, 2011 (UTC): Hmm... sorry I forgot, but what is the function of the Secondary? :P Well, for the size, I dont see any great reason to make it gigantic, maximally heavy, smaller than Devastator for sure. In YR Mastermind had a large brain which was doing the job, but if it is just one guy, even if there will be any amplification of his powers, its really not a reason to make such gigantic vehicle for just one man. Larger than Mauler, but not as much. Hazza-the-Fox 23:02, November 26, 2011 (UTC) His secondary function is he freezes all organic units/vehicles around him- they can still be shot at, but they cannot shoot or move. Something that can really spell trouble for any cluster of enemy units when this thing gets close (that conveniently releases his volatile mind control payload). The idea with the pilot is that he still isn't quite capable of controlling large groups on his own- and that the sum of his machinery partly substantiates the 'giant brain' of the old Mastermind (perhaps these are genetic computers or cyborg-computers filled with gray matter that he taps into?)- so we'd need a fairly large size (probably fitting a Mauler inside its giant dome, at the very least). It would also need to take a lot more punishment than the likes of the Devestator- as it is a short-ranged vehicle built for taking massive damage, while the Devestator is long-ranged. VolteMetalic 13:44, November 27, 2011 (UTC): Yes, see. And it is one-use-tha-reload or "activation/deactivation" ability? Still I think its too large. Even if it will b e outfitted with great armor plating, something bigger than Devastator seems for me too much. Maybe little smaller than Devastator? Hazza-the-Fox 03:05, November 28, 2011 (UTC) I think perhaps it can use it any time- but it's simply difficult to use right compared to its mind-control radius. Ok, smaller than a devestator! VolteMetalic 09:53, November 28, 2011 (UTC): So... how? Hazza-the-Fox 07:02, November 29, 2011 (UTC) Well, mind-control would probably be longer-ranged, safe to use around friendly units, and I think, while the Mastermind uses its secondary ability, it cannot move or attack. That could work. VolteMetalic 11:07, November 29, 2011 (UTC): So when Secondary is active, its immobile. Yes, that will work. Done. Mastermind is set I think :) Hazza-the-Fox 12:35, November 29, 2011 (UTC) Yep! I agree! |
Mobile Iron Curtain (MIC)
- Full Designation: Mobile Iron Curtain
- Role: Support Vehicle
- Cost: 2500-3000 (Slavic Pact National Subsidy)
- Strong against: NA
- Weak against: Anything that can harm a light vehicle (so almost everything).
- Abilities: "Shield" friendly vehicle- making it invincible. This is performed the same way a psychic unit would mind-control an enemy. It must be cast within range, but afterwards the shielded unit can move away while remaining shielded. If the MIC cancels its shield, selects a new vehicle to shield, or is destroyed, the protected unit ceases to be shielded. Only a single unit (Vehicle, structure- anything a normal Iron Curtain would work on) can be shielded by a single MIC at a time. This puts strain on the MIC's on-board powerplant however; the vehicle will take damage per-second proportional to (A) the hitpoints of the vehicle it is shielding and (B) how far away the shielded vehicle is from the MIC. Thus, protecting more fragile vehicles at closer range is ideal. Note that Worker Engineers can repair the damage- but even a squad of such men would have trouble keeping up. Note the MIC is always completely vulnerable- and cannot be shielded by other MICs nor the Iron Curtain Device, due to conflict between multiple IC signatures.
- Secondary Ability: Cancel Shield. This is useful if the MIC is taking too much damage.
- Heroic Upgrade: NA
- Primary Weaponry: Miniature Iron Curtain Device
- Secondary Weaponry: None
Nuclear Mortar Tank
- Full Designation: "Behemoth" Super Heavy Nuclear Artillery Tank
- Role: Siege, Fire-absorbtion
- Cost: 2500-3000 (Ukrainian National Subsidy)
- Strong against: Infantry, structures, slow targets
- Weak against: Aircraft, fast units, tanks, long-range defenses
- Abilities: Light Vehicle Roller, Radiation Resistant, Nuclear Detonation, Neutron Radiation
- Secondary Ability: Switch Retract Mortar, Extract Mortar - Switches between retracting the mortar inside, dramatically increasing the defense of Behemoth while leaking radiation, extracts the mortar back being able to attack
- Heroic Upgrade: Atomic Shells - Miniature nukes
- Primary Weaponry: 600mm Mortar
- Secondary Weaponry: .50 caliber Roof-Mounted AA Machine Gun
Hazza-the-Fox 01:50, July 2, 2012 (UTC) Ukraine's second unit- essentially a jumbo-sized mortar tank (almost 2/3rd the size of an Apoc chassis- minus the turret of course) that fires heavy shells that leak pools of toxin/radiation where they hit. A direct hit from this weapon is bad news for ANY unit- especially structures. The radiation it leaks is deadly against infantry and will force units away from their firing position. However, being a mortar, the projectiles are very slow- so fast units have little to fear from this great beast. Because the mortar is nose-mounted, it cannot fire on the move. It also takes a VERY long time to reload. Unlike other artillery units, this beast is heavily armed and defended- capable of taking considerable punishment (but is extra vulnerable to aircraft).
Upon death it leaks a lot of radiation- which is both bad (for nearby comrades) and good (if you were to say, slip this behemoth into the enemy base)
I have absolutely NO idea what it should do as its secondary ability. A strange idea could be that it renders any units nearby immune to radiation- allowing this unit to actually grant your own units safe passage in the middle of all the radiation you would be throwing around with this unit and the Desolators- potentially even allowing the Desolators to set up a defensive 'death zone' to prevent units from approaching, while your own infantry are completely safe. There is a huge risk, however that this would make you invincible, so perhaps it hugely damages the Tank every second to keep this defense up? (admitedly this is a lot like the mobile IC's handicap- so perhaps not). It could be a good compliment- but always remember we still have that Support Airship to detox the ground.
Heroic bonus- obvious. It replaces its radioactive munitions with plain old mini nuclear warheads! :D
VolteMetalic (talk) 15:40, July 20, 2012 (UTC): It all seems great :) Although the caliber of the gun is too much. 305mm would be better, as it is smaller so easier to make, and smaller so the unit wont be lerger than Devastator. For the secondary weapon, a machine gun on top could be sufficient too, remotely-controlled (so it will dont fire as often, as its harder to aim for the crew).
Being a moving bunker, which can resist as more punishment than Devastator (or even more), it is cool! :D And with it I have an idea for the Secondary. Using the Mortars from SWINE as base, we cna give it ability to "slide the mortar" into the turret and seal it, increasing its self-defense so it can act as a "pseudo-iron curtain", absorbing all the enemy fire while allies are taking care of them :)
And Heroic is a must in this case :D
Hazza-the-Fox (talk) 00:50, July 21, 2012 (UTC) Awesome!!!
Don't worry about the caliber or the size- this tank is essentially a turretless box about half the size of a complete devestator, with a gigantic short-barreled gun poking straight out its front (reminiscent of the 380mm SturmTiger of WW2- only about twice as large). So an obsecenely high caliber wouldn't actually make this vehicle very large. ;)
Yes! I like that secondary!! So essentially, it switches between being a mortar, or being a rolling armored steamroller??? I like it! I reckon we should add an extra function of some sort, to make it extra nasty so defending players would never ignore it. I was thinking, perhaps when it approaches a power-dependent structure, it plugs in and discharges an EMP that knocks out the entire base? And keeps the base powered down so long as its plugged in?
Also, I figured it should also be able to trample walls and light vehicles, and perhaps on death it leaks radiation?
Heroic- of course! Perhaps on top of this, when in its 'bunker' mode, it spreads more radiation somehow? (possibly funnelling it into the ventilation systems of enemy structures it approaches, and further irradiating all structures in the base, making them deadly to stand near)?
VolteMetalic (talk) 14:58, July 21, 2012 (UTC): Well, the super-mortar Germany build, Karl-Gerät, had also 600mm caliber gun, and was little longer than Maus... I think taht 600mm gun could be enough :)
For the name, lets take Behemoth, as it is really embodying both the massive damage it can deal, but also massive damage it can absorb.
Practically yes, it has a Mortar Mode, and Turtle Mode. I am not sure what you mean with the EMP, its pretty simialr to Tesla Trooper or Tesla Tank, one of them have simialr ability.
And when being destroyed that it will leak the radiation (or violently detonate) and when in Turtle mode that it will also leak radiation, that is really good idea! :D
Hazza-the-Fox (talk) 15:07, July 21, 2012 (UTC)Cool- 600 it is!
Behemoth- I agree it's the best!
True about the EMP being similar to the Tesla Trooper (I'm trying to think of some way it causes something very nasty to happen to a defending player's base, so defenders would be DESPERATE to blow it up ASAP if it starts approaching in Turtle Mode (I like that name)!
Leaking radiation along its path in Turtle Mode is definitely an awesome idea- so I reckon we'll put that in (and a larger leakage upon destruction- although this could probably be in either mode, to give this tank an interesting drawback against deathballing).
VolteMetalic (talk) 09:06, July 22, 2012 (UTC): Yeah, I agree that there is needed to add something which will make Behemoths in Turtle Mode a high priority, cause the counter for this strategy is simply go on other enemy units behind Behemoths. However than you can retract the mortars and start hell in close range :D It will bring a hard choice to the defenders, if to concentrate fire on Behemoths and let other enemy units attack, or concentrate on these, and be forced to fight with Behemoths in close-range. Or fall back from your positions. Each is very hard decision :)
Yes, the detonation is good for both modes. Also it can bring some way of making the strategy "mortars first, arty second" harder, as Behemoths will be iradiating area behind them, so it will be harder to move in this area :)
Hazza-the-Fox (talk) 09:20, July 22, 2012 (UTC) True. Without a nasty extra attack in Turtle mode, if the Behemoth simply goes into this mode, it is a cue for the defending players to ignore it and tell their units to shoot at something else until it switches modes again- that aside, your strategy of sending it into range and then switching to a conspicuous artillery unit is a good one!
As for the detonation, of course! It also means that players that would cluster their artillery into one tight group run the risk of losing all thier units if someone threw a mass airstrike against it- so instead players are encouraged to try to separate the Behemoths from other units (which given its impressive armor, is no huge sacrifice- and given the presence of radiation-immune Desolators and Tesla Troopers, they can still have guards) ;)
So all we need is an additional nasty something it can do (ideally against structures- or the whole base via the structures). Keeping in mind we already have Kirovs to directly damage the structures via aerial bombardment, and Tesla Troopers to power individual structures down with their electronics.
VolteMetalic (talk) 18:34, July 23, 2012 (UTC): Just the retraction of the gun would be enough. It can already irradiate the area and deal massive damage, what else to add? :)
And that strategy, hell that was really nasty, in SWINE MP it was really feared, as there was no good counter to it :)
Hazza-the-Fox (talk) 23:59, July 23, 2012 (UTC)Ok, we'll stick with Turtle Mode spreading Radiation in its wake, Siege mode boasting only its mortar, both modes result in the Behemoth leaking radiation when destroyed.
Actually, I had an interesting idea that may sort out a possible balance problem; What if, Tesla Troopers' "Power down" ability only literally put whatever structure affected into its natural 'not enough power' states (so structures that still worked without power would do so), while radiactive fallout always induced something else in structures (such as stopping production structures from working completely till the radiation fades?)
VolteMetalic (talk) 07:48, July 25, 2012 (UTC): Hmm... that is something what havent happened in whole CnC... thats a good idea! :D
Hazza-the-Fox (talk) 09:01, July 25, 2012 (UTC) Awesome! So in summary;
- Mortar-mode; fires radioactive shells (or when Heroic, nukes), has a lot of armor
- Turtle-Mode; gun retracts, armor increases, spreads radiation in its wake (wider area at Heroic)
- In either mode, when destroyed it spews huge amounts of radiation for a while
- All forms of radiation stop production in any structure affected by it.
Sounds good?
VolteMetalic (talk) 09:04, July 26, 2012 (UTC): And the radiation of other units will also stop function of buildigns too?
Hazza-the-Fox (talk) 13:53, July 26, 2012 (UTC) I thought about it, and realized the answer must be NO- only the Behemoth can do this ability, and maybe the Ukrainian Nuclear Missile (perhaps it generates some kind of more "refined" radiation or Neutron energy)?
Reason being that if it were true, the player merely needs send in one Desolator to the base, tell him to deploy and the enemy has automatically lost the game ;)
VolteMetalic (talk) 11:14, August 6, 2012 (UTC): Ahh, yes, thats right. So only Behemoth it is :) Nad maybe also the Missile Silo of Ukraine.
Hazza-the-Fox (talk) 13:19, August 6, 2012 (UTC)Sounds awesome! I also just realized a good potential national upgrade for Ukraine- it renders all YOUR infantry units and vehicles completely immune (or at least, strongly resistant) to radioactive fallout on the ground?
VolteMetalic (talk) 15:39, August 6, 2012 (UTC): You mean like an expensive overhaul of your forces, equipping all people with bio-suits? That would work :) But it will be really expensive :)
Hazza-the-Fox (talk) 05:44, August 7, 2012 (UTC)Oh yes, now THAT would be extra nice! And actually quite a fair tradeoff- that Ukranian players that use infantry sparingly (in the face of expensive radiation units I might add) can opt to have them properly geared up at the expense of, well, money (and naturally, every future soldier would cost extra but be automatically bio-suited). Or alternatively, if they have a gigantic infantry force, they are forced to decide whether to neglect this upgrade and improvise without it- or take it on and risk bankrupting themselves ;).
On the flipside, there is always the cloning vats to temper the price- wait, I just thought of a possible exploit!
- Say a conscript costs 100, and so far you have 9 conscript units trained and one engineer (500 bucks)
- Radiation suits cost, say, 50 each.
- That means you would be paying 500 bucks to install the upgrade, and every conscript unit will now cost 150 bucks instead of 100, and engineers will cost 550 instead of 500. Simple enough.
- BUT there is a bit of a loophole. If you had built a cloning vats already, you would be forced to pay for the radiation suits of the FREE cloned units as well as your 'normal' soldiers- effectively paying twice as much as normal. But after purchasing the upgrade, the cost of the radiation suit disappears in the 'free clone' bonus once again. It would mean players would simply want to get rid of their soldiers, purchase the upgrade, and train at a discount, to avoid paying the extra money they "shouldn't be paying for".
- I think to avoid this, and ensure the upgrade and post-upgrade training costs are the same we should make the cloning vats either:
- impose half the difference for installing suits on existing soldiers (25 bucks) but cost a normal +50 for future soldiers. OR,
- impose a normal cost for the existing soldiers- but charge DOUBLE the cost of the suits for future trained units (so the initial upgrade is 50 per existing unit- but every unit trained will cost +100 of their normal price).
- Oh, naturally Desolators and Tesla Troopers will cost the same as they always did, as they are already completely immune to radiation. Psycorps troopers, possibly, might not enjoy the uprade at all (they already cost a lot- and potentially leaving them out of the radioactive deathball could prove a fair handicap).
VolteMetalic (talk) 19:14, August 23, 2012 (UTC): Yeah, that you will have to pay the suits for all existing infantry would be nice, but would be limiting in the purchasing it. Like you said, it can bankrupt the player :D But increasing cost of most infantry by +50 is good idea. Dogs, PsyCorps, Tesla Trooper and Desolator will not be included in the upgrade... and maybe also Pariah.
I am not sure how you emant it with the cloned units. I was missed in it while reading it :P
Hazza-the-Fox (talk) 11:25, August 24, 2012 (UTC)
First part, exactly!!!! (and definitely agree on dogs, Psycorps, Tesla Trooper and Desolator not getting anything. Pariahs... tough call actually, we'll need to think about it (although it depends if we're assuming they actually need to last very long in irradiated ground to take out their targets. Another idea (probably overkill, and potentially just as feasible for Libya- the Pariahs are equipped with DIRTY BOMBS)?
Second part; Cloning makes the whole thing more complicated; Say you had built your cloning vats already, and trained two conscripts (and made two free clones). Then you paid for the upgrade. You would be paying for radiation suits for four units, ignoring the fact that you only "trained" two but are paying for the 'free' clones too.
BUT, from that point onwards, you'd be adding 50 bucks to each unit trained- but this doesn't necessarily mean you'd be paying an extra 50 for the cloned units built afterwards. As a result, we have a loophole where we accidentally add clones to the unitial cost, but not to the cost afterwards, meanng players need to wait for their infantry numbers to drop before putting on the upgrade.
So I propose, we simply add the clones to the cost; every soldier (clone or not) adds 50 bucks to the cost of purchasing the upgrade. Afterwards, if the player wants to train a soldier, and currently possesses a cloning vats, then the cost of each soldier is now +100 (50 for the soldier, 50 for the clone). If they do not have a cloning vats, the cost is only 50.
Werewolf
- Full Designation: "Werewolf" Heavy Assault and Psychic-Warfare Mech
- Role: Raiding, disruption
- Cost: 2000 (Yugoslavian National Subsidy)
- Strong against: All non-robotic ground targets
- Weak against: Aircraft, long-range defenses, robots
- Secondary Ability: AI-berserk state (three possible ideas- see below)
- Heroic Upgrade: ????
- Primary Weaponry: Chaos Inductor
- Secondary Weaponry: Ripping Claws
Discussion |
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Hazza-the-Fox (talk) 13:14, July 20, 2012 (UTC) I reckon we got something interesting here- a heavy-ish mech of moderate speed and moderate range that specializes in hit-and-run attacks. More of a gigantic cyborg than a mech, strictly speaking, as the 'pilot' is actually a psychic whose nervous system is directly plugged into the interface of what is essentially a giant terror drone. Its attack is to shoot a 'chaos' charge at any 'living' enemy (infantry or tank) that causes it to go berserk and start attacking its comrades (just like the deploy attack of normal psychics). This attack has a rather low rate of fire, so the mech is better suited to retreating after attacking to recharge its next attack out of range. However, its fairly decent armor is just as good at absorbing damage if the player elects to instead use this beast to draw enemy fire. That aside, being big and moderately fast, it can also simply run up to enemy infantry (and possibly light vehicles) and trample them. Its secondary attack I reckon one of three things (with the common theme that the AI-part of the 'cyborg' steals control of the pilot and gives into its leftover 'Terror Drone' programming, attempting to rip open its enemies);
Other upgrades could be that it no longer takes damage from its secondary attack, and/or that it can attack structures somehow (perhaps some kind of indirect disruptive attack)?? Note that some things it can earn at heroic, and others could simply be purchased through some Yugoslavian-only upgrade pack. Thoughts? VolteMetalic (talk) 15:40, July 20, 2012 (UTC): Hmm... the idaa of being something along the ways of Space Marine Dreadnought or Protoss Dragoon/Immortal/"Stalker" is a good idea, that the psychic is a direct part of the mech. THe attack is also good, but I am not sure about these secodnaries... the third one, it means that it will jump into area, damsages/kills any infantry and vehicles in it,a nd than went berserk and starts attacking any enemy nearby with its claws? And does it use claws also outside this ability? The Heroic we can discuss after solving Secondary :) Hazza-the-Fox (talk) 00:13, July 21, 2012 (UTC) Yep, Marine Dreadnaught fits it perfectly! I reckon the chaos ability suits as its primary- as we can guarantee that whoever will use this unit WILL be intending to use this first and foremost, so I reckon having this as a primary smooths out a lot of conditions. Secondaries- yep, that's the idea. I thought it interesting that it has a 'spell' as its standard ability, and a ridiculously drastic and costly but extremely powerful (melee) attack as its secondary- so it serves some bizarre unused niche as some kind of armored 'mage' that can turn into a berserker any moment. The claws I figured would technically not be used normally (outside trampling units it gets close to). Of course I reckon we can talk through other special abilities (or greatly modify this one so it is strictly a splash-damage leap attack that instantly gets controlled- or even 'terror droning' a single heavy unit that it targets?). VolteMetalic (talk) 14:58, July 21, 2012 (UTC): So basically, as standard attack it will be doing the "chaos beam" attack, and in Secondary it will do the melee attack, yes? Hmm... so, the Secondary would be that it will leap to the designated area like Sickle, or rather Reaper with its all-target-damage. It will dont damage itself, but you will loose control of it for some time. When enemy units are nearby, it will attack them with its claws. If there will be no enemy untis, it will just idely stand and wait to recuperate/return under your control. Sounds good? Hazza-the-Fox (talk) 15:12, July 21, 2012 (UTC) Yep- sounds very good! I think we'd only need to consider this alteration though- if there are no enemies left in its target area (or no enemies to begin with), it resumes normal control in only a second. That way, players can use it to leap up cliffs and gain a mobility boost outside combat situations (and for setting up ambushes). If that proves too powerful, that is where we can make it incur some slight damage each time it jumps. VolteMetalic (talk) 09:06, July 22, 2012 (UTC): Yes, I am aware that it could be used for the cloff climbing, for that reason I am speaking with adding the time-delay for control, it will slower it down, cause Sickles were pretty fast for this. Thought self-damage can be implemented too, it will force player to use Pioneer Blimp :) And the name... Vampires are associated with Transilvania, but the abilities are more akin to Werewolf... and when this is Yugoslavian unit, I think the name "Werewolf" is the way to name it :) Hazza-the-Fox (talk) 09:41, July 22, 2012 (UTC) Yep, I agree with all of that. So after it jumps, it will either attack any nearby enemies, or simply sit tight for a few seconds till it reboots. Also taking damage, so players will make use of the Pioneer! And agree- "Werewolf" will be the name! VolteMetalic (talk) 18:34, July 23, 2012 (UTC): Just standing by would be enough :) So Werewolf is set? Hazza-the-Fox (talk) 23:15, July 23, 2012 (UTC)I'd say so- I think the last idea I have is to clarify the exact nature of its first attack- I've thought about it and reckon;
VolteMetalic (talk) 07:48, July 25, 2012 (UTC): The splash is good idea, even Microwave Tank (real-life) can hit several targets, if they are tightly grouped (for this reason US Army thinks about its use agaisnt demonstrations :D to take out leading persons, but dont kill them) The rate of fire being low, agreed. Werewolf operator needs time to gather enough energy, both his physical and electrical (and whatever else). The range, something between long and lower-medium sounds reasonable. Hmm... I am not sure about the glow... make the revision of the blades, and than make two versions, one with the glow, one without, and we will see :) Hazza-the-Fox (talk) 09:03, July 25, 2012 (UTC) Lol at the Microwave protesters- bit radical IMO :P Cool- seems like the attack is agreed then! No probs about the blades- will do ;) OH! And a question just occurred- what does this thing do against enemy structures??? Either use its chaos gun somehow- OR, it will use its claws to open it up! VolteMetalic (talk) 09:04, July 26, 2012 (UTC): Hmm... the chaos may not be useful, as it cant attack or something, and stop working would be little play into field of EMP/Tesla and Radiation. And the claws would not be enough to take down a Factory, it would take too much time. So, a possible solution would be, Werewolf cant attack structures :) It is a support unit, not directly attacking :) And the Heroic... increase f the splash radius, and maybe add something to its melee attack. Maybe two smaller (yet larger than normal) arm claws (something like Chaos Defiler from WH40K) for the melee attack. Hazza-the-Fox (talk) 13:58, July 26, 2012 (UTC) Good points all round! In that case he is indeed a support unit (and thinking about it, certainly part of the charm of his attack is that he could potentially get one of the enemy guards to attack the buildings for him). Agree with all the Heroic- and funny you mention the additional set of limbs, as the orginal design was a 6-limbed machine with 2 pairs of forelimbs. But yes, I agree they should be added. Also, is it possible for this unit to employ its melee attack whenever approached by an enemy unit, regardless of other attacks or targeted units it would normally be doing (eg between shots it will lash out and smite an approaching soldier)? Also, how would this beast handle robots (Terror Drones and FlameBots)? VolteMetalic (talk) 11:14, August 6, 2012 (UTC): If Werewolf will have two others limbs from the start, it can use these agaisnt robots :) Hazza-the-Fox (talk) 13:21, August 6, 2012 (UTC) VERY good point- ok, it has two extra limbs at the start! (and is therefore able to destroy any bots that get close) VolteMetalic (talk) 15:39, August 6, 2012 (UTC): Okay :D But still Heroic remains. Hazza-the-Fox (talk) 05:20, August 7, 2012 (UTC)Yep! Sounds good! I think he's set! |
Nuke Bomb Truck
- Full Designation: KAMAZ 63223 Atomic-Detonating Dump Truck
- Role: Nuclear self-destruct unit
- Cost: 1000-1500 (Lybian National Subsidy)
- Strong against: All ground targets
- Weak against: Most weapons
- Secondary Ability: Manual Detonation - Nuke Bomb Truck detonates immediately
- Heroic Upgrade: N/A
- Primary Weaponry: Nuclear bomb
- Secondary Weaponry: N/A
Discussion |
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Hazza-the-Fox 00:04, December 5, 2011 (UTC) The Nuke Truck- I thought, it should be quick, fairly heavily armored, and probably no more expensive than the Red Alert 2 version. However, it has one handicap, that actually corresponds interestingly to the real physics of a nuclear bomb; that it is an isotopic sphere wrapped in timed explosives, that if perfectly synchronized will implode the sphere- which thus results in a proper atomic explosion only when detonated by the controller. With that in mind, the nuke truck tries to drive into its target, detonating its bomb upon contact.Either:
This would mean that, no matter what happens, the defender will be taking a lot of damage- but no longer means that every one of these units is an automatic nuclear explosion... ...Without a bit of micro that is; force-deploy this unit if you think it won't survive long enough to reach its target properly, and you will still get your proper nuclear explosion (just a tiny bit further away from target than you hoped). Thoughts? VolteMetalic 13:36, December 5, 2011 (UTC): No opjects, its perfect as it is! :D The name... I will take a look on if there are any Russian (or state which is Soviet here) manusturer who makes dump trucks to decide on the name. Hazza-the-Fox 14:06, December 5, 2011 (UTC) Cheers! I actually got the chassis from looking at a Libyan truck parade- so that could help. VolteMetalic 18:51, December 5, 2011 (UTC): Libya, hmm? ... Hazza-the-Fox 02:33, December 6, 2011 (UTC) Yup! Of course, I think it was actually an army truck, only I added a dump-truch chassis on the back... (actually- now that I've done some better research it seems that the truck in question was a "Faun Koloss" tank transporter- probably not quite the Soviet style- but then again, it's not quite the same truck as what I ultimately depicted, so we could always state it as something else- or pretend the Libyans designed it themselves) VolteMetalic 10:06, December 6, 2011 (UTC): This one is far better than Faun Koloss :) i would make it Soviet design... KAMAZ. And the number... What about the name "KAMAZ 63223 Atomic-Detonating Dump Truck"? Hazza-the-Fox 10:43, December 6, 2011 (UTC) Sounds good! Well, it looks like this one is done! VolteMetalic 10:38, December 7, 2011 (UTC): Agree :) |
Behemoth Tank
- Full Designation: "Behemoth" Nuclear-Powered Heavy Land Destroyer
- Role: Ultra-heavy fire-support unit
- Cost: 2500
- Hitpoints; 1700
- Damage; 230 per shot (fires two shells at a time- note minimal damage against infantry)
- Range; 7 (ground), 8 (air)
- Strong against: Vehicles, structures
- Weak against: Aircraft, long-range artillery, sappers
- Abilities: Vehicle Roller, Self-Repair
- Secondary Ability: Missile Burst - Devastator is capable of firing from its missile launchers on aerial targets automatically for short period of time
- Heroic Upgrade: Nuclear Shells, Roof-Mounted AA Machine Gun - Gives Devastator nuclear shells for greater damage dealing. Places a .50 caliber machine gun on the roof, against infantry and aerial targets
- Primary Weaponry: Twin 310mm naval guns
- Secondary Weaponry: Two missile launchers
Discussion |
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Hazza-the-Fox 11:07, November 26, 2011 (UTC) The Devestator is an interesting departure from the usual mammoth and Apocalypse Tanks; it's not so much a "Mammoth Tank" as a hybrid between a "Mammoth Tank" and "Mammoth Self-propelled Gun", with a heavy leaning towards combat. It can easily engage units from distances longer than most typical tanks can reach (but well short of any artillery units), and its shells can easily turn enemy vehicles inside out in the first hit. Infantry too suffer from its broad splash damage- thought they wear the attacks better than vehicles.The most obvious threat to the Devestator are air units- for which the Devestator can be upgraded to mount a few Surface-to-Air Missiles to defend itself with- and also from enemy artilery. Peculiarly, the Devestator is somewhat vulnerable to Terror Drones, and also to short-range infantry Sappers planting bombs (along with Pariahs, Tesla weapons, M-COMs)- as its weapons are ill-equipped for these threats. Mind Control, Sonic and Chrono Weapons are also dangerous to this vehicle. Needless to say, it needs to be well protected by other units.Note that the Devestator uses a Nuclear Engine, and holds a crew of nuclear technitians inside; thanks to these, the tank is able to effectively but slowly repair itself when at low health. However, upon destruction it leaks hazardous radiation that can harm friendly infantry (or stall enemies)Its Heroic upgrade is rather obvious- it replaces its shells with Nuclear shells, that cause intense damage to all targets in a small area, and leaves radiation residue. Engineers are also considering a roof mounted AA machinegun- but are debating how applicable such a measure is on such a huge beast.You'll notice its price is 2500; which although isn't quite double the old Apocalypse- is clearly about as expensive as an Iron Curtain device- considering its enhanced range and output (and anti-spamming considerations), I think this would be about right. VolteMetalic 21:13, November 26, 2011 (UTC): I agree to use both Heroic :) But for SAM, it will be an upgrade in Tech Lab? But than what is the Secondary?For name... depends on if you want it to named it after some famous Soviet man, like Chruscov, Gorbachov or soem other, or something like "tank battleship". In Russian of course. Hazza-the-Fox 23:07, November 26, 2011 (UTC) Excellent!Is it possible that the SAM could be a secondary unlocked by an upgrade? (If not- just keep it as the secondary)For name... those are good options, I can't decide... VolteMetalic 13:44, November 27, 2011 (UTC): I guess not. Well, I found out that Secondaries arent neccesery to be applied, but when we already made Secodnary for most units, we should continue :) So its Secondary is what exactly? That you must target air unit for Devastator to use its SAM, or kind of toggle, that it can fire only from its guns or SAM? Hazza-the-Fox 03:04, November 28, 2011 (UTC) I think it should target an air unit to attack once with its SAM, and then must 'recharge' for a while. Although it makes good gameplay sense of using air to stop the Devestator bombarding everything on the ground to defend itseld- having a gigantic twin-gun behemoth electing not to use its guns would look a little strange :P VolteMetalic 09:53, November 28, 2011 (UTC): I am not entirely sure how will it work. It will be like a after activating the abiltiy Devastator's SAM will "rise up to life" and for around 10 seconds will be able to attack aerial targets, and after the time comes the SAM will went silent and reload time will come up till you can again activate it. Thats what you mean? Hazza-the-Fox 07:00, November 29, 2011 (UTC) Yes, something like that. You activate his secondary, pick a target, the SAM will inflict huge damage, and then will have to spend many seconds reloading. I think that would be a nice balance between giving it a nice air defense, while implying it is still a vehicle that would rather attack the ground. VolteMetalic 11:07, November 29, 2011 (UTC): If you mean that you must yourself target the air target, it would be little impractical. During a battle, try to target a Raptor for example :) What I suggested is something what will Devastator do automatically. When any air target gets into the distance of Devastator, the tank will automatically attack it with missiles in the duration of the ability (5 seconds maybe) and than will reload/recharge the abiltiy (cca. 30s-1m) Hazza-the-Fox 12:35, November 29, 2011 (UTC) Yeah, that would actually be a lot better ;)I agree with all of these (including the reload times). VolteMetalic 13:33, November 30, 2011 (UTC): Fine than :) Devastator, you are ready to roll over Allied dogs!But the designation... what it may be? And for cost, I agree 2500 can be enough :) |
Aircraft
Overview: Unlike the Allies, all Soviet aircraft are constructed at the Airbase, and that is where their fighters are housed and rearmed. Soviets do not get heavy STOL craft like the Allies, but do get figher craft, gunships, and free-standing/flying aircraft.
MiG Fighter | Super Hind | Pioneer Support Airship |
National Slot | Kirov Airship | MYK Dropship |
N/A | ||
N/A |
National Units | |
China | Cricket Siege Hopper |
Cuba | (Cuban nuclear-based aircraft) |
MiG Fighter
- Full Designation: MiG-39 Air Superiority Fighter with secondary bombing systems
- Role: Air superiority and skirmishing, airstrike
- Cost: 1500
- Hitpoints; 230
- Damage; 120 (bomb), 80, (AA Missiles) 35 (AA machinegun)
- Range; 3 (bomb), 8 (AA missiles), 7 (AA machineguns)
- Strong against: Aircraft, infantry, vehicles
- Weak against: Anti-Aircraft
- Secondary Ability: Return to Airbase - MiG flies back to Airship Hangar with speed bonus
- Heroic Upgrade: EMP Bombs - Gives the bombs ability to shut down vehciles and structures
- Primary Weaponry: 20mm autocannon, six anti-aircraft missiles
- Secondary Weaponry: Two anti-surface bombs
Discussion |
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Hazza-the-Fox 14:13, November 2, 2011 (UTC) The MiG Fighter; finding a good balance between giving the Soviets some fair and equalizing air coverage and fast-strike abilities, without mirroring the Allies and their greater dependency for airstrike tactics- and also weighing in the real-life dogfighting capabilities of a MiG aircraft.In short, it is a multi-role fighter jet just like the Allied Raptor, capable of strafing targets with machineguns and bombing vehicles, ships and bases. The only difference is that the dogfighting abiltiies have been increased (especially the range it can engage enemy targets from), but to balance, its range for dropping bombs is reduced- and the bombs do not guide directly into the targets but instead create splash damage; thus making it more geared for fighting and less for bombing runs, without making it overly impractical to do so if the player REALLY wanted to- ultimately making the heavy-assault tactic more viable, and the Allies more focused on hit-and-run. If possible to program, the MiG would be able to make tighter strafing turns than a Raptor, spending less time having to fly out before veering around for another strike- being that real MiGs are particularly acrobatic.The main trick in reducing the extensive use of MiGs is the differences in the airbases for either side. Both sides need a Radar structure prior to building a Hangar for their general air units; however, the Allies' fighter bays are a component of the Radar structure (Airforce HQ), while the Soviets are a component of their Hangar instead- giving the Allies a headstart in fighter production. Also a possible option is for the Allies to have 4 fighter bays per Radar, and the Soviets only 3-4 per Hangar (if necessary).The MiGs gain a heroic upgrade of dropping EMP bombs that short out whatever they land near for a short time- to help them play a complimentary role to other attack units (including the Kirov). VolteMetalic 19:38, November 2, 2011 (UTC): The acrobatic of MiG wont be a problem, they would be more maneuverable. But I am not sure about the dogfighting, when it has only autocannon (machien guns arent used now on jets), while Raptor has missiles. That doesnt seems much fair. For bombs, I agree with them, and for secondary, RA3 resolved it that Apollo and MiG Fighters and Vindicator Bomber has the secondary to "Return to Base". They will be returning to their airfield with speed bonus. Here it can work just as well, it is quite neutral and for balancing right. For the name... why MiG x78? That in no way follows the naming system. Normally it would be MiG-78X, but even MiGs dont use even numbers, so more like MiG-79x. And than its really high number. Hazza-the-Fox 10:03, November 3, 2011 (UTC) Excellent. I don't really mind if the fighters simply have AA missiles rather than cannon/bomb combo, but generally the idea is that both aircraft have comparable weapons; merely that the Raptor's bombing ability is superior, while the MiG's skirmishing abilty is superior. A "Return to Base" or a Generals-style "Patrol the Skies" option is something I had in mind (where the selected planes leave their runways and fly a broad path around the base, in a 'patrol mode', to intercept any enemy air or ground). As for the name- simply a placeholder really; as I haven't yet found out which MiG brand is the best rival to the Raptor. VolteMetalic 11:41, November 3, 2011 (UTC): What about that MiG will ahve all three weapons, autocannon, missiels and bombs? AA missiles, autocannon maybe agaisnt both, and bombs agaisnt ground. "Patrol the Skies" is redundant, as you can select it normally in the menu to make a patrols. "Return to Base" is probably the best option. Well, MiG was developing Mikoyan Project 1.44, from which evolved Sukhoi's T-50 PAK FA, which is counter against Raptor. Last number of MiG is 35, so maybe 37 or 39. Hazza-the-Fox 01:03, November 4, 2011 (UTC) All sounds good! A potentially complicated but nice balance would be if it had finite AA missiles as well as finite bombs (or they were both the same ammo- so either AA fights OR bombing runs uses up its payload) and must either rely on its autocannon to fight afterwards, or must otherwise return to base to re-arm (providing a reprieve for enemy units, and an opening to attack with after losing a few units). The MiG in patrol would automatically use its AA missiles on incoming aircraft, and its autocannon on ground targets- but can still be manually be told to drop its bomb on ground units. The redundancy of patrol is fine, then return to base is indeed good! I'll probably go with MiG 39 (should definitely imply the newest model with a clear lead of the skies)! VolteMetalic 11:10, November 4, 2011 (UTC): I am not sure now what do you mean by that. Hazza-the-Fox: That is, the fighter carries a 'payload'; and this could be exhausted by either attacking air, OR by dropping a bomb. Alternatively, it carries both a separate bomb payload, and an AA missile payload; it has finite AA missiles, and once it shoots them all, can only use its machinegun unless told to return to base to re-arm. That way, either attack OR defend consists of a single heavy ordinance that must be replenished- that way it helps keep the fighter out of action for a while, so it's not always on the defense. {C}VolteMetalic 08:14, November 7, 2011 (UTC): You forgot to add yous signature :P I see... I am not certain it is possible to make it like this. In Shock Therapy we were trying to make an aircraft similar in abilities to Firehawk in CnC3, that you can switch the weapons only on the Airbase. Once it takes off, it cant be changed till he lands again. So far they didnt made it like this, so you can switch the weapons in the air when the aircraft is idle. If we will succeed to make this code, it might be used here for MiG too. But I think that he can use all of these at once, but when it will have empty bomb bay or missiles, it will fly back. But you caa command it to attack targets in the air (if bombs are gone) or on ground (if missiles are gone). Hazza-the-Fox 11:21, November 7, 2011 (UTC) (And you forgot to start a new line for your sig :P) I think that makes things a little trickier; Something to re-evaluate. (of course, theoretically, the strict idea that it would simply refuse to fire a machinegun in substitute of finite AA missiles to return to base does still play into a nice achiles heel for defense- but I guess its something to think about too (aside from possibility) VolteMetalic 13:26, November 7, 2011 (UTC): (So we are even :P) Yes, and I will research the option for "Toggle Armament" ability. Hazza-the-Fox 20:57, November 7, 2011 (UTC)Cheers! If it's possible, it would be straightforward in the sense that on patrol it automatically would use AA missiles and machineguns, while on bombing runs it uses bombs. I think the ideal ammo switch would be for exhaustion of ammo to toggle the machinegun. Of course, if it's not possible, then a slow ROF missile launcher that requires the dogfighting craft to veer away and make a second run would be awesome (obviously the MiG's would be a higher rate of fire, resulting in it making sharper turns and jumping back into the kill faster). VolteMetalic 22:08, November 7, 2011 (UTC): Moment. So it cant use an autocannon while in "bombing run" mode? Yes, this is not a problem to make, that the dogfights will last longer than just one run when all participants launch their missiels at once :D The autocannon will be firing all the time, but missiles will be fired only one (or two) at once on enemy aircraft. Hazza-the-Fox 01:19, November 8, 2011 (UTC) Not sure, depends what's possible. I think, if a person sends the MiG to attack a tank or structure, it would first drop its bomb on it and return to base- and any subsequent targeted attacks before it returns would have it strafe around with its cannon, if possible. I'd say that second point is a better idea. We should probably do that (can it randomly alternate between firing AA missiles and cannon fire?) VolteMetalic 08:40, November 8, 2011 (UTC): I think that it wont matter if MiG will spray the target with autocannon and than throw the bombs. Autocannon is its means of defense against aerial targets, and it doesnt deal that great damage on ground targets so still bombs will have their role. Yes, in theory it is. But for me using them both at once wont be a problem, but I guess it is possible to make. Hazza-the-Fox 12:05, November 8, 2011 (UTC) Good points. That is good to know; its nice to have these things possible. To be honest it's hard to say which combination would be the best- as ultimately the most balancing factor is that it does intense damage, but is limited to finite ammo and strict hit-and-run tactics, so it's not constantly buzzing around and ripping up everything in its path (same deal for the Raptor). VolteMetalic 18:35, November 8, 2011 (UTC): Moment, you were talking about autocannon of MiG and Raptor dont having infinite ammo storage? That can work out too just as well. Not a problem. It will simply have a bar for the autocannon, and a "dots" for the missiles (and bombs gor MiG). Hazza-the-Fox 01:17, November 9, 2011 (UTC) That would be even better! I say we try that... VolteMetalic 09:08, November 9, 2011 (UTC): So MiG is (at last) finally decided? :D Hazza-the-Fox 22:40, November 9, 2011 (UTC) I'd say yes! VolteMetalic 23:32, November 9, 2011 (UTC): Oh, and important thing, how many missiles and bombs it can carry? Hazza-the-Fox 03:27, November 10, 2011 (UTC) If separate ammo- about 1 bomb (it's a pretty big bomb), and 4-6 AA missiles, perhaps. VolteMetalic 11:09, November 10, 2011 (UTC): I would give it two bombs, on on both wing, so they are visible :) And missiles, 6. Will eventually search to give them exact name, but it isnt important right now ;) Hazza-the-Fox 08:49, November 11, 2011 (UTC) No problems- and are these two bombs dropped simultanously (like the old RA2 Harrier- making it have only a single payload) or are they to be stored for two bombing attempts before needing to re-stock? VolteMetalic 11:01, November 11, 2011 (UTC): Simultaneously, or one by another but still during the first run and than MiG will return back to rearm, unless ordered to attack enemy aircrafts with autocannon. Hazza-the-Fox 14:11, November 11, 2011 (UTC) Awesome- sounds good to me! |
Super Hind (being replaced by Hunchback carryall)
- Full Designation: Mil Mi-24S "Super Hind" Attack Helicopter
- Role: Gunship, aerial transport
- Cost: 1800
- Hitpoints; 300
- Damage; 35 (machinegun), 50 (per missile- fired in salvos)
- Range; 5 (machinegun), 5 (missiles)
- Strong against: Most units in general
- Weak against: Anti-aircraft weapons
- Secondary Ability: Disembark Passenger - Max. 12 infantry (its high price warrants it)
- Heroic Upgrade: Rocket Racks - Adds the Super Hind two more rocket racks, increasing its firepower against ground units
- Primary Weaponry: Four rocket racks, eight anti-aircraft missiles
- Secondary Weaponry: Gatling cannon
Discussion |
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Hazza-the-Fox 00:44, November 10, 2011 (UTC) Hmmm, now we are entering new territory by discussing the gunships. (and this stuff is strictlyThe basic idea is that a gunship is a half-way between a stationary aircraft and a jet; it can float in space as long as it wants, and can fire on all targets air or ground. But it does have a finite supply of rockets, forcing it to return to base to re-arm. This is true for both gunships, as it helps make them a dominant unit in most fights (like in real-life), but not the superior as it is restricted to a limited place in the battle. Plus it helps break up the typical 'unit' style function of aircraft, so it's not simply a ground unit that can fly, and cannot join a ball of death with other units. Also, both gunships are rather expensive.Only the Super Hind is the heavier of the two. It carries cluster missiles, which haven't got the range, accuracy, or as good per-missile damage as the Commanche's missiles, but the overall damage is higher, and spread around more, making them perfect for taking out a group, or bombarding multiple structures. Note that the missile attacks are far weaker against structures than the MiG's bombs (and for that matter, vastly weaker than one Kirov bomb). However, these are fairly good against vehicles, and could prove a deadly ambush to a few tanks or supply trucks- unleashing the whole array of 8 tubes (it fires rapidly) could easily destroy a few Maulers closely packed together, or wipe out a convoy of supply trucks. Otherwise, it uses a rapid-fire cannon (or light flak) to splash-damage other ground units, and provide some decent AA as well. This weapon it could arguably use all the time (or at least, much longer than its missiles).Reload however is very slow- slower than the MiG- this prevents it from being strictly a superior option, but a decision whether you want single, rapidly repeated airstrikes of a MiG, or a single, more drawn out attack with a longer down-time to reload.On top of this, it can transport passengers. Only 3 though (so people don't forget about the Flak Raider). A possible consideration is- if the Hind were carrying Pariahs- would it be possilbe for 'deploy' to simply have them tossed out mid-flight without landing? Or perhaps if infantry were parachuted down instead of landed? Or if it gained a heroic upgrade, that meant 'deploy' while empty dropped a bomb?All of these would warrant some discussion, as they may prove a bit contentious and raise a lot of issues- or not. Things like if the weapons may be a little too similar to the Commanche's machinegun/missile pods (one guy felt that way) vs if the gattling gun were to make an appearance in this unit (although it would probably be better in the MYK Dropship now that I think about it). And of course how it picks up and drops units, or what its heroic could be... VolteMetalic11:09, November 10, 2011 (UTC): I see, so like in CnC series and RA1, helicopters must return to airfield. So you will need more airfields to have both MiGs and Hind at your disposal. That can work nicely, just depends on how will the Airfields looks like, but that isnt concern here.For capacity, make it 4.So gunships are capable of engaging all kinds of targets... that can work out just fine, just with Super Hind, it has a missile racks, which are supposed to fire unguided missiles, and AA missile laucnhers (on tip fot he wings). So I want to ask, when attackign ground targets Hind will fire from rocket racks, and when on air from these smaller launchers, which are guided?And, its Comanche, with just one "m" :) For Heroic, there are variosu options. Stronger rockets, guided rockets, door-mounted machine guns, newer gatling cannon, some sort of defensive ability, really with its function it can be pretty much anything. Hazza-the-Fox 09:00, November 11, 2011 (UTC) Ah, yes, but with a slight twist. Unlike the jets, the helicopters do not need an individual landing pad- but they must land on the designated helipad section of the Hangar structure* and re-stock before taking off again *(this is the main aicraft structure for both sides, both of which have helipad sections). However, because the helicopters have to line up and wait their turn (and it takes AGES to re-arm the choppers, unlike the jets), having only one Hangar could slow down the speed the gunship fleet can restock themselves. Engaging targets; Against all ground, the missiles are unguided and not very accurate (what it lacks in accuracy, it makes up for by attacking a fairly broad area); AA missiles I would say definitely should be guided (although I actually don't want them to be that effective against air- or otherwise an air attack may be too difficult). A major downside for both choppers is that they are a bit more vulnerable to AA compared to other air units (a balance for the fact that they are so powerful- so concentrated AA will easily shoo a gunship away- not that it would be hard for the gunship to make a getaway, and wait till the AA units split from the rest of the group- or use the assistance of other units). Yep, those options could all be explored, and I'll remember, one 'm' ;P VolteMetalic 11:01, November 11, 2011 (UTC): Hmmm, not quite sure if it may be possible to distinguish the space for helicopter and aircraft. Also, there might be a problem that Hind will remain on the helipad even after being rearmed while other Hinds will be waiting in the row. What about adding among Defensive structures "Helipad" for both Allies and Soviets? Than make AA missiles weaker :) Even for Comanche, like Comanche's missiles cna be used against aircraft, but it isnt as effective as against vehicles. Otherwise, I agree with it all :) Hazza-the-Fox 14:16, November 11, 2011 (UTC) That's a problem, because I think Generals managed to do this; but I guess a 'Helipad' structure wouldn't be a bad thing to add if it didn't work. Agreed- although I think it should apply to both sides' gunships, making them a more ground-focused unit to give jets a clear opening to function. VolteMetalic 16:42, November 11, 2011 (UTC): Not at all. Actually Generals didnt had anything like this. When they were landing, it was for repairing, but not re-arming. RA3 wasnt made for this, the repairing was done by use of flying repair drones and were rearming in the air. To make it like you want, they will need to be landed on the Airfield. Of course :) Comanche's missiles are not intended agaisnt air units, being it an explanation for their lower damage to air units. Hind has a separate AA missiles launcher, so it is easy to say they are less effective than the "main rockets". Hazza-the-Fox 22:23, November 11, 2011 (UTC) Hmmm, in that case a separate 'helipad' structure (or maybe a 'service bay' structure that repairs/rearms all vehicles, wherever applicable- and comes included with a helipad?) Flying repair drones are also an option. Sounds good. VolteMetalic 00:21, November 12, 2011 (UTC): I think helipad is the better option. I gave the question, waiting for answers. Hazza-the-Fox 04:48, November 13, 2011 (UTC) Agreed. VolteMetalic 09:09, November 13, 2011 (UTC): Also, what might be Heroic? Hazza-the-Fox 20:59, November 13, 2011 (UTC) I'm not sure actually... VolteMetalic 21:37, November 13, 2011 (UTC): Maybe third pair of missile launchers agaisnt ground, to increase the firepower of the Hind? Hazza-the-Fox 11:34, November 14, 2011 (UTC) I'd agree, that sounds most appropriate VolteMetalic 12:08, November 14, 2011 (UTC): Ok, so I think Super Hind is set. Hazza-the-Fox 13:15, November 14, 2011 (UTC) Agreed |
Pioneer Tech Airship
- Full Designation: Pioneer-class Aerial Technical Maintenance and Support Airship
- Role: Mobile all-purpose repair-and-rearming station
- Cost: 2000
- Strong against: N/A
- Weak against: Anti-aircraft weapons
- Abilities: Repair Drones Radius, Gunship Rearm Radius
- Secondary Ability: Detoxification - Launches to the ground a substance which clears the radiation and extinguish napalm
- Heroic Upgrade: N/A
- Primary Weaponry: N/A
- Secondary Weaponry: N/A
Discussion |
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Hazza-the-Fox 01:27, December 8, 2011 (UTC) Ok, I think this is definitely the best option as the Soviet's 3rd Tier 2 aircraft (as they kinda already have a good enough range of offensive craft.Simply it is a smaller airship lined with numerous support pylons, and service platforms that acts as a mobile repair system (possibly able to repair structures)- but mainly focuses on aircraft- wielding a 'repair aura' that starts auto-repairing all nearby aircraft- and can also target friendly gunships (like the Hind) that are very close, and accelerates the rate they replenish their stocks of missiles, allowing them to rearm inside the battle (though it can only do one at a time- and rearms much slower than a support bay does (which would be almost instantaneously by comparisson). It would prove an interesting way to draw fire from the Kirovs (especially if the V5 missiles that did that in the past are now un-targetable).And also prove an interesting 'aggressive' compliment to the forces by allowing them to hold base much closer to the enemy.With that aside, I realized that this airship could possibly fulfill the 'detox' secondary ability the Allied Medic does.Another possibility (though probably unnecessary) is that it collects resources.Another option, as an alternative to attacking structures, is that it does all the features the YR Floating Disk did- powers down a whole base if it can fly over the power plant and drop a cable to it- syphon up resources from the depots, and power down defensive structures, and so on (note that the Tesla Troopers DOES already do most of these things, so there isn't exactly a vacancy in this area).(it would be possible to do most of these things in the same unit- its aura does all the repair work, its secondary does the detox, and the other things would be its 'attacks'
The only remaining question would be whether this thing can actually attack or not. (possibly a light vulcan-type coverage?) VolteMetalic 19:03, December 8, 2011 (UTC): You want to make the most OP unit in the game? :D The simple repair platform, rearm and detox are just enough. It would be unarmed, not able to collect resources and definitely not take the job of Floating Disk. It was OP already in YR, especilally the powerplant thing. And for rearming, it cant rearm only one at the time. It can rearm them all at once, or not completely. In Czech we have nice saying "You cant be on two carnivals with one butt." :) For appearance, I like the platforms which may contain the repairing drones, maybe just aerial ones. Hazza-the-Fox 09:49, December 9, 2011 (UTC) Very good point- in that case, it's strictly a repair/rearm and detox platform.. And funny you mention the repair drones, as I was thinking they would probably be a good design feature too (hence the large support pylons sticking out sideways could possibly be where the drones are suspended during their own maintenance) So in conclusion, it's purely a support air unit that uses drones to repair/rearm nearby air units, and can drop/launch detox cannisters. VolteMetalic 13:00, December 9, 2011 (UTC): Drones in RA3 were constantly moving around the structure till damaged vehicle drive into the radius, than one drone flies to it and starts repairing. But I think this may be possible. Precisely. But when I think about it, Soviets has Pioneer for field rearm of Hinds, but Allies will have to their Comanches to their base to rearm... Hazza-the-Fox 15:18, December 9, 2011 (UTC) It's alright if the drones don't actually ever dock on the Pioneer (though it would look pretty cool)- those 'docking limbs' would purely be aesthetic if that's the case (plus it helps make it look more different to Kirov). That's somewhat the idea- Soviets, lacking stealth gunships and transports that slip in, unload their cargos and slip away; instead get a distinct 'forward base' to re-assert more offensive play style. Keep in mind this unit is going to be very expensive, and take a long time to make. Probably, to be fair, its repair/rearmament drones work much slower than a power support bay's drones (hence why I proposed the idea that it could only rearm one gunship at a time- to tempt players to actually return to base, with one or two gunships returning to the fray faster than others). VolteMetalic 11:45, December 10, 2011 (UTC): Yeah, for aesthetic purpose they can look really cool :) That could work too. But like I said, the gunships will normally rearm too, just damn slow :P Pioneer and airbases accelerate it when nearby. Hazza-the-Fox 13:02, December 10, 2011 (UTC) Yep and yep! On another note I just realized- I think I will make this a manned aircraft that uses repair drones, but is controlled by a human service crew (adds some more artistic flare to have various control rooms and such- if the whole unit were a robot- it would simply be a balloon with a few antennae and some ports for the drones) ;) VolteMetalic 14:06, December 11, 2011 (UTC): Explain? I am lost in what is controlled and what isnt :D Hazza-the-Fox 14:26, December 11, 2011 (UTC) Something like this; the robots repair stuff, but there is a control room built into the Airship manned by people- also, the robots are themselves serviced and maintained by a human crew. VolteMetalic 12:10, December 12, 2011 (UTC): So... the Pioneer is normally controlable, but the drones arent? Hazza-the-Fox 04:25, December 13, 2011 (UTC) Yep! Basically the drones are identical to the repair drones on the support structures, and will repair/rearm your aircraft in much the same fashion. The vehicle itself is just a normal unit that simply carries them along. VolteMetalic 13:50, December 13, 2011 (UTC): Ahh, fine than! And, can it repair a ground vehicles (and ships) too? Hazza-the-Fox 23:02, December 13, 2011 (UTC) Good question that. Maybe not ground? and I think for ships it depends if that Sea Fort will have a 'repair helicopter' or not? VolteMetalic 13:36, December 14, 2011 (UTC): No, no need for repair helicopter for Sea Fort. And Pioneer, repair just aircrafts would be good only for Super Hinds, because MiGs will dont have a time when in combat, as they can rearm and repair on the Hangar, as Pioneer rearms faster only gunships. I would give it the ground repair too. Hazza-the-Fox 22:09, December 14, 2011 (UTC) Don't forget it would also be repairing Kirovs ;) Though you make a good point- that would bring it up to only about two main candidates (though they're both quite substantial for the Soviet player's air presence). VolteMetalic 12:21, December 15, 2011 (UTC): Also MYK. Pretty much, its only abiltiy will be to repair helicopters and airships, so it would be fair to repair vehicles and ships too. But than, it can change little the cocnept of Repair Drones. That there will be only 2 kinds, one which is spawned by Airship Hangar, War Factory, navalyard, Service Bay and Sea Fort, flying drones, and the controlable one build in Service Bay which is spider-like, can change into boat and have abiltiy to fly. This aplies to Allies too. Hazza-the-Fox 12:52, December 15, 2011 (UTC) Could work.. Ok, I reckon we assume it will service all mechanical targets (but prioritize aircraft and perform better at repairing these, than ground targets). VolteMetalic 11:09, December 16, 2011 (UTC): Prioritize... Ok, so Pioneer is settled then :) Hazza-the-Fox 13:39, December 16, 2011 (UTC) Yep! Agreed! |
"Cricket" Siege Hopper
- Full Designation: "Cricket" VTOL Airborne Artillery Walker
- Role: Aerial raiding/skirmishing, artillery support
- Cost: 2000-2500 (Chinese National Subsidy)
- Strong against: Infantry, structures
- Weak against: Aircraft, Anti-Aircraft Weapons, Anti-Armor Weapons
- Secondary Ability: Switch Chopper Mode/Walker Mode - Switches to ground artillery mode, walking slowly but with great range, returns back to aerial form
- Heroic Upgrade: HEAT Shells - Upgrades the howitzer shells with payload to make great damage against vehicles
- Primary Weaponry: 155mm howitzer
- Secondary Weaponry:
Discussion |
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Hazza-the-Fox 10:14, November 26, 2011 (UTC) The Cricket Siege Hopper! Taking the old "Siege Chopper" technology to its finest degree by merging it with a quadrupedal mech.It is built at the Soviet airbase and sent out in its "Chopper Mode", and is armed with some kind of missile launcher (most likely AA) or alternatively, bomb ports- possibly even flak guns. The reason for this is that the chopper should have some purpose while in the air- and as the design it has doesn't quite make room for a standard machinegun, it needs either guided weapons- or something that doesn't need to be guided. Also consider that it wouldn't really have much room for bombs or even a shrapnel-shower weapon (not that this is a bad thing as far as using them goes). Something to consider also is that because it's Walker Mode is a long-distance skirmishing weapon- perhaps it would be most interesting if its airborne weapon offered the opposite- short-range destructive power to tempt players to make a daring assault?Anyway- the Hopper's greatest ability lies in its Walker mode- when it lands, it extends articulated legs that allow the Hopper to walk along the ground, and also act as shock-absorbers for its main gun. Question is, what exactly does this main gun do, as far as impact? Strong against vehicles, infantry- does it do large or smaller spalsh? The answer would lie in what capabilities do the Soviets normally lack, that the likes of a long-range gun compliment best?I also have no idea what the Heroic ability should be... VolteMetalic 21:13, November 26, 2011 (UTC): Hmm... if the Chopper Mode has to have any weapon, I would go with AA missiles, as Super Hind isnt stictly AA, and MiGs may not be around when you need them :)I personally love inaccurate gun artillery which does large boom, even if it dont does a lot of damage :) For the strength, I would say infantry, or structures.Heroic... maybe a payload of the gun. Hazza-the-Fox 23:04, November 26, 2011 (UTC) AgreedInaccurate volley- infantry and structures- sounds good.And I think- Heroic- gives anti-tank damage to its payload (or better yet- nuclear shells) (I made all these things late last night) VolteMetalic 13:44, November 27, 2011 (UTC): Yes, HEAT can be well for the Heroic :) Hazza-the-Fox 03:01, November 28, 2011 (UTC) Excellent- I'd say that settles the Cricket! VolteMetalic 13:00, December 9, 2011 (UTC): How many missiles and racks will Cricket have? |
Crisis Bomber
- Full Designation: Crisis reserve Hazardous Waste Bomber
- Role: Heavy Bomber
- Cost: 2000 (Cuban National Subsidy)
- Strong against: Infantry, vehicles, structures
- Weak against: Aircraft, Anti-Aircraft Weapons
- Secondary Ability: Self-destruct- raining radioactive shrapnel below and a radioactive cloud that damages passing aircraft.
- Heroic Upgrade: Waste Cannisters are replaced with makeshift atomic Warheads.
- National Upgrade: Desolator Pilot. When destroyed (any reason) the pilot will retain the plane's rank and parachute safely down.
- Primary Weaponry: Multiple cannisters of radioactive toxins loaded in bomber bays contaminates large areas.
- Secondary Weaponry: radioactive fragments of plane when self-destructed.
Hazza-the-Fox 09:43, January 6, 2012 (UTC) Here it is! The discussion for Cuba's mystery unit.
Generally, its a more bomber-focused alternative to the MiG, armed with radioactive/toxic cannisters as its primary weapon- it drops several of these as it flies overhead, and aside from doing huge damage to whatever they land directly on, but will rupture open and spill out whatever nasty substances they were containing, coating small patches of the ground they land on in radiation and caustic substances, which does continuos damage to any nearby infantry or structures for a while.
First things first- Heroic- an obvious one; Replaces its caustic cargo with miniature, crude nukes (large explosion that also harms vehicles, with a stronger radioactive fallout)
Secondly, I thought a simple possible solution for seconday (and by no means is this necessarily the best idea,though I think it could be pretty cool)- the plane detonates in the air, showering a large mass of radioactive particles and heavy debris (along with the odd barrel) over the ground below- killing most things beneath and irradiating the area- blocking passage to anything that wants to cross.
Now, for the remaining questions.
- They could simply sit in the fighter runways, but I was thinking a water-bomber version (I believed we considerd before- and definitely considered naval units) would actually be pretty awesome. The only catch is what happens if the map has no water? IF we can figure something out (and I suppose the rationalle that we just make all maps have water *might* be enough, though it's worth a proper list of options and convincing :P), we could work some interesting elements. I also thought of reloading too- and thought it perfect that it can only restock its ammo while water- and is greatly sped up by any nearby Drone Tower or Pioneer Airship. Plus, it allows a bigger unit model than a fighter-sized aircraft.
- Secondary weapons; As the MiG and Hind cover AA, and this is geared more towards bombing (excellent against ground), I'm not really sure this aircraft needs anything else- but we could always discuss options just to be sure.
I think that's all from the top of my head..
VolteMetalic 11:31, January 7, 2012 (UTC): For the primary attack, I agree, also for Heroic. For the sea landing, that cna be possible, but it will require Secondary for it, to switch between "landed" and "flying" modes.
And for the name, I like the most Skunk Bomber :)
Hazza-the-Fox 00:23, January 8, 2012 (UTC) Gotcha. And Skunk sounds like a good call (I just thought of 'Venom Bomber' too- or- with a naval leaning, could be 'Sea Skunk'). Either way, I'll call it Skunk for the post. (forgot about the Cricket- locust was a stupid suggestion of mine)- But I personally think "Venom" is the most wicked name- but Sea Skunk has a nice ring to it as well).
First question is, is it possible to make this aircraft automatically return to the sea and land when it no longer has any move orders in the air? I might have a few ideas for that; We could possibly 'mix' the pathing code for ships, and the AI for return aircraft. By having the skunk always take off into aircraft mode when moving- but place a bouy in the water that it treats as a personal landing base. When the skunk returns to this bouy, the bouy disappears and the skunk switches back into 'boat mode'.
- If the Skunk is ordered to move to another body of water, it places the bouy at the destination and takes off into aircraft mode. Because the player has set both the flight coordinates AND the landing-base position in the same space, the Skunk will simply head to its new 'base' and land- however, setting additional flight information on land will not affect where the 'base' is, but will tell the Skunk to fly there before returning to 'base'.
- If the Skunk is ordered to move onto land, it instead places the bouy on its current take-off position, and the aircraft follows the path you set, after which it returns to 'base' (the bouy).
With that in mind, it could be possible to then have 'deploy' as a spare function- either the aerial self-destruct, or some kind of more subliminal 'mode switch'- it would still remain in water when it lacks pathing orders, but in 'true boat mode' it would simply sail to its destination (keep its flying animation, but skimming the water rather than truly flying), and 'air takeoff mode' where it follows the above pathing. There are advantages for both- the self-destruct mode makes it more versatile as a bomber- while the second potentially allows more versatility as a boat-plane (if we were to decide to give it some clear naval attacks). On the note of this, I think any guns it carries should be short-ish ranged, or again it might overlap the Cricket.
Secondly, I thought of a possible solution to non-naval maps. The standard unit is replaced by an off-screen reserve of these bombers (a special ability contained in the Airship Hangar, perhaps- that costs a bit of money to use (sending in a squadron of these costs 1000-2000 bucks- but opening up a battle lab and advanced lab adds an extra bomber each to the squadron when summoned, maybe).
VolteMetalic 10:43, January 14, 2012 (UTC): No, this cant work. The aircraft can land only when ordered by Secondary or on building, not on the "buoy". Which cant be made by just clicking on piece of water. It is possible for it to land on water, but only by Secondary. No other way.
Hazza-the-Fox 02:42, January 15, 2012 (UTC) Hmmm, is it possible to have a naval unit deploy into an airbase or a drone carrier-type unit (or structure if possible) and back into a unit with the secondary key?
If so, then perhaps the Skunk must be a strict 'boat' that deploys into such a stationary carrier/structure (disguised as bouy), with a "skunk aircraft" sitting on top? So the "TRUE" skunk is always the boat/bouy, while the aircraft in aircraft mode is simply a 'drone' stored inside. The only downfall if this were possible is whether it would be possible to make the skunk 'base' (now a bouy) indestructible in this mode, but its life dependent on the 'drone/aircraft skunk' on top- so if the 'drone' dies, the bouy dies too. Similarly true for selection (selecting either simply selects the aircraft, and 'deploying' recalls the aircraft to the 'boat'. Thus, the 'base' for the aircraft will always be where the REAL skunk REALLY is, and the only way to pick a new base is to simply sail to a new position in 'boat form' (unless deploying over water allowed the 'base' to teleport below the 'aircraft's location- not that this is necessary).
So ultimately, code-wise, the Skunk is strictly a boat, that can deploy into either a
- A 'drone carrier' that launches a 'skunk drone'
- Ideally, a naval-based airbase structure, with a fully controlable VTOL Skunk aircraft.
Because I think that is an important element, that it is a STOL-type attacker that does 'drive by attacks' (or else it would be too similar to the Kirov, Atlas or Cricket- and besides, the Soviets don't have any STOL/VTOL bombers aside from the MiG)
VolteMetalic 13:48, January 15, 2012 (UTC): No, I doubt it. Why you must always makes things so complicated? :D
If you want a STOL bomber, make him so. No need to make him an independent aircraft.
Hazza-the-Fox 15:02, January 15, 2012 (UTC) Why not? Surely it would be the same code in itself- unless transforming into a Drone ship or special Airbase structure is where the problem resides (technically it would be the same as Celestial Haven).
The downside of the standard STOL is that Soviets would need to use the little fighter runways- meaning the Skunk would need a smaller, more compacted model; while the open seas allow something a little bigger ;).
VolteMetalic 09:06, January 16, 2012 (UTC): No. You asked if it could be that the health of it can depend on the "drone", not the "buoy" which is Skunk in fact. Like this it cant work.
It would be simply larger than MiG, it could be just a modifyied civilian plane to carry the toxic canisters. Nothing too fancy :)
Hazza-the-Fox 08:43, January 17, 2012 (UTC) What if the 'aircraft' were glued onto the 'bouy' in 'boat mode', and was the only targetable part- but is constantly riding the back of the bouy?
Ah well- Hangar it is- though it WILL look a bit silly there :/
VolteMetalic 10:36, January 17, 2012 (UTC): What it will do?
Hazza-the-Fox 14:21, January 17, 2012 (UTC) Not sure what you are asking-
VolteMetalic 08:10, January 18, 2012 (UTC): What will it do, as how you described it earlier made no sense for me.
Hazza-the-Fox 00:17, January 19, 2012 (UTC) No problem; It's basically a hit-and-run medium/heavy bomber that flies like the STOL and jets.
It sprinkles lots of bombs on any enemy targets it flies over, including a lot of radioactive cannisters.
Second ability and model-type would depend on whether it were runway-based or water-based.
- NOW- were it a typical runway craft, it would need a model about the same size as the mig- (implying its more a fighter-bomber)- but the upside is that it would leave its secondary open for a 'forced drop' attack- which could be either
- (starts emptying out its bombs regardless of enemies to make radiation patches on the open ground-
- It drops smaller bombs in normal mode, and releases a larger, better bomb as its secondary-
- It drops ordinary cluster bombs in normal mode, but drops a shower of heavily radioactive cannisters as its secondary
- In the same vein, simply switches between explosive and toxic munitions (like the Mortar)
- The most extreme and spectacular- It explodes mid-air, showering shrapnel, radioactive cannisters, and a lot of other nasty stuff on the enemy below
- The sea-craft version it would toggle into a floating craft and skim around on the water as its secondary- but sadly the 'return to base' dependency for the water (or the bouys) wasn't possible. The upside to that would have been a larger model, if we wanted. Another downside are maps that have no water. The only option I have left is that it spawns as a fighter from the naval shipyard on its own personal airbase (non-controllable invisible carrier ship) which actually automatically tries to follow the plane around wherever it goes- so if the plane goes deeper into the sea, the carrier is simply right underneath it at all times- but when it goes inland, the carrier tries its best to find the closest part of water it can reach- once the plane has finished its run, it goes back to wherever the 'carrier' is.
- The remaining option is that Cuba also gains a new Airbase for the Skunk (a slightly wider runway).
VolteMetalic 08:53, January 19, 2012 (UTC): For the point 2), totally impossible. The option 1), I would say that it has as primary weapon the toxic canister bombs, and as secondary I like the self-destruct, which covers the ground underneath radiated by the toxic waste, but also AIR, making a real wall of radiation. Any air unit which will fly through the clouds will be damaged too.
Hazza-the-Fox 11:10, January 19, 2012 (UTC) Oh yeah! Very good call! So it sprinkles toxic cannister bombs as normal, and as a secondary detonates in the air, leaving a radioactive cloud that can quickly destroy any aircraft that flies through (might as well- as aircraft simply must be made to maneuver around it, it could stall enemy kirovs, and discourage players from making bomb runs!), while also contaminating the ground below with falling radioactive debris (perhaps it also rains radioactive dust- like a nuclear explosion?)!
That was straightforward enough- oh, forgot to mention- should we go with option 1 (Skunk uses the standard airbase) or option 3 (Skunk gets own custom airbase structure- and thus accomodate a larger plane model). Both ways, the Skunk would use the exact same abilities. Also keep in mind if the Skunk becomes a bit *too* powerful, option 3 might actually prove practical. Of course, the downside is that with no extra space in the normal 'buildings' tab, it would need to be either;
- Replace the standard Airship Hangar with a special Cuban version with much larger, wider runways; which can (or cannot) still accomodate MiGs- but mean the structure is way larger- or has fewer runways to make room (2 instead of 3).
- Make this alternate airbase an armory-structure using the unused space reserved for the Vietnamese Fallout Fort. The problem is- this time even I can't come up with a logical reason that this would be considered an 'armory' structure, even compared to the 'Service Tower' structures :P
VolteMetalic 18:11, January 20, 2012 (UTC): Yeah, something like that. An radioactive wall incarnated :D
I think first, that Skunk is on noral airbase. :)
Hazza-the-Fox 23:20, January 20, 2012 (UTC)Damn straight
No probs- I'll see what I can come up with.
VolteMetalic 17:47, January 21, 2012 (UTC): Ok :)
Kirov Airship
- Full Designation: Kirov-class Heavy Bombardment Airship
- Role: Aerial siege and bombardment
- Cost: 2000-2500
- Hitpoints; 2000
- Damage; 250
- Range; 1.5
- Strong against: Buildings, ships, subs, slow ground vehicles
- Weak against: Anti-aircraft weapons, aircrafts
- Secondary Ability: Lockdown Signal
- Heroic Upgrade: Nuclear Bombs - Replaces Kirov's armament with mini nuclear bombs
- Primary Weaponry: Racks of 5-tonne bombs
- Secondary Weaponry: N/A
Discussion |
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Hazza-the-Fox 13:21, November 24, 2011 (UTC) The Kirov is like the traditional Red Alert 2/3 jobs, only with slightly increased speed and slightly reduced armor (no particular change- merely speeding up the conclusion of air combat, so these things move faster than a snail's pace, but don't take as long to bring down- ultimately they are functionally the same).They drop bombs the moment an enemy unit passes below, without needing to be instructed to attack.Their secondary ability (Lockdown) I thought would be an interesting twist; instead of a movement burst or a better bomb for itself- what THESE kirovs do is actually target an enemy unit (or group of units) and slow them down to a crawl, so it can catch up to them to drop its bombs- preventing them from escaping. Thus, it serves a purpose of taking out mobile targets as well as structures, and could actually help take part in naval battles, or even land battles! The Kirov can use this ability with moderate frequency.Heroic- EMP bombs are an option (though the MiG already has these), nuclear bombs are another, or even toxic-waste bombs- that leave radioactive residue, but lack the atomic explosive power of a real nuke. The choices are quite substantial for this monstrous unit! VolteMetalic 20:10, November 24, 2011 (UTC): The thing with auto-fire when enemy is passing, that wont be made as you want, but it isnt problem. It is depending on mode you chooses (aggressive, pursuiting, hold position and no fire).How actually the Lockdown works, or how Kirov performs it?EMP, no, as you said MiG already has that. Nuclear, Toxic-waste are options, but another one is Tesla bombs, electrifying the area. My call is between Nuclear and Tesla. Hazza-the-Fox 23:13, November 24, 2011 (UTC) In that case, all the better!"Lockdown" is some kind of energy weapon- with technology either as a gigantic microwave transmitter (like the ones used against Somali pirates), or a gigantic long-range magnet that only affects vehicles and ships. It could work two slightly different ways
I think option 1 is the best. It's more practical and also a lot less overpowered. The idea is the Kirov's one great weakness is that it simply has no chance of catching up to an enemy unit and bombing it, as opposed to structures (which don't move). So, instead of getting a gigantic acceleration, it slows down its victim so even the kirov itself could outrun it and bomb it accordingly! And I agree on heroic- I was thinking somewhere between atomic bombs or nuclear waste bombs myself. VolteMetalic 00:07, November 25, 2011 (UTC): Hmm... what about the EMP pulses? No, it will stop them completely... maybe just that magnetic weapon? With the scenarion #1 Kirov can has some sort of projector which will be constantly locked on the enmy vehicle, slowing it down. But if it will be constantly locked to it, how can Kirov attack it when he cant move? Hazza-the-Fox 04:33, November 25, 2011 (UTC) Magnetism it is then. Only the targeted vehicle is locked down; The Kirov will still be able to move. Either:
VolteMetalic 13:11, November 25, 2011 (UTC): Yes, thats right. I am not sure if I can remember any case of something similar like that, but I think it may be possible (the first option) But Heroic, hmm.... Hazza-the-Fox 14:02, November 25, 2011 (UTC) It hopefully won't be too hard to pull off that ability. And heroic is a tough one- VolteMetalic 15:28, November 25, 2011 (UTC): Yeah. My brother thinks nuclear bombs may be the best Heroic. Hazza-the-Fox 00:28, November 26, 2011 (UTC) I thought about it and I agree- for a Tier 3 unit- let alone a Kirov to get to heroic, it might as well be something big! VolteMetalic 03:25, November 26, 2011 (UTC): Yes! So kirov is decided :) Hazza-the-Fox 03:47, November 26, 2011 (UTC) Yep! |
MYK Dropship (to be replaced by Hunchback Carryall)
- Full Designation: Mil-Yakolev-Kamov MYK-32 Dropship
- Role: VTOL Mass-transport (or alternatively, single-vehicle Carryall depending on the Hind)
- Cost: 2000
- Hitpoints; 1000
- Damage; NA-
- Range;NA
- Strong against: Light infantry
- Weak against: Anti-aircraft weapons
- Secondary Ability: Disembark Passenger - Max. 20 infantry, 10 heavy infantry/drones, 4 vehicles, 2 larger vehicles or 1 heavy vehicle
- Heroic Upgrade: Weapon Upgrade - Upgrades MYK's machine guns with heavier variants and adds a pair of small flak cannons
- Primary Weaponry: Four .50 caliber machine guns
- Secondary Weaponry: N/A
Discussion |
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Hazza-the-Fox 03:58, October 27, 2011 (UTC)Hazza-the-Fox: Finally back in action! Took me a while to figure out the best function of this unit (a Carryall/airlifter that picks up a single vehicle with its claws, or basically a massive, flying amphibious transport, with a carraige/cargo bay- and decided the latter one is the best- simply put the capacity to lift only one unit won't help much, while placing a small squad of Maulers- or possibly a massive horde of conscripts- could be devastating! So far I can't think of any weapons that would really help it (although acting as a huge flying fortress bristling with guns could possibly work). Its actual capacity would be smaller than the RA2 hover-transports, but still larger than anything else by a huge margin.Any thoughts? VolteMetalic 08:35, October 27, 2011 (UTC): First of all, welcome! :) For the unit, "Yak", or better said "YaK", is callsign of another Russian aircraft manufacturer, Yakolev :)For the unit, I have nothing to against it. In RA3 Twinblade has the exact job, only that it can also fight. Imagine a Mi-24 Hind with two rotors and hook to transport tanks under itself :P But I am not sure, it can transport single vehicle, or group of infantry, not both at once? Hazza-the-Fox 10:47, October 27, 2011 (UTC)Hazza-the-Fox Hehe, that could be perfectly fine having a third aircraft manufacturer name (I mixed the Mil and Ka labels to imply some kind of gigantic collaborative project (plus on the concept art I was thinking of even adding a few Aeroflut badges to it)); For design I'm angling for mixing a few of the larger Kamov VTOL dual-rotor transports and the Halo together, with a few stranger twists. Function wise, something like the twinblade- only it carries an extremely large supply of units, making it an alternative to the Kirov Airships as something enemies would really try to keep away. I think for simplicity it should carry any combination of units the same way amphibious transports do- any combination so long as the units can fit in the space. The only difference is that the Dropship can't hold quite as many (for balance reasons- just enough so that it could drop enough units in an enemy base to be a worry- but not enough to be an obvious replacement for other transports). VolteMetalic 15:32, October 27, 2011 (UTC): Hmm... so in theory, it can transport 8 Conscripts, just as well as 8 Maulers? For the name, if it is a multi-corporation project, using the prefixices of all of them would be not fitting. MKY, or a conmbination of these like MYK. It would be something... unified, like in Russian "heavy cargo/transporting helicopter" or something. Hazza-the-Fox 03:15, October 28, 2011 (UTC)Hazza-the-Fox Something like perhaps 4-6 maulers/ 8-16 conscripts/1 Devastator or Nuke Truck. And good call for the name- MKY or MYK is definitely better. VolteMetalic 11:22, October 28, 2011 (UTC): Thats quite a lot of Maulers and Conscripts. And you dont have to write your name after putting "Signature". :) These "waves" do it already :D Hazza-the-Fox 14:10, October 28, 2011 (UTC) I see; on that note, I may need some help knowing the exact procedures to make duplicates of these unit entries (I just copied and pasted the existing ones- with not quite as much success; and of course, whether the signature comes at the start or not; On another note, I'll probably need to set up some in the infantry sections to talk over concept art details VolteMetalic 17:53, October 28, 2011 (UTC): What do you mean? Sure, go ahead :) Hazza-the-Fox 07:22, November 1, 2011 (UTC) Never Mind, got it working! VolteMetalic 11:40, November 1, 2011 (UTC): Than, what might be its name, when it is MYK product? Hazza-the-Fox 23:06, November 1, 2011 (UTC) Hmm, I guess MYK Dropship? VolteMetalic 00:09, November 2, 2011 (UTC): ... Yes, that is an option :) Also, i presume that it replaces Kamov, right? Hazza-the-Fox 03:12, November 2, 2011 (UTC) Yep! VolteMetalic 11:10, November 4, 2011 (UTC): And the weaponry? And how many it can actually carry? Hazza-the-Fox 03:52, November 7, 2011 (UTC) I think an initial form it should be unarmed; but could be upgraded to carry a suite of heavy guns (maybe large-ish caliber flak?) As for carrying capacity; not sure on the specifics; but it should be a lot less than an amphibious transport (say, half, or 3/5s); but several times larger than any other transport. And function-wise it is essentially identical to an amphibious transport, in that all infantry and vehicles can fit inside, and some take up more room than others). VolteMetalic 08:14, November 7, 2011 (UTC): Upgrade, that means as a normal upgrade? Like in ZH Capture Building? :P Well, we can agree on that Devastator, Nuke Truck and Grinder-Magnetron and Mastermind can be carried only one. V5... maybe also one, or two. Tesla Tank also two. Mauler and Flak Raider, MYK can take three at once. For infantry... 15? And Terror Drones are counted as infantry, or not being transported. What do you think of this? Hazza-the-Fox 11:24, November 7, 2011 (UTC) I'd agree- especially with the larger units- but the smaller ones I might increase an extra 25% (4 Maulers, 20 conscripts or 10 heavier infantry/terror drones). While the hover transport would carry probably two, three times that amount (it's a gigantic payload, but as the hover transport only exists for the sole purpose of ferrying ground forces across a small space of water separating enemy bases in a couple of maps- it might as well give its money's worth I say). VolteMetalic 13:26, November 7, 2011 (UTC): Ok, so like this.20 light infantry, 10 heavy infantry/terror drones, 4 light vehicles, 2 medium vehicles and 1 heavy vehicle. For hovercraft, I think that twice the MYK's capacity is maximum. 60 Conscripts or 12 Maulers sounds too hilarious for me :P It is already very high (even RA3 Paradox makes Soviet truck capable of carrying only 15 infantry (no Tesla Troopers), and it is the highest capacity I remember right now). Hazza-the-Fox 20:59, November 7, 2011 (UTC) Yep! Agreed- double capacity should be enough for Hovercraft (though keep in mind the two hovercraft are out of scale- and in real life are both as large as frigates)! VolteMetalic 22:08, November 7, 2011 (UTC): Sure thing :) Ok, so now to the weapons, what it might posses, after the upgrade, and how many? And, than what would be its heroic? Hazza-the-Fox 01:34, November 8, 2011 (UTC) Erm, I'm not sure actually! I think perhaps it starts off (no upgrade) with a few light machineguns (AA and anti-ground) to pepper any foes with. These upgrade at heroic to a nastier array of cannon, flak launchers, howitzers and large-caliber machineguns, becoming a flying fortress of sorts. An upgrade could alternateviely be some kind of 'ground clearer mines'- which it only uses upon making a descent. It shoots out many bombs at very short range at nearby enemies, causing huge splash (obviously, with no enemies around, no bombs would fire- to avoid a rather annoying problem of landing in your own base). These bombs have nothing on those the MiG uses- let alone what the Kirov drops! But they can tenderize the landing zone, along with the welcoming party! VolteMetalic 08:40, November 8, 2011 (UTC): Moment, so how does it gain the array of weapons? And machine guns/miniguns sounds good, but the cannon, flak launchers and howitzers are just too large for it :D Yes, I fully understand. It is a support for deploying units, spraying enemies around, confsing them while the welcoming party deplyos and start the party! XD Hazza-the-Fox 12:11, November 8, 2011 (UTC) Ok, I think I got it sorted out nicely. It DOES start off armed- but these guns are wimpy light machineguns that can attack multiple targets (only greatly effective from the air). At Heroic level, it gains a few meaner guns (if you reckon cannon/artillery is too extreme, I'd probably opt for mid-sized heavy-ish rapid-firing guns). And exactly! Celebrations start with a few dazzling pyrotechnics! (and stunning enemies makes the landing even more effective)! VolteMetalic 18:35, November 8, 2011 (UTC): Ok, so the light machine guns at the start, and on heroic heavy or a small flak cannons. Yes, that can work out, just need to sort out how many fireport will be there, and how many heroic weapons ratio will be (like in total 6, so 4 heavy MGs and 2 flaks). And as purchaseable upgrade it will ahve that "flak barrage" when landing, yes? XDDD Yes, exactly my thought! Hazza-the-Fox 01:14, November 9, 2011 (UTC) YES! Exactly what I was thinking, every point! So yes, it starts with a few light machineguns (about 4) that do reasonable damage, to the point where having this aircraft around might be a problem for enemies or strong enough to focus-fire and win 1-on-1 most units (mostly because this vehicle has a lot of armor)- but is not a Kirov-scale emergency by any means- their main strength is that they can fire on 4 enemies at once). At Heroic, it gets autocannon and some small flak guns, and it becomes something a lot more menacing, requiring quite a bit of firepower to bring down and will probably tear up many light targets (and possibly take out a heavy unit by force-firing). And yes- the 'landing barriage' (flak, missiles or cluster-bombs- either will do) is a purchasable upgrade. VolteMetalic 09:08, November 9, 2011 (UTC): Ok, so it will have 4 machine guns, and when Heroic 2 autocannons and 2 flak cannons, or 4 autocannons and 2 flak cannons? You may add this upgrade for "flak barrage" to the Upgrade section box. Hazza-the-Fox 22:38, November 9, 2011 (UTC) Tough call actually; will have to think about that; VolteMetalic 23:32, November 9, 2011 (UTC): Ok, we have time. Hazza-the-Fox 03:36, November 10, 2011 (UTC) So, we have the option of a "Shrapnel shower" attack (I was thinking as a flak alt-fire for some heavier units), where before descending, it shoots out a literal shower of falling bits of shrapnel to saturate the area directly below- it doesn't aim for enemies, but merely fires a huge splash radius if the enemies are close enough to its landing position. Or a constant stream of gunfire that attacks any units at short range as it starts to descend. And those are only two possible options. VolteMetalic 11:09, November 10, 2011 (UTC): The shrapnel shower is upgrade. But I am asking for the weapons it will have :D Normally it has 4 machine guns, but when becomes Heroic, it will have 2 flak cannons, but question is if it will have 2 or 4 heavy machine guns. :) Hazza-the-Fox 09:02, November 11, 2011 (UTC) Definitely add the 2 Flaks on top of the 4 upgraded HMGs for the heroic upgrade (a total of 6 guns)- I think for a transport unit to have done THIS well (or alternatively, for the player to successfully steal airbase tech 3 times), it deserves a good upgrade! VolteMetalic 11:01, November 11, 2011 (UTC): Ok, I added. So i guess that now it is all :) Hazza-the-Fox 14:12, November 11, 2011 (UTC) Agreed! |
Ships
Supply Ship | Zubr Hovercraft | Sea Reaper |
Typhoon Attack Sub | Junker | Giant Squid |
Dreadnought | Control Ship | |
N/A |
Sea Reaper
- Full Designation: Sea Reaper-class Destroyer
- Role: All-purpose destroyer
- Cost: 1800
- Hitpoints; 500
- Damage; 35 (cannon), 50 (anti-sub), 20x2 (twin flak AA)
- Range; 12 (cannon), 8 (depth charge), 12 (air)
- Strong against: Submarines, aircraft, lighter ships, shore targets
- Weak against: Heavier naval units, superior numbers
- Abilities: Sonar Detection
- Secondary Ability: Depth Charge Barrage - Sends several depth charges around Sea Reaper, damaging everything (even Sea Reaper) nearby (ships and subs alike)
- Heroic Upgrade: Increased Firepower - Replaces the main gun for double-barreled gun and adds another pair of barrels to the depth charge mortar
- Primary Weaponry: 200mm naval cannon
- Secondary Weaponry: Two 110mm flak cannons, twin-barreled depth charge mortar
Discussion |
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Hazza-the-Fox 07:06, November 22, 2011 (UTC) Basically, the Sea Reaper is the jack-of-all-trades destroyer; equally good against anything and everything it encounters, yet not overwhelmingly a counter-unit to anything in particular compared to more specialist units (except air). It carries sub-detecting sonar systems.
No idea what its heroic bonus is- although unlike the Battlecruiser, the idea of enhancing the Sea-Reaper's naval combat and/or anti-sub abilities is NOT out of the question! Similarly, the special ability could afford to give the Sea Reaper a boost against ships- or better yet, SUBS. So I think the Sea Reaper's secondary ability should probably be some sub-killer depth-charge, that it simply rolls overboard from the deck of the ship- meaning it has to be floating over an enemy sub. So perhaps the secondary ability rolls a sub-killer mega-depth charge overboard, and the Heroic gives it an enhanced gun (or perhaps a second turret, somewhere). VolteMetalic 10:18, November 22, 2011 (UTC): I see, I see. I really like this ship for its conventional armament :) ... hmm...the Heroic is not as hard as with Battlecruiser, as this ship is good for everything. So we will discuss the Secondary first, than the Heroic. A depth charge which floats to enemy, its not very good. The sub will ahve enough time to escape... RA3 Stingray, a Soviet basic naval unit, had Secondary to electrify the surrounding area with electricity... here it cant be used. Maybe... Sea Repaer is sonar detector, right (I have idea related to this)? That it can detect submerged units, hmm? Hmm... actually, how they can detect them. In RA3 it is different than in RA2. In "world" the submerged untis are visible, only hardly and they are invisible on mini-map, not that they are totally invisible for naked eye... unless, all untis which can submerge can be truly "invisible", and detectors are the only ones who cna find them, unless they are attacking. Hazza-the-Fox 10:38, November 22, 2011 (UTC) Cool. No the charges don't float to the enemy! They sink. The Sea Reaper's depth charges are actually just a melee attack for the ship- if its directly above a sub and it deploys, the charges sink quickly and do high splash damage, whether they hit a sub or not. I think it would be best if the subs were invisible to all but detectors (but the detectors have a long sight range), and then they become barely-visible under the waves. It opens up more opportunities for a sneak attack! VolteMetalic 11:14, November 22, 2011 (UTC): I see, so something simialr to Stingray's Tesla Discharge, just uses depth charges and damages submariens as well. That can work well :) So it can detect subs? The ships will be invisible and submerged. Detector ship (Avenger) reveals their location, but as they are underwater they are safe from most ships. It is still question if the sub will be visible on minimap after detector finds it. Hazza-the-Fox 12:07, November 22, 2011 (UTC) Yep! And yes it can detect subs. And correct- subs are only visible to detectors, and even while detected, can only be attacked by certain units. And that is a good question. Obviously it doesn't appear on the map when it is not detected. Not sure otherwise- the detector would logically put it on the map if it noticed it I guess VolteMetalic 13:03, November 22, 2011 (UTC): No, I meant it code-wise :D But now I realized it wont be a problem. This is the problem. The detector will find that underwater is sub, but on minimap it will dont show up, unless the Dolphin's secondary, which will make the subs visible, but also attackable by anything (even bombers or infantry). In Paradox for example, some of the ships has abiltiy to force submarines to resurface, thus revealing them on minimap. Hazza-the-Fox 02:57, November 23, 2011 (UTC) Ok, radar invisible unless detected. But I think that all submerged units should only be attackable by either fellow submerged units, or by anti-sub depth-charges. Similarly, depth-charges cannot be used against enemies on the surface. So if a submarine were to to rise to the surface, it could be attacked as a normal ship. VolteMetalic 10:04, November 23, 2011 (UTC): That wont be a problem. So Secondary is that "depth charge drop", dropping them right below to damage all enemy ships and subs around Sea Reaper? Heroic is still a good question... Hazza-the-Fox 10:41, November 23, 2011 (UTC) Exactly (although it only harms subs around the Sea Reaper- and to a small extent, organics) And still Heroic to consider... VolteMetalic 12:11, November 23, 2011 (UTC): That dont ameks sense, especially when Allies has only one sub, which isnt exactly a main fighter. And depth charges can damage ships just as well. Hazza-the-Fox 23:59, November 23, 2011 (UTC) Good point (although I would point out that the Allied sub is quite dangerous against ships- just nowhere near as much as the Typhoon- plus they have the dolphin). VolteMetalic 01:29, November 24, 2011 (UTC): Yeah, but still Trident is not a main fighter :) And Dolphin... yeah, thats true. But still the standard all-damage can be made. Hazza-the-Fox 03:20, November 24, 2011 (UTC) Hmmm- so, the question is how does it get both surface and underwater targets? Perhaps it rolls out a mine over the front- it floats a bit (hitting ships), then if it doesn't hit anything, it sinks (hitting subs)? VolteMetalic 11:43, November 24, 2011 (UTC): Depth charges works that they detonate and smashes the submarine with the shock wave, not the explosion at all. Same can goes to ships, they can be hit by the shock waves into the vulnerable bottom which is underwater. I dont see it as any major problem. Hazza-the-Fox 13:00, November 24, 2011 (UTC) No probs- do they damage the Sea Reaper? (actually, that might not be a bad idea- at least if there are any enemy surface-ships close by- otherwise, it could damage only the subs below). I think for organics, they should be physically pushed back by the attack- but damaged only mildly (because as much as a counter to these units is welcome- the fact is something too good would take away the need to make them, of course) Also, the ability should take a while to recharge. VolteMetalic 20:10, November 24, 2011 (UTC): Yes, that can be a good idea that Sea Reaper is also damaged, a great double-edge-sword ability :D For organic targets, also agree, along with damage. And long recharge is also in place. Question is how will Sea Reapaer perform it? Hazza-the-Fox 23:16, November 24, 2011 (UTC) I think the Sea Reaper could perform it simply by rolling a few mines off its flanks (perhaps the Flak decks, behind where the life-rafts are). If there are ships nearby, the mines exlpode all at once, making a huge water shockwave that emits around the Sea Reaper (which rocks about accordingly- and does damage). If there aren't, the mines sink quickly, and hit any subs below- causing a slightly different shockwave that only harms submerged units. VolteMetalic 00:07, November 25, 2011 (UTC): I meant that it will detonate right after reaching the "maximum range", damaging both ships and subs at once. Will be simplier to code, and will encourage you to not push the button unless there are REALLY enemies :D Hazza-the-Fox 04:26, November 25, 2011 (UTC) Ah, so you mean it just drops an inactive mine into the water, flees the scene, and hits the detonator? Even better! A bit more micro for a good reward! VolteMetalic 13:12, November 25, 2011 (UTC): Not exactly, as if Sea Reaper will move he will drive into the mines and receives more damage. It is more of a "sacrifice" strike, where you will lose some health on your unit to take more damage from enemy. :) Hazza-the-Fox 13:54, November 25, 2011 (UTC) I reckon it could do both- if a player can't quite pull off the maneuver right, then it's a sacrficie strike- but with the right micro, it's a hit and run? VolteMetalic 15:28, November 25, 2011 (UTC): Hmm... I agree!!! Hazza-the-Fox 00:00, November 26, 2011 (UTC) Awesome! VolteMetalic 03:25, November 26, 2011 (UTC): Ok, and now Heroic. Hazza-the-Fox 03:46, November 26, 2011 (UTC) Definitely. And enhanced combat gun should be good I think; it's already good now against close threats, fairly good vs subs and air, and can fend away squid and dolphins; I think for this ship to have survived for so long it definitely deserves a beefier main cannon to hold off against Allied Destroyers; perhaps it upgrades to a proper high-damage heavy cannon/howitzer/siege gun? Possibly a few extra barrels on its depth-charge mortar too. VolteMetalic 21:13, November 26, 2011 (UTC): Yeah, a new turret sounds good, maybe double-barreled. And another barrel for the mortar can also work out. Hazza-the-Fox 22:56, November 26, 2011 (UTC) I agree- definitely things like this! Double barreled could work nicely- and I'd say even double the two barrels on the mortar! VolteMetalic 13:44, November 27, 2011 (UTC): So four-barreled mortar? :P Great! |
Typhoon Attack Sub
- Full Designation: Typhoon-class Attack Submarine
- Role: Anti-shipping submarine
- Cost: 2000
- Hitpoints; 600
- Damage; 100 (standard torpedos)
- Range; 7
- Strong against: Ships, other submarines
- Weak against: Anti-sub units, dolphins and squids
- Abilities: Submerged
- Secondary Ability: Shark Torpedo - Typhoon launches powerful torpedoes which track the targets and makes huge explosion, damaging everything in the close vicinity
- Heroic Upgrade: Experienced Crew - Typhoon now launches four torpedoes instead of two
- Primary Weaponry: Six torpedo tubes
- Secondary Weaponry: N/A
Discussion |
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Hazza-the-Fox 07:06, November 22, 2011 (UTC) The typhoon is much like its RA2 predescessor- its only major difference is that it stores a mega-torpedo.This torpedo could either be a homing torpedo, or like in Red Alert 3, shoot in a straight line and hit whatever happens to be in the way. Alternatively, it could be a cluster-torpedo that spreads out a volley for damaging lots of units in an area at a time (potentially useful against squid and dolphins- although we don't want it too strong against either).Thoughts? VolteMetalic 10:18, November 22, 2011 (UTC): The name of this mega-torpedo might be like "Big Shark Torpedo" or just "Shark Torpedo". it cna be homing, and when it hits the target it will make HUGE explosion, damaging quite a lot around the targeted ship (but despite this, it isnt a one-hit-KO strike, not for T2-T3 ships. To make it different from RA3 Akula :) Also, you can target with it only units or structures, simply only enemies, you cant launch it wherever you want. Hazza-the-Fox 10:48, November 22, 2011 (UTC) Sounds good- Also, a crazy idea came to mind; Should the torpedo be targetable by enemy anti-sub units (As a sort of handicap-yet-potential-decoy- like the V5 missiles are against enemy AA to stop them shooting the Kirovs)? Keeping in mind there would not be much time for anti-sub units to take it out anyway, so it won't be that much of a handicap- unless it were really long-ranged, and the Typhoons had to choose between firing these "Sharks" from a safe distance with a low chance of scoring a hit- or getting in closer... VolteMetalic 11:14, November 22, 2011 (UTC): Yes, it sounds like a good idea, but there is not a certain thing if it is even possible to make the missiles targetable (like V5 targetable for Patriots or Avengers). Will have to ask that. Hazza-the-Fox 12:05, November 22, 2011 (UTC) Cool- there could be ways around it- after all, it is essentially creating a 'suicide submarine' in the style of a drone carriers' drone, in some sense. VolteMetalic 13:03, November 22, 2011 (UTC): Yeah, but the "drone" is actual unit, which acts as classic unit. Missiles are acting different, not like unit. But I will ask that. Hazza-the-Fox 02:53, November 23, 2011 (UTC) Are you sure? What about the V4/V5 missiles? VolteMetalic 10:04, November 23, 2011 (UTC): Thats the problem I am talking about. I am really not sure if this is truly possible. Hazza-the-Fox 10:40, November 23, 2011 (UTC) That V4/5 missiles can't be shot at? VolteMetalic 12:11, November 23, 2011 (UTC): Yes, i am not sure if V4/5 can be shot down. Oh, and what may be the Heroic? In paradox Akula Sub has deck gun. Just a note. Hazza-the-Fox 23:57, November 23, 2011 (UTC) I think the Typhoon would be stronger below water with its huge torpedos anyway; I think the best answer is that perhaps it has some kind of 'cluster torpedo' that split off just before reaching one target to instead hit multiple targets? VolteMetalic 01:29, November 24, 2011 (UTC): Or... it cna launch more torpedoes at once. Normally I can guess that even it has 6 launchers, it will fire just from two, hmm? So what about expanding it to 4, as the crew is more experienced and now capable of safely loading and firing more torpedoes at once with guarantee of hit? Hazza-the-Fox 03:19, November 24, 2011 (UTC) That could work too! (and make a lot more sense) VolteMetalic 11:43, November 24, 2011 (UTC): Ok, so Typhoon is settled I guess. Hazza-the-Fox 12:57, November 24, 2011 (UTC) Yep! |
Giant Squid
- Full Designation: Mind-Controlled Genetically-Enhanced Mega-Architeuthis
- Role: Stealth anti-ship 'agent'
- Cost: 2200
- Hitpoints; 700
- Damage; 30 (vs boats, subs), insta-kill for organic units
- Range; 1.8
- Strong against: Anything in the water
- Weak against: Being spotted before it attacks, dolphins
- Secondary Ability: Ink Escape - Automatically flees to the shipyard, spraying ink away. Making squid invincible, slows down enemy ships
- Heroic Upgrade: N/A
- Primary Weaponry: Massive tentacles with serrated hooks
- Secondary Weaponry: Ink glands
Discussion |
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Hazza-the-Fox 01:45, November 8, 2011 (UTC)The Giant Squid (in this case, a Giant-Giant-Squid as large as a small frigate- as opposed to a rhinoceros like real Giant Squid are), are genetically enhanced and mind-controlled to attack enemy ships.They are extremely fast stealth attackers, who act like a terror drone in the water; they speed under the waves, leap out at an enemy ship, wrap around it and start ripping it apart.It is far deadlier than the RA2 counterpart- aside from moving and ripping ships faster, it is now deadly against organic units; lunging upon any dolphins and divers, and simply eating them instantly. Attacking a squid wrapped around the ship will damage both- except by dolphins and divers, whose attack forces the squid to release its target, and go after them instead. A squad of dolphins can kill the squid, and dart evasively to attack- but the squid is faster and will be able to hunt them one by one.Its special function is to escape- it sprays a cloud of ink (causing dolphins to flee, and leaving the squid invulnerable for a few seconds); but the squid is uncontrollable for another 20 seconds, its only act is to try to return to the shipyard and stay there. The ink also slows ships, and prevents enemy detector ships from spotting underwater targets.VolteMetalic 08:40, November 8, 2011 (UTC): I see, simply a highly genetically enlarged and mind-controled squid :) With greatest weakness being dolphins.Ink is great idea! But disabling synsory units sounds, with all the rest of abilities, little too much and unrealistic, but for slowing down ships I am definitly for it. And, it gains experiences, or not?Hazza-the-Fox 12:16, November 8, 2011 (UTC)Yep- and in this case, the dolphins have their work cut out for them too- they are simply the best equipped to handle these beasts, and mostly owe it to superior numbers!
No probs- slowing ships and giving a temporary immunity should be the sum of all beneficial effects (at the expense of making attack impossible for the inking squid too). The idea came surprisingly fast- simply asking myself "what would a squid possibly deploy, in what would most likely be an area-effect attack?". On top of the idea, the fact that Squids only do it in fright and escape jumped in too (plus it helps break up the attacks as strictly enhancory, but more double-edged and tactical). As for experience- no idea actually... tough call. VolteMetalic 18:35, November 8, 2011 (UTC): Yeah, it reminds me Hachibi in Naruto, or Killer B, he had the ability to split an ink to cover his movements :) Just will need to find out if it is possible for Squid to move to the closest shipyard. I think that even it can kill and destroy, the heroic might not be included. As the only (or one of the few) exceptions in this rule :) And, at the bottom of the page, there is one article we will need to discuss, thought it isnt that important like this :) Hazza-the-Fox 01:16, November 9, 2011 (UTC) Maybe that's what reminded me? Naruto! I think if the code won't let the squid trace its way back (revert to some kind of AI control temporarily), we could leave it stunned, teleport it back to the shipyard, or some other improvisation... I agree- it would be really hard to think of what a 'promoted' squid would be- or what it would suddenly get.. VolteMetalic 09:08, November 9, 2011 (UTC): So no Heroic. I will ask for the option for non-flying units to return nearest shiyard. Hazza-the-Fox 22:40, November 9, 2011 (UTC) I'd say so. And there are possible cheats- either copying AI code (that would target your shipyard already), or imply that you force-ordered it to return to the shipyard (even though you actually didn't)? VolteMetalic 23:32, November 9, 2011 (UTC): There is the difference that aircrafts are supposed to return to Airfield, but Squids dont. They dont need to rearm there, they are... "independent". But as I said, I will ask about it... what was the other thing I have had to ask? Oh, and one issue I found out.Giant Squid and Drone Carriers, despite being large navall ships, cost nearly the same (or even less) than the MBTs. One thing I noticed today. Hazza-the-Fox 00:47, November 10, 2011 (UTC) Hmm, I think it was the squid-return ability, and probably some other AI (possibly supply trucks?) I don't remember actually. And yeah, it does seem a bit odd that a single tank costs as much as a battleship- I suppose the navy are just really good at subsidizing costs :P -Unless you think it may be a good idea to increase naval unit costs- as they are now anti-shore-capable and thus a lot more dangerous and applicable than in RA2, and possibly RA3 due to their insane range. VolteMetalic 11:09, November 10, 2011 (UTC): Will ask about it. Yeah, I think that the ships might be more expensive than now :) As you said, they have superiro fire range, or at least the highest-level ships. Hazza-the-Fox 04:46, November 13, 2011 (UTC) Yep- only note is that most of the ships attacks- although long-ranged, don't actually do that much damage to land-based units and structures; they basically stand as an easy way to do damage from affar and harass enemy bases by peppering the targets; a land-based siege engine would do more damage (but they are more vulnerable)- only the special anti-shore attacks, and the siege ships and top-tech ships do massive damage to the shore. |
Dreadnought
- Full Designation: Dreadnought-class Missile Cruiser
- Role: Siege bombardment
- Cost: 2500
- Hitpoints; 800
- Damage; 50 (cruise missiles vs structures)
- Range; 25
- Strong against: Structures, ships
- Weak against: Fast naval units, aircraft
- Secondary Ability: Switch Naval Warfare Priority/Siege Priority - Switches to sole close-range combat, using its AS missile launchers, switches back to use of tactical missiles, but with decreased anti-ship capability
- Heroic Upgrade: Nuclear Warheads - Tactical missiles carries nuclear warheads, making greater explosions and damage
- Primary Weaponry: Two V5 long-range surface-to-surface rockets
- Secondary Weaponry: anti-ship missile launchers
Discussion |
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Hazza-the-Fox 10:03, December 9, 2011 (UTC) Ok, so the Dreadnaught is, mostly, identical in function to the RA3 one (which I HAVE seen in action and think is totally awesome)- possibly with slightly slower, more erratic V5 missiles though. Its secondary is to launch a massive barriage of shorter-ranged missiles against closer attackers, as a drastic self-defense measure. We need to discuss both the applicability (AA or just surface), and also the manner of targerting. Either:
Naturally, this ability takes a long time to relaod, and isn't profoundly devestating (though a LOT more powerful than any other attack- short of getting hit by the V5 rockets themselves)- but provides the benefit of a nice broad-hitting attack. At Heroic- a lot of options. Nuclear warheads *could* work, EMPs possibly another- or even having the decks of the ships bear a few AA gatling guns? A lot of options to think of... VolteMetalic 13:10, December 9, 2011 (UTC): I would give it V6 or older V4 instead. As I said, the cocnept for Dreadnough may be chaged, as all the missiles just on the front looks strange. Instead the anti-ship missiles may be moved all over the ship. The Secondary... why not try the way that temporarily (10-15 seconds) Dreadnough will not be able to use V5/4/6, but the anti-ship missiles, and you cna command it yourself, or when you set its behavior on Aggressive, will attack any enemy ship nearby it. Than it will reload (the abiltiy) for long time. For the reload time of the AS missiles... I dont know. Heroic, I would go with the nuclear V4-6 rocket payload :) Hazza-the-Fox 13:25, December 24, 2011 (UTC) Those sound good- and come to think of it, we could possibly always reverse this (that the Dreadnaught's standard attack is a long-range anti-shipping barraige (but ridiculously slow ROF), while it's special slow-loader is to fire the large tactical missiles on its fore-deck?) I definitely agree about adding some missiles- the (real) Kirov (sea) ships have several tubes of missiles running along their flanks. And an increase in missile payloads is an excellent Heroic! VolteMetalic 11:29, December 25, 2011 (UTC): No, it is the standard for Dreadnoughts to have long-rannge missiles as primary attack :) The Secondary... I dont know now, but that idea wth the anti-ship missiles, I am not sure of it. The Heroic, that would be it :D But also the nuclear payload, making small atomic explosions. Hazza-the-Fox 13:40, December 25, 2011 (UTC) Sounds fairly good. Perhaps the Secondary is actually a bigger, longer-ranged missile than its normal payload? Though at the same time, a barriage of smaller rockets does look cool. Either way, I think it aught to be another kind of rocket (or possibly even a toggle between different types of missile modes). VolteMetalic 20:01, December 26, 2011 (UTC): Yeah, the toggle between missile payloads sounds fine as well :) But than, the AS missiles will be firing as well, but more like automatically. Hazza-the-Fox 02:07, December 28, 2011 (UTC) Perhaps 'toggle' diverts the ships' loading crew from the AS missiles to the Tactical missiles, and when diverted to the latter, a small detachment remains behind to shoot the AS missiles (but can only fire a few at a time, doing fair damage to enemy ships- while a full AS salvo can kill most single ships (or damage a few at a time/target several ships at once)? Naturally, the handicap is that aside from the detachment always serving their post- while toggling abilities, the Dreadnought cannot do EITHER special ability for about 20-30 seconds while the crew scurry from one missile loading bay to the other. So it could possibly work like this;
VolteMetalic 18:54, December 28, 2011 (UTC): So... if I understand it correctly, Dreadnought is able as default fire the tacticla missiles as primary attack, while al) launchers of AS missiles are acting as support fire agianst enemy ships. When Secodnary activated, Dreadnought is not able to fire tactical missiles, and all AS missile launchers fires with higher rate of fire. When again activated (after some cool down) it returns back to tactical missiles and smaller ASM rate-of-fire. Correct? Hazza-the-Fox 01:23, December 29, 2011 (UTC) Yep! Exactly! VolteMetalic 12:12, December 29, 2011 (UTC): How to name it? :) Hazza-the-Fox 13:54, December 30, 2011 (UTC) Hmmm, well it is basically prioritizing the Siege decks or the anti-shipping decks; so perhaps something along those lines? Or just "Siege Prioritiy" and "Naval Warfare Priority".??!?! VolteMetalic 22:18, December 30, 2011 (UTC): Not usual, but could work nicely. And... what as Heroic, and how many AS missile launchers would it have? Hazza-the-Fox 02:10, December 31, 2011 (UTC) I don't remember; nuclear/chemical tacticals could work- or EMP tacticals. The AS missiles could either be EMP- assisted, or simply the ship gains some extra missile racks. For missile quantities, I reckon perhaps at the start, the ship has a few smaller racks on the front and rear (facing front and rear respectively). about 5, 6 for both. When it gains Elite level, about an extra 3-5 more are built along the sides, facing the front, possibly slightly outwards. So, the finished ship would be;
VolteMetalic 15:51, December 31, 2011 (UTC): Hmm... I would go with nuclear missiles, or possibly, "Tesla missiles", which releases a lightnings in the nearby area, hitting all units which are close to the explosion (the missile normally detonates) or they survived the blast. Possibly paralyzing them. Moment, you mean that at the start Dreadnought would in total has 12 AS missiles? That is too much, would make Dreadnought be able to compete with Battlecruiser in close range combat (or take Sea Reaper's role). I would go with 5 AS missiles, and in the places you said, one on front, two on bridge-area sides and two on back, with option of the front and side launchers to be able to fire forward (so 3 AS missiles can fire directly forward), and thw two tactical missile launchers would be close to the suberstructure, like in RA2. Hazza-the-Fox 08:22, January 1, 2012 (UTC) Those options sound good (and of course, who says we can't have both- nukes for the tacticals, Tesla warheads for the AS missiles?) I also agree with your second point about the quantity of the launchers (and the rear missiles cannot fire forward- and possibly, only work in the anti-shipping configuration, possibly...) VolteMetalic 22:42, January 1, 2012 (UTC): No, that would be too much :) The nuclear tactical missiles would be enough :) Hmm... yes, the back missiles cant fire forward, only to sides and back, but I think that all 5 AS missiles can be always operational, the anti-ship configuration only increases rate of fire of them :) Hazza-the-Fox 23:10, January 1, 2012 (UTC) Sounds good. I'd say it's set, unless there's anything we forgot.... VolteMetalic 08:59, January 2, 2012 (UTC): No, that would be all. |
Control Ship
- Full Designation: Rasputin-class Psychic Control Cruiser
- Role: Psychic Capital Ship
- Cost: 3000
- Hitpoints; 850
- Damage; NA (mind control)
- Range; 15
- Strong against: All manned ships, land units, and structures
- Weak against: Superior numbers, non-human organic units
- Abilities: Mind Controller (Max. 2)
- Secondary Ability: Madness Field - Creates an area at long ranges, causing any unit within to attack anything nearby, Control Ship releases all units it controlled, cant move and is damaged over time the ability is active, can be used anytime
- Heroic Upgrade: N/A
- Primary Weaponry: Long-range all-target Mind Control devices
- Secondary Weaponry: N/A
Discussion |
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Hazza-the-Fox 23:10, November 29, 2011 (UTC) The control ship is the largest and most expensive ship in the Soviet arsenal- available only at Tier 4, this powerful ship can mind control targets at ranges similar to a siege unit. Furthermore, it can control almost anything- ships, subs, structures; the only things it cannot control are aircraft, robots (and Prism/Tesla Towers), cyborgs and other psi units, and non-human organic units (dogs, squid, dolphins).Its secondary is a tricky one; one possible attack is 'forced surfacing' where a targeted unit MUST rise to the surface (making it vulnerable to all anti-surface attacks); Another alternate ability is for the Control Ship to activate an on-board Psi Sensor- most likely as a momentary ability with a fast recharge....VolteMetalic 13:46, November 30, 2011 (UTC): Forced submerging is possible, but question is if the ship will be able to control the unit it resurfaces. And with it comes question, how many units can Control Ship actually control maximally?Another, little insane, idea for Secondary may be, as it posses a huge psionic potential, that it can has some sort of telekinetic attack. Maybe even lifting ships in the air so aircrafts and AA weapons can destroy them easily?For the designation, maybe "Rasputin-class". He was called to be a warlock/sorcerrer, and relatively a bad character, so maybe Yuri named this ship after him to make the enemies fear him even more :P
Hazza-the-Fox 14:16, November 30, 2011 (UTC) Rasputin it is! (very good call!) And good questions- I was thinking, perhaps it only controls one, maybe two targets at a time. I think my 'forced-surface' idea might get a bit difficult to keep on top of- and actually, on that point you made, I was thinking that could be a good secondary for the Grinder-Magnetron.. Another crazy idea is that the Control ship can cast a long-range 'Chaos' attack (just like the Psicorps- only the control ship doesn't have to be near the target at all)- the only downside is that the control ship loses control of any units it was controlling at that moment, and will sit stunned for a moment after every time its used- and of course it has a very long recharge. VolteMetalic 14:14, December 1, 2011 (UTC): So the Secondary is:
And the ability is temporary, or it can keep the Chaos Field for an hour? Theoretically of course :D Hazza-the-Fox 01:24, December 2, 2011 (UTC)
Good question on the last one; I think we should choose between one of the following two options;
I reckon 2 would be a good one- perhaps with some extra limitations (slightly drains Control Ship's health while active- in exchange for the ability to be usable any time- for example) VolteMetalic 13:17, December 2, 2011 (UTC): Like RA3 Dreadnought's secondary, drastic increase of reloading, but damages the ship. I agree on the 2 with the self-damaging, like overheating or something in this sense :D And the name may be "Madness Field", as it can be real madness, both for victims and for caster :) Hazza-the-Fox 03:23, December 4, 2011 (UTC) Awesome- I'd say the Control Ship is done then! VolteMetalic 13:30, December 4, 2011 (UTC): Agree :) |
Structures
Tesla Reactor | People's Barracks | Supply Depot |
War Factory | Shipyard | Radar Tower |
Airship Hangar | War Command | Industrial Engine |
Atomic Energy Lab | Construction Yard |
Tesla Reactor
- Full Designation: Tesla Reactor
- Role: Power generator
- Cost: 600
- Power: +100
- Requires: Construction Yard
- Unlocks: Radar Tower, Supply Depot
- Builds: N/A
- Secondary Function: Tesla Feed Output Radius - Gives nearby Tesla Coils abiltiy to channel the electricity, hitting severla targets at once. Nearby Tesla Troopers and Tesla Tanks receives insreased fire range.
- Special Abilities Unlocked: N/A
Discussion |
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Hazza-the-Fox 05:03, November 25, 2011 (UTC) The Tesla Coil is the standard power generator for the Soviets. Based on a miraculous technology that allows Tesla Coils made of ultra-potent magnetic substances to convert common gases in the air (such as oxygen and carbon-dioxide) into plasma fields with such efficiency, the power output of the process vastly exceeds the power input- this energy source being dubbed "Tesla".Although the output is nothing compared to a Nuclear Reactor, Tesla Energy has the advantage that as well as being much safer in a meltdown, Tesla Energy is also more readily applicable in use as plasma weaponry.As such, nearby Tesla Coils gain the ability to strike multiple targets by a current that leaps between several nearby targets- and possibly, Tesla Troopers and Tanks also receive some kind of bonus (perhaps a range increase).(This in turn gives the Tesla reactor a purpose when the Nuclear Reactors start appearing- and also tempts players to position these reactors on the front-line, instead of hiding them in he back. VolteMetalic 13:26, November 25, 2011 (UTC): Just one thing, in RA3 the power was increased, so now I think that standard Power Plant generates 100 power, and high-tech defenses like Tesla Coil consumes 25 power.I agree, also with the passive ability :) Hazza-the-Fox 13:55, November 25, 2011 (UTC) Excellent! Also, I think you may have to set the power consumption parameters ;) VolteMetalic 15:28, November 25, 2011 (UTC): Probably add to every thing 0, and it will be it. like Radar Tower may have 30 :) Hazza-the-Fox 23:59, November 25, 2011 (UTC) Sounds good! VolteMetalic 03:35, November 26, 2011 (UTC): So set? Hazza-the-Fox 03:47, November 26, 2011 (UTC) Yes! (the Radar is set too)! |
People's Barracks
- Full Designation: People's Barracks
- Role: Barracks, infantry training facility, infantry healing and garrison
- Cost: 500-600
- Power: 0
- Requires: Construction Yard
- Unlocks: Battle Bunker
- Builds: All Soviet infantry
- Abilities: Garrison (max. 10 infantry), Garrison Healing
- Secondary Function: Evacuate Garrison - All infantry inside the People's Barracks leaves
- Special Abilities Unlocked: N/A
Discussion |
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Hazza-the-Fox 02:13, December 8, 2011 (UTC) Basically, is where all infantry units are trained, and may possibly be where a few infantry-based upgrades are found- possibly... Also, it should probably have an infantry-heal radius too. It uses no power (can be built same time as reactor), and will likely convert into a cloning facility, possibly... VolteMetalic 19:11, December 8, 2011 (UTC): There is the option to leave the name. Or something like "Recruitment ..." For the defenses, I would add Flak Cannon to the Depot, and that Barracks may unlock the Bunker/Battle Bunker or what will be its name. And also it can unlock the Clonign Vats, that you need Barracks constructed to research it :) but not strictly being in the Barracks. Secondary Function... the infantry healing sounds fine... like that injured will be just nearby it, or would enter it and inside will be treated? Hazza-the-Fox 10:13, December 9, 2011 (UTC) Yep, we probably could just leave the name, I think people will get enough of a distinct vibe from the appearance! And I think it would depend on figuring out exactly how the Barracks (and cloning vats) are related too. No probs- Flak Cannon makes sense at the depot. I thought the Battle Bunker actually makes good sense as a pre-Barracks building (one of the perks in Yuri's Revenge was that at the very start of a map, I could throw up some Bunkers and put my conscripts in them for an instant defense while I waited for my basic structures to come online). HOWEVER- I was thinking we may want to think of some kind of 'middle-defense' or sentry gun substitute (probably a medium-caliber semi-rapid cannon of some kind). After all, our general ground defenses so far are only the infantry's weapons inside a pillbox, and the Tesla Coil itself! VolteMetalic 13:29, December 9, 2011 (UTC): How they are related? What do you mean? Hmm... Flak Cannon and Patriot may be used agaisnt ground units :) So the medical treatment as ability? Hazza-the-Fox 15:13, December 9, 2011 (UTC) Well, I meant if we decide that we want the Cloning Vats as an upgrade to the barracks, or a completely separate structure that affects barrackses. That too- something to consider. Medical treatment- definitely! (forgot to mention last post). I am probably leaning towards aura-heal; although for garrison, that could work well too actually- so it's a tough call. VolteMetalic 11:52, December 10, 2011 (UTC): As an upgrade, we already have the problems with the structures. Hmm... what about Barracks can be garrisoned by infantry, which is also healed inside? :) And that the Secondary will be "Leave Structure"? :) Hazza-the-Fox 13:01, December 10, 2011 (UTC) Could work- VolteMetalic 14:13, December 11, 2011 (UTC): Ok, and how many infantry can be inside, and will they be able to fire from inside? :) Hazza-the-Fox 14:25, December 11, 2011 (UTC) Probably a fair amount- 10 at minimum. Not sure if they should fire out though (not that it would hurt really- but its a tough call). VolteMetalic 12:19, December 12, 2011 (UTC): 10, I agree. For the firing, I am not sure, as there arent many windows from which they can, but it would make Barracks as an alternative or addition of your defense. There isnt that many garrisons with cpacity of 10 :) Hazza-the-Fox 04:28, December 13, 2011 (UTC) Come to think of it infantry being able to fire WOULD make sense (with all the sandbags around). Don't worry about the portholes- I can easily modify the structure to include them (it is after all, only a rough draft). The portholes could be on that tower below the statue, and/or along the outside of those 'arm' structures beside the sandbags... VolteMetalic 13:54, December 13, 2011 (UTC): If you cna add the windows on the "arms", than it will be no problem :) Hazza-the-Fox 23:02, December 13, 2011 (UTC) Cool- looks like I've got some work to do :P VolteMetalic 13:41, December 14, 2011 (UTC): :D And you cna also make the Cloning Vats upgrade, with only the vats in these "arms", and the tubes from them, aso on the arms (but connecting to main structure). Hazza-the-Fox 12:49, December 15, 2011 (UTC) Yep- that's the original idea actually (design a simplified Barracks to later accomodate the upgrade). I think this time around, now that I have a clearer idea of seeing the finished draft for myself, I can redesign the barracks in its stand-alone form, and work in the proper details (and work the cloning gadgets around these)! VolteMetalic 11:11, December 16, 2011 (UTC): Ok :) Good luck than! |
Supply Depot
- Full Designation: Supply Depot
- Role: Resource reception and storage
- Cost: 600-800
- Power: 0
- Requires: Tesla Reactor
- Unlocks: War Factory, Shipyard, Radar Tower, Flak Cannon
- Builds: Supply Truck
- Secondary Function: Build Supply Truck
- Special Abilities Unlocked: N/A
Discussion |
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Hazza-the-Fox 02:13, December 8, 2011 (UTC) Nothing fancy, supply trucks will go out to collect supplies, and bring them back here. The Supply Depot builds these trucks itself, and can administer some minor repairs while they are stationed there (but cannot remove terror drones). This structure uses no power at all (can be built at same time as reactor), and costs a lot less than typical CNC supply structures (to get the game rolling faster). The Allied one is virtually the same (unless it gets a chrono-recall upgrade). VolteMetalic 13:29, December 9, 2011 (UTC): I dont like the ability to repair trucks, mostly because the trucks will dont have a time to stay to repair, and repairing something what is moving looks strange, and is hard :DYou know that the Refienries in CnC games were that expensive, because there was added the price of the Harvester? :)And, the name, I am more keen to use the traditional "Refinery", althrough there will not be collected ore, but supply crates. Hazza-the-Fox 15:09, December 9, 2011 (UTC) Fair enough- though having to maintain constantly weakening trucks was always a pain. I think the emphasis on the trucks should be that they are highly weak and vulnerable during their journey- but if they make it back, they get fixed up; so that enemy players have to try harder to kill the trucks from full-health, rather than just sit one guy to gradually weaken it down. Yep- that I do know- hence why both the trucks and the refinery are somewhat dropped in price- just means that if players can get resources up and going faster, they can jump into the game faster ;) Fair enough- though a refinery does mean a place that processes raw materials- while a depot implies something that simply stores processed goods. VolteMetalic 11:52, December 10, 2011 (UTC): Well, after playing RA3, i want to see an idiot who will be sending the Supply Trucks into distance when he can place the Refinery/Depot directly at it and make a defense around it :D Yeah, but this is rather drastic, that a truck and structure costs less than one tank. The price would be increased to 1000 minimally. Yeah, in ZH it is also called Supply Center or Supply Stash. Hazza-the-Fox 13:01, December 10, 2011 (UTC) Lesser Con-vehicles are slow and fragile until deployed ;) so it will take a more cunning player to pull that move off- and with resource units being dirt cheap, they'd be less inclined to bother. And not really- it makes sense that a small stash and a humble truck are rather cheap. VolteMetalic 14:13, December 11, 2011 (UTC): I see... Hazza-the-Fox 14:32, December 11, 2011 (UTC) Yep- it's a major element in RTS games that can really impair the game, are expensive resource-collectors; the more expensive they are, the more pressure it puts on the start-game and early mistakes (and of course, the longer it takes before the player actually starts doing something beyond building foundations for the actual game). Cheap gatherers mean that any early mistakes aren't such a big deal, and solidifying the economy at the expense of an early army becomes a more equally viable strategy. VolteMetalic 12:19, December 12, 2011 (UTC): Ok :) So Soviet Depot is set? (And Allied as well) Hazza-the-Fox 04:26, December 13, 2011 (UTC) Yes and yes! |
War Factory
- Full Designation: War Factory
- Role: Manufacturing vehicles
- Cost: 2000
- Power: -50
- Requires: Supply Depot
- Unlocks: None
- Builds: All Soviet ground vehicles
- Secondary Function: N/A
- Special Abilities Unlocked: N/A
Discussion |
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Hazza-the-Fox 10:14, January 24, 2012 (UTC)Ok, nothing fancy here- it trains all ground vehicles (note that any vehicles that have both air and ground configurations are considered Aircraft and are thus created in the Hangar). It costs 1000, drains the same amount of power as all the old factories do, and does nothing else. All that is left is the design; I've come down to two largely similar designs- both involve the long-ish box-shaped structure with the opening 'garage door' at the front; the only remaining issue remains in the 'chimney/airvent aesthetics (Soviets get smokestacks, Allies get large roof fans). The question is, do the War Factories have their 'chimneys' at the back (just like Red Alert 2)- OR, do they have a row of chimneys on one side? Note that the back-chimneys take up way less room (the 4x3 becomes a 5x3)- while the side-chimney takes more (the 4x3 becomes a 4x4). But also keep in mind that the unused design would likely be applied straight to the Naval Shipyard (see below)- as such, it would be simplest that both War Factories had the same 'chimney' configuration, and the two Naval Shipyards respectively had the other configuration). Actually, come to think of it, I think the factory should get the back-chimneys, and the Shipyard should get the side-chimneys (as the ocean tends to have a lot more room than the land-base) VolteMetalic 14:04, January 24, 2012 (UTC): The cost is drastically low. The factory is cheaper than tanks it cna produce :P I think on the sides the chimneys could be, I have no problem with 4×4, if I remember correctly, in RA3 the factories are all made like this. And Shipyards dont looks like something what requires many chimneys at all. Soviet Warfactory would have 2 or 3 chimneys on one side,a nd on other there could be a "tower" with the "Russian dome", like on the Saint Basil's Cathedral. I would mainly take RA2 Soviet factory as a main base for our factory. And the machine gun (or maybe a light anti-tank gun?) would be on the roof right above the entrance. Hazza-the-Fox 14:31, January 24, 2012 (UTC) *cough* it's 2000 now. Recommended power expense? I might also add that if we had the side-chimneys, it would also allow for the structure to take on a shape that would have a whole 'side section wall' that could have the chimneys 'next to' the assembly hall- but extends a space in FRONT of the entrance- and on this would be the sentry tower/turret thing. And yes- using the RA2 war factory's design as a blueprint ;) Also, I think that the symmetrical War Factory without any benefit from Crenelations is the best approach- as aesthetically, the Shipyard needs something for its various towers to mount on- and the War Factory has the least warrant to mount a defense (being that it's both tough, easy to defend, and makes the most powerful units, it arguably warrants a handicap). VolteMetalic 13:39, January 25, 2012 (UTC): Hmm... maybe higher, 40 or 50. Thought Soviets are known that they are able to make their tanks with mostly manpower, they are now high-tech and modenr, so the electricity required would be highr :) 40 or 50. Hmm... ok. Hazza-the-Fox 13:42, January 25, 2012 (UTC) No probs- let's make it 50, and if it proves too severe in testing we'll bump it back down to 40. VolteMetalic 10:33, January 26, 2012 (UTC): Agree. |
Shipyard
- Full Designation: Shipyard
- Role: Manufactures all water-based units
- Cost: 2000
- Power: -60
- Requires: Supply Depot
- Unlocks: none
- Builds: All Soviet water units
- Secondary Function:
- Special Abilities Unlocked: N/A
Discussion |
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Hazza-the-Fox 10:14, January 24, 2012 (UTC) Ok, ALMOST fairly straightforward- it makes all naval units. As we can always make both the Depot AND the Drone Tower have both land and SEA alternatives (taking over the repair duties and resourcing duties)- it seems that the Naval Shipyard doesn't reallly need any additional abilities- though it is a candidate for gaining an AA gun with the Crenelations upgrade. Design-wise, I'd go something like the Red Alert 3 design (much like a real shipyard actually). However, referring back to the war factory getting rear-chimneys, the Shipyards would compose of a large assembly bay, with the chimneys along one of its sides (its right side- or our left side looking at the screen), and probably a crane on one of the piers sticking out front of the entrance (same side again). Actually- a question- can the Naval SHIPYARD accept resources from Supply Barges? VolteMetalic 14:16, January 24, 2012 (UTC): Design; The large assembly sounds great, and the crane too (maybe it would have 2) which would look like the crane on RA2 Shipyard. But the chimney, I think one large or two small chimneys would be enought. I guess yes, but it will require double of the Shipyards size. One half with the "assembly bay", and other half for "refining and cargo bay". It will be larger than even airfield. And the power would be increased, the ships arent made with only manpower, but needs enectricity for cranes :P And if it will be also a naval Depot, will need even more. It will become very important structure in naval warfare :) Hazza-the-Fox 14:35, January 24, 2012 (UTC) No probs- though I'd point out that with 'side chimneys- even if few- would accomodate a side-structure, to which could mount the cranes, lighthouse/beacon towers, and the AA tower(s). So again, there is a tradeoff between designs. And I might add, defense on a naval platform is highly desirable- while on a factory- arguably a nice handicap that the factories are the sole buildings that don't get extra perks. On another note of design- like the RA3 shipyards, extending forward from the entrance are two 'piers'- where of course the cranes (and/or AA emplacement) could be positioned- with possibly a few crates and containers lying around for some aesthetic touches. Also, if this structure does indeed collect resources, having cranes on the side would create a nice, clear position for the supply-collection points to be (on the sides) and away from the exit. Recommended power cost? VolteMetalic 13:39, January 25, 2012 (UTC): Hmm... I will make very easy concept of how it would look like, from above plan :) Hazza-the-Fox 13:42, January 25, 2012 (UTC)Cheers! VolteMetalic 11:19, January 26, 2012 (UTC): Ok, here it is: http://img51.imageshack.us/img51/5123/sovietnyoreconceptart.png {C}As you can see, it is made out of two structures into one, so it will be probably even larger than Airship Hangar (not an easy feet), but it can make sense. The blue aea is the assembly of the ships. The design I would make it as a cylinder. Dark blue arrow shows that like this the ships comes out from it. The red things, are cranes. I was not sure now how you wanted them to put on naval yard, but the one on depot is to take the cargo into the golden place aka a hole into the refinery. The yellow cirlce is where the Barge will drive to, than by a "lock chamber" will be rotated while crane will take its cargo. The brown are chimneys (the ones on shipyard should be more smaller and farer to back). The purple is the actual structures, on assembly for the men to operate it, and on Depot as the refinery, and the dark purple is a higher floor. The light green is tower, and green is the missile launcher. ANd I had an idea, what about the missile launcher will be firing directly above and than track the target? Also, it would be both anti-air and anti-ship :) And the grey area, there is a lot of crates which were "refined" and storaged. And when we are at it, dont you think name "Naval Shipyard" is redundant? :D Because, what else it would be, if not "naval"? I doubt there would be "Space Shipyard". :) It would be named Shipyard, or Navalyard. Hazza-the-Fox 13:33, January 26, 2012 (UTC) Wow! Great minds do think alike! I had something outrageously similar to that design actually- though simpler and compacted- but less refined in detail (roughly, my version loads from the 'right' side (didn't figure out how- nor did I think of the cargo bay), and the left 'high platform' extends all way forward. Mixing your ideas with my own layout- I put this together- let me know what you think!
Basically;
What do you think? VolteMetalic 18:11, January 26, 2012 (UTC): The left side (violet) is great! :) But right... The thing is, I am not sure, or never seen it, that the "cargo unload" could be "outside" the structure. It was always in the structure. Hence why I made it that large. And the power, I would say 50, or 60. Hazza-the-Fox 22:48, January 26, 2012 (UTC) Cheers! Power agreed- 60. For the cargo unload- it hopefully shouldn't be too difficult to code- as it may well just mean assigning the 'unload; position and coding to that top right corner- or else, if the coding refuses to allow a corner, we add a third, but very narrow pier to make it internalized again. VolteMetalic 10:18, January 27, 2012 (UTC): That would also prove to be difficult. I also never seen a structure to be... well, not rectangular in game (by the fields it takes). These two are major problems, and I think that it is a problem of the engine directly. In theory, we can make the forth part empty, but will act as a structure. The untis could be able to pass through here, but you will not be able to build there anything. Hazza-the-Fox 02:43, January 28, 2012 (UTC)Hmmm- that could work- we could always add some floating beacons to indicate these no-build borders too... but free traffic passing through is a good idea. VolteMetalic 14:00, February 3, 2012 (UTC): Yeah. And for name, how to name Soviet shipyard, and how to name Allied? For Allied, I think "Navalyard" fits it since RA1. For Soviets, I dotn know. VolteMetalic 09:16, February 8, 2012 (UTC): So? What do you think about the name for Soviet "shipyard"? Hazza-the-Fox 13:00, February 10, 2012 (UTC) To be honest I really can't think of any. I'd be fine if both sides used the same names (as they ultimately are exactly that- and as both sides shipyards handle ships, subs and animals alike, these can't really be the basis of any particular difference either (eg Yuri Submarine pen, for example). VolteMetalic 16:23, February 10, 2012 (UTC): So maybe Soviets would have "Shipyard" and Allies "Naval Yard". Because pretty much its the same thing :) Hazza-the-Fox 02:26, February 11, 2012 (UTC) Sounds good! VolteMetalic 11:01, February 11, 2012 (UTC): Or maybe Ship Dock :D Hazza-the-Fox 23:32, February 13, 2012 (UTC) I like the "naval" prefix the most- with either dock, bay, port or yard after it.... VolteMetalic 10:21, February 14, 2012 (UTC): I think this one fits well :) Regarding Abilities, would this structure somehow be able to give an Abiltiy which can somehow support the ships, like some area buff or something? In theory maybe an anti-ship bomber, which can fire a torpedoes against any enemy ship/sub in the area. And for Secondary, normally I would give it "Build Supply Ship", but since it is a shipyard which can produce them, it will be pointless... Hazza-the-Fox 13:45, February 14, 2012 (UTC) Hmmm, it depends how much protection the Shipyard needs when defended by its own ships and Sea Forts. (and again- naval aid chopper comes to mind too) VolteMetalic 09:44, February 15, 2012 (UTC): I knew you will bring that up :D But now it may make more sense, if it will be that helicopter flies from "out of map" to the area, drops the supplie/whatever and continues the flight. Hazza-the-Fox 11:25, February 15, 2012 (UTC) Hehe!! I was wondering if you were expecting it :P I think your idea is exactly correct (for one obvious reason that the Shipyard simply cannot fit any more accessories such as a helipad). Just making sure- when you mean it continues the flight, you mean it turns around and heads back to the point off the map that it came from? VolteMetalic 21:07, February 16, 2012 (UTC): no, it will fly straight just like any other plane. In Rise of the Reds mod, Russia had a power to send a group of Conscripts by Mi-26 Halo. It was flying (slowly) to the area, drop the soldiers and was continuing in the line, no turning. Thats what I have in mind. :) Only to specify what it will be actually doing. Hazza-the-Fox 09:46, February 17, 2012 (UTC) I think turning might differentiate from cargo planes a bit better (as helicopters would want to return to base- while the cargo planes would be making a broad turn to head back- which you don't see on the map.) VolteMetalic 15:57, February 17, 2012 (UTC): That would be problematic. Maybe possible, but maybe problematic. Hazza-the-Fox 22:56, February 17, 2012 (UTC) Fair nuff- whatever is possible. VolteMetalic 10:42, February 19, 2012 (UTC): ok, so how to anem this support power? Hazza-the-Fox 13:22, February 19, 2012 (UTC) Anem? VolteMetalic 09:56, February 20, 2012 (UTC): How to name the ability to send the helicopter, and what actually the helicopter will drop? :) Hazza-the-Fox 23:17, February 20, 2012 (UTC) Hehe- no probs; Name is a tough one; the idea is generally that the helicopter is carrying machine-parts, supplies, medical equipment etc to fix up the ship and its crew (and restoring the ship's health)- it would simply fly out to a ship with a huge bundle of crates suspended beneath it, lower them onto the helipad, and fly off. VolteMetalic 12:06, February 21, 2012 (UTC): Or drop it to sea so ship can take it. Or you msut target the ship and helicopter will be flying to it, and once above it will slowly lower the crates till they are "on board" and helicopter fly away. Hazza-the-Fox 12:44, February 21, 2012 (UTC) Yep- I was thinking the second option exactly as you said it (must target the ship). On top of that, I think each delivery should cost money (regardless if it reaches the ship or gets shot down)- but will restore the target ship to full health and restore any 'secondary' ammo (if the ship had finite ammo) and possibly, slightly restore some of the health of neighboring ships (but only slightly). Also, there should be no ability to deliver anything until the helicopter is off the map; perhaps even- the deliveries are more frequent if the helicopter makes a safe return? (though that second point requires programming the 'return' path- so skip this idea if we can't get it working) VolteMetalic 09:37, February 22, 2012 (UTC): Yep, will see what is possible. :) So maybe something like "Supply Convoy"... no, that dont have a sound. Hazza-the-Fox 11:50, February 22, 2012 (UTC) It's a tough name- will have to think about it.... VolteMetalic 08:21, February 23, 2012 (UTC): Yeah, hmm... Hazza-the-Fox (talk) 00:16, July 24, 2012 (UTC) This one's finished (how do you make that 'complete' box appear, by the way?) VolteMetalic (talk) 07:42, July 25, 2012 (UTC): Basically, I switch o the "Source view" on the top of editing, beside a Visual. Than I add a code at the start and at the end of text, and thats all :) |
Radar Tower
- Full Designation: Radar Tower
- Role: Radar, fire-control tower, and remote surveillance
- Cost: 600
- Power: -30
- Requires: Tesla Reactor, Supply Depot, Mortar Pit, Drone Tower, Sea Fort
- Unlocks: Radar and minimap, All Tier 2 units and structures
- Builds: N/A
- Abilities: Fire Control
- Secondary Function: Zone Reveal
- Special Abilities Unlocked: Zone Reveal
Discussion |
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Hazza-the-Fox 05:03, November 25, 2011 (UTC) The Radar Tower serves as not only the Soviets' Radar listening post, but also a fire-control tower to coordinate fire over longer distances, and also as a remote surveilance station;
As the Soviets must wait for the Hangar before building aircraft, it only seems fair that the second two abilities be granted to balance; especially as the second ability- like the Tesla Reactor- encourages players to place this structure on the front-lines. VolteMetalic 13:26, November 25, 2011 (UTC): I see... very good! Agree on it without any other comments! :) Just the power, but thats a thing on Tesla Reactor's side :) Hazza-the-Fox 13:56, November 25, 2011 (UTC) Excellent! What kind of power consumption should the Radar have, by the way? I was thinking basically the proportionate amount the RA2 radar drained to the RA2 reactors.. VolteMetalic 15:28, November 25, 2011 (UTC): 30. Hazza-the-Fox 00:15, November 26, 2011 (UTC) Excellent- it's settled then! VolteMetalic 03:35, November 26, 2011 (UTC): Radar is set I guess :) |
Airship Hangar
- Full Designation: Airship Hangar
- Role: Aircraft manufacture, repair and storage
- Cost: 1000
- Power: -50
- Requires: Radar Tower
- Unlocks: N/A
- Builds: All Soviet aircrafts
- Secondary Function: Aircraft Repair & Rearmament
- Special Abilities Unlocked: N/A
Discussion |
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Hazza-the-Fox 02:13, December 8, 2011 (UTC) The airship Hangar, unlike the allied structure, lacks a runway for heavy STOL craft, and instead contains the main assembly hall for constructing airships and gunships (a large cylinder-shaped structure, exactly like the RA3 airbase, with an opening roof), and contains 3-4 fighter runways (even if the fighters are VTOL, their platform is a runway, for some artistic effect).The layout I had in mind was to have the Assembly Hall and the runways side-by-side, with a small 'hangar hut' behind each fighter bay, and the control tower behind the assembly bay. If it were to have a helipad/service platform, it would likely be built OVER the fighter-huts (note- in the game the fighters, when built, will appear directly in FRONT of the fighter huts- they never go inside, and thus the huts are a cosmetic feature only anyway).Note- I think both sides should have 3 fighter bays instead of 4- as the tanks are far more expensive and the fighters likely being cheaper (but more deadly and powerful) I think it would pose a good handicap to limit the number of fighters they can build per large Airship Hangar/AirHQ structure. VolteMetalic 13:29, December 9, 2011 (UTC): The design of the layout is great.No objections. For the capacity, 3 fighters for both this and Air HQ, I agree.For requirements (but also for all other structures), ConYard would be required only directly to Tesla Reactor/Cold Fusion Reactor and "Barracks" (both). it is clear you need it to build it, but not that you must directly have it, or dont needs to be mentioned. :)And, i would give it some Special Ability unlock... but dont knwo what, maybe something for Hinds. Hazza-the-Fox 15:00, December 9, 2011 (UTC)Awesome, and awesome- 3 fighters it is!Ah yes, good point. Yep- that sounds good- no idea what though (don't think increased carrying capacity is necessary with the other transports- missile capacity increase, bombardment coverage increase, or range increase, are possible options). VolteMetalic 11:52, December 10, 2011 (UTC): Maybe the airstrike? Maybe the use of ground attack aircraft (like Shturmovik) or something like that could work well :) Hazza-the-Fox 12:59, December 10, 2011 (UTC) That could work nicely- destructible but free planes swoop in off screen and drop, say, clusterbombs? VolteMetalic 14:13, December 11, 2011 (UTC): Yeah, that could work. And, Paradox somehows wants to make that the Special/General Powers are leveling, but I am not sure how they want it to make, if the level of it depends on the structures made (aka tier) or are they upgraded. Hazza-the-Fox 14:27, December 11, 2011 (UTC) Something to look into I guess. Aside from that I think we've got this one figured out! VolteMetalic 12:19, December 12, 2011 (UTC): Yeah, we can decide on it when they will fully release it :) So Airship Hangar is finished! Hazza-the-Fox 04:27, December 13, 2011 (UTC) Yep! It's finished! |
War Command
- Full Designation: War Command
- Role: Strategy center, upgrades research
- Cost: 2500
- Power: -50
- Requires: Radar Tower
- Unlocks: Industrial Engine, Atomic Energy Lab, Tesla Coil, Fallout Fort (Vietnam only), Iron Curtain, All Tier 3 units and structures
- Builds: All Soviet upgrades
- Secondary Function: NA
- Special Abilities Unlocked: N/A
Hazza-the-Fox 13:21, February 19, 2012 (UTC) Basically the Soviet Battle Lab from RA2- and looking similar. It contains a few upgrades- notably "Tools of the Trade" and probably "Alarm Bypass Training"
VolteMetalic 09:56, February 20, 2012 (UTC): What about this, and Allied Defense Bureau, will contain all the upgrades? Other than that they have no "active" role. And the cost is fine, thought maybe increased, but that depends on the cost of SWs. And for power... 50. After all, there is large concentration of electronic equipment :P
And, how many troops can Barracks actually hold inside?
Hazza-the-Fox 23:00, February 20, 2012 (UTC) Agreed- I think about it and I reckon very few upgrades are THAT powerful to need to wait till Tier 4.
Agree on Power cost. ;)
Barracks- I think, 10? The War Command- IF we ultimately decide is a garrison structure, I think it should hold about as much as a medium civilian structure possibly- but maybe as a balance, is limited to the same units the civilian structures are...
VolteMetalic 12:11, February 21, 2012 (UTC): Barracks are also limited to the same units civilian structures can hold :)
THe cost would be increased to 2500. And I increased the cost of Shipyard to 2000. After all it is one of the largest structures, along with airfield :D
Hazza-the-Fox 12:58, February 21, 2012 (UTC) It's for the best both structures can only handle conscripts- as it's more a 'bonus' that they have an attack rather than an imperative.
Sounds fair. (prices)
VolteMetalic 10:14, February 22, 2012 (UTC): Hmm... but than you cant heal other infantry units in Barracks :)
Hazza-the-Fox 11:55, February 23, 2012 (UTC) Perhaps the Barracks holds ANY infantry- but only the conscripts can actually shoot from inside post-upgrade (as I think its important that the structures remain vulnerable targets).
VolteMetalic 11:47, February 25, 2012 (UTC): Yeah, I also thought that so, and maybe also Flak Troopers. They are after all pretty much conscripts too :)
Hazza-the-Fox 09:58, March 2, 2012 (UTC) Possibly too- though there could always be some complication that their flak guns might shake up some structures too much- but that is definitely something to keep in mind ;)
VolteMetalic 09:25, March 3, 2012 (UTC): Their portable flaks could shake a whole brick-based and armored structures? :P
Hazza-the-Fox 11:11, March 3, 2012 (UTC) It technically is a tiny artillery piece :/ - and potentially be unwieldy inside (except for Crenelated bunkers of course)- then again I suppose it doesn't matter- I was wondering if it were necessary to equalize these guys to the Guardians- though they are overall quite different units anyway...
VolteMetalic 10:43, March 5, 2012 (UTC): Hmm... than probably just Conscripts? :)
Hazza-the-Fox 12:41, March 5, 2012 (UTC) I reckon it's the best way to go- standard gun/function units as the only garrisonable type for most structures (mainly civilian structures and this War Command), with Crenelated bunkers able to accomodate more types; after all, we still want these structures to be nice and vulnerable (and the Battle Bunkers in turn should always be proportionately more applicable for defense than them).
VolteMetalic 10:08, March 6, 2012 (UTC): Ok :)
Industrial Engine
- Full Designation: Industrial Engine
- Role: Generates income from recycled vehicles and manual infantry labor
- Cost: 2000
- Power: -50
- Requires: War Command
- Unlocks: N/A
- Builds: N/A
- Abilities: Recycle Vehicles, Enemy Infantry Labor, Labor Garrison (max. 8 infantry)
- Secondary Function: Evacuate Garrison - All infantry inside the Industrial Engine leaves
- Special Abilities Unlocked: N/A
Discussion |
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Hazza-the-Fox 13:21, February 19, 2012 (UTC) Basically, it's Yuri's Grinder meets China's Internet Center; Tanks sent here are recycled into their full cost in resources- and infantry sent here are put to work shoveling coal and scrap into the furnace. There are a few ways we can handle the second one;
VolteMetalic 09:56, February 20, 2012 (UTC): I am more for option 1 :) For the design, I would go with merging RA2 Industrial Plant, Industrial Plant from Rise of the Reds mod and of course Yuri Grinder. I will study it, but the place where the vehicles will be grinded, will be only on one side, like a garage, if you understand me :) Hazza-the-Fox 22:57, February 20, 2012 (UTC) That could work too- I was thinking of actually merging the Soviet Ore Refinery, Industrial Plant and Grinder together myself (the idea is, you have the Ore Refinery structure, but the conveyerbelt is big enough for a tank to ride up- and there is a grinder at the top. On the rear-flanks of the structure are 'industrial plant' gears and chimneys; The 'pit' where the ore truck would normally park is filled with debris and/or coal; All units enter the same side as the Ore truck did- only infantry will step to the sides of the 'pit' and start shovelling stuff up the conveyerbelt, while vehicles will simply go straight ahead and ride the conveyerbelt into the grinder ;) VolteMetalic 12:19, February 21, 2012 (UTC): Moment, there would be a problem. I have suggested the same thing for Paradox (only without the grinder), and it was accepted to Soviets. The Ore Collector can drive to the Industrial Plant, and when loading here the ore, all factories, airfields and shipyards will receive small "discount" for stuff they make. Even it is different than here, it would look too similar. I would go with simply a structure that in the radius can decrease the price of all units build in factories, shipyards or aifields in the vicinity, can salvage vehicles for money, and generates it. Question is, cna you build more of these or only one? Hazza-the-Fox 12:56, February 21, 2012 (UTC) Huh? Not at all- I was actually describing it's appearance, not its function! :P Function-wise, it only does two things- recycle vehicles (RA2 Grinder) and forces infantry to shovel for the furnace (generates a slow trickle per-soldier- like the Zero Hour internet center does with hackers). I figured that given the function, players should be able to build as many as they like (being that it costs a lot of money- but more importantly- in both cases, it only generates income by sacrificing vehicles and infantry to it- meaning it will either cost a huge amount to establish- or alternatively, requires a lot of fancy raiding and defending with Psi units). However- the potential Allied counterpart might cancel the infinite ability to build more of these structures- so its something to keep in mind. VolteMetalic 10:49, February 22, 2012 (UTC): Aha, ok. Hazza-the-Fox 12:04, February 23, 2012 (UTC) Cool- so the main issue to consider is how can this structure handle its infantry? Does it eject them or does it keep them (I remember you said there was a technical glitch preventing them from leaving)? And how does it handle excess infantry once its already full of shovelers? I thought of an interesting idea IF it were possible to eject units afterwards;
VolteMetalic 11:47, February 25, 2012 (UTC): I thought of it more as you simply send the infantry inside, and you can eject them out,a dn they will remain the same, much like with Hackers and Internet Center. And mind-controlled units, I am not sure if they cna be send into structures, as they cant be controlled there. Hazza-the-Fox 04:46, March 2, 2012 (UTC) How about we simply state that if a mind-controlled enemy unit (vehicle OR infantry) is sent inside, it is instantly killed and recycled- but if a friendly infantry unit is sent in, he is put to work and will simply be ejected afterwards? That might solve a lot of problems- excess controlled enemies will always have a place to go without interrupting everyone else (and it makes a lot of sense you wouldn't want your own guys shovelling next to your captives). VolteMetalic 09:07, March 2, 2012 (UTC): Yeah, that could be possible :) It is Grinder after all. Hazza-the-Fox 10:01, March 2, 2012 (UTC) Awesome- problem solved! That would simply mean;
VolteMetalic 09:25, March 3, 2012 (UTC): Or maybe enemy infantry can be send into Gulags, and High Command will pay you for every infantry you will send into the Gulag :D But enemy vehciels will be recycled, same like your own. So you can also recycle your own vehicles if you want money from not-useful vehicles anymore. Hazza-the-Fox 11:12, March 3, 2012 (UTC) That sounds the coolest- I reckon we should go with that! VolteMetalic 10:43, March 5, 2012 (UTC): Yup :) |
Atomic Energy Lab
- Full Designation: Atomic Power and Munitions Research Laboratory
- Role: Late-game research facility, large power plant, unlocks Tier 4
- Cost: 3000
- Power: +900
- Requires: War Command
- Unlocks: Psi Sensor, Nuclear Missile Silo, Control Ship, All Tier 4 units and powerful upgrades, Tier 4 bonuses
- Builds: N/A
- Secondary Function:
- Special Abilities Unlocked:
Hazza-the-Fox 13:21, February 19, 2012 (UTC) The Atomic Energy Lab (another possible name- also a bit differentiating from other nuclear stuff) is the Soviets ultimate tech structure, a passive 'superweapon' in its own right- it unlocks extremely powerful technologies and abilities.
It contains an experimental Nuclear Reactor- generating an extreme amount of power- but also serving a safety risk if the structure is destroyed or possibly sabotaged by a spy (that could be the function of spies against these structures- some kind of horrible backfire).
The Nuclear monitoring and maintenance facility is also able to oversee the implementation of Plutonium Cores into existing Tesla Reactors- greatly increasing the power output of each by a substantial margin.
Nuclear energy isn't the only thing handled by this lab- more clandestine research goes on in here- including human biological research- as such, many other technological upgrades- notably the Cerebral Stabilizer upgrade are also available here.
VolteMetalic 09:56, February 20, 2012 (UTC): I was thinking that all upgrades could be in War Command, and Atomic Energy Lab (I love that name :D) will be just unlocking the techs there.
And few questions regarding the "unlocks". What is "Tier 4 bonuses and Nuclear Power"? And for Control Ship, I am not sure if it can be specified here. It is already said by "Tier 4 level". And, can you specify here what Atomic Lab unlocks and maintains here?
And the cost, I think its fine. And power... thats too much. Less than thousand I guess.
Hazza-the-Fox 22:51, February 20, 2012 (UTC) Upgrade allocation could work- I was thinking the more advanced but generalized upgrades would take place in War Command (along with a few of the slightly stronger Soviet-specific upgrades like Uranium Shells), and the ultra-high-level Soviet ones would take place in this one (the kind of ones that loosen the rules for ultra-high powered units); it depends how hard we want to make it to access the likes of Cerebral Stabilizers- as it takes the PsiCorps from having the same attack range as the RA2 Yuri Clone unit- and bumping it up to what the Devestator Tanks can do- allowing them to outrange most general attack units). It would be a similar deal for the Allies when they get "Harmonics"- as the Sonic Tank's initial balancing weakness was it poses a friendly-fire risk (forcing players to be super careful in micro-ing one, impossible to death-ball, and discouraging building lots of the unit). Needless to say, these are quite game-changing upgrades we're talking about, so forcing players to buy the Atom Lab and THEN select the upgrades is potentially quite fair ;)
As for unlocking (aside from Tier 4);
- Structure-wise, the Atom Lab is the prerequisite for the Nuke Superweapon, and I was thinking, possibly the Psi Sensor (having both the PsiSensor and SpySat Uplink bumped back gives all the stealth/infiltration units just that little bit longer to do some last-minute espionage!).
- Tier 4 bonuses include the Iron Curtain's ability to partially shield friendly infantry, converting Tesla Reactors to Nuclear power, and any other enhancements the Soviet base may need- on the basis that this lab is currently functional. Thus, it is vital to defend this lab or else your IC and Tesla Reactors revert back to their normal functions. These things aren't so much Tier 4-dependent as directly Atom-Lab dependent.
For Price- cool. Power generation- no probs- just wanted it to provide roughly the same output as an advanced Nuclear reactor would.
VolteMetalic 12:42, February 21, 2012 (UTC): It would take too much space, requiring two bars in the "build menu" instead of just one :) It can unlock them in War Command thought, same like other structures. it will work the same, you will need Atomic Lab to purchase the upgrades, and you will need War Command to research it here :)
Ok, I agree with Psi Sensor. The power, when looking on normal Reactor, is way overkill :D To give power like 20 Tesla Reactors is way too much. 10 or less is more reasonable.
Hazza-the-Fox 12:49, February 21, 2012 (UTC) OH YES! We definitely should do that option instead (Battle Command holds upgrades- T4 ones simply come available with Atom Lab)!!!
Psi Sensor- cool- I've figured it solves a lot of issues if bumped to T4.
Power output- absolutely! I admit I simply entered a random large number as a placeholder :P By all means you are welcome to change it to something realistic (it can of course afford to be even less than a RA2 Nuke reactor- as the lesser reactors are all bumped up in their output too)!
VolteMetalic 10:50, February 22, 2012 (UTC): :)
I dont know how many power RA2 one gives :) But I think 900 or 1000 is fine.
Hazza-the-Fox 12:04, February 23, 2012 (UTC)Cool- lets make it 900
VolteMetalic 11:47, February 25, 2012 (UTC): Ok :) So now to the appearance. I would go with one tall structure, one smaller, and beside it one cooling tower and atomic reactor. ( Here is a showcase of what to use) The large structure represents the laboratory, the reactor and cooling tower the powerplant :)
Hazza-the-Fox 09:57, March 2, 2012 (UTC) It's tempting- I was thinking of using a modified version of that Nuclear Lab in the same showcase myself... (that structure itself actually built around the concept you described)
VolteMetalic 09:25, March 3, 2012 (UTC): :) It will be a great mix of a nuclear power plant and laboratory of experimental science :D
Hazza-the-Fox 11:13, March 3, 2012 (UTC) Yep! So, any modifications on the old Nuclear Lab concept to transfer it into the new version (I remember the smokestack being a bit out of place)?
VolteMetalic 10:43, March 5, 2012 (UTC): Pretty much what I circled in the image :) And add the large tall structure :)
Hazza-the-Fox 12:36, March 5, 2012 (UTC) Well that's the tricky part; the old version is pretty much that already- simply the dome moved to the front, the single chimney to the back, with the new tall structure around it...
VolteMetalic 10:08, March 6, 2012 (UTC): Maybe...
Hazza-the-Fox 10:35, March 7, 2012 (UTC) Hmmm, so just use the old concept? Any modifications? The only details I'd probably modify is to convert those two 'base platforms' the two towers sprout up from into brick- as the structure overall already has the Soviet style 'metal' color. Perhaps some more glowing windows between the three red stripes running up the sides? Maybe modify the antenna- or put some more hitech gadgets (more antennae perhaps) on that left-side forestructure?
I dunno.
VolteMetalic 13:26, March 7, 2012 (UTC): That would be good :)
Construction Yard
- Full Designation: Construction Yard
- Role: builds structures and defenses
- Cost: 2000?
- Power: 0
- Requires: Construction Yard, War Factory
- Unlocks: Tesla Reactor, People's Barracks, Battle Bunker, Brick Wall, Iron Gate
- Builds: Virtually all other structures (as construction vehicles), and defenses
- Secondary Function: NA
- Special Abilities Unlocked: N/A
Discussion |
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Hazza-the-Fox 13:21, February 19, 2012 (UTC) Ok we got the basics down- for both sides, all structures are built internally and released as construction vehicles (same as Empire Nanocores in RA3)- all defenses are built traditional RA2 style- with superweapons and not-quite-defense armory structures potentially being either of the two (or possibly being externally-constructed, Soviet RA3-style). Appearance-wise, I have a few concepts- a rather industrial-looking building, composed of a central tower with stuff on the top (antenae, or in Soviets case, possibly a dome); On the front-face of the tower are either windows, or a massive Soviet Flag draped down- at the base is the doorway where the construction vehicles exit along a long ramp flanked by two long structures (probably where the 'traditional' construction cranes are positioned, along with various other industrial-looking stuff, and probably some more communication equipment maybe) VolteMetalic 09:56, February 20, 2012 (UTC): For the description of the concept, I am not really sure what you meant :D I think it would contain elements from RA2 ConYard. I will keep that up to you :) And regarding the requirement, somehow it seems that when you lose the ConYard, you will not be able to make another one... thats kind of bad, but I am not sure how to solve it, hmm... Hazza-the-Fox 22:34, February 20, 2012 (UTC) It's hard to describe its appearance actually; I'll put up some concepts at some point soon and we can have a look; Oh, about the build requirements- the previous version I had you only needed the Conyard itself to build another one directly- but the Depot or War Factory could build the construction vehicle as a unit (like the War Factory).... I think, the simplest solution is you simply build the Construction Vehicle from the Depot- that should make things easier ;) VolteMetalic 12:44, February 21, 2012 (UTC): From Depot, which is strictly for resource gathering? Why? Also, it cant build them, as its Secondary is to build Supply Trucks. There is no place or room for Depot to make "MCV". Hazza-the-Fox 11:53, February 23, 2012 (UTC) Rats- that would have gotten rid of the 'danger time' prior to building a war factory; Well, if we can't do that, we could hopefully simply make the Conyard buildable from both another Conyard AND the War Factory as MCV (that way so long as you have one of these two structures, you can build a second Conyard. Otherwise I guess we could have it built ONLY from either another Conyard OR factory; and if that structure is destroyed, there could be some 'emergency replacement' protocol that spawns in a replacement??? (though balancing such a thing would be extremely hard- as neither team would be able to destroy an enemy base with constant fresh Conyards coming into play- unless perhaps it cost extra money or something) VolteMetalic 11:47, February 25, 2012 (UTC): I agree, same like with previous games (thought in RA3 it could have been build in Shipyard too). But two questions. Cna you please remake the Supply Trucks (both), and using them as base, than make the Construction Trucks? :D Construction Trucks are the same truck like Supply, only the flatbed is filled with many crates (Soviet) or one large metallic "box" (Allied) :) And second, i was thinking, how can Shipyard be build by the Truck? Hazza-the-Fox 12:10, February 25, 2012 (UTC) Having the Supply Trucks convert to Conyard is an EXCELLENT idea I might add- and would solve a lot of problems! I reckon we SHOULD go with that; I think the answer for ConVehicles and Trucks- The Construction vehicles themselves are some kind of specific amphibious army supply vehicle; I was possibly considering a flatbed, to accomodate a bit of an aesthetic feature where the convehicle leaves the Conyard door, and pauses for a second as the crane loads the 'construction container' onto its back. If not- then simply some kind of 'coastal landing engineering vehicle' or something. And regarding the supply trucks themselves- I think, because we have the Shipyards making naval supply barges, and as we don't really need the Conyards to be amphibious (just the shipyard, Sea Fort and Repair Center probably)- the simple answer to that is the Supply Trucks don't need to be amphibious themselves. |
Defenses
Brick Wall | Iron Gate | Battle Bunker |
Flak Cannon | Mortar Pit | Drone Tower |
Sea Fort | Tesla Coil | Fallout Fort |
Psi Sensor | Iron Curtain | Nuke Missile Silo |
Brick Wall
- Full Designation: Brick Wall
- Role: Wall
- Strong against: Damage (immune to dogs and small-arms)
- Weak against: Heavy assaults, demolitions, upgraded spies, wall-smashing vehicles
- Cost: 100 per length
- Power: 0
- Requires: Construction Yard
- Unlocks: N/A
- Builds: N/A
- Abilities: Trenches (infantry defense boost)
- Secondary Function: N/A
- Special Abilities Unlocked: N/A
Discussion |
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Hazza-the-Fox 01:59, December 12, 2011 (UTC) Yep, it's a wall. Small arms and dogs can't hurt it, anything else can. The Devestator, Nuke Truck, Mastermind, Grinder-Magnetron and Battlefortress can knock these down by driving over them (and possibly also the Maulers when upgraded). Upgraded spies and other infantry units can blow them up.Artistically- something between typical RA2 Soviet walls, and Yuri citadel walls (with the wicked spikes). Of course, these would be a grimy red-brick covered in steel brackets, not the campy yellow brick with 'alien' details). Possibly, these could also have 'tank spikes' to stop tanks actually going near them at all? (this might even differentiate Soviet and Allied walls, daresay- that being the case, the Allies should probably get strength upgrades to counteract). Note- I haven't started the gate issue yet- thought we could discuss it here (just checking if its possible)One last extra detail- I want to add some kind of 'terrain advantage' factor to this mod too (if RA3 doesn't already have it; though Emperor Battle For Dune definitely did)- basically, being near certain terrain features, trenches, barricades, cliffs etc enhances the armor of all infantry stationed nearby, and possibly prevents vehicles from steamrolling them. I thought the walls could also contain some 'trenches'- standing your infantry near the wall enhances their defense. VolteMetalic 13:18, December 12, 2011 (UTC): I would add into their appearance the RA3 Brick Wall, that was also really good. {C}Gates, as I said already, they are possible. The only thing is that you must manually open them or lock them, preventing anyone (even your units) from passing through them. Giving it the abiltiy to generate the "aura" which enhaces infantry's defense when standing near it wont be a problem. Hazza-the-Fox 04:30, December 13, 2011 (UTC) Sounds good. Anything else to add? VolteMetalic 14:38, December 13, 2011 (UTC): No, nothing comes in my mind. Hazza-the-Fox 23:04, December 13, 2011 (UTC) Cool- I think, with the infantry-cover business, as I posted in the Engineer section, this could possibly be related to the engineer instead. But either way I think we're done with the wall. VolteMetalic 13:57, December 14, 2011 (UTC): Agree. |
Battle Bunker
- Full Designation: Battle Bunker
- Role: Infantry garrison defense
- Strong against: Varying, light ifafntry
- Weak against: Artillery, aircraft
- Cost: 500
- Power: -30
- Requires: People's Barracks
- Unlocks: N/A
- Builds: N/A
- Abilities: Garrison (max. 6 infantry), Garrison Healing
- Secondary Function: Evacuate Garrison - All infantry inside the Battle Bunker leaves
- Upgraded abilities: Crenelations - Grants NSV roof gunner
- Special Abilities Unlocked: N/A
- Armament: NSV machine gun (Crenelation upgrade)
Discussion |
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Hazza-the-Fox 01:59, December 12, 2011 (UTC) Pretty straightforward really. Anything else to add?VolteMetalic 13:18, December 12, 2011 (UTC): The cost of 500 looks good. The pwoer may be just 20 or 25. Requires just Construction Yard, max 5 infantry. But you forgot to add it starts with the machine gun :) Which is on the "roof" of the bunker, above the infantry inside, and operated by Conscript. it amy be actually two NSV machine guns. Hazza-the-Fox 04:46, December 13, 2011 (UTC) That is a fair possibility actually- we could go with that. (I think it should be a light machinegun though- essentially a Conscript's gun on full-auto and longer ranged). As for Power- don't forget that this would be constructed before the Power plants (but then again, it wouldn't matter if they drained some power pre-reactor anyway- so it would probably work nicely!). VolteMetalic 14:38, December 13, 2011 (UTC): You eman, that the Conscript will be firing with his AK-74 in full-auto? :D Cant he be sitting behind a machine gun? :) Hazza-the-Fox 23:06, December 13, 2011 (UTC) I mean that the machinegun should just do light damage, and probably be a light infantry machinegun. We don't exactly want a structure to slice and dice infantry that comes near- especially at only 500 bucks for a structure with heavy armor and 5 guys providing support fire. :P VolteMetalic 13:57, December 14, 2011 (UTC): Ahh, right :D Ok so just one NSV machine gun? In theory, NSV MG can be mounted on the Mauler and Devastator's roofs as Heroic, its the latest machine gun of Russia in real life. Hazza-the-Fox 22:00, December 14, 2011 (UTC) Could work; as a rule of thumb, anti-infantry machineguns have varying affectiveness that is at best, simply more effective than the gun of a Marine. Coaxial machineguns are at best, inflicting a higher damage-per-second than the tank gun iteslf, and roof mounted and gunship machineguns would attack like a *promoted* marine- only with rapid fire. Basically wanting these units to be effective against infantry, without outright cutting them up- so players would actually want to use soldiers to spearhead attacks. VolteMetalic 12:38, December 15, 2011 (UTC): Hmm? Hazza-the-Fox 13:22, December 15, 2011 (UTC) It definitely helps to make heavy machineguns convincingly effective, but not actually to the point where infantry would be unable to actually take the ground by themselves- and the excuse for coaxial is that the driver would have a hard time aiming a fixed gun on the side of a tank turret, while a mounted machinegun has no disadvantages, but has as much trouble hitting infantry as another infantryman's rifle, as the enemy infantry would be taking cover the same way- so the damage is literally the same- but not the rate of fire. VolteMetalic 11:19, December 16, 2011 (UTC): Aha... Hazza-the-Fox 13:58, December 16, 2011 (UTC) ;) Yep, that's the beauty when realistic physics and gameplay needs happen to fit hand-in-glove! And the end result is that machineguns are distinctly better than rifles, for very much the same reason they're better in real-life! On another note- should the non-combatative units have functions inside the bunker also? (eg, Engineers slow-repair the structure from the inside, scouts extend sight range, increase the ROF of friendly units*, etc?)
VolteMetalic 10:13, December 17, 2011 (UTC): The non-combat guys wouldnt be able to fire from inside, like Engineer and Spy. Scout is armed with Makarov pistol so he can fire from inside, along with using binocular. Pariah, heavy infantry and dogs cant enter it... and the non-combat units would be able to garrison it, but will dont do anything. Hazza-the-Fox 10:59, December 17, 2011 (UTC) Sounds good VolteMetalic 15:04, December 18, 2011 (UTC): So, is set? Hazza-the-Fox 21:08, December 19, 2011 (UTC) Yep! Hazza-the-Fox 10:46, January 20, 2012 (UTC) Oh, a few tweaks- I was thinking about how to balance the roof gunner and ability to garrison a broad range of infantry as a start-game defense- and figured that the best idea is to connect this with the barracks' ability to have soldiers shoot from inside all to an upgrade called 'crenelations'- so- start of game, Bunker only holds conscripts and doesn't have any other weapons, and barracks only holds units but they cannot fire from inside- but after the upgrade, Bunkers can hold all the other units, also gain the roof-gunner, the barracks can allow soldiers to shoot from inside, and multiple other structures gain garrison spots and/or in-built machineguns. Naturally this is a fairly early upgrade. |
Flak Cannon
- Full Designation: 100mm KS-26 Heavy Flak Cannon
- Role: AA defense
- Strong against: Aircraft, vehicles, infantry
- Weak against: Heavy targets, artillery
- Cost: 1000
- Power: -30
- Requires: Supply Depot
- Unlocks: N/A
- Builds: N/A
- Secondary Function: Switch Ground Attack/Aerial Attack - Switches to be able to attack ground targets, switches abck to attack aerial targets. Switching the alignment of the gun takes a few seconds.
- Special Abilities Unlocked: N/A
- Armament: 100mm KS-26 high-altitude flak gun
Discussion |
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Hazza-the-Fox 01:59, December 12, 2011 (UTC) Standard AA defense for the Soviets, firing slow ROF but heavy-hitting flak shells, like in RA2.Question is, should it get a ground attack? This would also weigh into whether we should get an additional defense, I was thinking two options;
Which would leave space for an alternate defense.
ALSO- should this ground attack be only available as an upgrade (Shrapnel Shower)? speaking of flak units, I was thinking; Shrapnel STORM sounds somewhat better as a name for the upgrade, and another I have put on the Flak Raider page. Also, have you found my story page yet? (still have no luck working this wiki to get things on the right page- its' still in the 'forum' section I believe.) VolteMetalic 13:18, December 12, 2011 (UTC): I would go with the first option, the direct-gun. And, it may be actually the Secondary, switching between "Anti-Armor Gun" and "Anti-Aircraft Gun". :) The caliber may be 100mm (KS-19) or 130mm (KS-30). The Toxin Mortar... that could work. Shrapnel STORM? Or Shrapnel Storm? :) Yes, I found it, just havent replied yet :) Hazza-the-Fox 04:34, December 13, 2011 (UTC) Hmmm- I'm still torn between both options as they both sound awesome- I say stick with the direct-shot Flak and Toxin Mortar (and if the mortar proves a little extreme (though it shouldn't) we'll go for the other option- though I'll illustrate all 3.5 options Hmmm- never thought about STORM or Storm (I originially just meant "Storm", but STORM could be better- though I think it would hardly apply as much in direct-shot attacks, being that they are already getting the shrapnel up-close) No probs. VolteMetalic 14:38, December 13, 2011 (UTC): Ok, so Switch Ground Attack/Aerial Attack. I like more Storm, as with STORM we will ahev to make what it means :D Hazza-the-Fox 23:08, December 13, 2011 (UTC) Yep, agree, thinking about it, it gives aircraft a nice chance! Agree- Storm doesn't require explanation ;) VolteMetalic 13:57, December 14, 2011 (UTC): So Flak Cannon is set :) Its nice how quickly these things are solved :) Hazza-the-Fox 09:43, January 6, 2012 (UTC) One last thing- so we're talking of putting in a 1x1 footprint for this defense, right? VolteMetalic 11:33, January 7, 2012 (UTC): Yes. Especially it is manned by one guy. |
Mortar Pit
- Full Designation: 160mm M1867 Versatile Mortar Emplacement
- Role: Long-range support defense
- Strong against: Vehicles, infantry
- Weak against: Aircraft, heavy targets
- Cost: 1200
- Power: -30
- Requires: Radar Tower
- Unlocks: N/A
- Builds: N/A
- Secondary Function: Switch Toxic Shells/Airburst Cluster Shells - Switches to firing toxic ammunition which contaminates the ground, switches back to cluster bombs
- Special Abilities Unlocked: N/A
- Armament: 160mm mortar
Discussion |
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Hazza-the-Fox 01:59, January 8, 2012 (UTC) Basically, a light mortar for offering light ranged support- with a twist. Instead of launching a typical mortar shell, it either fires a single heavy-ish radioactive round that not only hurts a LOT for whatever unit gets this drum crashing on its head- but also leaves small radioactive patches. The other fire mode fires a special shell that detonates in the air above the target, and sprinkles several small bombs and large bits of debris over the area, hurting everything inside. In essence, one mode is better suited for direct hits and for building up a radioactive barrier to the enemies, the other for softening up a broad crowd. Switching between the ammo types takes a moment. The mortar's disadvantages are a very slow rate of fire, somewhat lighter caliber rounds than what other artillery pieces would utilize, and most importantly- is unable to attack targets at distances closer than long-range (admittedly also a good safety precaution with all the cluster munitions and toxic drums flying around). Its turret also pivots quite slowly, making fast units a distinct achilles heel. I think all that's left is some kind of prefix for its name- obviously it spews a lot of pollutants, and can also shake up a large area too. Also, we'd need to think of how the defenses are allocated; Obviously, this one would be before the Battle Lab (Tesla Coil) but after anything else- so I'd probably set this thing as needing the RADAR as a pre-requisite. With that in mind, the Flak Cannon would probably be a good Barracks/Depot candidate. VolteMetalic 11:53, January 8, 2012 (UTC): 150mm is for you light mortar? :P No need for the preffix. The Secondary sounds perfect! Yeah, Radar sounds fine as requirement. Hazza-the-Fox 13:43, January 8, 2012 (UTC) Hehe, true; I wanted something to be *just* big enough to concievably be able to shoot a whole heavy clusterbomb in the air. I actually like the non-prefix name myself- though considered it as both of its fire-modes are quite a bit more exotic than people would expect from a typical mortar defense. VolteMetalic 12:08, January 9, 2012 (UTC): Yeah, but it is fine without it, other defenses like Flak Cannon, Pillbox etc. dont has it too :) Hazza-the-Fox 22:23, January 9, 2012 (UTC)Good point- thought admittedly, both names imply exactly what typical Flak Cannons and pillboxes actually do (shoot flak shells from a large gun, and garrison infantry). VolteMetalic 10:47, January 11, 2012 (UTC): Yeah, and mortar pit is a mortar in concrete "pit" :P And, can the caliber be increased to 160mm? Soviets really fielded a mortars of this caliber :) Hazza-the-Fox 22:04, January 11, 2012 (UTC) Good point; And sounds good to me! VolteMetalic 11:21, January 12, 2012 (UTC): :) So Mortar is set? Hazza-the-Fox 14:54, January 13, 2012 (UTC) Yeah I'd say it's set! (By the way- check back to the 'skunk' discussion, got a long post there ;) Also- any unit/structures we should be visiting next?) VolteMetalic 10:11, January 14, 2012 (UTC): Hmm... maybe factory and naval yard? |
Drone Tower
- Full Designation: Rearmament and Repair Drone Tower Center
- Role: Supportive defense
- Strong against: N/A
- Weak against: General threats
- Cost: 1000
- Power: -30
- Requires: Radar Tower
- Unlocks: N/A
- Builds: N/A
- Abilities: Repair Drones Radius, Gunship Rearm Radius
- Secondary Function: EMP Mine Drop (sends plane to drop a cluster of EMP mines, which disables any enemy vehicle crossing them)
- Special Abilities Unlocked: N/A
Discussion |
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Hazza-the-Fox 01:33, December 12, 2011 (UTC) At very standard it repairs and rearms all vehicles (possibly restoring any 'mana' to some other vehicles, so they can use their special attacks more). Could possibly have some addtional defensive function, but as it is, it should suffice. VolteMetalic 13:18, December 12, 2011 (UTC): Not sure if it is possible to make it that it restores the Secondaries... But so far it is all made out, nothing else to add at all. The name... depends on how it may look like for Soviets and Allies. Hazza-the-Fox 04:37, December 13, 2011 (UTC) Excellent- as for the look, I think it depends on what I come up with I guess; (most likely a helipad/service pad with some robot bays/repair-arms being overlooked by a short smaintenance tower that *might* have some defensive function- or not. Regardless of which of these are used, they all make good aesthetics! ;) The only other (probably irrelevent) note is that the Soviets are more geared for airships, while the Allies are more geared for helicopters, so these might prove slightly differentiating in name or appearance... or not. VolteMetalic 14:38, December 13, 2011 (UTC): Yeah, but dont forget it repairs vehicles as well. Hazza-the-Fox 23:09, December 13, 2011 (UTC) That's right, it definitely does. Another question- should it also slow-repair nearby structures (or boost your attempts to manually repair them? VolteMetalic 13:57, December 14, 2011 (UTC): Hmm... that dont sounds bad. Actually, repairing in RA3 is INSANELY slow, its faster sometimes to sell it and build a new one than repair it. And no kidding. Hazza-the-Fox 22:01, December 14, 2011 (UTC) Cool- so we have something that repairs all vehicles, air, and buildings! I reckon we've got this one solved! VolteMetalic 12:38, December 15, 2011 (UTC): Just one thing. The controlable repair drone as Secondary, that it builds it, a mobile repair vehicle, maybe jsut without the abiltiy to transform into aerial form, as Pioneer already does the job, so something to add as its secondary, but that isnt needed to add here, just to mention it here. This, and its finished :) Hazza-the-Fox 12:59, December 15, 2011 (UTC) I think the Pioneer can operate simply as a weaker, but mobile Drone-repair bay (only its aircraft repair ability is just as good- or at least almost- while its ground-repair and general re-armament is greatly inferior). Perhaps, that controllable mobile drone could actually be that supply chopper? (only restores structures and ships). VolteMetalic 11:19, December 16, 2011 (UTC): ... Pioneer, if able to repair ground units, can repair ships too. The drone can repair ground better, thats fine, but structures... who knows. Hazza-the-Fox 13:56, December 16, 2011 (UTC) It (delivery chopper/drone) could restore a massive chunk of health each delivery, but cost about 400-500 bucks in resources each trip (slightly less than the cost of sending one engineer to do the same thing- but a lot faster). The Pioneer/standard repair drones, however, just gradually built up health for free in the normal way (and in the Pioneer's case, ridiculously slowly for ships/ground- but fairly good for air). That should provide some good alternative ways to get ships repaired VolteMetalic 10:13, December 17, 2011 (UTC): Hmm? You mean that its Secondary may be to repair one vehicle nearly permanently for cash? Hazza-the-Fox 10:58, December 17, 2011 (UTC) Yes- only it can't repair vehicles- only structures or ships- and that is if the chopper it sends out actually reaches it to 'drop off aid'. Afterwards, the chopper must return and restock before another 'aid drop' can be made. (although, if the engineers deployed into repair tents (or if another repair bay is selected), sending a delivery to that could get it to do a bigger repair boost to its surrounding vehicles for a short moment). VolteMetalic 15:04, December 18, 2011 (UTC): ... Dont get any word you said, its like you were talking about 3 differnet things. Hazza-the-Fox 21:22, December 19, 2011 (UTC) I didn't talk about three different things as much as describe the one thing badly (it was literally coming to mind as I was typing the last entry)! So, every repair bay could have a helipad with an 'aid helicopter'- clicking the base/helicopter, you may then click any friendly structure OR ship, and the helicopter will take off with some "aid supplies" dangling underneath, and will fly to the structure/ship and drop them off. Every time you make this command it costs you money (about 500). If the Helicopter arrives, it drops off its aid supplies- and the target structure/ship gets a massive health restore- and then the helicopter returns back. If the helicopter is shot down at any point, the Repair Bay will replace it for free (but this takes a LONG time). However, if it was carrying its supplies, you simply lose them and must try the trip again. VolteMetalic 19:41, December 20, 2011 (UTC): Ahh... than no. It will take the option of the mobile repair drone coming from here. Hazza-the-Fox 03:41, December 21, 2011 (UTC) I disagree- an aid/supply chopper helps anchor the game on the less whimsical side, and it also poses a risk of sending it out (cost, interception)- and a good reason as to why it must make a return journey after making a repair (and also why it can only support the most high-end units (ships and structures). VolteMetalic 12:56, December 21, 2011 (UTC): I mean, you cna have only one secondary. And, sending a unit from it in this way... Hazza-the-Fox 23:06, December 21, 2011 (UTC) You mean it isn't possible? As it is a good option- a large boost with a nice risk factor and nice penalty to go with it. VolteMetalic 11:31, December 22, 2011 (UTC): It is probably possible, but than it cant produce the mobile repair drone. Hazza-the-Fox 05:36, December 23, 2011 (UTC) Well, technically we'd have the pioneer filling the role of a mobile repair drone bay, and the upgraded engineer would perform repairs in the field. That would leave the supply chopper to make massive repairs for the ships and structures (and possibly boosting other repair units)- but with the drawbacks that it can only do these in single deliveries that cost money. By the way that gives me an idea for the engineer. VolteMetalic 11:34, December 23, 2011 (UTC): Well, the thing is, that Service Bay is surface structure, why would I send it to repair ships? :) The idea isnt bad, to send the helicopter, but like this it wont work. Hazza-the-Fox 13:35, December 24, 2011 (UTC) What if the Service bay were amphibious? (then it would be a naval emergency-response bay and make more sense! Not to mention be a direct assistance to the ships defending your ports) Also- I reckon we should pick a more consise name (one possible being "Outpost")? VolteMetalic 11:37, December 25, 2011 (UTC): It could be. But still... dont fits at all. The name for Soviet would be the the Repair Outpost, and Allied Drone Tower. Hazza-the-Fox 13:43, December 25, 2011 (UTC) Well it isn't too strange that a land based helipad would send aid choppers out to sea. And I actually also thought of something- what if it possibly gave boosts to other repair units (if, hypothetically, the engineers set up a repair/rearm tent- this chopper could drop an aid package that increased the speed the tent did its repairs and rearmaments). On a point of naming- if this is the same structure that possibly was the helicopter's 'helipad', that could be something to keep in mind too. VolteMetalic 20:15, December 26, 2011 (UTC): I am against it. And especially, when the gunships will be rearming on their own, and rearming will be accelerated by being close to Pioneer and to this one, the need of helipad isnt in place. As I am looking on it, there isnt any need of any Secondary for this. Hazza-the-Fox 02:08, December 28, 2011 (UTC) Fair enough- so you don't reckon forward bases and ships need the repair delivery? VolteMetalic 19:13, December 28, 2011 (UTC): No, it would prove to be little too much, as there will be hardly an option to shoot the helicotper down, as everyone will first send the damaged units little far from the combat, and than send it. And as there will be no enemy AA behidn which cnan take it down, it would be not fair, and for structures it will take the option of "repair buton" in command bar. The spawning of repair drones would be enough... but than the Secondary... maybe an abiltiy to spawn the minefield (or build minefield) as a special ability, similar to the SWs, but of course not of that strength :D Hazza-the-Fox 01:25, December 29, 2011 (UTC) Aha, you mean something like the "Clustermine drop" ability in CNC Generals? That could work ;) (perhaps it should cost some resources and take a while to replenish- so Ivan players have a clear advantage). VolteMetalic 12:13, December 29, 2011 (UTC): Yeah, sure, you must pay for it... and maybe it can be somehow different kind of mines maybe :) The EMP for example, or there is already something what makes them? Hazza-the-Fox 13:48, December 30, 2011 (UTC) That would be a very good idea! (and it better justifies it as an armory structure too). I reckon EMP mines would definitely be a good call for the Soviets (as no other unit or structure does anything like it- and it proves an excellent defense without actually harming the units. Interestingly, this could prove a nice way to actually discourage that same Soviet player planting his/her Terror Drones in these same ambush spots (as EMP and robots don't mix). Thus adding some nice tactical considerations to be made by the player. One last thing to consider- the mines should probably have some kind of vulnerable delay (aside from being detectable by dogs, possibly). Probably the mines are dropped (individually or in containers) that are parachuted down, and take a few moments to deploy once on the ground... VolteMetalic 22:30, December 30, 2011 (UTC): Yeah, definitely. The mines could be in fact a mini-drones who are very simple, so they just dig in after a while and wait till some vehicle is baove them and they will detonate, paralyzing it. Hazza-the-Fox 02:10, December 31, 2011 (UTC) awesome- self-burrying drones, I like it! (and nicely themed)- perhaps some kind of "Tech Drone Center" or something could work out as a name (although something that anchors the name in repairs/logistics etc). I think that sounds nicely done to me! Perhaps, the parachuted drones instantly detonate their EMPs on landing near enemy vehicles as a chain reaction among all the mines- but if they get a chance to land and bury themselves unmolested, the EMPs only harm enemies (and can't be seen without detection)? Another question- what happens when these mines land in water? Perhaps they can act as sea mines (detectable by submersibles and Sonar naval craft only). A recap;
VolteMetalic 16:20, December 31, 2011 (UTC): I would go with "Drone Tower". Would go well. I am not sure what do you mean with the EMP mines. The recap, yes, but the reloading I would keep it only for gunships, as vehicles dont have it, and when interceptors and bombers will be able to reload like this, than the destruction of the enemy airbase will be pointless, as enemy can still use them. Hazza-the-Fox 08:39, January 1, 2012 (UTC) I reckon an extra prefix to that name would be best- just to clarify that the drones are more a 'utility' than direct attack drones. EMP mines- if you drop them directly onto the enemy and have them set off before they land, they ALL explode and unleash EMP- you get an awesome mass explosion, but the down-side is you lose all the mines (because they too got caught up in the EMP before they had a chance to shield themselves underground). BUT, if they had a chance to land and burry themselves, they act exactly like mines- only the one mine that got crossed by enemy armor will detonate, leaving the others hidden and intact to damage the next tanks that come through. Adds a bit of versatility, tactics, and a nice drawback so that there is a bit of preparation required to get the most damage out of them (kinda like the Nuke Truck needing to actually activate its nuke to get the full atomic blast effect. (unless of course you were suggesting we get one single large-radius EMP mine per drop). Quite true- in that case, rearms gunships, repairs vehicles, drops EMP mines. What about slightly speeding up the regeneration of special abilities? (another thought came to mind- that could possibly be what the Allied Reactor could do, if not the Service Bay/Drone Tower structure). Of course, the boost is very slight, but adds a nice defensive edge. VolteMetalic 22:48, January 1, 2012 (UTC): No need for the prefix, it would be too long than :) Hmm... I think this could be possible. I dont liked on the minedrops that when I dropped them on enemy units, they simply "burrowed" and waited the enemy moves, dont detonated. So I agree with this. And it will be a minefield, not one single mine :) Not sure if possible. So I think Drone Tower can be set :) Hazza-the-Fox 23:09, January 1, 2012 (UTC) If you insist :P Awesome Really? Oh well. Yep, Drone Tower is done. |
Sea Fort
- Full Designation: Ocean Defense Platform
- Role: anti-shipping defense, naval supply storage, naval repair and rearmament platform.
- Strong against: Ships
- Weak against: Divers, subs, possibly aircraft (depending on AA armament)
- Cost: 1000
- Power: -60
- Requires: Shipyard
- Unlocks: N/A
- Secondary Function:
- Special Abilities Unlocked: N/A
- Armament: Suite of light naval guns, possibly AA machineguns.
Hazza-the-Fox 01:33, December 12, 2011 (UTC) Solving all the naval problems and issues in one structure- This platform has 4 functions;
- Is an armed defensive rig capable of holding off ships and possibly aircraft. It cannot attack land threats at all (poor targeting is the excuse- too strong a defense is the reason), and may possibly need an upgrade to attack air, or subs. Might possibly detect subs.
- Is a resource drop-off point for Supply Barges (and probably builds these ships too). Note that although supply barges are little more expensive than a supply truck, this structure is more expensive than the Supply Depot, due to the Sea Fort's extra functions- however, oceanic shipments make larger returns, making the investment worthwhile).
- Has a repair/rearmament aura for all nearby ships AND aircraft.
- May come with a special service helicopter (like what we talked about)- if you tell the SF to 'attack' a friendly unit that is damaged or has expended energy on its secondary attack, it will send out a repair/rearm helicopter to fully restore it, at the cost of some resources. Note that each SF has only one repair helicopter at a time, and each helicopter must return after making a repair- making the repair function actually quite a slow process. Also, destroying the helicopter results in a free replacement eventually appearing on the SF (same way Drone Carrier's drones are replaced). The helicopter is VERY easy to kill, however.
VolteMetalic 13:18, December 12, 2011 (UTC): I think that the Service Bay may be possible to build on the water too, so the rearming and repairing amy be handled to it. So the Sea Fort would have just 2 functions, as I dont remember we speaked about any helicopter for it.
- Sepot for the Supply Barges (still thinks it may be among Structures and not Defenses).
- Heavly armed naval platform with many (weak) weapons.
Hazza-the-Fox 04:41, December 13, 2011 (UTC) Oh really? That's an even better idea!
That helicopter thing was something we talked a bit about for Celestial Haven as a selectable unit. I thought alternatively, it could be some kind of feature of a more persistent naval structure.
So yes- those two options you listed are exactly what we should have! (and technically, most bunkers are actually used for valuable storage)! :P
-Besides, defense tab has so much more space (well, until now) :P
VolteMetalic 14:38, December 13, 2011 (UTC): Hmm... maybe I know how to solve the problem with the structures. That there will be, at T3, another structure which is able to make a new set of structures (aka money savers, adv lab + something else, and unlocks the access to some defenses). This may work out, and potentially we will have more space for more structures, and defenses.
Hazza-the-Fox 23:13, December 13, 2011 (UTC) I still think it's better just to leave this as armory (being a large array of guns that happens to have some room inside) than try to expand around it. Though your idea could still work (keep in mind, we're talking only a couple of structures, that just might fit- on that note, we will have to return to the tech-tree conversation (or start a new one, as a recap- and to discuss these options for base buildings- as we won't really be able to continue the base-bulding sections until we have a clearer idea of what we are going to do.
VolteMetalic 13:57, December 14, 2011 (UTC): I dont meant the Sea Fort, but just the Depot part of it. Like the large gun platform and repair station for ships its really fine, just the Depot part still dont fits me. We will need to reconsider it again.
Hazza-the-Fox 22:05, December 14, 2011 (UTC) Not really- in real like bunkers were often used as secure storage devices (and in many cases, that is actually their first role, while garrisoning soldiers being their secondary). As it is, our alternatives are either that, or the depot can be built on water (but somehow switches to only building and recieving ships). And if that's not possible, we should be taking advantage of the comparatively empty armory tab, rather than fitting duplicate structures into the base tab, when we're already trying to compress buildings together.
VolteMetalic 12:38, December 15, 2011 (UTC): But still, we have the difficulty with the structures. For the depot, I have asked that, but apparently its harder than expected. Maybe we should leave this topic opened and return to it when we will know more.
Hazza-the-Fox 13:00, December 15, 2011 (UTC) Agreed- it's proving quite complicated indeed!
Hazza-the-Fox 10:40, January 20, 2012 (UTC)Getting back to the question of possibiltiy for Supply Ships and Depots- is it possible for the Supply Barges to be built from the Shipyard- but treat any ocean-based depots as a depot they could go to? Also you must explain how exactly in Red Alert 3 structures can be built on water (does this include barracks/war factory, for example)
VolteMetalic 18:17, January 20, 2012 (UTC): Yes, Supply Barge can be build in Shipyard, and use any "refinery-like" structure in your possession.
It works that most of the structures besides barracks and factory (because not all of their units are amphibious) can be build on water. There isnt the problem Supply Depot cant be build on water, problem is that I dont know if it will create Trucks only on ground and Barge on water. I asked one guy few times,a nd he always deleted it... I didnt liked him.
Hazza-the-Fox 23:19, January 20, 2012 (UTC) Meh- screw him anyway; I reckon we should go with the shipyards making the Supply Barges, and sea-stead Depot to collect (though in this case, we may need to consider how it builds trucks- unless building one of these structures spawns supply trucks at the Conyard instead- so building a naval sea depot spawns a truck at your Conyard to help you on land?)
VolteMetalic 17:48, January 21, 2012 (UTC): I will ask another one.
VolteMetalic 10:23, January 27, 2012 (UTC): Well, as we have decided to integrate Depot into Shipyard, how will it continue with Sea Fort? :) Also, did we decided that Drone Tower can be also build on water or not?
Hazza-the-Fox 02:38, February 4, 2012 (UTC)Well, if the Shipyard acts as a Depot, and I agree the Drone Tower SHOULD be built on water, then I think that leaves the Sea Fort as primarily a weapons platform (say, one or two light naval guns, and a light machine-flak gun). As the Pioneer and Allied Service Tower are handling naval repairs, I think those roles can be dropped too.
But perhaps- what if the Sea Fort administered repairs to nearby naval STRUCTURES (have to be very close)?
VolteMetalic 08:06, February 4, 2012 (UTC):Nah, it would look weird that a fort is taking care of nearby structures :D I think primarily as a weapons platform. Two light naval guns sounds fine, just they are in one turret, or in two (or two turrets with two guns each), and maybe 2-3 Flak cannons, and to be tough and look like a sea fort. :)
Hazza-the-Fox 13:29, February 4, 2012 (UTC) No probs- strictly a weapons platform!
Certainly something like this amount of firepower too (depends how powerful we want it- and thinking about it, a moderately expensive but well-equipped structure (implying a fair endeavour to build) is probably the right idea!
Now the trick is figuring out how on earth these things are going to look (probably something like the RA2 Naval Shipyards, or "Sealand" perhaps). I'll of course work on some concepts too.
On that note- I reckon the armament- twin cannons, 2 light AA machinegun-flaks, and one artillery-style AA flak.
VolteMetalic 14:04, February 5, 2012 (UTC): I think that it would be really omethign what can defend the port of your base, in combination with other defenses (or if other defenses like Tesla Coil can be build on water or not).
I twould look... I have one idea for it, but I cant find it... :( The armamen, what is actually this "machine gun flak"? And artillery-style AA flak?
Hazza-the-Fox 14:29, February 5, 2012 (UTC) Aha. Agreed- though I think this would cover nicely with what its' got though- and don't forget, the biggest threat it needs to protect against are mainly enemy ships. Land-based AA defenses could possibly contribute to the AA coverage, as could the AA ships.
Definetly not building Tesla Coils on water :P
"machinegun flak" = machinegun that shoots smaller weaker flak shells (resulting in smaller, weaker explosions against air)- basically a better AA machinegun than the Vulcan- something like the RA3 Bullfrog flak gun. While 'artillery flak' is the German 88mm gun, and RA2 Flak Cannon- slow firing, heavier shells.
VolteMetalic 18:28, February 5, 2012 (UTC): Ahh, I see for the weapons :) So simply rapid-firing and heavy Flak cannons :D Ok, I see :) So practically Sea Fort will be the only defense structure build on water, yes?
Hazza-the-Fox 23:10, February 5, 2012 (UTC) Correct and correct!
VolteMetalic 13:42, February 6, 2012 (UTC): Fine than :) I will try to draw how I imagine the platform a little to look like.
Hazza-the-Fox 00:31, February 7, 2012 (UTC)I'll do the same- we can compare designs (not forgetting that if we really like both- we can simply assign one to Soviet and one to Allied)
On another note- a good idea I had; initially, the Sea Fort could be two naval guns and a single standard Flak Cannon- but gains the two light AA guns from Crenelations!
VolteMetalic 12:16, February 7, 2012 (UTC): That can work out quite well. :)
Tesla Coil
- Full Designation: Multi-input Tesla Coil
- Role: Heavy automated defense
- Strong against: General ground targets
- Weak against: Aircraft, heavy ground targets, saboteurs, artillery with spotters
- Cost: 1500
- Power: -30
- Requires: War Command
- Unlocks: N/A
- Builds: N/A
- Abilities: Tesla Trooper Power Input (power independence and more damage), Reactor input (range increase)
- Secondary Function: Overcharge - Increases the damage dealt by Tesla Coil, but damages the structure itself
- Special Abilities Unlocked: T4 Tesla Upgrade- added EMP damage to attacks.
- Armament: Baseload-feed 10,000 AMP Tesla coil
Discussion |
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Hazza-the-Fox 10:58, December 9, 2011 (UTC) Not really much to put about this structure- pretty much the same as the RA2/RA3 one. I think the only things to consider are the results of;
With the various options being;
With something to consider is that the Tesla Troopers would each add an increase, and likely the Reactors (though squeezing Reactors that close reduces the chance of extreme over-powerment), and the Tesla Upgrade is a one-off. VolteMetalic 13:46, December 9, 2011 (UTC): For the Tesla Trooper, you will normally tell it to "attack" the Tesla Coil, but instead of damaging it it powers it up (not that it will power up enemy Tesla Coil of course). When there will be 3 Tesla Troopers powering it up, Tesla Coil will dont shut down when the power is low or powerplants infiltrated by Spy, and will gain increased fire range (and maybe also damage). The Arc is a thing of Tesla upgrade on T4 about which we spoke earlier. Hazza-the-Fox 15:02, December 9, 2011 (UTC) Yep, sounds good. That is true- although thinking about it, there are plenty of side options (the Trooper could do splash damage- or unleashes a lesser arc that zips among very close infantry units, irrespective of any arcs he gains in his promotions- so there are a few things like this to consider- hence why we may need to have an extra T4 Tesla upgrade section to cover all this! VolteMetalic 11:59, December 10, 2011 (UTC): I still can hardly imagine a "splash damage" of the electric attack. Hazza-the-Fox 13:03, December 10, 2011 (UTC) Multiple Tesla tendrils lashing here and there, or plasma constantly zipping among close-by targets... Or even simply that every hit unit emits a mini 'Tesla Bomb' effect... Anyway- main reason this option is there is due to the various Tesla units (and structures) that would be differently effected- and the Tesla Trooper being one who would stand to benefit from an attack that harmed multiple units at a time at short range (ie splash) VolteMetalic 14:20, December 11, 2011 (UTC): The normal arc would work, like Prism, but a "Tesla Bomb" is something which I dont know how to exaplain its "existence", how that is made. But, as I said, dont you think that that will make Tesla and Prism the same? Just with different stats and appearance, but virtually the same? Hazza-the-Fox 14:37, December 11, 2011 (UTC) True that. Though for strict splash damage, it could be explained that the Tesla bolt disperses tendrils of energy outward, rather than immediately earthing through the target and dissapearing. It would also depend precisely on how the Prism weapons' various splash works- though its a good point that a strict jumping beam/arc would make it very similar. And keep in mind, the different Tesla unit would be differently affected. For pure splash- this only really needs apply to the Tesla Trooper- while the larger Tesla unit (like the Tank) could gain an arc- while the Tesla Coil (at the very most extreme) could add an extra per-Tesla Trooper (or Per Nearby Tesla Reactor) bonus of an additional short-range arc. It was the same deal with that Subspace upgrade having completely different effects on the different Chrono units. VolteMetalic 14:38, December 13, 2011 (UTC): Err, I think I dont understand what you mean. Hazza-the-Fox 22:06, December 14, 2011 (UTC)Hard to explain- by the way, check out the T4 Tesla upgrade section! (on another note, we should have the final agreed impacts of the upgrades listed above the discussions of each upgrade (with a price tag, and structure it is available at too- possibly even if it is a advanced-upgrade, multi-unit upgrade, single unit upgrade, etc). VolteMetalic 12:38, December 15, 2011 (UTC): Yeah. VolteMetalic 11:19, December 16, 2011 (UTC): Anything else for Resla Coil? Hazza-the-Fox 13:51, December 16, 2011 (UTC) Nope- I think we've got the function down. I think the last question would be aesthetic- such as general layout (perhaps having a broader base with clear Tesla-Trooper power-feeds around it- so it doesn't look exactly like some kind of twin to the Prism Tower- which would keep its skinnier base). It might be a bit extreme- though then again, as it does benefit from Tesla Reactors too, it might be the right balance). I'll do double concepts (with broad base, and with narrow base) VolteMetalic 10:13, December 17, 2011 (UTC): I would like to see something like what SWR Productions made in Rise of the Reds. Link Hazza-the-Fox 11:02, December 17, 2011 (UTC) Cool. I'll see what I can do Hazza-the-Fox 21:24, December 19, 2011 (UTC) Well, any other thoughts? Perhaps a recap; It takes input from Tesla Troopers in the way you described, it takes input from the Reactors to gain an extra 'bounce' arc in its shot? Perhaps with that upgrade it delivers a slight EMP kick too? Anything about its appearance? VolteMetalic 19:41, December 20, 2011 (UTC): Yeah, 3 Tesla Troopers gives it a power independence and possibly stronger (or higher range). Reactor... I dont remember much what it is doing :D Hazza-the-Fox 03:39, December 21, 2011 (UTC) Neither do I; Tesla troopers should definitely do both damage and power-independence; The Reactors should inject either range, or an extra 'bounce' in the shot, or possibly a slight EMP slowdown effect. VolteMetalic 12:56, December 21, 2011 (UTC): You are overmaking it :D The Tesla Coil has 3 ways of increasinf.
The Tesla Troopers makes it independent and stronger, thats fine. Tesla Reactor would make it more long-ranged. Plasma Conduit adds the EMP part to the attack. That would be all. Hazza-the-Fox 23:15, December 21, 2011 (UTC) Yep, sounds good. VolteMetalic 11:31, December 22, 2011 (UTC): And... something as Secondary, or like prism Tower non is required? Hazza-the-Fox 02:21, December 23, 2011 (UTC) I'm not sure there are really any secondaries that I can think of that the Tesla tower really needs- I reckon it's probably fine as-is, simply taking the feed from the other Tesla-generating units/structures. Also, as I pointed in another one- I thought a good alternate enhancement for the T4 Tesla upgrade is that it allows the T-Reactors to additionally enhance the Coil's rate of fire, along with enhancing its range (that it did normally). VolteMetalic 11:34, December 23, 2011 (UTC): As I said in Fuhrer Units, the rate of fire is determined by capacity of the capacitors... what about "Overload"? When activated, the rate of fire will be increased, but the capacitors will be overheating, damaging the whole structure. Hazza-the-Fox 13:40, December 24, 2011 (UTC) Makes sense as a secondary- sounds good!! So, as someone who knows his Teslas, what would make more sense?
Which leaves us with the upgrade boost (and to determine exactly which function it gets from the plain reactors, and what it gets additionally from the T4 upgrade) with the best candidates being an added arc, added range, or EMP doses VolteMetalic 11:37, December 25, 2011 (UTC): Damages even when dont firing. Must be triggered when in combat. Now I am not sure actually what the reactors would do... Hazza-the-Fox 13:39, December 25, 2011 (UTC) Sounds good I guess we'll figure it out in the T4 section- we're making good progress. VolteMetalic 20:15, December 26, 2011 (UTC): So this is finally set :) Hazza-the-Fox 02:08, December 28, 2011 (UTC) Yep! |
Fallout Fort
- Full Designation: Fallout Fortification
- Role:
- Strong against:
- Weak against:
- Cost: 2400 (Vietnamese National Subsidy)
- Power: -80
- Requires: Vietnamese Nationality, Radar Tower
- Unlocks: N/A
- Builds: N/A
- Abilities: Garrisons (Max. infantry), Radiation Resistant
- Secondary Function: Leave Garrison - All infantry inside Fallout Fort leaves
- Special Abilities Unlocked: N/A
- Armament: Triple-barreled heavy RAD guns
Hazza-the-Fox 10:58, December 9, 2011 (UTC) Ok, I think its time for a proper section about this unit;
I've mostly left the spaces blank, though I've a few suggestions;
Being a fallout Fort, the VERY first obvious thing to point out is that unlike other structures, it is itself completely immune to napalm and radiation. Its occupants would probably be unharmed by some anti-garrison attacks too (otherwise it wouldn't exactly be a fallout fort).
I definitely like the radiation/toxin transmission attack- though this is the one big thing I'll disagree with is the armament; An insta-hit long-range Rad gun is a REALLY strong weapon that could actually make it impossible for ground-forces to approach it (compared to the Grand Cannon, that shoots normal explosive rounds at low velocities with a reduced chance of hitting the target). As it also has space for a garrison to cover it against attackers, it is already miles more dangerous than the GC, so we may want to consider a lighter weapon to make it somewhat fairer and more approachable by the enemy. Plus it kinda dwarfs the Desolator if it has his exact same weapon, only better than his. I'd reckon either it is long-ish ranged, but a slow-velocity projectile, or shorter-ranged, to balance.
Garrison is an excellent idea; on a side note, is it possible to have structures 'teleport' their occupants to a target location, or share a 'tunnel network' with other structures? I thought, as a possible idea, that the occupants, rather than be emptied the normal way (when told to exit structure), could be sent outside of another garrisonable structure under your control of your choice (the real Vietcong actually won the Vietnam/US war by connecting all their bunkers with a tunnel network, and able to pass between any of them and launch attacks from anywhere). This feature would not warrant any nerf on the other abilities though, and is strictly a nice bonus (after all, actually getting a structure in a position to launch an attack from that requires your existing units from your base does require a lot of effort- compared to simply building a new barracks nearby).
And lastly- any idea of cost? the GC is more or less still 2000, though this could probably be better and more expensive (although the fact that it's probably very sturdy and also garrisons infantry already makes it better in itself). Also, perhaps some sketch for its general shape?
VolteMetalic 13:46, December 9, 2011 (UTC): Ok. Lets start it.
The Clear Garrison makes sense, but not required, as there is little chance there will be any civilian strucutres in the range which arent under your command.
The weaponry, why not give it a long reload time, and a feature which Wave-Force Cannons had in RA3. That instead of firing immediately, the gun was "charging" its weapon till it was fully charged,a dn fired massive beam, and than again was charging. The RAD Gun of Fallout Fort would have the same thing. With the charging (which may take long) it will not be able to destroy whole attack by itself, so massed attacks can overpower it.
For the garrison inside, how many there may be? For the "teleportation", I doubt it. In theory it can be possible, but that will means you can have 5 guys firing from 10 Fallout Forts. You would need two buttons, one to send them and other to leave the structure.
The cost, I would say 2300 or 2400. Power... -60, or -70. Strong agaisnt infantry, and vehicles. Weak agaisnt aircrafts and massed attacks, designation a normal "Fallout Fort", or add to it something about its ability to protect occupants agaisnt nuclear strikes etc.
Hazza-the-Fox 14:30, December 9, 2011 (UTC) Good point.
That would be true for a normal splash attack, but the radiation complicates things a bit if it has a wide radius, as it could stall the attackers. So we'd need to consider how to balance it too (another idea is that it differentiates from the GC's single massive gun by shooting several small guns at the area around the targets and leaving small patches of radiation- or, a REALLLY slow rate of fire).
I meant that its 'eject occupants' feature could actually be entirely replaced with something that requires the player to target another of your own garrisoned structures (maybe not civ structures), and your ejected units appear outside of that instead of the FF they were in (unless you target your own FF)?
The price looks good. I think the last thing to consider is that because the main infantry types this thing will hold that would be doing most of the shooting are conscripts and flak troopers (which are primarily anti-infantry), which along with radiation would be giving the FF a considerable anti-infantry slant. Not that this is a bad thing at all really. And definitely a protection against superweapons for its occupants (probably that it is specifically resistant to a super-weapon attack, even).
An energy weapon on it isn't my tastes personally- but I actually don't mind if we can get it to balance out to both the GC and Desolator in terms of its fighting power.
VolteMetalic 11:59, December 10, 2011 (UTC): When EA was satisifed with the Wave-Force Cannon and Artillery, we should have no problems with this :) It will be charging, fire on ONE enemy unit, and again charges, so it cant take down a large group of Centurions and Guardians for example, but only one at time.
Hazza-the-Fox 13:05, December 10, 2011 (UTC) If you insist :P
I'm happy to see how it goes (though there is still the radiation the weapon emits- unless you're telling me its not actually a radiation-radius causing attack).
VolteMetalic 14:20, December 11, 2011 (UTC): No. It is simply a radiation-beam strike, which only damages the unit, not anything nearby it (thought maybe there may be the ability anything that passes through the beam is damaged, but less). It fires on the enemy which will be melte, but no radiation field from it.
Hazza-the-Fox 14:43, December 11, 2011 (UTC) Ah, I see! That could prove interesting (particularly with a railgun effect). In that case there's no problem! Hell, we could probably have a couple of these guns in that case, which fire as a barraige, then take a while to load their next shots.... Also, it depends on how the shot penetrates (probably fewer, or just one gun if its a perfect line of dead targets (even if its mainly anti-infantry)- but a few more if the penetrated victims must be standing close to the target)
VolteMetalic 13:18, December 12, 2011 (UTC): Few RAD Guns may work too :) The penetration... as it is radiation, I think it would pierce through many units withou loosing its touch, potentially being able (when it occurs) destroys 3 tanks at once (if they are in straight line and are all already damaged from earlier). This could work.
Hazza-the-Fox 04:52, December 13, 2011 (UTC) Isotope-launching railgun?
Either way- gameplay-wise, you are saying that the shots have full penetrating power, and do only medium-ish damage? That could work nicely.
So what are you reckoning- single gun, or a few mounted on the fortifications?
VolteMetalic 14:38, December 13, 2011 (UTC): Maybe one turret with three "projectors" of the RAD gun?
Hazza-the-Fox 23:17, December 13, 2011 (UTC) You mean like 'fort' tower-style turret with 3 guns sticking out? That could work... Or do you mean some tripple-barreled 'naval' type turret?
I'd probably go for the first one- more 'fort-like'
VolteMetalic 13:57, December 14, 2011 (UTC): The tower with the three guns (triple-gun, just inside the tower) sounds fine.
Hazza-the-Fox 22:06, December 14, 2011 (UTC) Excellent- now all we need is to get the concept art..
VolteMetalic 12:38, December 15, 2011 (UTC): Yup. Some sort of a fort, with the "bunker windows" around it, in one side the opening "door/gate", around the structure spikes, probably on the corners the "bunkers" as a part of the structure, and the tower on top with the triple-barreled rad-gun. And possibly some canisters with radioactive isotopes etc. :D
Hazza-the-Fox 13:15, December 15, 2011 (UTC) That (radioactive cannisters) just reminded me of something interesting- did you know that the Vietkong's weapons were mostly built from recycled enemy munitions? Just came to mind- not sure what it would imply for the game.
So, a central(ish) high tower with 3 guns- either all on top, or sticking out sides on pivots- (in which case we could sneak in another pseudo-dome for them- only not quite as Russian-style- alternatively, a pseudo-pagoda), a broader fort around it (possibly with some ZH-"Asian" roofing (steel plates?), but the body probably built of the Soviet-style redbrick with probably some steel brackets), and on the corners (3,4?) are the bunker structures (probably a more solid material- but also more recognizable to the Soviet Bunker structure in terms of texture- only obviously taller and more integrated to the unique fort style, and with some defensive spikes jutting out of them and/or the rest of the fort). Add of course some makeshift piping and electrical conduits, insulation on the central structure, and we'd have a renovated fort! And of course, a gate to enter with!
VolteMetalic 11:19, December 16, 2011 (UTC): Yeah, I think this can work out pretty well :D
Hazza-the-Fox 13:48, December 16, 2011 (UTC) Awesome- another concept I'll work on.
So, now that we've established look and weapons- what should we do about its infantry garrison functions (including its capacity, possible 'network' abilities) as well as things like cost and power consumption...
VolteMetalic 10:13, December 17, 2011 (UTC): The network isnt possible, as I know. The capacity, maybe 8-10. Power and cost... high, to compensate for its defensive capabiltiies.
Hazza-the-Fox 11:02, December 17, 2011 (UTC) Oh well- how about that 'exit structure' alternative?
8-10 capacity sounds good.
And obviously expensive! :P But anything in particular?
VolteMetalic 15:04, December 18, 2011 (UTC): What do you mean?
No, I guess that nothing comes in my mind?
Hazza-the-Fox 21:26, December 19, 2011 (UTC) I meant that special ability I mentioned eariler- that it has a 'special' replacement "exit structure" command that can teleport the ejected infantry units anywhere near another Fallout Fort or Battle Bunker that you control.
VolteMetalic 19:41, December 20, 2011 (UTC): Ahh, this... no :D It wont be possible to make.
Hazza-the-Fox 00:11, December 21, 2011 (UTC) Oh well- how about, unlike France whose special airdrop ability comes from the airport, the Fallout Fort actually performs the reinforce function (which spawns infantry on the ground)?
On anothe note- check out my "Further units" section on possible alt infantry units for France and Vietnam...
VolteMetalic 12:56, December 21, 2011 (UTC): If it will spawn the infantry as Secondary, it cant work as garrison. And what was the power consumption of FF?
Hazza-the-Fox 23:14, December 21, 2011 (UTC) Oh well, they have the secondary anyway.
Power consumption- I reckon something close to 60-90; as its guns probably are together worth about 2, maybe 3 Tesla coils in terms of power output (but "nationally subsidized"- they have some on-sight generators), and its garrison would not really factor into power consumption.
VolteMetalic 11:31, December 22, 2011 (UTC): Hmm... than maybe 80?
So that is finally all? :D
Hazza-the-Fox 13:36, December 25, 2011 (UTC) sounds good! And yes, it sounds done!
Psi Sensor
- Full Designation: Psychic signal Detection Center
- Role: Intelligence-gathering center
- Cost: 2000
- Power: -60
- Requires: Atomic Energy Lab
- Unlocks: None
- Builds: None
- Abiltities: Enemy Orders Reveal
- Secondary Function: Chaos Storm - Unleashes psionic "chaos" effect on a small group of targets for a short period of time- anywhere on the map (within your line of sight)
- Special Abilities Unlocked: Chaos Storm
Discussion |
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Hazza-the-Fox 01:09, December 12, 2011 (UTC) I don't think there's much to discuss here- does the exact same thing as the RA2 Soviet Psi Sensor. Unless we should think of any additional features? VolteMetalic 13:18, December 12, 2011 (UTC): Nothing comes in my mind. I think this is all set. Or, something as Secondary. Hazza-the-Fox 04:49, December 13, 2011 (UTC) I agree. And the only thing I can think of as a secondary is some kind of mind-control attack (either a temporary 'dominator' attack, or it simply has one or a couple of spaces to mind control from longer ranges). Whether or not these are a good idea I guess is all else the building could do that the Radar isn't already doing. VolteMetalic 14:38, December 13, 2011 (UTC): Maybe the chaos effect? Or freeze? Hazza-the-Fox 23:20, December 13, 2011 (UTC) I reckon we should go with chaos-effect! (leaving freeze open for any Chrono-based attack for the Allies) VolteMetalic 13:57, December 14, 2011 (UTC): Ah, right :D Ok, you come up with the name of it and add it to "Unlock", "Secondary Function" and "Special Abilitites", and this is finished :) Hazza-the-Fox 21:55, December 14, 2011 (UTC) Done VolteMetalic 12:38, December 15, 2011 (UTC): And it will be avilable only in the structure, or it will be also in the "Special Abilities" menu on the left side of the "interface" (like in CnC3)? Hazza-the-Fox 12:55, December 15, 2011 (UTC) Probably inside the structure- stands out less than a special abilities tab ;) VolteMetalic 11:19, December 16, 2011 (UTC): So thats all to Psi Sensor :) Hazza-the-Fox 13:43, December 16, 2011 (UTC) Yep! |
Iron Curtain
- Full Designation: Iron Curtain
- Role: Support superweapon
- Cost: 2500
- Power: -100
- Requires: War Command
- Unlocks: Invulnerability
- Builds: N/A
- Secondary Function: Invulnerability
- Special Abilities Unlocked: Invulnerability
Discussion |
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Hazza-the-Fox 01:09, December 12, 2011 (UTC) Again, pretty much the same as the other Iron Curtain devices- makes tanks invincible, kills infantry (or possibly makes them temporarily insane instead)- giving it a similarly friendly/enemy indirect offensive capabiltiy as the Chronosphere). VolteMetalic 13:18, December 12, 2011 (UTC): Agree with the killing infantry, and the upgrade that it can make the infantry also invulnerable, or with very high defense boost. Hazza-the-Fox 04:47, December 13, 2011 (UTC)Yep- agree there. I think infantry should either get a boost, or simply have invulnerabiltiy for a very short time compared to vehicles. VolteMetalic 14:38, December 13, 2011 (UTC): One way orr another, both are fine... no, the effect is the same for all in matter of time. Hazza-the-Fox 23:19, December 13, 2011 (UTC) Sounds good- remaining question, what does the upgraded version do to enemy infantry (and vehicles)? VolteMetalic 13:57, December 14, 2011 (UTC): For enemy vehicles (ships and aircraft) will be also affected by the Iron Curtain like yours. As for the infnatry... tough call... but I think that enemy infantry can be killed even when you made the research of the upgrade which prevents it for yours. Hazza-the-Fox 21:54, December 14, 2011 (UTC) Perhaps it does something vaguely similar to Chrono-Erase? Or freezes enemies (but leaves them invulnerable?) OR makes them invulnerable BUT kills them afterwards? I dunno. VolteMetalic 12:38, December 15, 2011 (UTC): Iron Curtain works in the way that it creates extreme amount of kinetic energy, which is applied on the vehicles. The fact that it kills infantry is in that the weight and strength of the infantry crushes the infantry. The upgrade will work that the Iron Curtain as able to "regulate" the amount of energy applied on the units in the designated area, so infantry gains much weaker version than vehicles to survive it. This applies to friendly infantry. When enemy infantry is in the area, it will dont regulate it, so killing them. Hazza-the-Fox 12:53, December 15, 2011 (UTC) sounds like an excellent explanation! VolteMetalic 11:19, December 16, 2011 (UTC): Thats what I was able to find relating to it :) Hazza-the-Fox 13:43, December 16, 2011 (UTC) Awesome- I think in this case we're done- oh, one more thing- the mystery upgrade that allows this infantry invulnerability (either a stand-alone, part of the T4 Tesla (doesn't quite make sense), or as a passive bonus to building the Adv LAb) VolteMetalic 10:13, December 17, 2011 (UTC): As purchaseable stand-alone upgrade :) Hazza-the-Fox 11:00, December 17, 2011 (UTC) sounds fair ;) VolteMetalic 15:04, December 18, 2011 (UTC): So this is set :) Hazza-the-Fox 21:26, December 19, 2011 (UTC) Yep Hazza-the-Fox 12:38, January 26, 2012 (UTC) Actually- a few possible tweaks just came to mind;
VolteMetalic 13:31, January 26, 2012 (UTC): The first point sounds fine. But second, not neccesarly everything have to be mirror-identical. Chronosphere would have an upgrade, and Iron Curtain dont. Look on Generals, you can upgrade Scud Storm with ANthrax Beta (or Gamma), but you cant upgrade anyhow Particle Cannon. Also, Iron Curtain is exactly a thing that is hard to "improve", as it is aleady "at its limit". For that reason you dont see much other use of its technolgoy in anything else than the structure itself, becuase of its potent powers. It will be fine :) Hazza-the-Fox 22:58, January 26, 2012 (UTC)
VolteMetalic 10:41, January 27, 2012 (UTC): The Chaso dont fits to Iron Curtain. YOu can make is as a special power which is unlocked by the adv lab.. It was pretty much always an option that the defensive SW could have been used the same for the user and enemy. And Iron Curtain is something what cant be much changed. Why would you actually want to shield your enemy's armor? :P It would be just fine like it is now :) Hazza-the-Fox 02:12, February 3, 2012 (UTC) No probs (which actually gets me thinking- some nations getting secondary naval units- perhaps others could get secondary superweapons or special abilities? That aside- I think we still need to decide once and for all exactly how it shields friendly infantry jsut to be sure (either an armor boost for 30 seconds, or invulnerabiltiy for a really short amount of time- or armor boost for a short amount of time). Also, I decided that at T3, Tesla Troopers (and Terror Drones?) gain the flawed infantry bonus- but at T4 they gain the full vehicle invulnerability. A crazy idea occured- what if the Curtain froze enemy armor? (or for the riskiest end of the spectrum- made them invulnerable for a short period with some move/attack handicaps- BUT killed them entirely afterwards? Hazza-the-Fox 12:50, February 8, 2012 (UTC) Art-wise, I've done the main part of the Curtain (that large 'well' with the dark-energy sphere floating above it)- just working on some kind of nicely sinister tower to stand behind it. VolteMetalic 17:45, February 8, 2012 (UTC): I would add a "tubes" which are holding the black sphere. Something between RA2 and RA3 versions. But RA1 is also good idea. Hazza-the-Fox 06:46, February 9, 2012 (UTC) I've done something similar- instead of tube it has these psuedo Tesla/Rad-cannon-looking 'guns' with dishes sending energy into the ball. The ball itself is in two stages- charging up it is a small black spot with energy flowing into it (charged-particle-cannon-style if you've seen Zoids). The finished version is a large black sphere that takes up most of the space between the 'guns', with large amounts of red/wine energy surging around it. As I said- the only detail that's leaving me stumped is the control tower- I was thinking the simplest approach is to make a rectangular tower with a steep forward-facing sloping roof, with a series of spiky vertical antenae sticking up from it. I DID have an alt design of a 'tyrant wizard' shape too (basically, three towers- to shorter, skinnier towers with 'claw' shaped relays representing upraised hands, and a taller thicker tower behind and center representing the head- with communication devices making some kind of 'crown'- problem is, the two 'hand towers' kinda disappear behind the two tower-side 'gun' pylons and looks kinda cluttered. The other issue is how to physically connect the 'Well' to the Tower (some kind of tubes and/or catwalks perhaps) VolteMetalic 13:01, February 9, 2012 (UTC):For the last paragraph, simply underground from the tower :) Its too dangerous to be close to the ball and all the gathered energy. Hazza-the-Fox 12:57, February 10, 2012 (UTC) That's why the 4 'guns' are there to contain it- besides, this is safety protocol in the Soviet Union run by Yuri :P On the note of exposure- I was thinking (well, another poster somewhat suggested) that I should put up some sort of 'barricade-ey' panels along the pit to imply some better protection (technically the sphere itself is arbuably indestructible- but the generators below would be vulnerable). VolteMetalic 16:26, February 10, 2012 (UTC): I liked more that with the iron sphere. It gave it more of "rough" appearance, or more "physical", unlike Allies who are more on theory and physics :) Hazza-the-Fox 02:24, February 11, 2012 (UTC) I think the reverse may actually be better- as the player would hopefully get enough idea of the roughness we want for the Soviets from all the other structures and units- while the very opposite, an intangible energy mass- implies some versatility into the deep science element. A "two can play that game Allies!" vibe, similar to Psi (and the fact that the Soviets still remain with less of that kind of stuff than the Allies shows as well- including the fact that their counterparts for the Allies Sonic Tank and Orbital Prism are physical conventional weapons rather than energy attacks. VolteMetalic 11:04, February 11, 2012 (UTC): You will dont persuade me on this. I more like the iron sphere, but if you really insist on the energy ball, I will be fine with that :) Hazza-the-Fox 14:43, February 11, 2012 (UTC) I think I'll have to say yes on that- the evil dark twisting mass is something I can't say no to :P VolteMetalic 10:28, February 12, 2012 (UTC): Ok :) |
Nuclear Missile Silo
- Full Designation: Nuclear Missile Silo
- Role: Primary superweapon
- Cost: 5000
- Power: -150
- Requires: Atomic Energy Lab
- Unlocks: Missile Launch
- Builds: N/A
- Secondary Function: Missile Launch
- Special Abilities Unlocked: Missile Launch
Discussion |
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Hazza-the-Fox 01:09, December 12, 2011 (UTC) Same as other titles- the missile launches, explodes on target, projects a lot of high-powered radiation. VolteMetalic 13:18, December 12, 2011 (UTC): Nothing to speak about at all :D Hazza-the-Fox 04:47, December 13, 2011 (UTC) Then we're done (already)! |
Special Powers/Protocols
Remote Observation | EMP Minedrop | |
Chaos Storm | ... | |
National Reinforcements | Invincibility | Nuclear Missile Strike |
Radar Scan
- Summary: Reveals a large area of ground for 30 seconds to a minute, removing shroud and fog of war. With a functioning Psychic Sensor in place it can briefly reveal all stealthed units in the target area (requires "Psychic Sensor").
- Reload Time: 4 minutes
- Requires: Radar Tower, Psi Sensor (unlocks stealth reveal)
VolteMetalic 11:08, February 3, 2012 (UTC): So you think that in T4 it can be possible to find hidden units?
Hazza-the-Fox 11:59, February 3, 2012 (UTC)Yep- I think it's fair. And there is no need for an upgrade- the ability simply relies on the Advanced Lab being operational (otherwise (the lab is destroyed or sabotaged) it reverts back to a normal reveal- with no detection ability).
VolteMetalic 13:17, February 3, 2012 (UTC): Aha, I see :) And how long it recharges?
Hazza-the-Fox 22:53, February 3, 2012 (UTC) For both regular and T4, it's about the same as Yuri's Revenge Psi Reveal (about 4-5 minutes?)
Hazza-the-Fox 06:47, February 5, 2012 (UTC) Oh actually- I had an excellent idea; rather than adding the anti-stealth reveal feature when an Advanced Lab is built- INSTEAD, it is granted when a Psi Sensor is built???
VolteMetalic 13:52, February 5, 2012 (UTC): In theory, yes, that can work :)
Hazza-the-Fox 14:06, February 5, 2012 (UTC) Cool- I reckon this would be better- gives the Psi Sensor two purposes then.
VolteMetalic 18:29, February 5, 2012 (UTC): Yup.
Hazza-the-Fox 13:23, February 9, 2012 (UTC) Question is- what should the icon be? (and for that matter- should the name of the abiltiy simply be 'Radar Sweep'?)
Hazza-the-Fox 04:49, March 2, 2012 (UTC) HEHE- here's a rough possible idea of what the ability could look like...
VolteMetalic 09:11, March 2, 2012 (UTC): The fitst image is great, and on second thepurple guy too, but the eye, it is too... simply it could be more blurred, to make it more "mystical" :)
Hazza-the-Fox 09:56, March 2, 2012 (UTC) Very good! Will do!
VolteMetalic 09:27, March 3, 2012 (UTC): Also we will need to solve how to post the images separately, so they are bigger in here :)
EMP Minedrop
- Summary: Bomber flies above target area and drops many EMP mines. If any vehicle is in the area during the drop, all mines detonate in large explosion. Otherwise mines bury underground and wait for any unfortunate vehicle to get close. vehicles hit by the mine suffers temporary drop in movement speed and rate of fire.
- Reload Time: 8 minutes
- Requires: Drone Tower
VolteMetalic 07:59, February 4, 2012 (UTC): Isnt this coming from a Drone Tower?
Hazza-the-Fox 13:38, February 4, 2012 (UTC) YES- you are right. That was my mistake putting Radar Tower...
National Reinforcements
- Summary: Grants one or more national units to be instantly trained at its structure of origin (wherever applicable) for free, but can only be used if the relevent structure is availalbe.
- Reload Time: 10 minutes
- Requires: Radar Tower
VolteMetalic 07:59, February 4, 2012 (UTC): I think that this would require a Tech/Battle Lab, as a T3 support power.
Hazza-the-Fox 13:38, February 4, 2012 (UTC) Technically the National units are all T3, and this power was meant to pre-empt their presence into the matches as T2 without bumping down their tech tree (otherwise it's a bit too redundant, and creates the problem that the nations cease to actually even exist until T3). So I think to balance, perhaps the ability should take longer to recharge (or must recharge once granted, rather than being instantly available- OR, is instantly available, but costs half the units total resources to use each time). And taking a very long time to recharge is a must- ideally it would only be used maybe twice in a quick match, 3-4 times in a more drawn out match (essentially superweapon times).
Also changed title to "National Draft"- which is the same term as 'conscription'- but doesn't confuse the literal name of the 'conscript' unit.
VolteMetalic 13:50, February 5, 2012 (UTC): Ahh, ok :)
Invincibility
- Summary: Renders a small group of vehicles completely invulnerable for 30 seconds, and any Terror Drones and Tesla Troopers partly invulnerable for 10 seconds. Kills any infantry in the process.
- Reload Time: 5 minutes
- Requires: Iron Curtain
Discussion |
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VolteMetalic 13:17, February 3, 2012 (UTC): And how long it recharges? Hazza-the-Fox 22:59, February 3, 2012 (UTC)For both T3 and T4 it's the same amount of time- 10 minutes perhaps? |
T4 Enhanced Version
- Summary: Increases the size of the area of effect, Tesla Troopers and/or Terror Drones are invlnerable for 30 seconds and renders infantry partially invulnerable for 10 seconds.
- Reload Time: 5 minutes
- Requires: Iron Curtain, "Advanced Lab"
Nuclear Missile Strike
- Summary: Fires a nuclear missile into th designated area (needs 5-10 seconds to reach the target) which upon impact detonates in massive explosions, followed by series of huge shockwaves, and leaves behind for one minute a radioactive particle cloud.
- Reload Time: 10 minutes
- Requires: Nuclear Missile Silo
Discussion |
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Upon activation, the nuclear missile immediately takes off from its pad, but takes about 20-30 seconds before it reaches its target (giving opportunity for units to flee the scene). Upon landing, the consequences are immediate;
Where the nuke falls short compared to the Orbital Prism Array in delivering its payload as immediately, it makes up for in turning ground zero into a death trap for a longer period of time- while the Orbital laser's effects wear off almost immediately. VolteMetalic 11:08, February 3, 2012 (UTC): 20-30 seconds is too long time, enought for even the slowest untis to get out of the area. 5-10 seconds is mroe reasonable. Hazza-the-Fox 12:00, February 3, 2012 (UTC) Sounds good VolteMetalic 13:17, February 3, 2012 (UTC): And how long it recharges? Hazza-the-Fox 23:00, February 3, 2012 (UTC) 20 minutes I think (twice as long as the Iron Curtain). VolteMetalic 07:59, February 4, 2012 (UTC): overall, I think that the times are all too high. For good reason the SWs in CnC games have a reload time of cca 5 minutes, because it cna make them more dangerous. Waiting 20 minutes can result that you should not be even able to use it, as the game may end before it. Or enemy can formulate in this time many possible attacks agaisnt it. While in 5, you ahve only one, maximally 2 chances to take the SW out. 10 minutes for Nuke would be enough, 6 for Iron Curtain and maybe Conscription, and Radar for 2,5 minute, and EMP mines for 3-4 minutes. Hazza-the-Fox 13:38, February 4, 2012 (UTC) Ok- sounds good- I'll go for the higher end of all of your recommended recharge times. (except National Draft) VolteMetalic 13:50, February 5, 2012 (UTC): Ok :) |
Upgrades
Alarm Bypass Training | Tools of the Trade | Crenelations |
"Pariah upgrade" | Aircraft Flares | Shrapnel Shower |
Uranium Shells | Cerebral Stabilizers | T4 Tesla Engines |
N/A |
Alarm Bypass Training
- Summary: Gives Spy and Crazy Ivan ability to be not auto-targeted by enemy defenses.
- Requires: Tech Lab
Discussion |
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Hazza-the-Fox 05:07, November 10, 2011 (UTC) The first upgrade in discussion is the "Alarm Bypass Training" upgrade, available from the Battle Lab to both the Soviets and Allies. When researched, all "Operative units" (mainly Spies, Soviet Crazy Ivans, Allied Jager and Mirage Commandos) gain the following attribute:Defensive structures, and garrisoned buildings, will no longer auto-fire on them unless attacked by the unit with the upgrade. The only way for a structure to attack first is for the player to manually instruct it to engage- which it will do until he is out of range- and will promptly forget him when he walks back in range again. As operatives do not show up on radar, noticing an operative may be very difficult. However, all infantry and ground vehicles will still attack them on sight. Aircraft- not sure.This upgrade is intended to equalize later-game espionage- when the enemy likely has a thorough structural base defense established. The result is that players who did not add infantry and vehicular defense to their base are vulnerable to the operatives still getting in. VolteMetalic 11:09, November 10, 2011 (UTC): So to sort it out. This upgrade makes infantry unit able to walk around enemy defense without risk of being killed, and is invisible for the radar. But still can be targeted or attacked by infantry. Hazza-the-Fox 09:11, November 11, 2011 (UTC) Yes. (only the radar-evasive is a standard part of Operative units before the upgrade). Everything else is exactly right; structures will now ignore these units unless shot at (unlikely, as most operative units plant bombs, or have no attack), or told to force-fire on them by a human player. Infantry (and possibly ground vehicles) will still shoot them on sight. (the idea is simply that the operatives know how to avoid sensors, tripwires, alarms, and how to stay out of sight of windows and cameras that defensive structures are normally blind without). VolteMetalic 11:01, November 11, 2011 (UTC): I see. That might not be a problem to make. Hazza-the-Fox 14:11, November 11, 2011 (UTC) Excellent! |
Crenelations
- Summary: Gives to several structures a weapon platforms or abiltities to fight.
- Battle Bunker gains a roof gunner and abiltiy to garrison higher-tier infantries to fire from within.
- Barracks allows the (general) infantry inside to fire from it.
- Naval Yard gains an AA machinegun flak turret.
- Airship Hangar gains a SAM site.
- (possibly) Battle Lab
- Requires: Radar Tower
Hazza-the-Fox 10:34, January 20, 2012 (UTC) I thought this would solve a lot of balancing dilemmas in one go; Primarily this upgrade benefits the Battle Bunker- but also a fair few base structures. I figured, at standard the Battle Bunker should start the game as nothing more than the Yuri's Revenge Battle Bunker, only able to house conscripts and completely defenseless otherwise (as both a Roof gunner and/OR ability to house non-conscripts could prove insanely powerful for a start defense. Similarly I was thinking many structures could use some boosts (particularly the barracks we discussed garrison spaces) but wasn't sure if this should be a default ability either. So once again we have a multi-upgrade to grant numerous bonuses to numerous structures. Unlike other multi-upgrades, this one is available much earlier, and is less expensive. Note that as the defensive improvements are based on infantry and stationed guards, no additional power requirements are needed on any of the affected structures.
Its functions are:
- Battle Bunker gains the roof gunner, AND ability to house other types of infantry units (Flak Troopers, Engineers, Crazy Ivan, Commissar, PsiCorps etc).
- Barracks gains ability to garrison infantry units who fire from inside (and get healed very fast).
- Other key structures (most likely Conyard) gain either some roof gunners, and/or garrison spaces (though these would only hold conscripts)
Beyond that, I thought the icon would be simple enough- showing a soldier pointing a gun out of a window/gunner's port.
VolteMetalic 18:25, January 20, 2012 (UTC): The icon is fine.
I see, but I am not sure about the only-Conscripts thing. Maybe also Flak Troopers, or Scouts, could enter it.
And weapons for Bunker and other structures, and garrison of Barracks is all fine :) the machine guns could be added on War Factory, Shipyard and maybe Hangar :)
Hazza-the-Fox 23:16, January 20, 2012 (UTC) Cool
Would this be for the starting bunker, or post-upgrade base structures? If the bunker, alternatively, Scouts and Engineers? (probably encourages players to try out some of these combinations before adding the big guns)- after all, don't forget that the new Flak Trooper's attack is a long-range light 'mortar- so it's a pretty substantial weapon.
Cool- and agree, those structures could definitely use some guns- I was thinking about it, and I reckon;
- Warfactory- either roof-gunner, or garrison spots (I'm working on the design- so I guess whateve LOOKS better)
- Naval Shipyard- a light AA 'machinegun that can shoot ground (don't think there will be many infantry bothering the shipyard)
- The Gate gains Roof Gunner Cupolas on both towers (just below the spires)
- Airship Hangar- also the light AA machinegun (simply a more 'aircraft' theme)
- POSSIBLY, the Standard Battle Lab would gain garrison spots.
VolteMetalic 18:41, January 21, 2012 (UTC): Flak Trooper dont uses the cannon as mortar while in structure :D
For the other structures, only the additional weapons are plausible, unless there is already an ability of structure to hold infantry inside.
- War Factory - MG sounds fine
- Shipyard - Light AA gun, sounds fine.
- Hangar - I would give it a AA missile launcher
- Gates - If there is an option to add them :)
- Battle Lab - ... maybe, but more of special weapon, like Tesla gun
Hazza-the-Fox 04:58, January 22, 2012 (UTC) Flak Trooper- I meant his ordinary 'ground attack' of course :P Unless you think he should hold fire till he gets upgraded...
Hazza-the-Fox 04:58, January 22, 2012 (UTC) Cool, no probs- makes it easy for the Barracks- soldiers can already occupy it- but can't shoot from it till the upgrade is granted.
Those ideas could work nicely (don't forget we also have the options of light flak machineguns for AA).
Also, for the lab- depends which lab methinks (as I'm still considering making one of the labs a more 'government/political/tactical HQ' than a strict Lab (Propaganda Center, Capital Command, Converted Palace, etc).
Gates would be straightforward- though I'm not sure what you mean by giving an option- as they would be identical to the Bunker's Cuploa, and would each simply sit on the top of the towers, with the dome positioned on top of the Cupolas.
VolteMetalic 20:47, January 22, 2012 (UTC): Yes!
Yeah, but missiles are more safe for his matter, what if the flak shell detonates too close to the structure and spray it? :D
Yeah, hmm...
Hazza-the-Fox 00:18, January 23, 2012 (UTC) Technically if aircraft were to fly that low to the structure shooting it down would be suicidal :P Though alternatively, missiles would also give more function to missile-defense abilities for players fighting against Soviets- so it would probably work.
On the next note, it's probably time to start discussing the remaining structures soon
VolteMetalic 13:22, January 23, 2012 (UTC): Yeah, definitely.
Shrapnel Shower
- Summary: Increases Flak Splash radius- grants MYK's passive 'Clear Landing' attack, and adds some extra force to Mortars' attacks and Skunk's suicide explosion.
- Requires: Battle Lab
Discussion |
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Hazza-the-Fox: An upgrade for the MYK Dropship, and possibly other heavier Flak units too. The shrapnel shower expands the application of flak by outfitting shells with trace amounts of heavier fragmentary pieces that fall to the ground directly below the detonated flak shell at high velocities and damage whoever is underneath- effectively allowing heavier-caliber flak weaponry to be used as a land-bombardment weapon.The main beneficiary of this technology is the MYK dropship- outfitted with an extremely large array of extra-heavy tube-launchers on its belly; this beast discharges all its tubees at once, creating a larger, constant downpouring barrage of heavy shrapnel to clear a landing space from nearby enemies.Other potential candidates may include the stationary Flak Cannon, and more likely, the Sea Reaper. VolteMetalic 11:01, November 11, 2011 (UTC): You forgot to add signature :)So, how actually will it work? In case of MYK, its active only when you are using "Disembark Passengers", and if any enemy unit is nearby, MYK will activate the shrapnel shower and only once. For Flak Cannon, it might be as a Secondary, that you will put it on target (mostly air), and the cannon will spray the aircraft (damaging also any enemy aircraft nearby) or on the ground (not neccesery directly on the unit) and it will also spray anyone around the designated area. For Sea Reaper... I am not sure how it might be able to do... But when I think of it, Flak Cannon will need to ahve that Secondary from the start... how exactly this upgrade works? Hazza-the-Fox 14:24, November 11, 2011 (UTC) It's hard to explain. You know how when an aircraft explodes mid-air and the debris rains down? Sort of like that. The attack involves firing a special shell at lower altitudes, which detonates, and from the explosion a few heavy chunks fall away and crash violently into the ground- kind of like pointing a giant flying shotgun down to the ground and firing! In the case of MYK, as it descends to disembark passangers, it will automatically fire a massive salvo of these shells directly beneath itself to rain down below, IF there are any enemies close to its own radius. The Sea Scorpion (or any other artillery flak units), would have a special attack where they shoot one single shell to explode above the target, raining shrapnel down on it. If we wanted to, we could even make that the Cricket Siege Hopper's standard attack with this upgrade? VolteMetalic 16:42, November 11, 2011 (UTC): I think that it should be only for MYK, maybe also for Flak Raider. Because they have the option to do it (MYK uses it when descending, and Flak Raider already has mini flak launcher, this will be its upgraded version). Or, Flak Raider's secodnary might be removed as this upgrade. Hazza-the-Fox 22:14, November 11, 2011 (UTC)That's an option, I forgot, can RA3 units be individually upgraded like in Generals? I think that should be the deciding factor (if it doesn't turn out too well for your existing flak fleet, you can buy new ones with transport options). VolteMetalic 10:28, November 12, 2011 (UTC): Hardly. When it will be an upgrade in the menu, and the upgrade will upgrade all units of one kind (all Maulers). So if I understand it, you want an upgrade which increases the strength of all flak weapons, right? Hazza-the-Fox 04:55, November 13, 2011 (UTC) Ah. In that case it could be a bit more risky as a universal upgrade, if the unit is trading one capability for the other; And yes, sort of; most of the upgrades I have in mind would affect multiple related units, or fix several aspects of one unit (in turn, these upgrades are either expensive, top-tech, or both- so its a bit hard to reach, but never a waste of money- and miscelaneous improvements that people would normally not want to research for their own sake are added to the mix as a 'free extra'- which encourages people to use them as they got them as a 'package deal'. So in this case, the Shrapnel Shower ability would grant this new weapon to all heavier-caliber flak units (and maybe a smaller alternative for smaller specialist flak units, like flak troopers) VolteMetalic 09:09, November 13, 2011 (UTC): Hmmm... Hazza-the-Fox 21:01, November 13, 2011 (UTC)Oh, the Flak Troopers wouldn't have an actual shower (their guns are way too small), but would probably have a large splash attack vs ground or something.... VolteMetalic 21:37, November 13, 2011 (UTC): We will need to figure out what exactly the upgrade will do. :) Hazza-the-Fox 11:38, November 14, 2011 (UTC) Ahem, yes, we will. I think if we are to retain the context that the MYK is blasting out heavy shrapnel, it would logically need to apply to flak units too (being that is what Flak is). Plus it would weigh up as to whether the dropship unleashing a ground-clearing barrage on-descent warrants being a stand-alone upgrade, or another package-deal (particularly in light of the other upgrades enhancing multiple units too). VolteMetalic 12:08, November 14, 2011 (UTC): In that way, MYK's heroic Flak cannons will have this upgrade too? i think that it could be upgrade just for MYK. Hazza-the-Fox 13:17, November 14, 2011 (UTC) Good point; In that case, we'd probably want to think of a new name for it and convert it into a cluster-bomb-type attack.... VolteMetalic 19:32, November 14, 2011 (UTC): For all flak cannons? Beside Flak Trooper? Hazza-the-Fox 22:56, November 14, 2011 (UTC) No, I was thinking that if this permeated into small flak guns, it could get a bit wierd; so I think either restrict it to certain ultra-high caliber flak units and the MYK alone; The clusterbomb theme was only if we drop the Flak units from getting an improvement. Alternatively, it could also work as an upgrade for the V5- if the missile is shot down, it rains shrapnel directly below, so it still does some damage (nowhere near as much as the MYK of course). VolteMetalic 22:44, November 15, 2011 (UTC): moment, V5 sounds fine! So it will affect MYK and V5 than! :D Hazza-the-Fox 01:33, November 16, 2011 (UTC) Sounds good- question is, how will the name appear? (as again, Shrapnel would logically include flak, as that is what flak is). VolteMetalic 08:59, November 16, 2011 (UTC): Normally shrapnel. While flak is shrapnel weapon, shrapnel can be used for other things like bombs or missiles, or tank shells. I will keep it as it is. Hazza-the-Fox 09:30, November 16, 2011 (UTC) Quite true there- though I still think it may be worth covering Flak units too (even if its just an increase in the splash radius- in turn taking it away as a heroic upgrade). VolteMetalic 12:04, November 16, 2011 (UTC): ... You really want it, dont you? :D Fine than. Give it to all flak-weapons as increased splash radius. Hazza-the-Fox 07:01, November 18, 2011 (UTC) Excellent! A wise decision! |
Cerebral Stabilizers
- Summary:
- Requires:
Discussion |
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Hazza-the-Fox 05:11, November 10, 2011 (UTC) This upgrade caters towards all psychic units (and possibly a second effect on all mind-controlled standard units like Pariahs and Giant Squid)For psychics, normally they attack from a more regular range, and possess a secondary deploy attack that is a friendly-fire risk, harming or freezing friendly units along with enemies).This upgrade extends the range of all attacks and mind-control distance, and turns off all friendly-fire damage and effects, allowing a psychic to use these attacks without harming comrades.If this also enhances the Pariah/Squid, it would be a standard performance boost (mainly speed- or possibly allowing the Pariah to enter buildings and flush out enemies inside). VolteMetalic 11:09, November 10, 2011 (UTC): Well, this depends on what powers PsiCorps and Mastermind has. Hazza-the-Fox 09:07, November 11, 2011 (UTC) Standard Psycorps troopers have that 'Psionic shockwave' that sizzles surrounding units' brains, (killing them- or alternatevely, they cause chaos?) while the Mastermind freezes all units around it (and lets go of any units it was controlling). Ideally, the first attack would NOT harm friendly units caught in the blast (or if chaos- the berserk units only attack former friendlies, never your own units), and the Mastermind Freeze would only freeze enemies; and in both cases, neither relinquishes control of the units they had been controlling before the attack... VolteMetalic 11:01, November 11, 2011 (UTC): This is something what we will need to decide on. What does the "psionic shockwave", if killing, paralyzing or confusing enemies, and who exactly will be affected by the upgrade. Hazza-the-Fox 14:08, November 11, 2011 (UTC) The plain "Psionic shockwave" was simply a large killing shockwave that killed any unit close to it ; though I think the "Chaos drone" effect might be even better (and it definitely fits the idea that a psychic could send people insane start a killing frenzy); The Mastermind has an enormous 'Freeze radius' where he places all units caught within his field into a state of their minds being overridden and slowly destroyed. It is likely (for balance and an initial anti death-ball measure) that both of these attacks affect friendlies and hostiles alike, until the upgrade changes it. And all psychic units would benefit from this upgrade, through significantly increased mind-control range (about an extra 30%). Also, this upgrade is available at the Soviet advanced Lab only. VolteMetalic 16:42, November 11, 2011 (UTC): So, basically this upgrade does to increase the fire range of the psionic shockwave, which causes the frenzy state for all units (enemy and friendly at once?), making them attack anything? Hazza-the-Fox 22:20, November 11, 2011 (UTC) Possibly, but something a little different; basically, it increases mind control range, and changes their secondary attack to not harm friendly units. Without the upgrade; PsiTroopers have slightly longer-than-Marine mind-control range, Control Ships have tripple that, and Masterminds have slightly shorter range than a conscript. Also, they possess an area-of-effect secondary ability that causes a frenzy in enemy and friendly units alike, and freezes enemy and friends alike. WITH the upgrade; Each of these units can mind-control units from a further distance, and the Chaos attack only causes enemies to go berserk, and the freeze only freezes enemies. Increasing the shockwave radius for each attack would be a good idea too.. Also, we need to consider if this upgrade will also improve the Pariahs and Giant Squid somehow. VolteMetalic 10:28, November 12, 2011 (UTC): Hmm... I agree with this, but what is "freeze"? And for Control Ship, I hope you mean "triple than PsiTroopers" :P Pariahs and Giant Squids, while psionically controlled, arent directly psychic units, they dont need it. Hazza-the-Fox 05:08, November 13, 2011 (UTC) "Freeze" is a placeholder name for the attack (a better term would be "Psionic Suppression" or "Cerebral Overload" or something). The Mastermind constantly unleashes intense doses of Psionic energy around itself that overloads the functioning of the brains of all surrounding organisms (men, tanks, dogs, manned structures). There are two possible functions it could have:
Either way, manned structures also slow down to horrific lows also. VolteMetalic 09:09, November 13, 2011 (UTC): The first one might be Mastermind's secondary. But than what will have PsiCorps and Control Ship as their secondaries, and what will the upgrade do? Hazza-the-Fox 21:08, November 13, 2011 (UTC) Ok, to list them off; The standard secondary ability of the three psychic units are:
Once upgraded, on top of getting a range increase to their standard "Mind Control" attack each, they get:
VolteMetalic 21:37, November 13, 2011 (UTC): I see. Not totally sure if the "movement reveal" is possible, but I know someone who I might ask about it. But it sounds good. Hazza-the-Fox 11:35, November 14, 2011 (UTC) Excellent! |
T4 Tesla Engines
- Summary: Enhances the output of all Tesla-based devices- yielding the following benefits:
- Tesla Reactors generate 10% more power, and have a wider Tesla Coil-feed radius.
- Tesla Troopers' guns can fire multiple smaller Tesla discharges at multiple nearby infantry units- described as a 'shotgun' attack.
- Tesla Tanks can now fire at targets at 60% further- now almost as far as a grenade throw or small-arms fire.
- Tesla Coils transmit an additional EMP through their shots, severely slowing down any enemy vehicle.
- Requires: Super Reactor, Adv Lab
Discussion |
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Hazza-the-Fox 00:16, December 12, 2011 (UTC) T4 Tesla upgrade (T4 Tesla could sound pretty good too as a name). Would obviously upgrade the output of all Tesla units, including troopers, tanks, coils, reactors, and probably also magnetic/EMP units, like the Kirov and Magnetron.
VolteMetalic 12:44, December 15, 2011 (UTC): The "T4" means Tier 4 :) Hmm... I am still not happy with the splash damage overall. And the power outputs. Hazza-the-Fox 13:17, December 15, 2011 (UTC) No probs- these are kinda the only applicable things though to really warrant the upgrade though (especially for the Tesla Trooper). Also, we've kinda established that arcing shots is something the Trooper and Tank do with more experience in understanding electrical flow (gain promotions), so the upgrade would be redundant in these areas. VolteMetalic 11:21, December 16, 2011 (UTC): Yeah, thats what we settled on. The more powerful attacks could work too. Hazza-the-Fox 13:42, December 16, 2011 (UTC) So, with these in mind, any ideas on what this upgrade should do? (my only preference is something other than immediate range increase- as the Tesla units serve a nice niche with their current ranges- that happens to be dependent on plain units for longer-ranged support-fire.) VolteMetalic 10:15, December 17, 2011 (UTC): Its hard to think about somethng for it... Hazza-the-Fox 21:28, December 19, 2011 (UTC) I thought of a good one for Tesla Coils- EMP! Every shot has a slight EMP dose that slows the vehicle momentarily. BUT- this only occurs when the Tesla Reactor is near it (and thus stacks on top of the other Tesla Reactor boost). VolteMetalic 19:42, December 20, 2011 (UTC): Hmm... that would be limiting for the attackign units like Tesla Trooper. But they already have a sort of EMP beam, so it may be useful :) Hazza-the-Fox 23:10, December 21, 2011 (UTC) Well the only major thing the Tesla trooper would really need is the ability to take out more targets at a time when he closes the gap (as his poor range is a nice strategic drawback- he must be killed before he gets close- and now the stakes are even higher!) For the Coil- as it could incinerate any enemy infantry in one shot (including enemy Tesla Troopers), its semi-EMP is really the only thing it would need to even the odds against the ultra-heavy targets. VolteMetalic 11:37, December 22, 2011 (UTC): I said what it may have in Tesla Coil, didnt I? The Tesla Trooper, what about that instead of attacking one target, and from it few arcs hits others nearby, Tesla Trooper will hit several infantry at once? Kind of like "Tesla shotgun" :D But only when there is more enemies in front of Tesla Trooper. When just one, it will launch only one lightning. Hazza-the-Fox 13:41, December 24, 2011 (UTC) That would be EXCELLENT! So- I think we should have a recap and a discussion on the Icon;
VolteMetalic 11:48, December 25, 2011 (UTC): Tank...the arc is given by heroic, so thats no-go... maybe a fire range. Reactor would give more power, and Coil... maybe too the higher fire range. Hazza-the-Fox 13:38, December 25, 2011 (UTC) Yep, sounds good. So the Trooper gets the 'shotgun', the Tank gets increased range, and the reactor has higher output. Question is- do we give increased range to the coil as a part of the reactor- and should this be the normal boost, with another as the upgrade? VolteMetalic 20:21, December 26, 2011 (UTC): Yeah, that should be it. That is the question, what does Reactor normally do? Upgrade should increase the fire range of the Coil. Hazza-the-Fox 02:15, December 28, 2011 (UTC) That is actually a good question, and I think now we've got a good grasp on the general functions, we can have one last look at this list, and pick one for the Reactor's "standard" enhancement to (Very) nearby Tesla Coils, and which one is going to the the Tesla Reactor's T4 boost to go on top of the standard. Of course, we could simply pick one, and then pick the same one again so it's further enhanced. Note that reactors would have to be within about 4 spaces at the very most, so getting more than two reactors near a Tesla Coil is no easy feat.
VolteMetalic 19:28, December 28, 2011 (UTC): So, the upgrade (T4 Tesla Engines) would increase the range of the Tesla Reactor's ability by 2 (maybe from these 4 to 6?). But what does the Tesla Reactor, without the upgrade, actually do? And, when Tesla Coil is nearby Reactor, it may give it the EMP effect, slwoing enemy vehicles when hit (or ships). Hazza-the-Fox 01:30, December 29, 2011 (UTC) I never thought of expanding its power radius- that could work. That's the question- without the upgrade, the Reactors could give a different kind of bonus to the coils (range, arcing, etc). Question is which one? And whether these can stack with other reactors (same way multiple troopers accumulate higher bonuses). And of course, whether any of these upgrades (including EMP) would apply directly to the coil (or if it would be too strong). VolteMetalic 12:15, December 29, 2011 (UTC): I am pretty much loosing what bonus each thing gives or receives :) We need to sort it out somehow. Hazza-the-Fox 14:04, December 30, 2011 (UTC) Lol, yes! So, our standard Tesla units (Trooper and Tank) generally have no special bonuses (except their heroic arc bonus). The Tesla Reactor simply provides base power, but can now assist the Tesla Coils by being near (somehow). The Tesla Coil, at standard, can accept the input of either the Troopers (getting increased damage per trooper, as well as power independence), AND the reactors (not sure what ability). With the T4 Tesla Upgrade, aside from the unit upgrades and the Reactor's higher power output (and power-up radius for the coils to tap into), we are choosing a bonus for the Tesla coil (either for itself directly, or a bonus that is fed into it via the reactors along with the other bonus). Come to think of it, if we are leaning towards EMP, I think the simplest answer is that T4 simply gives the Coils the ability to deliver EMPs- and leave it at that. So, all that remains is to figure out what the reactors do for the coils normally (I reckon enhanced range- or a short-range arc per reactor nearby). SO. T4 provides the following boosts:
VolteMetalic 22:34, December 30, 2011 (UTC): Ok, so T4 is set, but now what Tesla Reactor do for Tesla Coil... maybe the range, its the only major factor not used yet. Hazza-the-Fox 01:35, December 31, 2011 (UTC) Agreed, the upgrade is done. That is a good option (of course, for that matter, so is the arc- at least as far as the Tesla Coil alone can handle). Also, both of these bonuses could be accumulative (that is, they increase with every nearby reactor). Both would be quite handy. It would depend what kind of advantage is 'fairer' I guess;
Having the reactors accumulative bonus is no major obstacle- as the defender is risking putting their reactors directly on the frontlines, and directly into harms' way (not to mention a short stroll for enemy sabateurs to take down)- which I think is a perfectly fine drawback which adds a nice dichotomy- that a player taking measures against attackers becomes more vulnerable to spies and agents- and keeping your structures safe from those usually means having to omit bonuses against attackers- or both- requiring a lot more ingenuity and expenses. VolteMetalic 16:26, December 31, 2011 (UTC): From this, I would go with longer range, it will still mean less enemy units than with arcing, evne he cna attack from longer ranges. Hazza-the-Fox 08:29, January 1, 2012 (UTC) Sounds good- I'd say the upgrade and Tesla Coil are finished! I'll put the details in the top. (would we need to extend any bonuses to magnetic units too?) VolteMetalic 22:52, January 1, 2012 (UTC): No, I dont think. There is actually only one magnetic unit, and that is already very strong. |
Discussions
Gameplay
VolteMetalic 07:00, August 22, 2011 (UTC): Welcome on the board :)
Hazza-the-Fox 10:13, August 23, 2011 (UTC)Hazza-the-Fox
Thanks!
Well, I think to start this off I suppose we could discuss how to organize these pages.
VolteMetalic 10:33, August 23, 2011 (UTC): Redirected to Gameply Discussion.
Hazza-the-Fox 11:44, August 23, 2011 (UTC)Hazza-the-Fox
Hmmm, not sure my last post is now, so what do you think of thse ideas?
VolteMetalic 11:47, August 23, 2011 (UTC): It is in the other topic :D This is not the only one. Click on top of the page on "Red Alert: Zero", and once you are ther you will see the other topics :)
Hazza-the-Fox 08:05, August 24, 2011 (UTC)Hazza-the-Fox
Ok- so an overview of how the Soviets operate;
Technology-wise, the Soviets use Tesla (and its sub-field, magnetism), Nuclear technology, Flak Technology and Psi Technology, along with advanced articulated mechanics.
It is somewhat an evolution of the Red Alert 2 dychotomy that Allies were speedy, evasive but light-weight faction against the Big slow strong Soviets.
Instead, with both sides having their share of hit-and-run, long-range, speedy, heavy, sneaky, etc units, the emphasis is that while the Allies are more Glass Cannon concentrated fire combat and forming strong battle lines, Soviets are more charge and disrupt combat, specifically geared to smash battlelines and break the enemy out of formation. Their units are designed to be used to absorb enemy fire either through sheer numbers or sheer sturdiness, distraction tactics, and forcing their way through heavily defended points. The Allied side is still the 'faster, swifter' side- but this difference is not as vast or apparent as before.
Infantry vary from extremely cheap, weak, expendable cannon fodder (Conscripts, Pariahs) to expensive walking tanks (Tesla Troopers). With the intention of using one category to cover the other (works both ways- A single Tesla Trooper could absorb fire for a whole platoon of Conscripts). Life is cheap when Yuri is Dictator- unless the persons are professionals and worth the extra investment ;)
Vehicles differentiate from Allied versions in various ways; Some trade accuracy for area-of-effect destruction, some trade damage for rate of fire (allowing a vehicle to engage larger groups of units). Generally, Soviet vehicles are much more expensive than their Allied Counterparts.
Air Force- unlike Red Alert 2, the Soviets get a full compliment of aircraft- but their distinctiveness remains; Allied aircraft are generally better at speedy bombing runs than Soviet aircraft, and also cheaper and more easily accessible (also made possible by the Allied fighter bays (groups of 4) being part of their Radar structure, rather than part of the later Hangar structure (Soviet version only having 2-3 fighter bays). Their aircraft, however, are far better in general combat, and usually more versatile in other respects. The reason for this is to essentially reduce the Soviets ability to rely on fast bombing aircraft despite their already good blitzkrieg arsenal- but not deny it. It serves mainly to equalize the Soviets against the still-faster general Allied arsenal.
The Navy is a simpler dychotomy; the contrast is that while Allied ships are more specialized for a specific function, most Soviet naval units are weaker, but more versatile (jack-of-all-trades units), with fewer- but very powerful- specializing units (Typhoon Attack Sub). Whilst an Allied player would need to built two ships to get a coastal bombardment + AA screen, Soviets need only build one ship that does both.
I'll talk about structures in another topic ;)
Non-buildable Units
VolteMetalic 22:14, November 7, 2011 (UTC): Now I remembered that there we dont has a list of units which are ingame but are not buildable (like in RA2 Boris' MiG Bombers or cargo planes)
Ok, so we will need a default cargo plane for both sides, probably a heavy bombers (something like B-52 and Tu-95 Bear), what else? Oh, yes, Allied drones of Aircraft Carrier.
Hazza-the-Fox 01:06, November 9, 2011 (UTC)Ah yes, the drones! I suppose those will be mentioned as an aspect of the Carrier (Which I'll get around to- and if you were wondering, the drone's kills are credited to the carrier, as the remote pilots are on-board the ship).
VolteMetalic 09:00, November 9, 2011 (UTC): I am aware of it, RA3 Allied Aircraft Carrier had the same thing :)
Ok, so so far what Soviets might have as non-buidable units.
- Cargo plane (probably something Il-36 Candid)
- Bomber (something like Tu-95 Bear, or when it is in the time of our modern, Tu-160 Blackjack)
Probably anothe unit might be "light bomber", which carries smaller bombs, or for more precision strikes. Otherwise, no ideas. maybe in campaing something experimental and of the Black Guard, an elite (and best) military unit guarding kremlin and Premier (in this case, Yuri). Or Black Guard variants of some units (Conscript, Mauler, Tesla Tank, Hind, Terminator?)
Hazza-the-Fox 23:38, November 9, 2011 (UTC) Both sound good, and light/precision bomber also souds good.
Black Guard is also a good point (and definite campaign application).
Also there are possible mission units- like a 'bomber' that is instead outfitted with mind-control abilities to steal control over units in the base (unless this is another national- see new topic)
VolteMetalic 00:10, November 10, 2011 (UTC): Ok.
Black Guard units might be discussd there, or on another topic, its you call, I will adapt to it.
One (crazy) unit whic now came up in my mind is for Soviets "War Train". Yes, highly armored locomotice armed with guns, flak cannons and possibly Tesla coils, as a unique unit for some missions. Crazy, isnt it? :D
Hazza-the-Fox 00:44, November 10, 2011 (UTC) I like it!
VolteMetalic 00:23, November 12, 2011 (UTC): At Super Hind you reminded me soemthing.
For the repair drone, in RA2 there was planned a spider-like repair drone. Maybe it might be used for ground units, and for aerial something... simialr, just being able to fly? :) This is the concept art: link
Hazza-the-Fox 08:44, November 12, 2011 (UTC) That could work- it also gives me a crazy idea for the terror drone (being able to jump into a friendly vehicle to repair it on-field?)- actually no- ignore that idea- a separate robot would be good.
I would make an interesting Dune observation (they did have a repair bot)- the only drawback was it often got caught in the gunfire when trying to repair a vehicle and got quickly destroyed- not that this was a bad thing, but I think a good balance would be for the robots to be churned out by another unit, or structure for free and gradually replaced (kinda like a Carrier's drones are).
VolteMetalic 10:38, November 12, 2011 (UTC): That is exactly like in RA3! :D Allied and Imperial production structures (except barracks) and Sovier Grinder Crane were spawning 3 flying repair drones, repairing anything friendly and non-infantry unit, no matter if it was veicles, aircraft or ship. We can change it that factory, air field(and helipad) and navalyard will be each spawning its own kind of repair drone.
Hazza-the-Fox 05:16, November 13, 2011 (UTC) That could work easily (we could have them for both sides- as both sides have their own unique robots)- or maybe one has robots, while the other has stationary repair mechanisms, or even a human service crew that runs around... either way, plenty of options...
VolteMetalic 09:11, November 13, 2011 (UTC): Both can have drones. Look on FLameBot or Terror Drone. In total there will be 6 variants of repair drones for 2 factions.
Hazza-the-Fox 21:08, November 13, 2011 (UTC) Agreed