Reign of Conflagration Wiki
Tag: rte-wysiwyg
Tag: rte-source
 
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*Secondary Weaponry: Improvised bombs
 
*Secondary Weaponry: Improvised bombs
   
[[User:Hazza-the-Fox|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.
 
   
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{| class="wikitable collapsible collapsed" border="1"
I thought making him amphibious and boasting alarm bypass training were other possible additions- although all of the above is up for debate.
 
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! Discussion
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[[User:Hazza-the-Fox|Hazza-the-Fox]]
   
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With some of the "pruning" I've been doing for the Nations, I've basically given the National "Crazy Ivan" unit to the Mekong Group, and given it the Vietcong's name.
[[User:VolteMetalic|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.
 
   
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His primary attack is to throw grenades at enemy infantry (like a Grenadier- whose attack bounces out of his immediate attack range, lingers and explodes- and can be thrown over walls) and plant Dynamite on non-infantry targets. It could be possible to make them timed explosives, or even remote-detonated for more micro-fun attacks.
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.
 
   
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His secondary is to deploy a "foxhole" that is visible to the enemy. This foxhole will, after a period of time, lay a gigantic minefield (like the Gatling Turret in Generals Zero Hour). The mines are invisible to all except dogs/bears ONLY. Psychics don't sense anything. "Blind" enemies can randomly fire on the ground and detonate single mines. Once deployed, the Vietcong can undeploy, leaving the mines in place until an enemy walks on top of them- OR, can remain in place, resulting in the mines NEVER disappearing, even when stepped on (they still explode, but are instantly replaced).
And Heroic... I dont know yet, and Secondary we will see if there could be some kind of demo charge of sorts.
 
   
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By doing these, he's the perfect Guerilla Warfare soldier- he can attack from abnormal positions, leave mines to intercept enemies; and his ability compliments the "tunneling" theme of Mekong.
[[User:Hazza-the-Fox|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).
 
   
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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.
 
 
[[User:VolteMetalic|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.
 
 
[[User:Hazza-the-Fox|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).
 
 
[[User:Hazza-the-Fox|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)
 
 
[[User:VolteMetalic|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?
 
 
[[User:Hazza-the-Fox|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)
 
[[User:VolteMetalic|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?
 
 
[[User:Hazza-the-Fox|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.
 
 
[[User:VolteMetalic|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?)
 
 
[[User:Hazza-the-Fox|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====
 
====Desolator====

Latest revision as of 10:25, 13 March 2017

Forums: Index > Red Alert: Zero > Soviets Arsenal



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)

Attack Dog (Husky)

  • 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

Conscript

RAZ 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 (Molotov mode only- kills single random garrisoned target each time); Grenade Launchers (aesthetic difference when attacking vehicles- damage-per-second is the same). Gas-immune. Cannot be harmed by Mauler's secondary gas attack.
  • 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. Conscripts run faster in Molotov mode.
  • Heroic Upgrade: Bravery - Increases an armour protection and slightly damage of nearby friendly Corscripts
  • Primary Weaponry: AK-74 + GL
  • Secondary Weaponry: Molotov cocktails

Flak Trooper

RAZ Flak Trooper

  • Full Designation: Flak-Armed Trooper
  • Role: Anti-air/anti-armor infantry, light artillery
  • Cost: 500
  • Hitpoints; 100
  • Damage; 20
  • Range; 8 (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. Can shoot into garrisoned enemy structures to clear them out.
  • Primary Weaponry: 40mm high-altitude portable flak cannon
  • Secondary Weaponry: Inflatable AA Flak mine

Scout

RAZ Soviet 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

Worker Engineer

RAZ Soviet 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

Pariah

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

Spy

RAZ Soviet 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

Commissar

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

PsiCorps

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

Tesla Trooper

RAZ 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

Vietcong SAPPER (note- will now be merged with Crazy Ivan)

RAZ Vietcong

  • 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


Desolator

RAZ 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

Crazy Ivan (NOTE- is being merged with Vietcong)

RAZ Crazy Ivan

  • 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)

Gatling Guard

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

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

Terror Drone

RAZ 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

Flak Raider

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

Mauler Tank

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

V5 Cruise Missile Launcher

V5 Rocket 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).

Hussar

RAZ 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

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

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

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

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;

  1. Mortar-mode; fires radioactive shells (or when Heroic, nukes), has a lot of armor
  2. Turtle-Mode; gun retracts, armor increases, spreads radiation in its wake (wider area at Heroic)
  3. In either mode, when destroyed it spews huge amounts of radiation for a while
  4. 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!

  1. Say a conscript costs 100, and so far you have 9 conscript units trained and one engineer (500 bucks)
  2. Radiation suits cost, say, 50 each.
  3. 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.
  4. 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".
  5. I think to avoid this, and ensure the upgrade and post-upgrade training costs are the same we should make the cloning vats either:
    1. impose half the difference for installing suits on existing soldiers (25 bucks) but cost a normal +50 for future soldiers. OR,
    2. 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).
  6. 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

RAZ 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

Nuke Bomb Truck

RAZ 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

Behemoth Tank

RAZ Devastator 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

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

Super Hind (being replaced by Hunchback carryall)

RAZ Super Hind

  • 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

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

"Cricket" Siege Hopper

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:

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.

  1. 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.
  2. 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'.

  1. 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'.
  2. 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

  1. A 'drone carrier' that launches a 'skunk drone'
  2. 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.

  1. 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
  2. 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.
  3. 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;

  1. 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).
  1. 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

RAZ 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

MYK Dropship (to be replaced by Hunchback Carryall)

MYK Dropship

  • 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

Ships

Supply Ship Zubr Hovercraft Sea Reaper
Typhoon Attack Sub Junker Giant Squid
Dreadnought Control Ship
N/A

Sea Reaper

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

Typhoon Attack Sub

RAZ 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

Giant Squid

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

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

Control Ship

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

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

People's Barracks

People 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

Supply Depot

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

Shipyard

RAZ Soviet 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

Radar Tower

RAZ 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

Airship Hangar

RAZ 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

War Command

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

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

RAZ Soviet Construction Yard

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

Brick Wall and Gate

  • 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

Battle Bunker

RAZ 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)

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

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

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

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;

  1. 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.
  2. 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).
  3. Has a repair/rearmament aura for all nearby ships AND aircraft.
  4. 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

RAZ 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

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

Iron Curtain

RAZ 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

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

Special Powers/Protocols

Remote Observation EMP Minedrop
Chaos Storm ...
National Reinforcements Invincibility Nuclear Missile Strike

Radar Scan

RAZ RAdar Scan copy

  • 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

RAZ IronShieldT3

  • 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
T4 Enhanced Version

RAZ IronShieldT4

  • 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

RAZ Nuke

  • 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

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

Alarm Bypass Soviet

  • Summary: Gives Spy and Crazy Ivan ability to be not auto-targeted by enemy defenses.
  • Requires: Tech Lab

Crenelations

RAZ Crenelations wallguns crop

  • 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

Cerebral Stabilizers

Psionic Stabilizer 2 copy

  • Summary:
  • Requires:

T4 Tesla Engines

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

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