4th General For Each Faction, Have anyone thought about it ? |
4th General For Each Faction, Have anyone thought about it ? |
3 Jun 2013, 19:47
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#1
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Group: Members Posts: 1863 Joined: 17 April 2012 Member No.: 9081 |
I don't want anyone to get me wrong,I just started this for fun,
I mean cmon guys spit out your Generals and their branches. Name Faction Branch Tactics Also,have you,devs,thought sometimes about it,and are there some generals or just general,you've scrapped in favour of those that are on their way ? |
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17 Jun 2013, 19:48
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#2
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Group: Members Posts: 277 Joined: 7 November 2009 Member No.: 523 |
QUOTE General Ursarkar E. Creed I read that and groaned; "Oh no..." out aloud... QUOTE P.S.: But since random unit production is uncodeable, there would be 3 Refurbishment Plant's add-on's , each for it's own unit type. Only one can be applied at the time. Tank refurbishment would be most cost-efficient, while artillery refurbishment would be least cost-efficient. All Refurbishment Plant add-on's would be more "cost-efficient" than secondary economy units. (i.e., you'll get more Hammers or Shilkas or Gvozdika's if you'll invest 2000$ into refurbishment plants, than if you'll invest 2000$ into Arms Suppliers. That doesn't take into account cost of the initial building, only add-on itself, of course.) Can't you use the same mob logic, you create a 'nexus unit' that spawns 1 of the various unit types. Thus every time you build it you can in principle get a different unit that is 'spawned onto the nexus', you have to make it so it can't reclaim units and the nexus moves with the thing...possibly a bit buggy. That is if the Technical code itself can't be used. I'm relatively positive that there is a way to do this thinking back to when I de-mob'ed mobs into single infantry men... QUOTE Homeland advantage: When in 500 range of own command centre, all forces deal 25% more damage and have 25% better refire rate. Actually I think the ECA should get this ability right now! Call it Territorial Pride or something along those lines and tone down the buff quite a bit to more like 10% damage (not fire rate) around their Regional and Field Commands. This would give a lot more incentive to place the command centres strategically and use them to buff your defence. We shouldn't given them an ROF bonus, because with the Pandora it could be abused badly, in just the same way for the Russians it coupled with the Air Raid Sirens and Grumbles and you would have automatic Grumble AA. No...Just no....no....ok....no.... I can also envisage nasty Tesla towers and/or automatic Sentinels and things. At lease with the ECA they have build limits on their 'uber units' which helps avoid that issue. In general I like your take on a 'reservist' general, however I'm not sure if the balance might be a bit wonky, you have Conscripts being produced 'in twos', yet Russia is nowhere near the population powerhouse that China is IRL or in the ROTR Universe, also just because its still a conscription based military doesn't mean that we should be giving them mega infantry buffs since Russia is quite a bit more of the 'Tracktion Fist' mega mania and less the 'Infantry Wave' which we might give to China, doing the whole 1950s thing. Likewise 'mobilising' I like that idea a fair bit, like the cash bounty, have multiple levels (~3) of 'mass production upgrade' that decrease the time per unit perhaps. However the thing we don't want to do is turn Russia into 'spammy spammy semi-uber, with chinesy crappyness tagged on'. No while I think an economic bonus is a very nice them representing (re)industrialisation of Russia and its eastern regions, I don't think giving the Chinese model for this is the right way to do it. In terms of the Tunguska / Sheilka they are fairly self similar, just that the Tunguska has missiles attached creating a new model for the same thing in effect might be OTT, likewise there is a lot of artillery units in that generals outlay! 3 Special ones, sure they might fit/replace the Mista and TOS, but it looks again fairly Zhukov and while I know the Russians are artillery nuts for the most part....that's still a lot of guns... What I do like is the notion of giving MiGs for the Reserve airforce, this is a good idea (replace both aircraft with duel purpose MiGs slightly better than the Chinese ones due to missile tech...?). I also like the suggestion of arming the MTP and giving it conscripts 'ready to go' for repaired vehicles (that was my notion with giving the Commissar additional Conscripts for free, but that was also partly for theme), since it brings about a whole notion of 'units that can operate together on their own away from anywhere important' which if you are going to stick your reserves anywhere in Russia it well beyond the frontlines where it is out of reach totally. I think however the emergency repair radius is good at its current size it might be a bit OP to make it massive, and render MTPs potentially less useful, which if the notion is to give a flavour unit, you want it to be at the heart of the matter. NBC is also fairly good, but then all main battle tanks should have it, yet all bar the Golem are still effected. I think it would be better for reasons of coherency to assume that the Golem represents 'Nth degree' protection, well and beyond the normal levels of protection, on the kind of level where the crew "sits-n-shits" in their hazmat suits and never takes the gasmask off like Alexandr ----------------------------------------------------------- QUOTE Defences: Mine dispenser: Stealthed. Dispenses mines around it. Shelter: Cloaked building that can hide several infantry or one vehicle. Rocket Battery: Replaces the mortar pit. Same dps but slower rate of fire, so more damage upfront. Defences otherwise the same (the gun turret is replaced by whatever the other two generals are getting) Infantry: Patriot: Armed with semi-auto rifle with long range. Can upgrade with either a Panzerfaust or shotgun, after which it can switch between the rifle and the other weapon. Sapper: Can plant explosive charges, booby trap buildjngs and build battlefield obstacles, but no repair ability Mobile Anti-Tank Gun: Same as Shockwave, but with appearance changed to fit the ECA. Vehicles: Dingo Armoured Car: Armed with grenade launcher that can switch between airburst and high explosive. Can carry 5 infantry. Bergerpanzer - Cheap dedicated repair vehicle. Can also repair structures one at a time like the dozer. Langusta - MLRS that fires high explosive rockets. Can also use submunition filled rockets for large groups of enemies. The Mine Dispenser is a good notion, however with the Mole Minelayer we have a mobile version that is much better in terms of laying minefields, having a static building doesn't really help. Still if we didn't have the mole... The Shelter is again a nice concept, yet in PvP any player worth his salt is going to spot your 'unload ambush' the second you do it, in the next few mins he's going to call in the airpower to kill the shelter and garrisoned unit. It's also somewhat micro intensive to set up in the first place and use. While it would be a great addition for campaign maps, it would be less useful in a general game. The Rocket battery I don't have much problem with, its a bit more Ruskie than ECA, but in principle the ECA lack a strong high alpha artillery unit, unless you count the Pandora and Howitzer Platform in that, however that is partly due to gameplay in allowing artillery a chance to 'chip away at' base defenses even if it can be targeted in return. Indeed, who else would like to see the Germans in the ECA with a V3 launcher unit....? Just me? Oh, ok... *cries in a corner* The Patriot is a bit like a cross between Hauptman Jaeger and normal infantry a bit :S in my mind, likewise the Sapper is a cross between dozer and Commando. Above all the ECA doesn't really have the AT gun feel, they have the Jadgmamutt for that role (although I keep thinking it needs a turning speed boost!!!) I alway think that the team missed a good one with allowing engineers to repair indervidual buildings like dozers can, rather than with the repair raidius thingy...but that's just me. EDIT4: Also @MARS Was thinking along the lines of yours and Re_Simeone , then I thought; “You know old chap, Polish resistance in WWII and all that lot with code breaking and general awesomeness, what we need is some good old Polish Partisans armed with Molotov Cocktails, booby traps and all manner of sabotage nastyness to screw over anybody. ...And old bean that is exactly where the shelter notion could come in, let partisand be able to 'build' a little 'OP for themselves' somewhere between guard tower 'I see you' and just stealthing up, or possibly just as a stealth and really weak version of the ECA fortification. Through in Molotovs effective at close range at tanks and you have a good ambush unit.... ...While thinking on the same score, while giving the ECA a sniper might be horribly OP, a marksman with generally longer range and a 'might miss with rifle' type weapon code* and perhaps you might have something for keeping the infantry's heads down, best balenced so several have to be deployed to be effective with them missing more often than not... ...Then throw in the Czech shoot and scoot wheeled artillery (something like the 152mm DANA SpGH) as a Tier 1 artillery unit which fires 'en barrage' and is effective vs tanks and vehicles rather than infantry, and you are starting to build up a good force for the eastern resistance and vanguard which take the brunt of the Russian advance before the Germans get into battle...” So Picking the best ideas and trying to combine them...good points...will muse on ideas... *Use the scatter weapon template, and give yourself a small damage radius so you only hit (hopefully) one solider at a time, although could use a semi-auto sniper rifle or high powered one in the fluff to justify multiple hits, and then on every nth shot you send the damage radius well off and you have a unit that hits 'some' of the time, like a impromptu battlefield sniper. This post has been edited by Genmotty: 17 Jun 2013, 21:21 |
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