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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18 Jun 2013, 15:28
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#2
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Group: Members Posts: 1080 Joined: 24 December 2011 Member No.: 8905 Loves guessing games |
I suddenly feel like making rough ideas for __CrUsHeR and Pepo's SAP faction. For me SAP is like US's "local-global competitor", the same as Russia and ECA are for each other. US and China are too geographically isolated to bring the proper theme... anyways :
1. Rockets and area denial : Focuses on building well equipped and cleverly tinkered army of anti-tank and anti-aircraft units to face US's "superior" aircraft and tanks. Kind of has a "beast killer" or "David vs. Goliath" theme. Recycling effects enemy vehicles as well as your own. Late-game research enables rockets to become almost immune to anti-rocket tech like Countermeasures and ECM, making them far more versatile and effective. In order to combat the growing drone threat has modified the Weather Control effects to shut down enemy vehicles and base power in addition to the usual effects. Has unique Ant Buggy variant with more mines and unique heavy AA. Pros - Powerful hard counters, effective Weather Control, gains from enemy loses as well as your own. cons - Less emphasis on Rapid Assault and Renewable Energy. 2. Black Contracts : Contracts with Favela and Cartel members to deploy stealthy assault infantry and strengthens SAP's already formidable income sources. These officially "civilian reinforcements" enable deployment of stealthy mobile supply collectors. Supply Collector Vans are replaced with faster and armed Technical-esque vehicles. Has unique stealthy infantry replacing several vanilla infantry which are geared for rapid assault and jungle warfare. Your infantry's enthusiasm for pillaging mean you gain money for every enemy building you capture. Infantry can be armed with methane based weapons (based on the gen power), can use stimulus to temporarily increase combat efficiency (very effective after the global upgrades that improve infantry stats). Gets better transports like all infantry based sub-factions. Pros - powerful logistics and income, rapid assault, active camouflage. cons - somewhat weaker in the weather control and bio-fuel department, costly infantry, micro intensive. 3. Total Commitment : The steamroller of the SAP forces. focuses on their direct warfare strengths to meet more sophisticated enemies head on. Uses more robust and effective sources of bio-diesels to power up fast and cheap. More efficient ore related buildings for quick, direct cash flow. Has better MBT and artillery. No spectacular strength but has no harsh weakness either. Pros - better direct assault, fast and flexible army, while the income might be lower than other SAP factions it's direct and requires less attention, less micro intensive. Cons - somewhat lacks in the stealth department. |
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