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IF: RA3 Paradox if designed by me part 1, My own unit lists, modified from original RA3P (c) Open-Sketchbook
Die Hindenburg
post 16 Jul 2014, 18:21
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What would happened if i designed RA3 Paradox and revised Open-Sketchbooks mod/lore content?: This chimerian monster, i hope i dont shock anyone with the choices i did here:

Behold! 8ani5.gif 8ani5.gif 8ani5.gif

First the revised Syndicate:
You have to pay for every of their buildings because of their superior economy:

Headquarters
The Syndicate do not posses MCVs, so their headquarters structure cannot move. The Headquarters can be garrisoned by up to 8 troops, turning it into a fortress, but the troops cannot leave. The Headquarters is the drop-off point for ore collector trucks, and can build more as needed.
Generates 100$ every 10th second

Zero-Point Generator
These cheap, small generators are built similarly to walls. Each provides a small amount of power but can be built in long rows for very cheap. Costs 1$ every 10th second

Academy
The Academy hires infantry units.
Costs 10$ every 10th second

Hall of Heroes
The Hall of Heroes constructs battlesuits, heavy infantry constructs which function as the Syndicate's heavy hitters. Only one can be build, but cannot be stolen. Costs 50$ every 5th second

Nodes:
Upgrades to the Hall of Heroes and can be then builded as seperate buildings. They cost no money but much power per node.
Node Upgrades contuially increase the number of controlable cyborgs.

Pharma Dispenser
Unchanged

Vulcans Forge
The Vulcan Factory constructs the fleet of Syndicate ground vehicles. Costs 25$ every 5th second

Aerodome
The Aerodome constructs Syndicate air units.
Costs 25$ every 5th second

Marina
The Marina constructs the Syndicate fleet.
Costs 25$ every 5th second

Black Market
A structure dedicated to the generation of money 25$ per second and can build auxiliaries for free as a secondary.

Research Department
Researches upgrades and projects tech levels.
Costs 25$ every 5th second.
Nodes can be build afterwards.


Digitech Aura Projector 2000
Any unit under the DigiTech Aura Projector's radius of effect gains huge bonuses to their aggressive, defensive and manoeuvring capacity, while enemy units are heavily effected in a negative fashion. The Projector can essentially ensure your victory in a single given battle, or pump your troops up for an assault. It is not visible to the enemy players, so crazy!
Costs 1$ per second.

Weather Control Machine
This Offensive Superweapon uses an mysterious mechanism to destroy the enemy: acidic rain, hailstorms, lightning and gale-force winds tearing enemies apart. The attack radius of this weapon is massive, but its damage is less than that of the other faction's superweapons. Costs 15$ to 25$ per second. Reloads fast so you can intimidate your enemy if you have the money
Defences

Company Housing
Unchanged

Mono-Wire
Renamed. Can be upgraded to explode.

Acropolis
Unchanged

Gyro Turret
Unchanged

Railgun Turret
Unchangedwork.

AA Mortar Turret
No missiles for the Syndicate, snatch! But AA Mortars with AI shells, fucking awesome!

Hacker Column
Every machine has electronics of some kind and the Hacker Tower is its downfall. Jamming signals from an wire fired on a vehicle prevents their crew from firing while virus uploads stops their movement, though only one signal may be projected at a time.
Yes it fires Taser like wires hehehe!

Via
Unchanged


(-) means heroic upgrade.

War Wolf
Unchanged

Auxiliary
Drug addicts recruited to serve as cannon fodder, these men and women charge enemy positions with machine pistols and pipe bombs. When faced with insurmountable obstacles, they can inject themselves with drugs that will make them temporarily invulnerable, with the side effect of killing them when the effects wear off. Their drugged up minds don't benefit from aura but they can still level up.

-refunds the 25$, making them free


Legionnaire
Armed with 13mm bullpup gyrojet firearms, Legionnaires have an minimal range where they cant attack with them. In addition to the rifle, they also have airbursting rounds composed of SEMTEX that can knock-back and damage infantry and light vehicles & clear garrisons.

- They gain money from kills. (Unchanged)


Hoplite
Unchanged

Certaman
Providing anti-air coverage for Syndicate forces, the Certaman fires intelligent, A.I. controlled mortar shells from their gauss-gun at passing aircraft. They can also plant these shells somehow as powerful anti-air mines that leap into the air and detonate when triggered.
Replaced missiles with aa shells.

-ground attack capable when mobile, still retaining AA ability.

Argonaut
Crazed men armed with explosive-tipped harpoon guns and highly inflammable oil slick charges, Argonauts wreak havoc against enemy boats, sea-based scouts and bases. They can wade slowly from the water to sneak attack enemy bases, but they are slow to move or fire on land. When their charges detonate, they not only damage the target but create a zone that kills enemy naval infantry and slows all ships. They are invisible on radar.

-waterproof railgun (fucking crazy!)
-small dirty bomb replaces oil slick charges

Immune
Unchanged

Helios Security
These professional corporate security forces use non-lethal zero point energy to shunt, slow and damage enemies, up to freeze them entirely at short range. Lightly armoured and slowed by their weapon's considerable weight, Helios are excellent at keeping the enemy at arm's length where the long-ranged Syndicate are better equipped to deal with them. Secondary launches an enemy into the air, fired in short and wide pulses.

-area of effect secondary

Satyr
Unchanged

Centurion
Officers of Legion Security, Centurions employ high calibre sniper rifles with explosive rounds that can blow apart infantry and light vehicles with a single shot, and also possess thermo-optic cloaks that can grant them invisibility when moving. As secondary, any infantry around them will slowly heal and buffed themselves.

-marks target with a digital camera for more damage (passive), works like the spyglass designator
-chance to kill vehicle crew

Now to an other massive changes
Cyborgs (renamed battlesuits, because battlesuit sounds a bit to today speaks and not 80s enough)
Cyborgs are battlesuit type infantry, which have the combined features of tanks and infantry. They are uncrushable, and in fact some of the heavier ones can crush infantry. Unchanged

They receive damage like tanks, making them mostly immune to anti-infantry weapons but more vulnerable to anti-tank weapons. Unchanged

These monsters are fearless, and some induce terrifying passively. NEW

They can garrison structures as well. Unchanged

Cyborgs requiring controlling monitors which keep close tabs on these expensive assets; you are limited to eight Cyborgs per control node. Unchanged

Like infantry they gain bonuses from Auras. Unchanged

Praetorian
Unchanged

-off-hand high calibre sniper rifle (Robocop!)

Hercules Heavy Armour
Unchanged

-refractor Railgun slugs do a seemingly physically impossible thing, dispersion like a spectrum beam.

Hector Suppression Armour
Unchanged

-Can crush small vehicles
-killing infantry heals the hector

Harpy Air-Mobile Armour
Unchanged

-mono wire rifle replaces flechette cannon, blast damage and can instantly kill air infantry

Titan Security Armour (heavily remade)
Slow and melee ranged, the Titan's armour allows it to absorb heavy impacts, while its steel fists shatter bronze and bone alike. The Titan also slams a rocket propelled fist into a target outside of its range. While its secondary launches a highly powerful flurry of punches.

-Zero-Point Generator (slows down enemy infantry nearby)

Mars Artillery Armour
Unchanged

- AA-mortar pods

Spartan Battle Armour (heavily remade)
Controlled by a bare minimum of wetware, the mostly robotic Spartan sticks to rooftops and attacks targets with an long ranged molecular hardened vibro-spear, capable of killing just about any unit in fewer than 5 strikes. The Spartan can throw an expensive mono-net spear for an finishing strike, destroying even a Apocalypse Tank in one well aimed hit, but it is very difficult to hit, since the spear is unguided and costs money to use.

-THIS IS SPARTA!!! Any infantry is instantly killed in melee range, even Mingxia and Venus can't defeat an heroic Spartan.
This was one of the few units i must say were not that justified in RA3Paradox, so it is the most modified here.

Dryad Support Armour
This emotionless but impatient cyborg is equipped with medical devices to heal infantry and repair other battlesuits. To defend it self the Dryad uses an Tazer, stunning infantry.

-N/A

Minerva
Wicked fast and unnaturally skilled with her gyrojet rifle and a underslung railgun, Minerva is highly effective against infantry and buildings. Enemies that get past the hail of gyrojet rounds will have to face her monomolecular blades, built directly into her fingers. Unfortunately, Minerva lacks the ability to swim, a grave restriction to an otherwise incredible warrior.

-I'LL BE BACK! Minerva, when killed and using the secondary on her corpse, can be revived at a price of 3000$ but without veterancy Vehicles

Sisyphus Transport Lifter
Remade into the aliens Lifter-Suit, which is more fitting IMO

Hydra Unchanged

-secondary generates money

Testudo
Unchanged

Talos
Unchanged

Lamia
The Lamia Launcher is a fairly heavy anti-aircraft platform which launches and controls a small swarm of intelligent AA mortar shells which it uses to down enemy fighters, bombers or helicopters. The shells have minds of their own and controlling them can be difficult; AA Mortars will attack all targets in the vicinity, not necessarily the one you targeted. Its secondary function is a pulsed electronic signal that disables all weapons, friend or foe, in the vicinity; this can save you from bombers or ground attack planes if well timed.

- secondary stealths friendly units, but not the lamia
- friend or foe proof secondary

Colossus (massivley remade and more innocent loocking)
Armed with a pair of massive Gladius missiles, the Colossus is an effective and fairly fast artillery piece whose slow-moving missiles are uniquely deadly. Just before impact, the Gladius splits apart into hundreds of tiny monomolecular flechettes which slide through steel and flesh with no resistance.

Lethal to infantry, they do much less damage to vehicles, but will slay the crew, allowing the vehicle to be taken over by infantry. Its secondary function detonates the missiles early, losing their damaging effect to vehicles but killing infantry in a huge radius.

Despite its power the vehicle has many drawbacks; slow speed, a downright massive minimum range, and a tiny sight radius requiring the support of spotters to use its long range. And the missiles can be shot down, because they are drones in actuallity.

-VLS launched Gladius missiles, 150% velocity speed/area of effect/rate of fire and cannot be intercepted

Medusa
Unchanged

-That makes double the size! Yes the Medusa grows thanks to internal upgrades, can crash any unit, even super heavies and even defences.

Aircraft

Phoenix
Can attack now from any angle.

-Stealth when not using the secondary, even when firing

Chariot Transport
Unchanged

Fury Combat Drone
Is invisible when attack but only then, so you dont know its attacking you!

-N/A

Mercury Uplink Copter
Unchanged

Alexander Private Jet
Unchanged

Pegasus Combat Helicopter
The strange spectacle of a three rotor combat helicopter is often the last sight of many enemies of the Syndicate; its huge payload of gauss-guns, gyrojets, and mononet launchers boggle the mind about as much as they tear apart ground targets. This monster also can fire an enormous zero-point bomb, which combines the black hole and vacuum technology through ZP energy to one deadly combination, if only on a tiny area.

-ECM array with confuses enemy (reduces target prioritizing for the PCH)

Watercraft

Man O' War
Unchanged

-leaves toxins and anthrax when killed

Neptune Speedboat
Four Automatic, burst damage cannons line the front of this rapid moving vessel, allowing it to tangle with enemy boats with surprising skill. To deter pursuers it can throw chaff charges out the back which slow enemy ships.

-ECM charges also deactivate ships

Scylla Stuntboat
The Scylla is a sea-based transport that can move up to six men extremely quickly over water. When on land, it becomes extremely fragile. It's armed with a flechette shotgun for self-defence against air and ground targets. It can perform stunts to evade enemy fire.

-corrosive ammunition weakens armour

ILIAD Platform
Unchanged ILIAD Platform. Drones slow down aircraft when attached.

- N/A

Siren Sub
This stealthed sub can smuggle vehicles into enemy territory, and has a special zero-point weapon which can pull ore collectors towards itself from a long range before breaking them open, stealing the cash and leaving them destroyed. It is very slow outside of water, however, and detonates spectacularly if destroyed on land.

-N/A

Terramerene-Q-Ship
The heaviest ship used by the Syndicate, the Terramerene is technically a converted oil tanker with hidden, stolen weapons. By activating its civilian mode, the Terramerene changes its appearance to resemble an civilian ship, before converting back to warship mode and letting loose with its array of rockets, flack cannons, torpedoes, firearms and mortars... Oh and these many weapons are from various third world countries, that makes the Terramerene also cheaper, infact the cheapest capital ship out there!

-V1 Cruise Missiles for artillery role and vs. heavy ships
This one was made to make it more criminal and dastardly


Pluto Airmobile Submarine
This heavy, tracking torpedo-armed "Submacopter" is notable for its built-in twin rotor system that can turn the submarine into a somewhat unusual flying machine. In the air, it uses its torpedoes to attack other aircraft as missiles, while dropping canisters with chemical fuels at unfortunate targets below.

- Spartoi drone when using the air mode, jet-bike when on sea

Cadmus Escort Carrier
Unchanged

-Stealthed when deployed


Upgrades
Mostly Unchanged

Skate Squad Gives Auxilaries and Immune roller skates, doubling their movement speed.

Now to the Order

WOW WOW WOW!!! This one is a lot redisgned... lol

Hawk
A massive breed of the supposedly-extinct Galapagos Hawk, this creature can easily kill an animal or a human with its talons.

-

Pawn
Unchanged

Footman
A member of the Talon's hereditary servant/warrior class, the Footman fights with cherished heirlooms of Talon Steel passed down for centuries. The slow firing clockwork crossbow can punch through infantry and light vehicles, and their mace can kill infantry and battlesuits in one hit.

- Veteran automatic crossbow with infinite clip
- Elite ambaric maces stuns vehicles and even defences as well
- Heroic clockwork battlesuit, makes them tough as crusaders.

These upgrades makes the footman a mix of the inqusitors firepower, evangelical support and crusaders hardness.

Fanatic
A faithful if crazy with a heated sword, Fanatics deal energy damage to those who cross them. They can winch themselves to enemy vehicles to close the distance, and when they die they pull the cord on their bomb vest, killing any foolish enough to be nearby.

- Veteran winch gains EMP-like effect. Talon Armor plates
- Elite when attack, the fanatic throws an bomb before using the sword
- Heroic the fanatic gains now stealth, enemy vehicles explodes volatile when destroyed

Same deal as the Footman

Craftsman
The Talon engineer, Craftsmen are unique in that they can repair defences, the Crawler and other structures by contact instead of having to enter the structure. They can throw garrison-clearing firebombs.
Secondary swaps between these firebombs and repair mode.
N/A

Clockroach
These tiny, insect like clockwork contraptions will latch onto your vehicles and repair them. However, their spring cores will wind down after a short period of time.
N/A

Charger Assault Transport
Used to carry soldiers into the heart of an enemy encampment, the Charger’s evacuation system smashes its battering-ram like prow forward, clearing the immediate area and allowing safe disembarking of troops.
N/A (because they dont need upgrades if they have a large amount of carry capacity)

Cuirassier
Used to infiltrate modern society, these various modern to classy looking vehicles have a dashboard, an inboard water-cooled machine-gun and can carry two soldiers. When not moving/attacking, they appear to the enemy as a generic car prop. Just like the Pawn, they're unable to level up but can be built also for free.

Barracuda
Similar to the Cuirassier, this light boat, with a small auto cannon, appears to be a small boat prop when stationary. A dumb-fire anti-ship missile launcher allows it to harass larger ships and vehicles.
Just like the Cuirassier, Barracudas unable to level up but can be built also for free.

Crusaders

Knight-Errant
Young members of the Templers eager to prove themselves, these slow but brave catholic warriors are armed with high-powered bullets of the single-shot Martini-Henry rifle, firing periodically pyrotechnic ammo that stun enemy units briefly. The short hops allowed by his thermobaric jets cannot clear terrain, but can shift him out of danger.
Generates Faith

- Veteran gunshield, which works like the peacekeepers shield when moving, this is also passive
- Infinite usable thermobaric jet
- Heroic nordenfeldt gun replacing the martini-henry, MUCH faster firing rate and suppression, still retains phosphor rounds

Joan D'arc's Chevalier
Female warriors and unshakable followers of Joan D'arc, carrying morale boosting banners, Chevaliers attract enemy fire and boost the offensive powers of all Talon units around them, while using their hand mortars to suppress foes. They can also plant their banner, becoming immobile but improving the damage, armour, and health regeneration of nearby Order units. gives healing and buff when killed.

- Veteran talon steeled horse for mobility
- Elite secondary only deactivates the weapon, but is still mobile
- Heroic heavy mirror armour weakens energy weapon impact heavily

Champion
A warrior in a heavy suit of armour, the Champion's shield allows him to weather enemy fire with ease while he closes to use his sword. He can rapidly close the distance with his thermobaric jets, which send enemies flying on impact. A fire magnet.
Generates Faith

- Veteran 80% anti-tank resistance
- Elite gun immunity
- Heroic reflects some attacks

Templar Lord
Experienced members of the Templar Order entrusted with thermobaric cannons, Templar Lords can destroy any enemy that challenges them. Their thermobaric jets allow them to escape danger, and burn those around them when they take off. More efficient when attacking buildings.
Generates Faith

- Veteran crashes infantry on impact
- Elite moral buff, friendly nearby infantry are immune to suppressive fire as well
- Heroic modified, talon steeled jet-turbine replaces thermobaric cannon, with a continues firerate


Dragoon Battle Armour
Encased in Talon Steel, this stubby-legged walker uses a machine-gun to keep the enemies' head down before engaging with its steel claw. Any attempt to shoot over this unit will result in hitting it, and it can deploy steam canisters to prevent enemies from firing and weakens the armour infantry. Uses an talon steel buzzsaw to finish infantry and buildings after a set time.

- Veteran steam canisters stealth the Dragoon
- Elite Heavy armor plates to 25% reflect bullet damage
- Heroic nordentfeldt gun replaces MG for more firepower & AA-duty

Cleric Track
Armed with a 6 pounder gun with ironclad shells doing light burst damage and thick plates of armour, the Cleric track is vital to successfully protecting friendly units. Activating its magnetic field will slow the tank to a fraction of its top speed, but increase its defences considerably while active.

- Veteran magnetic field will leave the cleric as fast, mineplow
- Elite Vickers MG, dual cannon
- Heroic side flamethrowers


Jager Walker
Slow and heavy-set, the Jager can absorb ground-based damage like a sponge while unloading dozens of rockets against air targets. When these rockets are expended, the Jager has a very long reload time, so it has a targeted harpoon that can immobilize any target, and it can attack ground units with swipes of its arms.

- Veteran repairs when using the harpoon, which is reloaded faster
- Elite anti air armour reduces damage of bombs and aircraft weapons
- Heroic repairs with any hit it causes

Cataphract Land Ironclad
An armoured battle station on four legs, itself nearly as large as a Crusader Crawler, the Cataphract bristles with dozens of potent weapons, is large enough to crush almost any enemy vehicle, and can take a vicious beating before falling. In addition to its regular weapons, it is a mobile, automated factory capable of producing Automatons.
Generates Faith

- Veteran self-repair, 25% more speed, gun immunity
- Elite Automatons get 25% more armour, firepower and speed
- Heroic a battery of nordenfeldt guns/rocket launcher/mortars/flamethrower replace old weapons
- Saintly Ambriac shield & weapon/2x gauss cannons replace main cannons
Sub-Unit - Automaton : Delicately crafted clockwork war machines in the shapes of 19th century gentlemen, Automatons are difficult to damage, and use their gatling guns to great effect. Their spring core will run down eventually, limiting their combat lifetime, but once deactivated they can be collected by a Talon Harvester for a portion of the resources used to create them.

Lazarus Air Dreadnought
A massive, armoured zeppelin, the extremely snail slow Lazarus transports Talon units by air and rains death with its many weapons and complement of biplanes. If shot down, the unit turns into a fortress on the ground, and must be finished off, or it will eventually turn back into a zeppelin.

- Veteran biplane bombers
- Elite ambriac shield and thermobaric turbo
- Heroic Zeppelin now passively drops parachute bombs when attack, replaces lost biplanes instantly

Ophan Gun Platform
A round, seagoing machine with anti-air and anti-ground capabilities, the Ophan can take massive amounts of damage and uses an electromagnet to draw in enemy fire, but it can only do it for so long.

- Veteran secondary makes it immune to bullet based damage
- Elite secondary makes it immune to autocannon based damage
- Heroic enemy fire will gradually repair instead of damage it when using secondary

Bishop Ironclad
A large ship which places itself in between your forces and the enemy to fire a broadside firing talon steel balls. You can't shoot past it; you have to look around it, which is hard because it's so big. The rows upon rows of cannons will give enemies pause, too.
- Veteran larger fire magnet area, self-repair
- Elite killed units will now repair friendly units nearby
- Heroic reflects enemy fire with 25% change


Inquisitors
Oh boy, these got changes, they are all FEMALE, but not bitches like the Battle Sisters nor pinups. They are all friendly young nuns in nun clothing.But theyre still crazy in battle.

Servantess of Judas
A young female member of the gnostic clergy who has taken the Iscariot Vow, these gun-slinging nuns use a pair of matched Mauser C96 pistols to deal truly unholy amounts of gun damage. As they seek death in battle, they are completely willing to go without armour & to activate their C4 and take everyone around them with them.

- Veteran leaves mines when killed
- Elite off-hand witch-hammer (melee AT-damage)
- Heroic instant infantry kill

Pentinent Priestress
Ringleader of a cell of the Priests of Judas, Penitent Priestesses are armed with a themobaric lance; a cannon that fires a molten bolt of copper at vehicles or aircraft. She can also attach bombs to anything, friendly or enemy, which go off after a short amount of time, or when the unit is killed, and do devastating blast damage. When mortally wounded, she'll activate his themobaric bomb, spraying molten copper everywhere and destroying vehicles in the radius.

- Veteran Dirty bomb replaces normal bombs
- Elite thermobaric rockets
- Heroic thermobaric lance work like railguns

Hospitalless
Senior Penitent Priestesses, the Hospitalless uses a flamethrower and still retains stealth when being still. Their flame-throwers smoke out enemies with ease from structures, and in order to increase their effectiveness, she can empty her flamethrower in a single huge burst of flame, which will kill large number of enemy units but leave the Hospitaller reloading for several seconds. On death, they explode in a massive burst of flame.

- Veteran flamethrowers fires longer ranged fireballs when attacking further targets
- Elite clockwork suit enables crush resistance and has inboard mortar
- Heroic cleansing hot white flame cleans vehicles after some time.

Hussar Trike
A fast, low to the ground vehicle with a pair of light flame-throwers, the Hussar can engage multiple targets, or switch to using the flame-throwers as speed-boosting rockets.
- Veteran dual automatic crossbows
- Elite leaves 2 Footman when destroyed
- Heroic stealth

Archangel Anti-Air Track
A truck with a heavy aa cannon from the first world war, the Archangel keeps the skies clear for other units to operate, by firing fireballs. It can disguise itself as another Talon unit, to hide the fact that this group has anti-air defense.
- Veteran machinegun for self defence
- Elite leaves corrosive and lingering clouds
- Heroic second aa cannon, enables dual targeting

Jericho Cannon
A complex network of pipes and valves centered around an enormous trumpet-like horn and attached to a tracked base, the Jericho Cannon projects sonic blasts at extremely low frequencies that literally shake apart any structure in the wave's straight-line path, while leaving infantry and vehicles unharmed. In an emergency, the Jericho can vent steam through its valves, char-broiling nearby infantry.
- Veteran when destroyed leaves deadly lingering steam behind.
- Elite buffs other Jericho Cannons
- Heroic sonic waves heal friendly units

Lucifer Track
A large machine mostly made up of fuel tanks, the Lucifer Track uses a thermobaric lance to destroy enemy vehicles.
- Veteran clockwork wheel launcher
- Elite clockwork grinders
- Heroic vampiric/debuff system

Zealot Torpedo Boat
Armed with a large explosive on the end of a spear, the Zealot runs the torpedo into enemy targets. The Zealot has just one shot, then it must activate its secondary function to repair it self from the damage which costs money.
- Veteran thermobaric jets for more speed and mobility
- Elite stealthed when still
- Heroic "chronoports" to target

Metatron Gunboat
A light support boat with an oversized rack of rockets, the Metatron is perfect for warding off enemy fliers, through inaccurate. By using the clockwork loader, the Metatron can exchange movement for a literally endless rain of missiles, automatically loading the empty tubes as they fire, in exchange of mobility.
- Veteran nordenfeldt gun
- Elite two additional rocket launchers
- Heroic thermobaric fountain attacks directly upper aircraft

Tempest Torpedo Ram
In addition to torpedo tubes, the Tempest can use a thermobaric ram to accelerate into and destroy any target.
- Veteran soviet flack cannon cancel, made in gothic style.
- Elite allied rocket rackl, made in gothic style.
- Heroic imperial point-defence shieldl, made in gothic style.

Samael Assault Plane
This well armoured triplane is armed with a pair of machine guns good against both air and ground targets, and can also launch a barrage of phosphorus rockets effective against light vehicles and infantry. Thanks to its large ammunition reserves, the Samael never needs to reload.
- Veteran arrow bombs
- Elite back and below shooting machineguns
- Heroic air to air flamethrowers/flare

Circumcellion Engine
When a member of the Judas cult begets heresy (in the their sense) she is drafted to old and antique war machines from the early 19th century:
The Circumcellion Engine, armed with two Gatling guns from the civil war and old flamethrowers leftover from the byzantine times. When endangered they can employ a huge heated up sword to slice up any building you want to have destroyed.
Induces fear and terrefying. A Evangelion fluff wise with an Asuka-lookalike but dressed as nun, looks a bit steampunk and a bit pentinent engine.
No upgrades to show that they are punished in a sense.But theyre still very powerful.

Evangelicals

Alchemist
These specialised men are specialists in healing and repair; they can tag behind a unit and restore its hit points from a distance, or opt to get closer in order to heal faster, though leaving her more vulnerable. They are armed with a ambaric pistol, only capable of stunning infantry, because training with real firearms gave them dangerous sense of superiority.
Generates Faith

-Heroic Griffon pattern mortar and balls to fight



Rogue
A sneaky and quick sniper, the Rogue is also the Talon infiltrator. The composite longbow he uses allows the Rogue to snipe enemy units indirectly, such as behind buildings or walls, and he lays down spotting flares for artillery.
Generates Faith

-Heroic light arrows which mark targets in a area of effect for higher damage.


Jairus Recovery Vehicle
An engineering vehicle adapted to be able to recover the hulls of heavy Talon vehicles, the Jairus can use its crane to resurrect fallen Talon units and restore them to fighting shape.
Armed with an small crossbow.
Fully amphibious.
Generates Faith

-Heroic mine/EMP/NBC-immunity


Sanctuary Cart
Surrounded by buzzing clockwork drones, this cart can keep large numbers of units in good repair, though the Alchemist is better at rapid combat repairs. They can switch to aggressive mode as well; the cart's drones will shine bright lights onto enemy units, blinding them. Fully amphibious.
Generates Faith

N/A


Calliope Track
A steam-powered pipe organ mounted on a tank frame, the Calliope raises the defensive and offensive abilities of nearby friendlies with uplifting music, or dampens enemies' abilities with deep, ominous tones. Fully amphibious & the organ player fires flare rounds to slightly damage aircraft
Generates Faith

-N/A

Wraith Mortar Track
A light armoured frame mounting a phosphorous mortar, the Mortar Track provides light, fast moving AoE artillery blasts with great effect against buildings, light vehicles, and infantry. Though shorter ranged than most artillery, it can use the target flares of the Rogue to fire at extreme ranges.

- Veteran shells leave a single short duration bebuff
- Elite debuffs range and fire rate of enemy vehicles passively
- Heroic coil-gun, which fires instant hitting shells

Emissary Track
This light vehicle has been rigged with a sophisticated catapult, capable of deploying a variety of munitions. By default, launches poisonous censers at the enemy, poisoning and demoralizing anything near the point of impact. A single infantry unit can board the Emissary at a time.
Secondary fire uses the catapult to launch the passenger, inflicting light damage on the infantry unit when they land and briefly stunning them.
To attack aircraft it launches rocks.

- Veteran 4 seats
- Elite mustard gas degarrisons structures
- Heroic complete stealth

Column of Light
A complex arrangement of mirrors and lenses atop of a mobile frame, the Altar of Light can stun groups of vehicles and infantry with blasts of light, and can also use its equipment to spy on enemies and detect stealth. Fully amphibious.
Generates Faith

N/A

Consecrator Track
With a massive tank of crude oil and a spray nozzle, the Consecrator sprays oil onto enemy targets, lowering their defenses against flame-based weapons. Firing into water allows the Consecrator to kill infantry in the water, force subs to surface, and slow enemy ships. By reversing the nozzle, it can lay down a trail of burning fuel that damages enemies chasing it, or create a wall of burning fuel. Fully amphibious.
- Veteran toxic oil, damage over time
- Elite slowing down oil
- Heroic angel statue pisses ignited oil

Pilate Submersible
A versatile submarine armed with a pneumatic drill and deck gun. The Pilate must surface to engage surface units with its deck gun, but can use the drill to attack enemy submarines while submerged.
These two weapons debuff enemies but are relatively weak.
Additionally, the Pilate can also fire off its drill as special magnetic torpedo that causes its victim to generate a magnetic singularity, drawing nearby units in.

- Elite drill shells which corrode armour and debuff fire rate & range
- Veteran ships destroyed by the Pilate repair themselves
- Heroic stealth friendly units within area

Apostle Bombard Ship
This massive vessel fires huge rocket-assisted projectiles that can crush buildings flat in a single shot, with an unusual weapon configuration. The barrel of the cannon is broken into two parts, which are used as nacelle covers for the engines. When they reach the target, the engines are retracted in favour of stabilising pontoons, and the barrel sections fold up and lock around the reloading mechanism to await loading. The rate its gain veterancy is very slow but as rewarding.

- Faster deploy time
- Stealth when not being deployed
- Gauss Accelerator (Hitscan)
- Fue-Air Warhead (area of effect)

Faith
The Order does not need energy, instead the energy bar is used to display Faith, an recourse poorly understood by any scientist, yet an normal circumstance for members of the Order.
Some units produce from 1 to up 10 Faith units. When using faith based abilities, these consume from 25 to 150, Faith points temporally, which is recovered some time after. The faith limit is only determined by the amount of faith generating units. Some high end units need faith which is limiting their numbers, as does upgrading/purchasing the mini Crawlers.
Inquisitors do not generate faith and only some of the Crusader do, but the evangelicals are the most efficient faith producing. Lol

Your opinions as well?


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Cracky
post 17 Jul 2014, 9:45
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TbH The Devs of paradox wasn't aware of the limits of RA3's engine, so they just made these unique mechanics stuff that were not even able to reach it's first testing stage.

This post has been edited by Crackerjack17: 17 Jul 2014, 14:08


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Shiro
post 17 Jul 2014, 15:23
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Limit doesn't really describe it. The normal Red Alert 3 game does exactly what it is supposed to do. Literally anything other than what is already ingame is flat-out impossible to do in a sensible way, if at all.
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Die Hindenburg
post 17 Jul 2014, 15:25
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QUOTE (SoraZ @ 17 Jul 2014, 16:23) *
Limit doesn't really describe it. The normal Red Alert 3 game does exactly what it is supposed to do. Literally anything other than what is already ingame is flat-out impossible to do in a sensible way, if at all.


The faith mechanic COULD be possible a similar concept with oil was used in middle east crsiss 2, where some abilities temporally depleted power.
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