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I Need some opinions
Die Hindenburg
post 22 Dec 2016, 3:30
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I have listed mechanics so far for both South Africa and the South American Pact.so far
Also i begin work on two and more factions.

However i lack ideas for their generals. Any suggetstions on their themes, gameplay direction or traits i could implent?
Credits and thanks given for well done written concepts
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ComradeCrimson
post 22 Dec 2016, 8:30
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QUOTE (Die Hindenburg @ 22 Dec 2016, 3:30) *
I have listed mechanics so far for both South Africa and the South American Pact.so far
Also i begin work on two and more factions.

However i lack ideas for their generals. Any suggetstions on their themes, gameplay direction or traits i could implent?
Credits and thanks given for well done written concepts


Mind linking the faction docs/sheets here? For convenience?

For the SAP I gave them a skim and while they seem alright in some aspects, here's a good idea on how to balance and create factions keeping in mind with generals.

Your overall faction theme, and then what each General is like in terms of tactics.

Like for Russia,

Russia is bruteforce with steamrolling assaults. Very lategamey, has expensive but tough vehicles and cheap infantry, optional airpower.

Zhukov focuses on the whole firepower aspect of Russia by bringing in artillery and other things to spend lategame economy on.

Aleksander embraces the faction's whole Assault vibe and is the most assaulty general of the bunch, having direct brute force and tough units.

Orlov is the subversive element of Russia in that he has good helicopters and good infantry, and is still very much about the assault but he can rapidly deploy and utilize tough gunships in the stead of tanks. (Not that he lacks tanks of course, just he has a more air and infantry focused set of options.)

We must then review the SAP. From what I am noticing they are very much a "Rock, paper, scissors" type army where each unit is essentially as hard and durable as a rock, have as much finesse as a pair of scissors and be inflexible so none of them are paper. Which means that they will likely be expensive. I myself think that is not entirely fitting to the SAP myself, but alas its hard to design a whole new faction. I personally would go with something that is more about mobile bases and mobility overall, not so much guerrilla stealth like the GLA but more in that the SAP packs up its buildings and has very few structures, and a lot of hybrid structures. Making it mobile, versatile but somewhat lacking in its integrity when it comes to defense- sort of like a nomadic Panzer Elite from Company of Heroes.

So, lets roll with this with what you made though.

One thing we also must look at is the personality of the faction. In the case of Russia?

Russia is a post soviet federation that has a legacy of military hardware, led by a populist progressive-socialist president who is being manipulated into war by the machinations of his chief of army staff, Aleksander and general political pressures in the world. Different elements of Russian military are represented by the Generals-

Orlov is VDV and Spetznaz special forces for the most part. Airborne troops and special forces overall.

Aleksander represents the cliche of a Russian personality cult and has a devoted legion of sociopathic soldiers armed with experimental technologies to do his bidding, an experimental division.

And Zhukov? Zhukov is part of the old guard of the Russian military, the traditional basis of their army that is filled with the legacy of Soviet war machine developments and that of the Russian state in general.


So what does South America have?

South America in the timeline with the SAP, while up to speculation for the lot of you has been revealed to be an economic and military, and political bloc formed to protect South American interests and coordinate efforts to dismantle and destroy dangerous cartels, criminal organizations and the threats of terrorism within their borders.

So therefore we have a force that is heavily experienced in counter insurgency operations, and in real life we have lots of examples of this with the real life nations. You've represented this a little bit with the hero and a few other elements but if you really want to cement this you should style the whole faction around this.

Colombia has had problems with guerrillas for decades and decades with paramilitaries often answering the call, even if their methods are atrociously brutal and experienced in fighting in dense jungles and unforgiving terrain. Brazil has had violent crime cartels and gang warfare making their police force one of the most armed and experienced in the world. And Chile, Bolivia and Argentina are all nations who have great experience in putting down rebels and insurgents within their country to varying degrees, and have well disciplined armies with long standing martial traditions dating back to the 1800's.

So keeping this in mind,

Perhaps having an old war dog personality from Chile or Argentina or Bolivia would be good, who embodies Bolivarian ideals (of Samuel Bolivar) and is generally an oldschool military general, complete with polished uniform and everything. Focuses tactically on your hard hitting soldiers and army and conventional tactics by perhaps having some things to help benefit the performance of these soldiers or helping them gain experience or something along these lines.

Maybe another could be an experienced counter insurgency/counter terrorist former police force/police army op from Brazil or something whose well experienced in dealing with terrorists and cartels. This one has a lot of tools and tricks to get rid of traps and avoid being screwed over by stealthy tricks and traps and maybe has ways of keeping eyes on the battlefield, good with surveillance and line of sight and uses this to navigate the battlefield with ease and avoid being hit hard by having map awareness and means to strike.

And the third one could be more focused on subversive stuff with this faction- which would mean that while this faction normally focuses on hard hitting, fast troops that might be a tad expensive... maybe this one focuses more on cheaper, lighter alternatives for vehicles and is more about going fast and raiding and being a general source of attrition by overwhelming a person from different directions. Perhaps personality wise a Colombian or Argentinian counter revolutionary/rebel killer who uses the fear of flanking assaults to pop out of nowhere with very very fast units and then goes away.




As for the South Africans?

Kind of similar structure wise what I had for the South Americans but I like it to a good amount... although I'd switch it to the South Americans and maybe instead make the South Africans be about outposts and area control. Small outposts where they deploy and just use their mobile versatile army of evolving specialists like how you got it to respond and defend points where needed, and push where necessary. I also think they should have some nice rugged vehicles.

Overall for the South Africans? Lets review their history.

They have lots of experience hunting down militias and they have mercenaries who are used to fighting both insurgents and state armies alike. They also got lots of good hardware too.

So for the South Africans and their Generals...

How about one where its a Mercenary Company leader. Has a lot of expensive but veteran infantry, much tougher than the usual stock and has some vehicles you can upgrade and customize, and they pound for pound slug out much harder than conventional soldiers.

And then maybe for another commander, have this one be a marauding/roving style patrol general who uses an armada of rugged vehicles backed by airstrikes to rove around and dominate the field.

And then for your subversive general? Perhaps be more dedicated to customizing bases and having more powerful setup guns and weapons to man, or something akin to that.





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Scud
post 22 Dec 2016, 9:21
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I suggest to don't try to make they play style too unique, it would be nice if SAP work like a mix of ECA, GLA, and USA, a conglomerate of countries with limited "professional" man power (their infantry should work in way similar to GLA a mix of guerrilla tactics and ECA urban CQC), with weak infraestructure but rich in resources. These last two can be represented in the form of high buildings and low HP defenses, but abundant energy supply (wind powerplants maybe?), upgrades that make their supply stash last longer or refund part of the money vehicles/airplanes that get killed (looks like the recycler truck fund some ecological friends).

The rest in SAP (the vehicles and airplanes/choppers) should work like hard counters glass cannons, like USA, this force you to use vehicles and choppers alongside your support deployable vehicles and let your guerrilla infantry embush the enemy. Their low survivability should be less painfull once you get their eco upgrades, is like the GLA system, but you can't fast travel your units, you need to make good use of these mobile/deployable units. I call it the hit, run, and ambush playstyle.
Some unique things I could suggest:
- A fast attack units/supply units like the argentine gaucho IFV to get supplies from not occupied expansions. (also, imagine the rage of your enemies if not only you his workers/collectors but also you take some of his supplies back to your base).
- A deployable repair vehicle with are of effect.
- Maybe a deployable supply depo.
- Deployable artillery Astros II MLRS with long range frag HE missiles wich make low damage but has a wide AOE, this artlly force the enemy to don't get confy on their base, but don't worry, ECA claymore's won't have too many problems killin' these guys if you don't let them get massed.

This post has been edited by Scud: 22 Dec 2016, 9:30


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Die Hindenburg
post 22 Dec 2016, 20:34
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Thanks i will try to include your suggestions and ideas.

Here are their lists http://forums.swr-productions.com/index.ph...mp;#entry138852
http://forums.swr-productions.com/index.php?showtopic=12139

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Shockfan42
post 23 Dec 2016, 2:57
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QUOTE
suggest to don't try to make they play style too unique, it would be nice if SAP work like a mix of ECA, GLA, and USA, a conglomerate of countries with limited "professional" man power (their infantry should work in way similar to GLA a mix of guerrilla tactics and ECA urban CQC), with weak infraestructure but rich in resources. These last two can be represented in the form of high buildings and low HP defenses, but abundant energy supply (wind powerplants maybe?), upgrades that make their supply stash last longer or refund part of the money vehicles/airplanes that get killed (looks like the recycler truck fund some ecological friends).


The "original" SAP created for the roleplay has elements from USA, GLA and Nod. The main problem is that the best military equipment is limited, but their buildings have generators, and efficient use of energy, possibly write about this soon. And play guerrilla as GLA, but some units have "leadership", that buff the armor to USA level, and upgrades that free your army from the support. SAP basically buff their guerilla and basic forces (more abundant), and the same time use negative effects in the enemy, using not letal weapons and also various types of missiles. And defense is low, but some GP´s have units/ structures that are good trom ambush. Really if need the current "official forces" in use for SAP, i can upload the documents. But there is a lore in process, and too the background write for __CrUsHeR, Bruce and me. (and too peoples helping in the RP and the Bruce proyect.)
And for generals, officially the General Alberto is the counter-guerrilla general. The others two play to more subversive (probably from the Bolivarian Army), and other with the economics and more defensive,(probably Chile). It is not necessary to be faithful to military history and tactics, in ROTR Russia use superheavy tanks contrary to IRL. The history here.

From South Africans, fine, actually there is not much interest for create a story. Mainly because in the future of ROTR, Africa is a victim of neocolonialism. And too from GLA, basically any force there sooner or later is going to have an undeclared war. Even so, forces composed of mercenaries can serve. But basically it would be difficult to create more generals with the premise of ROTR. For example actually USA : Jack of all trades/elite; GLA: subversive; China: horde; Russia: steamroller; ECA: defensive ; SAP: composite character (buff/debuff in my books). The question is: What role would the South African armies play?


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Die Hindenburg
post 23 Dec 2016, 12:24
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Well thats what i think also of the SAP.
The SAP aggressively rapid move while using some guerilla tactics.

South Africa on the other hand tries to stay independent and resists local and external threats. Its armed forces do that by using adaptable, if short ranged tactics.
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Randalllgah
post 5 Jan 2017, 9:59
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hello
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Ive been doing some experimenting, and I think Ive got everything figured out. The only problem Im still having is with getting switches not touchplates to make things move. I can shut off fireball cannons with them, but pushwalls? Nah.


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Die Hindenburg
post 5 Jan 2017, 12:56
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QUOTE (Randalllgah @ 5 Jan 2017, 9:59) *
Ive been doing some experimenting, and I think Ive got everything figured out. The only problem Im still having is with getting switches not touchplates to make things move. I can shut off fireball cannons with them, but pushwalls? Nah.


Yes that also is strange, but can be excused for the GLA, Russia and China, but for the others i would suggest a mix of both mechanicall and digital means.
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Skitt
post 5 Jan 2017, 13:19
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QUOTE (Randalllgah @ 5 Jan 2017, 8:59) *
Ive been doing some experimenting, and I think Ive got everything figured out. The only problem Im still having is with getting switches not touchplates to make things move. I can shut off fireball cannons with them, but pushwalls? Nah.

dude u on the right forum?


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Die Hindenburg
post 5 Jan 2017, 18:33
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Perhaps he meant digital vs mechanical systems in vehicles.
Thanks to you all btw your opinions, critic and tipps as well as suggestions helped me to do a complete SAP List
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