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, 14:39
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#2
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Group: Tester Posts: 1833 Joined: 29 May 2012 Member No.: 9155 |
A bit more on the "mobilization general" idea I've had. What makes this general different from all others, is that with increase in tiers, his units become weaker in their stats, not stronger - but at same time, much more cost-efficient and numerous. Which means, he follows normal Russian strategies during tier 0 and 1, but at Tier 2 he gains an ability to mass produce weaker versions of some of his units.
============================================================================ General Nikolai Ignatov Stationed in Yekaterinburg, Ural Military District. Speciality: Mobilized and Reserve forces. Relies on old Soviet equipment and mobilization versions of newer equipment to achieve victory. Upgrades: Does not have access to: Coalition Upgrade, Mass Production upgrade, Missile Upgrade. Mass Mobilization, 2000$: Substitutes Mass Production. Does not reduce the cost of your units. Instead, allows you to turn your warfactories into Mobilized state. Armored Reserves 1000$: Begins re-activation procedures at Reserve Bases. Unlocks "Refurbishment plant" building add-ons, that turns them into equivalent of reinforcement plant. Industrial plant refurbishes 2 units, instead of one. Refurbishment Plant Add-On, 800$: Available for all buildings, that are capable of vehicle production - i.e. WarFactory (both mobilized and non-mobilized), Command Center, Industrial Plant. Allows those buildings to act as a Reinforcement pad, producing one of 3 units each "X time". Unit type is chosen randomly. Hammer tank - 50%. Shilka - 25%. Gvozdika - 25. Does not affect building's production capabilities (which means, you can use those CCs/IP's/WF's normally). Edit: I know this would be uncodeable, so see Post Scriptum in the bottom. NBC Protection kit 1500$: - All vehicles receive X times less damage from Toxins and Radiation, and are more resistant to EMP strikes. "Reserve forces are meant to join in case of large scale conflict, if constant readiness forces are unable to deal with the threat. It also means that battlefield will likely be heavily irradiated or poisoned. As such, all vehicles are equipped NBC protection kits." Infantry: Conscripts are being produced in packs of 2. Cost 200$, takes as much time as it'd take for 2 conscripts to get produced one by one. It's there only for the ability to queue units. Partisan Squad: Similiar to volunteer squad or mob, but weaker.(//might as well be like volunteer squad without horde bonus). Stealthed. Vehicles: Does not have access to Mstas, Teslas, Golems, Buratinos. Sentinels can be built, but without Mass Production, it's not recommended. Akatsiya (2S3) - small, mobile self-propelled gun that saw service in USSR times. Similiar to BMD Mortars in it's performance, with a longer range (max range - 360). Due to gun elevation and projectile trajectory, has almost no blind zone. Available at Tier 1. Pion (2S7) - a heavy 203mm Self-propelled gun, dealing devastating blows at high distance, slow refire rate. (Nearly less DPS than Akatsiya, far more alpha damage and AoE). Quite costly, can't be used as a main artillery. Special Ability: Fires a tactical nuke at a target location (within gun range). Stronger than NC's shell, but has a far longer cooldown. Available at Tier 2. BREM-2 - Soviet/Russian Armored Repair & Evacuation Vehicle, built on the base of BMP-1, replacement for MTP. Armed with a weak 7,62mm machinegun, has better armor than MTP (incl. NBC kit upgrade), comes with 2 conscripts in it (transports up to 2 infantry units), amphibious. Arm's Supplier - Costs 10% less, since mass production is unavailable. Still costs more than for any other Russian generals. Reserve units: Hammer - A refurbished T-72. Similiar to Rhino, but with slightly more armor and without ATGM. Shilka - Soviet era AA system. Gvozdika (2S1) - Light, mobile, amphibious 122mm SPG. Aircraft/Helicopters: Either no changes at all (but remember, mass production is not there!), since this general already got alot of unique units OR: Mi-17 - transport helicopter with some fire support ability with small AoE. Similiar to SHW one. MIG-31 - an old Soviet era interceptor, that is known for it's sturdy airframe, that is very resistant to corrosion. Can only attack air. Su-24 - Soviet frontline bomber. Flies over target and drops several HE bombs. Buildings: Warfactory: Has Refurbishment Plant addon's and Mobilized Production upgrades. Warfactory (Mobilized): Loses it's ability to produce Grumbles and Sentinels. Has Refurbishment Plant add-on. In Mobilized state, it produces downgraded versions of Kodiaks, Tunguskas and BMPs. Kodiak(M), 20% cut in armor, 10% cut in refire rate and firepower, loses an ability to deploy smokes(?), 20% speed increase (due to lighter armor and well, to help with SAGE's horrible pathfinding), produces 25%-30% faster. 50% price reduction. Tunguska(M) - 40% cut in price, 15% armor reduction, loses it's missiles, 25% faster production speed. BMP(M) - it's gun is being replaced with a 30mm autocannon, 15% armor reduction, 40% cut in price, 25% faster production speed Akatsiyas and Pions are being produced faster and are 20% cheaper. Industrial Plant: Acts as similarly to reinforcement pad, producing tanks. Receives a free additional refurbishment plant add-on after the upgrade. Command Center: Has Refurbishment Plant add-ons and special ability. Costs 50% more, requires 50% more time to build, has 20% more HP. Homeland advantage: When in 500 range of own command center, all forces have 10% better Rate of Fire. 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.) General Powers: Tactical Nuclear Strike: Substitutes Tu-22 Strike, 3 levels. Requests a nuclear support from general Zhukov, who is his old drinking buddy. Sends 1/2/3 small-yield nuclear missiles at a designated area. Less damage than Chinese Arty strike, more AoE and radiation. Reserve Drop: Drops 2 Rhinos and 2 BRDMs at first level, adds 2 Shilkas at second level, 1 more Rhino, BRDM and 1 BREM-2 at third. Emergency Recovery: 50% more AOE, also heals all units within radius for small amount of time (like emergency repair). Available at Rank 3. edit2: Fixed RP's description in Post Scriptum, above, and some spelling errors. edit3: Changed Reserve drop lvl3, replaced the silly Arms Supplier drop. (just tried to make that power worth investing 3 points, but I guess it'd be too much...) This post has been edited by Knjaz.: 18 Jun 2013, 19:43 |
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