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Need some ideas for my Endwar 2 scenario, potential RPG/Game, Suggestions, constructive critic, ideas and discussion are welcome
Die Hindenburg
post 15 Feb 2015, 0:07
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The Endwar 2 scenario designed by me is set during 2040, twenty years after the first one, with the world not really devastated but certainly crippled in many aspects, by the war and by manmade catastrophes like climate change, deforestation and intoxication of agrar cultural fields.

Visual changes
-Vehicles look more realistic, while retainign their camoflague from the first games' renders (ingame they looked much less detailed)
-All factions use domestic equipment, so no G6 howitzer chassis for russians anymore. Most vehicles tend to look more massive, even light vehicles.

Gameplay changes:
Many weapons have a number of shots they can fire before reloading for a second or two.
Ballistic rounds/missiles have a velocity and drop off.
Tank shells one-hit any single infantry, but tanks tend to miss them.
Armour for vehicles is divied into two parts, actual hitpoints which cannot be regerenated and regenerative armour which slowly repairs itself and could be repaired by abilties.

Maps are always larger and have much less building cloggin them, and infantry can go through obstacles, as can helicopters.
-Population cap is changed this way:
A max of 10 infantry squads.
A max of 15 vehicles/helicopters.
Every unit takes one point.

-EVERY faction has 15 units:
2 Infantry squads for each, which can be produced anytime and are needed for capturing strategy points, garrison structures, use civilian defensive turrets and uplink centers, they are cheap, relatively fast plentiful and can attack every target with varying effectiveness. They sole weakness is their low hitpoints and less specialisation, and have the shortest range.
Individual squad members can be replaced freely, when nearby a command vehicle, or reinforcement bunker.
One is generaly a AT squad with support abilites, the other are self-healing AP-Infantry squads (always having a medic, which can replace anywhere lost members of his own squad through very slowely), which can attack at any range and has offensive abilities.
4 vehicle units for each.
1)Command Vehicle, you always need it, and you only have one, has a massive array of abilities, passive and active, and enables map/radar and sonar to detect any kinds of stealth inside its radius. Losing it does not mean autofail, but you cannot use support powers and superweapons anymore.
2)Main Battle Tanks: Invurnable vs AP infantry weapons, and machineguns. High firepower against any vehicle and can use area of effect abilties against infantry, but are generally bulky and little , if any, defence against aircraft.
3) GPV (General Purpose Vehicles): the classical APC/Antiair/Firesupport vehicles we know and hated in Endwar 1, where they were only useful when upgraded. Here they always have effective armour, best anti air ground capabitlies. Also they are gameplay wise second most unqiue for each faction, having vastly different abilites for their respective owners.
4) Artillery: Long range attackers with minimal range. They are mainly different in each faction by their type of weapon they use.. Common things are all the other things, armor, speed and minimum range, and they only retailate against enemy artillery when attacked.

-All units have two ability buttons, similar to elements of war.
-Vehicle "squads" removed entirely to make individual units more important, and infantry squads are reduced in sized accordingly
-Infantry squads are like upgraded Company of heroes and dawn of war 1.
-Upgrades are always adding a function and statistical upgrades are removed entireley.
-Infield Promotions and so called battle experience are stastical improvements for units depending on the amound of action points they do, defeating or even just damaging enemies, taking over positions, defending or taking damage. Four ranks exist, beggining with Rookie to Elite
-Command Vehicles, now variying in size also, are completely different for each faction. One would be a air based one and a other is a up-armoured truck. Also they contain all support powers, which only need unlocks by uplink stations. And only one command vehicle can now produce drones, the other have other means of attacking, defending and support.



Two additionals factions:


India with the PARA (know any better name?, they could have something in indian langauge but not derived from hindu mythology.
-Most "lowtech" looking compared to others but not GLA or China level. Their standard vehicle is still a sleek MRAP with twin AA-Missile pods and dual machinegun 50. as remote turret.
Camoflague is a green/light green,toxic green, neon green, wave/spiderweb like stripes.
-All vehicles are wheeled, and a wheeled tank destroyer/mobile gun system replaces the tank.
-All aircraft are helicopters, not jet propelled aircraft/fighters/bombers.
-Like china, mass produced and with supportive elements.
-Unlike china, completly lacks heavy units and powerful artillery
-Vehicle have low survivalbility but make up for it, leaving wrecks that act like towers or bunkers, and are not visible by the enemy (even AI) for some seconds.
-Units get massive synergy boosts when together with the command vehicle, but when its destroyed the units are demoralized.
-Can call in support abilities at any time, without the command vehicle, which just makes them reload faster to be used.
-Drones are called in by abilities, but not build, all drones are miniature helicopters.
-Superweapon is currently a orbial drop, using satellites as guided bombs, like the falling star from Act of War, do you have an idea for anything other than a kinetic strike (completly removed, the JSF has a other superweapon), ICBM, bomb or laser/DEW weapon? As India has in RL the fastest cruise missile, it can be perhaps used, but i could have something unique for it.
Any more ideas? Needs desperatly theme weapons.



Brazil with the Dragoes
-A mix of Russias heavy and Indias light, one brazilian vehicles is a halftrack, and the other vehiles are heavier than most other vehicles. Hard angles are common, and have a grey, almost white, silver, gunmetal and light brown/tan camo, non-pattern type camo.
-Does not have currently theme weapons, brazils arms are conventional, rockets, missiles, shells, grenades, mines, rounds, rocket propelled grenades... you know the drill, but the vehicles themselves are more unique, often with biomass, solarlight and other clean energy sources, and with any kind of conventional armor and protection, like explsoive reactive armour, soft kill systems,
-Drones have all kinds of propulsion, ranging from the usual jet and heli to ducted fan and solar wing. Ground drones are tracked, and large.
-Superweapon is either a bomb type weapon or a massive gunship.
-Area of effect, and damage over time are prevalent for this faction.
-Camoflague is a active ability and takes up vehicle ability slot 1.
-Call of Dutys Ghost's Federation is the visual inspiration, but all brazils firearms for infantry are in white paintjob like the space forces.


JSF changes:
-Electronics and cyberwar aspect, along with electric operated camoflage is reduced and some of it replaced by passive and mechanical means.
-Only ballistics weapons, which replaced all types of rockets, missiles, and bombs.
-Railguns (since these are electromagnetically charged) and nanotech, and drones are replaced by kinetic and conventional technology.
-Vehicles are upgraded versions of ENDWAR-1 JSFs units, but with nano/rail tech replaced with APFSDS for the MBT, None-explosive bunkerbusting shells for the artillery and vietname era style Gatlings for anti-air duties. The Jet is armed with a WW2 style array of autocannons.
-Aircraft are exclusively VTOL with vectored jets, as strong contrast to the rest of the JSF.
-Stealth is done by a glass/mirror like ceramic composite material. Active when standing still but deactivated when firing. So its more for repairs and fleeing.
-The JSF has no tracers, to further inforce their stealth aspect and also furthering the lack of energy/chemical type projectiles for the JSF. tongue.gif
-Repairs are done by the first Ability, and its the most fast and efficient repair. But this takes up the JSFs ability slot 1. The unit deactivets itself to selfrepair and removes all debuffs.
-Acccuracy on the move is always guarrentered, so moving around is encouraged, staying still less so.

Aim of these changes:
The JSF should feel more better armoured, conventional and GDI like, but still fast and mobile. And without missiles and lazors, it feels more like a Bushmaster ACR as entire faction, badass, angular looks with badass tan/yellow scratch pattern camo, and vintage technology, lacking a ACOG scope and without taticool elements. Precise, rugged, and still fast with stealth elements.



Enforcers changes:
-Enforcers are renamed into Eurokorps (because enforcers sounded to merican)
-DEW/Electromagnet weapons replace many other types, microwave emitters -Crysis style- replace MGs, Pulse laser replace anti air weapons, and railguns for long range attacks.
-Vehicles are the same, just upgraded and with their conventional attacks replaced by DEW equalivents.
-Has the best defence, also their infantry is the only one that can deply, and set out turrets, this though is offsett by not having directed/autotarget abilties, as the turret and the entrenching sets up their two ability slots, also other disadvantage is that they can use their heavy weapons only when deployed, unlike other infantry (thought they have the longest range and highest defence when dug in, and also high fire rate)
-Designwise, they still retain the multieuropean vehicle chassis types, like a Boxer as GPV and a unified tank plattform, combining european tank designs.
-No area of effect weapons.

Theme weapons:
Microwave emitters Hitscan machineguns essentially, lowers firerate because of cooking up ammo of enemy vehicles and damages infantry.
Lasers: Hitscan weapons, used as anti-air and as anti-infantry, and also as PDL. Lower damage, but constant firerate and longer range.
Railguns: Superfast velocities, and can pierce enemy vehicles through a line, cannot be used on open infantry.
Sound based weapons: Essentially debuff systems, replacing hardkill and softkill defences and mounted machineguns. Works like the Microwave tanks radius, but also can buff own troops by increasing armour and hitpoints of vehicles.
Instead of stealth or camoflague and replacing the ability to be repaired, Eurokorp vehicles have nanotech shields which are a third layer of defence. The second, regenerative armour is self-repaired slowly, while the nano-shield, after being destroyed, are replenished after a minute or more fully and instantly.
Digital camo pattern, blue, iceblue, lightblue, dark blue colors.
Makes the Eurokorps a defensive and also accurate and no-area of effect faction, so they rely more on holding the ground by setting up sentry ups. Much weaker when mobile. tongue.gif

Spetzas Guard Brigades Changes:
-BIG ones, the two southafrican vehicles and other non-russian esque equipment like the mini kornet are replaced by russki equalivents.
-More heavier looking with mineplows, ERA, ARENA (upgraded as RADA, which uses minature incendairy flechets to intercept missiles and shells), always Shtora eyes on all vehicles
-Salvage repairs, when destroying enemies, Spetznas vehicles and infantry repair/heal themselves.
-No stealth and no camoflague at all, but have as only faction having a air unit with stealth detection.
-Red/dark brown camo, tiger pattern and black paint for aircraft with shark paintjobs.
-Works more like a combination of ROTR China and Russia, with a bit of RA1/2 soviets.
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