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SWR Productions Forum _ Rise of the Reds _ 4th General For Each Faction

Posted by: Re_Simeone 3 Jun 2013, 19:47

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 ?

Posted by: Pepo 3 Jun 2013, 20:33

I think they are quite few options for making then WITHOUT repeating generals of shockwave and ZH
Anyway i'm making one:
Name:peter,walker
Faction:us
Branch:ampibious assaults
Tactics:(this genereal will only suit if water units are make)this general center on water warfare.it have much beter ships and ampibious vehicles that enable him to do unpredecent surprise attack.his vehicles are all amphibious ,but are less armoured than other us generals.instead of rangers it have marines,and the airfleet can be refuel in his aircraft carrier

Posted by: (USA)Bruce 3 Jun 2013, 20:42

If Im not mistaken there can be a set limit of Ai factions coded into sage, 15 I think cause I havent seen a mod with more too....

But for the fun stuff, dont know if this is such a spoiler or not but the set generals are from the Generals Beta, Not ZH Generals beta....Where there was Rangers in snowbikes and stuff, and campaign missions had little "Video transmisions" and briefing for missions.Of course that story had the americans and chineese fighting wich I doubt will be the case for ROTR

(I maybe wrong I dont write the lore nor does the great MARS give us spoilers)


With a ton of other planned but scraped stuff from that and ZH etc to make this mod awsome....

As for the post it self lets see...If we dont add the shockwave generals that are nonexistant then use them, If not....

The "unkneeling " General Steelarm
USA
NORAD/Nasa
Stratigic orbital strikes and intellegence,
An expensive faction with relatively no maximum range but high cooldowns unless X units are bought to reuse gen powers....Most expensive elite units in the game, but slowest veterancy along with no advanced traning

Catherina
ECA/U.N.
United nations peacekeeping forces

Diffrent varity of calling forward units from every faction with airdrops like ECA does for a set amount of cash....
Units are sent in bulk, No production buildings,

Dozers build civilian structures rather then production buildings and somewhat (Maybe some code for autoroads? Hey I can dream biggrin.gif )
Civilian structures generate happiness or peace somewhat wich allows her to get UN airdrops randomly around her HQ for funding.As long as she gets good approval allowing her to get her airdrop power up faster....Making her unstopable without even needing to expand.If you upgrade your own made "Urban areas" then they give you free civilan structures or powers like the airport or refinary.Fun fact; Urban areas are garrisonable by infantry so if one blackhawk slips in and they attack the other neutral stuctures...
GG
Maybe rank 5 is more then 1insurection around the map or a choosen factions strike force, Supereweapon is the same.Your allowed to use every sw but they have thier own cooldowns and they reset each time anothers used
Lorewise UN and other nations can have friednly fire incidents.... The leang of ROTR tongue.gif

Theese are just for fun, not to be considerd like he said....

Posted by: InsurgentCell 3 Jun 2013, 21:29

Faction - United States of America -
General George H. Smith
Branch- United States Army R&D
Tactics: Overbudget, overly technological, and excellent morale (because of all the documentaries he puts out overemphasizing their superior equipment)

Posted by: MARS 3 Jun 2013, 21:33

QUOTE ((USA)Bruce @ 3 Jun 2013, 21:42) *
If Im not mistaken there can be a set limit of Ai factions coded into sage, 15 I think cause I havent seen a mod with more too....


That is correct although due to the we way we are going to implement the Generals, the 15 AI limit will be the least of our problems. Technically, our Generals won't be actual factions as they were in ZH, but merely elaborate upgrades that unlock an entire tech tree in game. Theoretically, we could add more than 15 pseudo sub-factions this way, although we'd still have the unchangeable 128 upgrade limit as well as the confines of game design. This thread might be interesting as a thought experiment though.

Posted by: Pepo 3 Jun 2013, 21:54

QUOTE (MARS @ 3 Jun 2013, 22:33) *
Theoretically, we could add more than 15 pseudo sub-factions this way, although we'd still have the unchangeable 128 upgrade limit as well as the confines of game design. This thread might be interesting as a thought experiment though.

The 128 upgrade is for each faction?there could be a lot of factions doing a sharing of some basic techs.i imagine a mod with 15 base factions with 4 generals each...that would be totally crazy( and awesome) mindfuck.gif

Also another general i think about:
Name:some polish name(don't know any,to say one poloski )
Faction:ECA
Branch:resistance to invader,asimetrical warfare
Tactics:a very different general comapare to other eca generals,poloski is one of the managers of the european resistance move.it has fast infantery and excellent ligth vehicles,but lack of heavy hitting units(no tanks)it also lack of any type of aircraft.horewer his infantery capture buildings extremely fast and it have strong(but not very resistant)defenses.barracks and other unit producers are mobile

Posted by: Genmotty 3 Jun 2013, 21:59

If talking totally made up hypothetical Generals;

Asya “Wise Mother” Jaja

GLA: 3rd Wave Cell
Tactics: Populist Media
Restrictions: No 'Armour' or 'heavy' units
Boons: Cheap multi-tasking infantry, slightly cheaper Technicals and Battlebusses

Bio:
A daughter of a sex-slave, and failed nigerian con-man in the Lords Resistance Army, Asya commands a significant splinter cell movement gaining traction in central and southern Africa. Her early years saw her brutalised via LRA millita soldiers before coming to steal a set of radio equipment and impersonating a persona of a leader within the LRA that allowed her to wield power in secret, eventually being able to send her tormentors on suicide missions before making a break for her freedom.

In escaping the Congo to travel south-east Africa and seeing the level of Chinese exploitation of local workers again used the power of hiding behind a radio mike to ferment unrest against Chinese overlords allowing a grass roots insurgency to form.

With people tuning in to her radio broadcasts and populist media she was able to gain a following of loyal civilians able to be directed to march on 'imperialist' projects and grow a 'free african' movement at the time when the GLA was reforming in northern africa. Rejecting traditional GLA power structures and ideology she commands an army of a splinter cell with its own purpose in the 'global liberation'...


Special Building:

Radio Tower:
Build limit: 1
'Wise Mother' power comes from her propaganda and ability to mobilise grass roots fighters to her cause. Controlling the airwaves is key in sending out the message, that can be used to influence the minds of her supporters. The Radio Tower functions similarly to the strategy centre in allowing the 3rd Wave cell to choose the nature of support that is granted to the cell.

Inspired Crusade:- +20% Damage Bonus
By covering skirmishes with a blow by blow account of individual soldiers heroics, she and her sub station reporters can inspire soldiers to fight ever harder for the cause.

Donations:- Radio station produces additional funds ($200 /10s)
By appealing to sympathisers around the world, the cell can crowd fund itself to purchase additional equipment for the battle.

Volunteers:- Radio station (automatically) produces (for free) Insurgent units
Manpower is needed for the global liberation, by calling for volunteers she can swell her infantry ranks.


Special Unit:
Insurgents
Where angry mobs need cohesion, Asya's fighters supplied with mobile phones and improvised weapons can fight as independent units. While physically much weaker than any formally trained solider the assortments of improvised weapons carried via random units can be effective against a range of different targets, from tanks and APCs, to garrisoned infantry. Although if at other times is little more than throwing rocks, or charging in with a machette.

With cheap manpower, other units like Rebels can start with better camouflage and ammunition upgrades.


Tactics:
With a lack of armoured units, the 3rd Wave cells relies on mass waves of infantry and shock tactics. While woefully vulnerable in the face of chemical agents, sniper fire, and automatic sentry guns, this is made up for via the ability to recruit vast numbers of fighters quickly and inspire them all beyond the level of even Chinese fanaticism. Cheapened 'scrap' equipment like technical and battlebusses allows these infantry units to get into battle quickly and make their mark.

Posted by: swVen 4 Jun 2013, 0:12

@Genmotty.

You sir, in my eyes, have just won the internets.


For me personally, I've been very satisfied with the dev.Team developments, and I can't really make up my own general really, since most generals I would think up are probably what the devs. have come up.
Though, Vanilla Factions for me is something I slightly lament at, since I think when the final release comes, I'd prefer to play a "Vanilla" faction, and see what aspects I enjoy utilizing the most in combat, then select a general that highlights certain aspects I like from my experiences with Vanilla.

I'm surprised that this forum hasn't gone tangent with people doing a roleplay on if they were a general, they'd put their allegiance down and how their units would work with the doctrine.


The only real idea pitch I've done while playing with WorldBuilder and having my own tidbit of programming was designing a SOCOM faction, where most base funding was through drop zones, which was an upgrade to structures, removing the necessity and worry of early drive to hold down resource points, and only mid-late. the faction could be able to have traditional gathering means.
I just preferred a very Flexible combat force.
Had a little fun modifying the tomahawk and refitting the Firebase cannon on it to prevent tomahawk shoot downs lol.

Posted by: Joe Kidd 4 Jun 2013, 0:35

Name: General Comr4de

Faction: Secret SWR taskforce

Army: elite programmers who can take control of enemy vehicles as well as devs that can mod the game.

Blue lazer tech

Texans

Tester squads with an intricate knowledge of the enemy's workings, trained in sabotage

An expert moderator from the red planet with mind control powers

A certain orange-haired admin serving as an elite, laser and telekinetic armed commando with a squad of moderators for backup.

Tactics: elite texan militia backed up by skilled coders and modders, income provide by community donations

Posted by: Serialkillerwhale 4 Jun 2013, 1:56

US: General Norris
One unit.

Posted by: Karpath 4 Jun 2013, 3:16

Name: Vivienne LeClerc
Faction: European Continental Army
Branch: French Army
Tactics: Garrisoned Infantry

-Reinforced Fortifications by default
-Fortifications can hold 1 extra soldier
-No Ammo Cache Fortification
-Assault APC (Has fireports that can only be activated when deployed)
-Defenses can be garrisoned by 1 soldier, but are a bit more expensive
-Transport Helicopter (Tiger Replacement, cannot attack, but can land and deploy like Assault APC)
-Field Command can be garrisoned by infantry (Note: While garrisoned, 1 less Excavator can be sheltered).
-Aircraft cost more (except for Transport Helicopter)
-Cannot field Tanks
-Bunker addon can hold 1 extra soldier

Posted by: Re_Simeone 4 Jun 2013, 4:00

Ohoho I can see that you guys are getting better and better . . .
I'll give it a try with two I thought before making this thread :

ECA

General Grzegorz "Lis" Kałuża
Polish Resistance Commander in Chief


After Poland first succumbed to Russian aggression only thing left of Polish Army were scattered
heavily demoralized Resistance groups throughout country,but man by the name of Grzegorz Kałuża,
managed to lift morale of not only remaining army but even ordinary people of all sexes and ages.
He guided his men into the sabotage of Russian supply lines and vehicle columns numerous times
with great success,leaving Russians to wonder were Poles really defeated ?
One of his biggest achievements was blowing up of bridge which was crossed by the Sentinel column,
using just handful of men,scaring Russians away to take alternate route longer by few hundred of
kilometers just to be lured into the minefields Kałuża's men prepared earlier.

His actions didn't passed unnoticed by the ECAs headquarters,although main command firstly regarded
Poland as a Lost Land,they realized they were wrong,since this man can handle "barefoot and naked" men
into the unexpected triumphs they decided to put him in charge of more conventional forces.

Nevertheless Kałuża never abandoned his "Wolfs",how he would call them,he just made them stronger,
with thing on their mind that he is promoted and that they would get military support most of the ECA members get.

His courageous actions gave glimmer of hope to Czech combatants that got themselves into the similar situation Poles did,
he later got to command them too.

Special units/powers/upgrades:

Ryś LUV - Fast light attack vehicle replacing Pandur,does similar role,but it is not amphibious and have lighter armor.
Militia Squad - Squad based infantry unit similar to Angry Mob or Volunteer squad,using phased Beryl's,
can lay low becoming stealthed,but cannot attack while in this stance.
Sokół Multipurpose Chopper - Kałuża's forces seized limited number of these during "Malbork Air Force Base Raid",
used for scouting,transport of 4-5 soldiers,can used as a Supply Collector (requires Deployment Zone and can be built only there),rocket pod upgrade.
Vulcan AT Mine - Planted by the excavator,works in similar way as Demo Trap,it would stop most of vehicles if pass directly on it,but does not
have big splash radius,it focus all of its blast energy upwards vehicle hull.

GLA

Commander Ardit Rexhepi "Uncle Rexha"
GLAs Black Market Operations Man in Charge

Born in village near Tetovo,Ardit spent just first two years of his life there before moving to Switzerland with his family,
although problematic child,he applied to the French Foreign Legion at the age of nineteen,he was accepted and passed requirements,
but just few years later he was kicked from there because of unknown reasons.

Without job,left with just a ill father,and younger brother,other two
started practicing Jihad and joined Al-Qaeda and later GLA,he was apparently left with no choice but to start life of crime.
It didn't took to long before he was put in prison,this time it was "Carcere di Firenze Sollicciano" prison in Italy.
He spent six years there,plus another one he got because of incident he made at his first year.He made himself a name in drug dealing circles,
while there and after release,it didn't passed too much until he got himself in job with weapons.
Decade later he became one of the most feared figure of the European underground,but he was not restricted only to the European underground,
he had good connections in South Asia,Mideast and Ex-Soviet Republics due to his brothers activity there.

It didn't took to long when he caught eye of GLA command,his skills of transporting opium from the Afghanistan all the way to the Scandinavia,UK
and Iberian Peninsula,and weapons from the Bulgaria,Ex-Yugoslavia,Hungary to the Mideast,Africa,South America,without getting caught in years,
didn't passed unnoticed,GLA needed him although they had both of his brothers,they didn't rate them nearly as him despite their years of fighting
for the cause,they needed man like Ardit,and they decided to get him.

One morning police razed his doors and entered his mansion near Ajaccio,he was quite calm,knowing they don't have nothing against him.
He replied : "You are gonna charge me for parking ?" One of the policemen punched him in the face,he just looked to him with grin and broken nose,
thinking : "Today me,tomorrow your family".

He went to the interrogation room relaxed,almost certain that it would take maybe just a few minutes until he head home,but then something went
terribly wrong,they kept asking him about drug deals in Afghanistan,arming of Hamas in Gaza Strip,numbers of assassinations,kidnappings and dozens other.
They kept bringing lot of files,with lot of jobs Ardit thought no one more than him can know,since he took car of all witnesses.
He couldn't hide his shock,but decided to act calm,since they didn't had any hard evidence.
After more than eight long hours,he was released since he didn't said anything,with main inspector shouting at him :
"I got you now scum ! You can't hide now !"

He realized that he got to lay low for some time,when the call from one of his brothers arrived,calling him to came to him.
Ardit accepted his invitation and started doing business outside Europe,in the more hot part of the world,GLAs territory . . .

Year 2028 was year when Rexha became one of GLAs favorites,he was one of the most influental figures in supplying GLA during their
occupation of Germany,whole Europe was in chaos,making his weapon dealing and transporting job even easier.
After both of his brothers were killed by the hands of ECA troops,he became bitter enemy of that organization.
It was first time since his time in the FFL that he grabbed the rifle and went to the war . . .

After GLA defeat in Germany he found haven in the Central Africa,there he started his life from the scratch . . .
Only this time as one of the GLAs most fearsome fighters.

Special units/powers/upgrades:

Basic infantry units are better equipped than those used by other generals
Rebel - Can switch between shotgun and RPD,can't use Molotov's.
Tunnel Defender - Uses stronger RPG,can throw grenades.
Hijacker - It is armed.
AP Bullets - Upgrade exclusive to him.
Ammo Truck - Non-Combat unit that increases firepower of nearby units.It explodes violently.
Opium Cloud - General Power,affected infantry starts fighting harder and heal themselves during the effect.

Posted by: MARS 4 Jun 2013, 7:20

I quite like the idea of a Polish ECA General with a resistance theme. This could also includes units from Finland and the Czech Republic since we kinda have the same explanation for their in-game absence as well; they're knee deep in Russians and decided to defend their land rather than moving with the frontline.

Now, since I already know what's coming for the Generals, I can't really add much, but here's some random ideas I would have had if we were thrown back in time to the moment our team took over:

- Add a non-Russian Russian General (Like a Serb, Kazakh or Belorussian) to represent Russia's allies from Eastern Europe/Central Asia. Their equipment would be cheaper than the vanilla stuff, but also less powerful, adding a bit of a China feel with nationally modified T-72 as well as a few Western weapons that were purchased before the US/ECA left these countries to their own devices. Unlike Russia, there would be a stronger emphasis on individual upgrades (radically different variants of base vehicles) and manual abilities. There could also be a bit of a guerilla theme with stealth and booby traps, but not to the extent of the GLA.
- Expand Charles' Fire Support theme to Commonwealth Support. This is mostly a cosmetic thing to justify the addition of units from India, Australia, New Zealand etc. while keeping his gameplay theme of air/ranged support.
- Expand Willem's theme to Peace Keeper. Keep the focus on defences and logistics but add more units that are based around keeping other units alive as well as a more visible civilian component (e.g. war reports, news drones)
- Aleksandr's new theme would be a mix of futuristic prototypes (Tesla weapons), radical reinterpretations of old weapons (e.g. surplus T-34 converted into drones) and rare equipment that didn't enter mass production (e.g. Berkut, BMPT)
- Turn Bradley into a 'proper' USMC General with lighter but highly mobile amphibious units working in tandem with heavy infantry. Add an Army General with a focus on heavy tanks and artillery.

Posted by: Re_Simeone 4 Jun 2013, 7:40

I had similar idea about 4th Russian general,something like Reserves General,
but idea that 4th would represent some of the Russian European Satellite countries seems better,
but I think that it would be better that he represents some confederation of Bulgaria,Romania,Serbia,Russian Ukraine,Belarus rather than one country.
They would use scaled down Russian equipment,with some indigenous units such some non existing versions of Orao's/IARs,Puma Choppers etc...

Posted by: X1Destroy 4 Jun 2013, 8:32

Name: Romanov
Faction: Russia
Branch: Black Elite Guard.
Tactics: Heavy elite units. Quality over quantity.

Summary: He is one of many generals responsible to the defenses of Russian teritories in case of an ECA raiding on the motherland while other Generals are fighting in europe. He's also used many experimental weapons developed by the R&D corp as well as those made by his own force's engineers. His force is very few in numbers, but most of his troops are veterans of many conflicts. His newly formed Black Elite Guard haven't seen big combat yet, but that may change since the bulk of the Russian army is loosing against the joint Euro-American forces.

Can't think much of a story. I'm not good at this, sorry.

Special units/powers/upgrades:

Have Black Guards infantry instead of conscripts. Highly expensive but much more durable and can deploy to use an autocannon that can attack both ground and air targets. Cost 285 each. Can capture buildings without the building capture upgrade.

AT-Black Guards utilized a fictional specific recoiless rifle that can shoot through multiple targets in a straight line instead of RPG and the shot is uninterceptable by PDL, ECM.... Again, cost more and cannot attack aircrafts. Cost 400 each.

Igla trooper is not available.

New units, called Crazy Ivan. Basically like it's RA2 counterpart, but can throw thermobaric grenades at enemy troops. Can clear garrisoned buildings with said grenades. Throw time bombs at buildings and vehicles. Cost 1000 each.

New commando that replaced Boris. Known as "Fanatic Firestorm". Have a flamethrower attached to his AK rifle that can easily incinerate enemy troops and light vehicles. Have an AA missile pot to attack aircrafts. Immuned to radiation and toxin as well as sniper but not EMP since he's wearing an experimental power armor. Cost 2000 and can only have one on the battlefield at a time.

No mass production upgrade.

Kodiak tank is replaced by the custom made T-100 Titan heavy MBT. Still cost 1300, but is built slower. Have the same stats of the kodiak but have more armor. Fire faster with the Modernized Auto-loader upgrade.

Tunguska is replaced by a fictional AA vehicle. Known as "Thunderer". Fire heavy dual autocannons that does heavy damage and can launch a barrage of 16 AA missiles at enemy aircrafts with the launch missile ability which is an upgrade . Very fast and highly durable compared to the Tunguska, but cannot engage ground units. Cost 1200 each.

BMP is replaced by BMPT. Cost 1000 each. Have dual autocannons, 2 grenade launchers and 2 thermobaric missile launchers that can clear garrisioned buildings. Can transport only 4 infantry units. BMPT is more durable than BMP.

Tesla tank/Buratino is not available.

MSTA can load earthshaker rounds to disable enemy vehicles.

Coalition gun upgrade is not available.

Old FROG-7 rocket launcher is back. Can be loaded with nuclear warhead for 500$ each vehicle. Rocket is interceptable. Cost 2000 each and requires a GP to unlock.

Hind is back with this General. He also have the Havoc at start instead of Hokum. His Havoc cannot attack aircrafts, however.

New units called Kirov Battleships. Is floating in the sky, have heavy armor but is very slow. Have a giant gun turret, 2 pairs of miniguns and loads of thermobaric missiles. Cost 6000 each.

He doesn't use arms dealers, but build arms production facilities as second-eco. Function like Black Market.

Frogfoot cost more, 2850$ each. Berkut remained mostly the same but no longer have the autocannon. It have a much faster reload time, however.

Explosive Reactive Armor is available from the start.

Tesla Coil and RPG tower is not available.

Each Kashtan can purchase the ATGM upgrade for a cost of 500$. This upgrade will allow the Kashtan turret to attack enemy armor vehicles effectively with 2 pairs of ATGM.

Dozer can quickly build trenches that can hold up to 10 Infantry units at the same time. The garrisoned troops can fire outside. The trench functions just like a Firebase without a cannon. Meaning that infantry in the trenches is highly vulnerable compared to the Bunker used by Orlov and China.

A new fictional vehicle replaced the MPT-4. It is called "Advance Field Support Vehicle" which is an unmanned vehicle. Since lost Black Guard's vehicles cannot be recovered upon destruction unlike other army units, the FSV have no recover ability. Instead, it have a much bigger repair radius and a chaingun to defend itself against enemy Infantry. Can deploy to become a repair crane that is treated as a structure, which have even bigger repair radius. But it cannot undeploy back once this have been done. The chaingun will disappear after this.

Advance chemical armor upgrade : Increase all Infantry units durability by 15%. Grant imunity to toxin and radiation for Black Guard infantry units. Cost 3000$.

More.........editing.....

Posted by: MARS 4 Jun 2013, 10:28

That's also an interesting idea - An elite faction that is kind of like a non-villainous mirror version of Aleksandr's Shock Divisions, although story-wise, Orlov and Zhukov kinda fill that purpose in canon at least.

Posted by: dangerman1337 4 Jun 2013, 10:37

Here's my ideas for generals and any changes to others:

- A Russian General focused on heavy assaults and vehicles in general and is part of the 20th Guards Army while Zhukov (or his specialty) gets moved to another part of the Russian Army and focuses more on artillery in general and not just splashy missles.
- A French General for the ECA focused heavily on Infantry, doesn't need much explaining, would also have a focus on lighter vehicles similar in the way that France had mostly light vehicles in the Cold War (but still had maybe the Leopard and the Manticore option).
- Likewise with what MARS said; Bradley or his position at least gets turned into a lighter force that is able to project very quickly while a US Army general is focused on heavier combat (maybe gets a more powerful tank than the Paladin, possibly between the Overlord or Sentinel due to uses more advanced weaponry and Armor than just being big) and gets vehicles like the Ground Combat Vehicle which can shrug off demo traps and hold alot of troops in them. Another choice would be a high-tech general with very advanced equipment such as experimental energy weapons that can take out various targets in several hits. Though overall I would have made the US more advanced than now but not as much as ShockWave Laser and Superweapons, such as making Thorn's Infantry have exoskeletons and flechette rifles.

Not sure about the GLA and China in general, they've got their themes covered well right now.

Posted by: Mcbob 4 Jun 2013, 10:58

I'd find a general whose gameplay mechanic revolves around units gaining veterancy for extensive bonuses, not just simple damage and rate-of-fire increases with red muzzle flashes, in reflection of the ideas of small, 'elite' armies pitched above, incredibly interesting.

The idea would be to start off with fairly average units that once reach the first level of veterancy, become incredibly good and very survivable to where the older your units are on the battlefield, the more dominating they will be.

Not sure how it would work though balance wise, but the Upgrade_Veterancy_TYPE upgrades really do work wonders when modding.

Posted by: Arcus2611 4 Jun 2013, 12:19

Heh, this one is easy:

GLA: General Hassan. Tactics: Assassination. Picks off your army with snipers and hidden weapons while they are still being produced.

China: General Chi-Po. Tactics: Zerg Rush. His units are so cheap that they have negative production costs. More men at his disposal than most armies have bullets.

Russia: Cosmonaut General Nikita Putinsky. Tactics: Orbital Bombardment. Bombards his enemies from extreme distances with protocols and artillery. All units are in orbit.

USA: General Bruce McClane. Tactics: One man army. Has plot armour, so he will never die.

ECA: General Merkel. Tactics: Economic Warfare. Imposes crippling austerity measures on other factions, forcing them to cut military spending, so you can't build any units or research any upgrades.

8Ip.png

Posted by: X1Destroy 4 Jun 2013, 12:20

QUOTE (MARS @ 4 Jun 2013, 11:28) *
That's also an interesting idea - An elite faction that is kind of like a non-villainous mirror version of Aleksandr's Shock Divisions, although story-wise, Orlov and Zhukov kinda fill that purpose in canon at least.


Thank you laugh.gif The idea of the Black Guard was from RA2, which was the 4 Black Elite Apocalypse guarding around the Kremlin. I love that mission biggrin.gif

While it's true that both Orlov and Zhukov have filled that purpose, they are fighting in Europe and we're known that there are more Generals than just the 3 of them. It wouldn't be much of an inconsistent with the story for a defensive General that haven't took any part in the invasion of europe to exist, IMO at least wink.gif

I will try to think about a US or ECA general next.


Posted by: Knossos 4 Jun 2013, 12:30

I noticed just [u]ONE[/u] lacking in ECA;

Prince George VI of Hanover
Faction: ECA
Branch: Air Force
Tactics: Heavy Air Support and Paratrooper Divisions

Story: Due to the near-wipeout of ECA's Air Force, what's left of it is enough to be commanded by one general. Born in the well-regarded and affluent family of the Hannover lineage, in a young age, he was immediately captivated by service on the Royal Air Force when an Air Force Colonel took his father, Prince Christian of Hanover, accompanied them in their official visit to RAF Base Northolt. Due to his family's influence, he managed to skip through the position ladders quite easily, and by the time he was 45, he became Deputy Commander (Operations) of the entire Royal Air Force. Due to the sudden death of the Deputy Commander-in-Chief of Operations, he took the position, just in time when ECA aircraft were destroyed right on their bases at Mainland Europe. Now, he commands the only remaining dedicated Air Units ECA has, plus 2 division's worth of Paratrooper regiments of the Royal Army, plus the entire Royal Air Force Regiment as his personal guard on his airbases. When things went badly for the ECA, he was granted temporary control of the entire air force arsenal of the ECA.

Exclusive General's Powers:

Paratrooper Drop: Sends either one, two or three transport aircraft to send out paratroopers. A plane consists of 5 Felin Riflemen, 5 Panzerfausts, a medic, an engineer, and two Lynxes.

Commando Drop: Reloads much faster now.

Mjollnir Protocol: Allows the construction of Black Widow Field Support Helicopter. Arms Vulcan bombers with Pandora-class Nuclear bombs, armor and health of every air units enhanced by 25%. Harriers replaced by Panavia Tornado Fighter-Bombers and Tiger replaced with AgustaWestland Apache.

Exclusive Units:

Black Widow Field Support Helicopter: Fascinated by the effectiveness of Helix attack groups in the previous Global War against GLA, Britain decided to take it "up to eleven" with the prototypical Black Widow. On the outside, it looks like nothing more than a heavily converted Chinook helicopter. But there is more into this than meets the eye. Nano-robots swarming below this helicopter repair any vehicle underneath its area and effect, and if the situation warrants, can form a nigh-invincible barrier to protect the Black Widow. It has two 20mm Miniguns as its basic weapon, and its roomy interior could be converted to a mini-AWACS platform (giving it extreme line-of-sight), a battle bunker where ten men could fit and fire upon enemies below, or be converted into a Hellfire Missile Launcher. Due to the it being a prototype, and the lack of flyable Chinook airframes within the Royal Air Force, only one could be fielded in battle.

Panavia Tornado Fighter-Bomber: Luckily for the Royal Air Force, its stock of Panavia Tornado IDS (Interdiction/Strike) wasn't hit by the surprise Russian Attack. Instead of the more common Brimstone Missile, Prince George's most elite pilots use the rarer and the more long-ranged Nimrod Missile, which has been licensed to be manufactured by BAE Systems several years before Israel decided to turn its back against the outside world. It has better range than the Brimstone, and due to its smaller size, the Tornado could carry eight of them, nearly double the amount Harriers could carry. Although they have the same warhead (and therefore the same damage), this shows that sometimes, Quantity beats Quality.

AgustaWestland Apache: Taking into consideration of the Tiger's weakness against massed anti-air infantry, Prince George opted to use the Apaches instead, earning him poisonous looks from other ECA Generals. Although largely unused in the modern 21st century, the Apache still packs a punch with its 8-shot Hellfire missiles. It also has a machinegun, and has an automatic chaff dispenser found in most American aircraft.



Posted by: flyingpancake 4 Jun 2013, 12:41

A French foreign legion general for the ECA focuses on heavy infantry (could also fit well with the theme of the Resistance general i read somewhere on this page).

Posted by: Serialkillerwhale 4 Jun 2013, 13:33

I'll take this seriously.

General Johnathan Smith: RDECOM.
Uses prototype units mothballed and sent into storage, Powerful, but extremely reliant on his tech tree, Without higher-end units, all he can do is desperate hold off more finished forces while he builds up to fight back.

Succesful Prototypes are to be finished and put into use, failed ones aren't.

Building: Field Research Facility: 4000$: Unlocks Tier IV (If Strategy center is considered Tier III) tech, requires Strategy Center, Only one buildable.

Units: Elite Guard: 800$: Elite Infantry with prototype powered exoskeleton, advanced training, and the latest in information warfare, Uses a Coilgun-type mass accelerator cannon for tanks and a minature L.A.S.E.R. TIV
Story: The end result of the "Future Soldier" Program, the Elite Guard carries a L.A.S.E.R. rifle and is currently equipped with an additional Coilgun as an anti-tank weapon to engage lighter GLA tanks head on. It's L.A.S.E.R. is reverse engineered from weapons taken from captured units under the rogue general townes.
Best Infantry, requires serious micro not to end up shooting laser at tanks or tank shells at infantry.


Templar Tank, 2300$: heavy tank, capable of hovering at the cost of loss of it's main cannon, the system takes far more power than the crusader. TIV
Story: A heavy high-end version of the Crusader, Had it's budget cut for being "Overkill" against the GLA. Against the Russian Federation however, it's combination of raw power and speed allows it to simply bypass the massive Sentinel and Golem tanks that russian generals expect it to attack head on, and flank right behind it's enemies and destroy their artillery in seconds.
Beats a golem in a straight fight loses to a sentinel, Hover-Mode about the same speed as the Crusader's. Encourages "Shock and Awe" sudden attacks before turning tail, activating the hover, and running.


Mohawk II Gunship: 2000$ Twin-Rotor gunship armed with 4 missile pods, has two PDL systems onboard and a single long-reload missile that outranges defenses and the twin fang. TIV
Story: Designed to counter the prevalience of anti-air in the GLA arsenal, it's PDL makes stinger missiles pointless and it's cruise missile lets it attack from outside any ballistic weapon's range, Mothballed because well, it was just plain unlucky.
Allows you to pressure someone who sits behind piles of AAA, I hate AAA

Defender Drone: 1800$: Anti-Air drone armed with a solid-state laser, Must recharge batteries after firing 10 shots, Can only charge while deployed. can fire without deploying. TIV
Story: Advanced Anti-Air drone designed to counter the use of GLA suicide airplanes attacks, mothballed because of it's overpriced nature for a drone, not to mention AAA operators threatening to strike.
Can shoot down targets while moving, but has to recharge it's laser while standing still, as usual it's better on defense, but it's still usable in attacks if you can keep it recharged or cycle multiple systems

Vangaurd Drone: 900$: Minesweeper drone, is actually damaged by mines but has a small grenade launcher that fires canister rounds to detonate mines, can obviously detect said mines. TII
Story: Meant as a counter to Demotraps, Mothballed as offensive attacks against American enemies isn't forseen in the visible future.
Shoots up minefields, nothing to say here.

Lightning II Fighter: 2500$: Jet with what's basically a Chaparral's weapons Tier IV.
Story: Mothballed for it's exorbant production cost, the Lightning II returns to service as a dedicated Anti-Air platform.
Solves the usual overkill problem by jets, it's also a plane that fires bigger, more awesome, missiles.


Building: 3000$ AAC Construction Center. (Effectively a Tier V production building)
Unit: Reagan Class Airborne Aircraft Carrier: 10000$: Carries 20 drone gunships.
Because awesome
It's a large vehicle consisting of a large bay and command center between two different blimps, it's scary-huge and scary-awesome.

Posted by: MARS 4 Jun 2013, 13:39

QUOTE (dangerman1337 @ 4 Jun 2013, 11:37) *
- A Russian General focused on heavy assaults and vehicles in general and is part of the 20th Guards Army while Zhukov (or his specialty) gets moved to another part of the Russian Army and focuses more on artillery in general and not just splashy missles.


That sounds interesting as well. As I would imagine, Zhukov's theme could still be Tactical Ballistics, but with full emphasis on artillery (including mortars, howitzers, rockets and missiles) with a variety of fire solutions (MRSI, volleys of X rockets, precision fire, spread bombardment, walking barrage) and more nukes while the new General could be summed up as Breakthrough Assault, fielding advanced -conventional- weapons (i.e. no Aleks style lightning or rocket rifles) such as the Armata family on the one end of the scale and larger numbers of cheaper Soviet-era reserves (T-72s, Shilkas, BMP-2s, BRDMs, etc.) on the other, along with masses of infantry that largely act as a meatshield/screening force.

Posted by: Talonek 4 Jun 2013, 15:29

Name: Emerson H. Gallagher
Rank: General: 2 Star
Tactics: Networked Battlefield

Emerson H. Gallagher was born in Milwaukee, Wisconsin during 1994 to a single mother . Though his mother was a journalist, Gallagher's two uncles who worked in Computer fields made him deeply interested in computer technology. Gallagher graduated from college in 2017 with his own computer science degree, and joined the US Army shortly after. When the first GLA insurrections began, the US military restarted a number of advanced battlefield research projects to help fight an unorganized and fractured enemy, from anti-missile lasers to battlefield command networks. Gallagher's unit was the first to receive personnel versions on the Future Force Warrior [FFW] equipment, a program that was supposed to link all soldiers, vehicles, aircraft, and other equipment together and create one large interconnected battle force. However, Gallagher and the other soldiers found these bulky and ineffective. Intrigued by the promise of the FFW program, Gallagher began quietly experimenting on the equipment while back at base.

Fast forward to 2037.
After surviving the war, Gallagher continued his career in the military, bringing his modifications and the reviews of other men in the unit to the creators attention. Gallagher's advancements set him on the fast track to the high brass, and in 2036, he received a promotion to 2 star general at the young age of 43. When the Russian Federation invaded ECA lands, Gallagher's forces were ordered to prepare their equipment for the possibility of another war. With the massive amounts of collateral damage seen during the 2003 Iraq/Afghanistan and GLA wars, the US Military has been steadily moving towards a more accurate fighting force. As a test force, Gallagher's units reflect this.

General Gallagher commands the Ninth US Army, a force dedicated to the testing and advancement of advanced military equipment nearly ready for full deployment.

*Does not use Drones on Units
*Networks units for increased damage, speed, sight range (Networked) (requires Network Relay)
*All un-replaced units remain the same
*Very Reliant on Networking to increase effectiveness, would take more than the average micro

Rifleman $250
Replaces Ranger
Increased damage/speed in groups of 6 or more (similar to Horde Bonus)

Missile Trooper $350
Replaces missile soldier
Networked
Uses AGM-189 Griffon-II Missile
Increased damage vs. vehicles
No collateral damage, very little damage vs. infantry

Gunner $500
Networked
Uses Light Machine Gun
When deployed, increases damage, can suppress infantry (lowers speed, sight range considerably)

Computer Technician $700
Armed with Automatic Pistol
Uses Laptop to capture structures 25% faster than Rifleman
Must be next to structure (unlike Black Lotus)
Can deploy into Networker (detect stealthed units in moderate range, supply moderate network buff) $300


MATV-III $700
Replaces Humvee
Small AOE, Only Infantry in AOE recieve small damage buff
Armed with Machine Gun, Upgrade to TOW-V Launcher
Carries 3 infantry
30% increased resistance to explosions compared to vanilla Humvee

DEW Stryker Same Price as Avenger
Replaces Avenger
Network
Uses same laser values as Avenger
Starts with 1 Anti-Air [AA] Laser and 2 Anti-missile [AM] lasers ($500 for both)
Can be Upgraded with second AA laser or third AM laser

M-1302 $900
Replaces Crusader
Networked
Increased damage, range
Lower speed, no hover mode, higher cost

NLOS-C $1100
Replaces Tomahawk
Networked
Faster Firing rate, increased range (vs. guided tomahawk mode)
Lower Damage, No tracking

Network Blackhawk $1600
Replaces Blackhawk
Unarmed, Cannot Transport units
Massive AOE
All Network units in AOE receive 10% speed increase, 20% damage increase, 15% Sight range/detection increase.
Effect stacks up to 2 Blackhawks, with values becoming 20%, 20%, 20% respectively.

Super-Osprey $1400
Replaces Chinook
Armed with a belly-mounted Griffon missile launcher
Can Carry 1 vehicle or 8 infantry

Networking Relay Same Price
Replaces Detention Camp
Allows Networking to Begin
Holds the Vanilla Upgrades

Targeting Laser $1300 Structure
Performs same function as Protector targeting relay, but at a greater range (protectors can be farther away from Laser than from protector that is relaying)

SUPERWEAPON
Instead of the standard destruction super-weapon, Gallagher's would increase the effectiveness of all his forces immensely for a period of time, or moderately at all times the structure exists.


Possibly change that TWO strategies can be selected at Strategy center, but both only apply to networked units (apply to all structures regardless)

Upgrades
Navigation Upgrade $2000
All units receive a permanent 10% speed increase, but are unaffected by network speed buff

Support Network $5000
Lowers all support power cool-downs by 30 seconds

Support Powers

Coming soon... I don't have my creative works notebook in front of me, that's where I keep all my creations. These are all off the cuff.

Posted by: Pepo 4 Jun 2013, 17:17

Name:xian peng aka"cao cao"
Army:PLA
Branch:peacekeepers
Summary:when china become the leading superpower after the war of terror,they also the responsability of maintaining UN peacekeepers(and try to finish the gla)the latest general of then is peng,also know has cao cao for his great strategic mind.his army have some soldiers of other nations,and his mostly a defensive force.it also have a superb artillery.horewer,the peacekeppers doesn't have propaganda and they are restain to high effective conventional weapons
Units:
Peacekepper:(replaces red guard)faster fire rate,more damage,more health,train one by one(no pairs)no bayonet cost:200$
Assault granadier:(replaces pyro)larger range,less area damage
Peace master:more heavily armour version of the battle master,can be upgraded a lot cost:900
Battle taxi(replaces battle crawler)more armour and fireports.have a cargo of four troops.come empty cost:600
Siege cannon:replaces inferno cannon,non flame,more explosive damage
Peace meaker:ultra powerfull cannon,slow,need to deploy to shoot cost:1400
Little bird:small and deadly. Cost :750$

It doesn't have any flame or nuclear unit(expect the nuclear silo)

Posted by: Talonek 4 Jun 2013, 17:54

QUOTE (Pepo @ 4 Jun 2013, 11:17) *
Peace master:more heavily armour version of the battle master,can be upgraded a lot cost:900


LOL

What would be really cool is if people would post an image of what their units or generals would look like, such as a scanned drawing, paint image, or an image of the real-life thing.

Posted by: H3adSh00t 4 Jun 2013, 19:46

General Rex > all! wink.gif

Posted by: Re_Simeone 5 Jun 2013, 1:35

QUOTE (Talonek @ 4 Jun 2013, 18:54) *
LOL

What would be really cool is if people would post an image of what their units or generals would look like, such as a scanned drawing, paint image, or an image of the real-life thing.


Here you are sir :



Rys LUV used by General Kałuża's troops.

Posted by: Knjaz. 5 Jun 2013, 6:19

QUOTE (Re_Simeone @ 4 Jun 2013, 9:40) *
I had similar idea about 4th Russian general,something like Reserves General,
but idea that 4th would represent some of the Russian European Satellite countries seems better,
but I think that it would be better that he represents some confederation of Bulgaria,Romania,Serbia,Russian Ukraine,Belarus rather than one country.
They would use scaled down Russian equipment,with some indigenous units such some non existing versions of Orao's/IARs,Puma Choppers etc...


Heh, had absolutely same idea when I've been reading this thread for first time biggrin.gif

Sort of a mobilization general, from former Ural military district, making use of a large surplus of older equipment and/or downgraded but much cheaper to produce versions of current equipment. As one of special abilities, it's industrial plant could act as a reinforcement pad on steroids (after appropriate upgrades and/or certain general powers), and warfactories could switch to the production of mobilization version of T0-1 vehicles. Has problems with airforce support, relies on tanks and artillery (well, in this his role is similiar to Zhukov, that's why I'm not sure it's a great idea).

Has second level of Armored Reserves drop at Rank 5, which drops 3-4 tanks, 2 Shilkas, 2 SPG (2S3 Akatsiya) or BRDM's. Although with IP acting as reinforcement pad, it might be too much (or, perhaps, this general ability would affect the rate at which IP "rehauls" old vehicles, and how much of them are being deployed simultaneously, instead of dropping it anywhere on the field?)


Also, would switch Sentinels for either Armata's or Obj.195, preferably last, for at least one of generals (possibly, Mobilization or RD one) Basically, a Paladin-like size, maneuverability and speed with Golem-like hit points/armor, range and firepower. Possibly, not affected by mass production.
In other words, small and mobile Heavy/Superheavy hybrid. With appropriate price, symbolizing problems in mass producing that tank.

Posted by: MorrisB 5 Jun 2013, 11:46

You know what would be totally radical ? If the east/middle/southern European nations liberated themselves and became a 6th faction, opposed to both ECA and and Russia cos the former left them behind to fend for themselves while the former, well, ran them over. Just imagine as all the oppressed little nations sabotage Russia's war machine from behind the front lines via guerilla warfare, and when they mobilize at large they would deploy tons upon tons of outdated but very cheap vehicles so they compensate with guerilla/terror tactics. They could kind of mix and match features of all the other factions, really. It would be darn entertaining.

...nah, I'm just kidding. Totally improbable. mindfuck.gif

All jokes aside, I think if we were to pick 4th generals for each faction, they should be chosen on the basis of what possible aspect of the given faction isn't really explored by the other 3 gens per faction. Some people on this topic already came up with outstanding ideas on the matter - a "propaganda" general for GLA, or a "reservist" for Russia that covers the "allies" of the glorious Russian Federation. On the latter's case, I think the focus shoul be older but cheaper vehicles coupled with better quality infantry to compensate.

For ECA, I was thinking of a Rapid Reaction general who, as opposed to others, doesn't turtle as much but rushes in, punches then steps off: good mobility and firepower, higher quality infantrymen, greater access to air force but less heavily armored vehicles and defenses. However, some of these aspects are going to be covered by Mechanized Assault if I'm not mistaken, so a Resistance general might be more justified.

China and the USA are a bit more problematic. The USA might work with an experimental weapon themed general (exoskeletons, portable lasers on planes, coil guns, rail guns, heavier focus on drones etc), but that would feel like beating a dead horse - all USA generals will have access to one sort of supertech or another, I presume, so a general bringing this up to eleven feels a bit redundant. China also has its themes covered pretty well. Maybe a more elitist general would function (less quantity, more quality and self-efficiency, but still more mass-based than Russia or USA), however that may be covered by Special Weapons or Secret Police, I dunno...

Posted by: X1Destroy 5 Jun 2013, 12:52

I have been thinking about this yesterday......

With the events after ZH, I have to doubt that a high-tech alien sci-fic USA general would fit in the background. Even Townes and Alexander units got scraped, though.

A light walker unit that shoot MG, autocannon or flame like the wolverine would be possible. But with all those humvees around, again I don't think it will be nessesary.

Armor, Specops, Airforce......I think that's pretty much covered everything the US doctrine have beside a Navy general that is specialized in amphibious assaults and long range artillery. I don't even want to think about a hit and run stealth US General since it's kinda silly for them to do that.

For China........We have Red Army for the swarm of tanks and super-heavy tanks plus infantry spam....Special Weapons for Nuclear and Napalm bombarment.....And Secrect police for propaganda, search, neutralize and destroy. A Chinese general that specialized in swarming airforces in the sky to attack would be unique, but Special Weapons have already got a unique replacement for the mig and he will be the only one that can build Hans.....so again no. Can't think of anything else beside a Chinese General that pretend to be USA and start using QBZ Red Guard and modern ZTZ99 MBT which is.......LOL. A rocket General would be fine if not for the fact that China use nukes like crazy and everybody have it.

For ECA, as the others suggested, a Resistance Polish General and an infantry and light vehicles specialized French General would totally fit.

An ECA general that utilized high-tech light vehicles and an affordable airforce as well as highly skilled infantry units that can perform effective mobile attacks while still be able to hold the damn lines well like the Allies in RA2 would be a very good idea. The Mirage tank and would definitely a first choice unit for him.

For GLA......well....There were already too many ideas about this. But a GLA faction that can build old relics of previous conflicts and make them more useful would be a good one. Let's say.....Modernized Scrap Nazi weapons? Not bad, isn't it?

Or maybe......cloning vats and mind control units.

Posted by: Pepo 5 Jun 2013, 14:05

QUOTE (X1Destroy @ 5 Jun 2013, 13:52) *
Or maybe......cloning vats and mind control units.

Yeah that sound good
Name:yuri
Army:gla(himself)
Branch:world domination ,clones and OP units
Tactics:world domination using mental control.came from another reality with super crazy technologies.with ra2 graphics mindfuck.gif

Sound good?

Posted by: Genmotty 5 Jun 2013, 19:20


http://s672.photobucket.com/user/Haths/media/Asya_03_zpsaaa6ecf7.png.html

Oi! ROTR is an equal opertunities mod, blacks and women are Generals too you know!



------------------------------------------------------------------


Xun “H4cK3d” Wu

http://s672.photobucket.com/user/Haths/media/hackwu_zps7646255c.png.html

China: 3 Star General
Tactics: Cyber Warfare
Restrictions: No Overlord / No Artillery / No Nuke SW
Boons: Cyber Warfare


Bio:
A Hong Kong computer science graduate who took for his thesis a study on the cyber security of Russia and the US culminating with a token DOS attack and insertion of humorous (immature) computer worms into the Pentagons and Kremlin’s top systems was always going to do well within the PLA.

'Recruited' into the PLA following this attack it appears he quickly became noted for being a bit of a renegade within the cyber warfare division, and it has been alleged via party officials that the records 'don't add up' as for why he has come to hold the rank of General in this division of the PLA. Even more suspect are his and his officers finances, and there has been much criticism of the unprofessional ism of his department compared to Black Lotus.

Even while under investigation, his internet centre in Hainan is still influencing Chinese missions world over.

Special Building:
Hacker Center:-
Build Limit:
1
Satellite hacks are simply not enough for Wu. Infiltrating his opponents structures, systems and units from afar is the ultimate goal. The hacker centre has space for 4 hackers, but also can fire more command button abilities;

DOS Attack:

Shut down any single building on the map with a DOS attack for ~1min (~1:30min recharge)

Lights Out!:
Via hacking an opponents energy grid Wu's hackers can sabotage their energy grid opening up their base for infiltration or attack.

Divert funds ( to a swiss bank account):

Deducts $2,500 funds from an opponent that are sent to Wu's personal bank account.

Communications Chaos:
Sabotage a command centres command button abilities (~5min recharge)



Hack Bunker:
Rather than garrison his bunkers with soldiers, Wu has perfected the art of breaking into encrypted radio traffic to front line units. Via inserting his hackers into the loop, the cyber warfare unit can gain control (defector code??) of enemy units on the field and redirect them back against their own side!

The bunker can accommodate 3 hackers who will automatically hack cash from the bunker.


Tactics:
If allowed to set up hacker bunkers and/or a centre, Wu can play havoc with an opponents bases capabilities and defences making it difficult to maintain a coherent defence allowing his units to take advantage of the situation and move in while the defences are down, or disrupt opponents command button abilities.

Via converting units to his cause Wu can also present a fairly formidable defence, yet is weakened via having little place to garrison his other infantry on the defence.

Posted by: Karpath 6 Jun 2013, 8:13

I got another idea for a USA Drone General:

Name: Andrea "Motherboard" Carson
Branch: US R&D Corps
Rank: General
Tactics: Dronepower, Support Fire Weapons

Has clearance to utilize all drones

Vehicle assistant drone cost reduced.

XM582 Small Tactical High Energy Laser (STHEL) Drone (Replaces the Avenger)
-Slightly weaker, but significantly cheaper than avenger [in terms of armor and number of targets dealt with at the same time (e.g. has to stop attacking aircraft if it is to attack missiles)] to make its price proportionate to a drone
-Produced at the Drone Assembly Plant
-Does not upgrade with drones, but upgrades with Repair Kit (Battle Drone minus the gun) or Relay Network (Targeteer Drone with nerfed firing rate bonus). Both are slightly more expensive.

Medic Drone
-Produced at the Drone Assembly Plant.
-Can deploy to repair Drones and heal Infantry.
-Does not upgrade with drones, but upgrades with Repair Kit or Relay Network.

Repair Equipment Upgrade
-Sacrifices medical equipment to allow the Fire Base to accept Guardian Drones, Sentry Drones (will lose their stealth detecting capabalities) and STHEL Drones (will lose their anti-missile capabilities)

Enhanced Generators Upgrade (from the Strategy Center)
-Increases overall base power by 20.

Seeker Drone
-Paradropped version of Sentry Drone
-Loses stealth detecting capabilities for increased firepower and <slightly> increased armor
-Does not consume power

Paradrop Tweak
-Level 1: 1 Vanguard Drone Operator, 3 Rangers and 2 Seeker Drones
-Level 1: 2 Vanguard Drone Operators, 6 Rangers and 4 Seeker Drones
-Level 1: 4 Vanguard Drone Operators, 8 Rangers and 6 Seeker Drones

Spy Drones can be upgraded to detect stealth in a small area around it (requires Satellite Scan upgrade)

Posted by: Genmotty 7 Jun 2013, 12:13

http://s672.photobucket.com/user/Haths/media/hummer_zpsc4bd5513.png.html

Brent “Third Eye” Clinton
USA: 3 Star General
Tactics: PsychOps

Restrictions: No firebase / No Microwave weapons / Artillery and Tanks cost increased
Boons: PsychOps

Bio:
Son of a gun hippy and fervent supporter of the right to bare arms, Clinton has often been described as an 'unstable jock-head', yet for all his brash personality, and borderline inappropriate comments, is a very successful strategic analyst and master of the art of psychological warfare. As a brigadier he was almost successful in bringing about peace-talks with GLA commanders before the diplomats were assassinated via car bomb and technical attack. He has been often quoted that fanatics need far more coercion than simple appeals to logic to get them to give up their game.

As such his PsychCorps has been working hard in the Louisiana swamps to pioneer weapons 'that targets a combatants mind'. Both to 'help America' and 'exterminate her enemies'. He also spent some time as a private at the detention center in Cuba, Guantanamo Bay to which he continues to make regular visits to conscript new re-educated.


Special Unit:
Psych Officer:
While expensive to train and field, Psych Officers are experienced and calm individuals (which some say have also undergone genetic enhancement) who excel in being able to command troops and increase their battlefield morale to ever greater needs. Their primary weapon is little more than a pistol, yet all Psych Officers carry a holo-projector that displays the American flag above them drawing fire on them, rather then their men. Their ability to distract the enemy and inspire nearby men is there greatest weapon.

In addition Psych Officers can be upgraded to carry various other battle equipment;

X-ray Goggles:
Being able to look through walls and soil to detect hidden explosives and infiltrators is a much needed boon. These goggles are somewhat more sophisticated than Russian conscript IR ones, yet as an active sensor can sense to almost double the range of Russian federation soldiers.

Subliminal Speakers:
Having investigated Chinese propaganda techniques and adapted it for American use, Psych Officers can carry a number of small surround sound loudspeakers. These can be deployed on the battlefield and are difficult to spot to the untrained eye. They can be set either in 'inspirational mode' which plays various hardcore American music and inspiring comments for American soldiers, or can be switched into 'de-motivational mode' that is designed to confuse, demoralise and demotivate enemy soldiers. Initially causing them to fight with reduced effectiveness, and if they spend too long under its influence to give up fighting and become 'zombies' (like the shut-down ability on tanks, but bit different; dogs are unaffected).

Humvees:
Gain a third upgrade, the 'Subliminal Speaker' upgrade, which can be chosen instead of its MG or TOW rocket, this humvee mounted version has twice the range, but lacks the stealth of Psych Officer deployed ones. It also gives the humvee the 'special broadcast' ability, that significantly demoralises enemy troops under its are of influence.

Blackhawk Helicopters:
Gain the 'leaflet drop' ability from vZH with a somewhat smaller effect radius, and time frame.

Re-educated:
Some say that these supposed terrorists or resurgent have been brainwashed via propaganda and may be borderline mental cases. Still, once shown the error of their ways many have found their way into the American army's ranks to fight against their old comrades and cause. American soldiers note that these soldiers appear to have a 'death wish' that can almost be triggered as if by command.

Abilities: Death Wish, deals double damage, but takes damage over time until dead. Once active cannot be 'deactivated'.


Special Building:
Re-education Camp (cheap ~$400 per hut)
Having built a detention centre, instead of the firebase, Clinton can build Re-education camp quonset huts that produces 're-educated' (cheap ~$100, but takes a while ~25s to train).




-------------------------------------------

A suitable amount of 'creepy' for the Americans to show they aren't always 'holier art thou'. Also I think having a unique take on a theme is a lot better than just 'designing stuff' since afterally, the point of such 'free brainstorm' is to premote topical creativity, rather than bash our the mechanics...although having a nod to the mechanics might help to describe 'in game' notions of the more 'fluffy aspect'.

Posted by: __CrUsHeR 7 Jun 2013, 13:56

QUOTE (Genmotty @ 7 Jun 2013, 8:13) *
Restrictions: No firebase / No Microwave weapons / Artillery and Tanks cost increased
Boons: PsychOps


As the MARS explained some time ago the generals of the ROTR not follow the same logic of the ZH - not have restrictions and differences in price, ie, is not there 'disadvantages' only 'differences' in playstyle of each general.

Posted by: Genmotty 7 Jun 2013, 20:40

Sure...this is only 'hypotheticals'...since they will never get incorporated into the game, ergo can bend the rules somewhat...

I'm just trying to think up niches that are 'fairly obvious' that have yet to be considered, hence trying to think up some originality...

Posted by: TouhouFag 11 Jun 2013, 15:03

Alright this is my 4th General's concept

Hong "Rainbow Dragon" Meiling
Rank: General Class Quartet-A (AAAA)
Branch: PLA Special Forces
Tactics: Well-Trained Special Forces deployment, Covert Operation
Stationed: "Scarlet Dragon" Base, Huanxiang, China (Huanxiang is an fictional city)

Restriction: No Heavy Armor unit, Can't train Tank Hunter, No Artillery, Nuclear and Thermal Weapon-based unit, Aircraft limited to Light Attack Chopper.

Short bio:
General Hong Meiling (nicknamed "Rainbow Dragon") is the one of the youngest General among the People's Liberation Army high officers. Nothing much known about her but she's known as an expert Martial-art master who trains her soldier the true arts of Kung-fu.

Exclusive Units:
1. PLA Spec Ops (Replace Standard Red Guard)
Cost: $300
This soldier are equipped with Type 64 SMG. Has ability to plant the explosive on Enemy Vehicles and Buildings. (also can use the kung-fu technique abilities - story-wise)

2. Scout Jeep
Cost: $1050
This unit can be compared to the American Humvee but armed only with mounted Type 67 GPMG. can transport up-to 6 infantry

3. Troop Crawler
Cost: $1200 (unchanged)
Now can be upgraded with with Laser Designator add-on for calling the Airstrike. (Requires General powers and at least one PLA Spec Ops inside)

4. Little Crow (Replace Han Gunship)
Cost: $1500
This light support chopper are armed with ATGM and 12.7mm Machine guns. Can transport up-to 3 infantry.

Veteran units:
-Troop Crawler
-Han Gunship
-Hacker

Exclusive General Powers:
1. MiG Airstrike
PLA Spec Ops and Troop Crawler gain ability to call an airstrike.

2. Spec Ops Paradrop
Drops PLA Spec Ops in any designated target.


-----------------------
NOTE: I swear there's no Touhou references here.
EDIT: For fulfilling the ROTR-verse criteria

Posted by: Kalga 11 Jun 2013, 17:01

QUOTE (TouhouFag @ 11 Jun 2013, 10:03) *
Alright this is my 4th General's concept

Hong "Rainbow Dragon" Meiling
Rank: General Class Quartet-A (AAAA)
Branch: PLA Special Forces
Tactics: Well-Trained Special Forces deployment, Covert Operation
Stationed: "Scarlet Dragon" Base, Huanxiang, China (Huanxiang is an fictional city)

Restriction: No Heavy Armor unit, Can't train Tank Hunter, No Artillery, Nuclear and Thermal Weapon-based unit, Aircraft limited to Han Gunship (EMP Loadout upgrade only).

Short bio:
General Hong Meiling (nicknamed "Rainbow Dragon") is the one of the youngest General among the People's Liberation Army high officers. Nothing much known about her but she's known as an expert Martial-art master who trains her soldier the true arts of Kung-fu.

Exclusive Units:
1. PLA Spec Ops (Replace Standard Red Guard)
Cost: $500
This soldier are equipped with silenced QBZ-95B. Has ability to plant the explosive on Enemy Vehicles and Buildings and also can use the kung-fu technique abilities that can deals a great damage to the enemy infantry.

2. Scout Jeep
Cost: $1050
This unit can be compared to the American Humvee but armed only with mounted QBB Light Machine Gun. can transport up-to 6 infantry

3. Troop Crawler
Cost: $1200 (unchanged)
Now can be upgraded with with Laser Designator add-on for calling the Airstrike. (Requires General powers and at least one PLA Spec Ops inside)

4. Han Gunship
Cost: $1500 (unchanged)
Can only have EMP Loadout upgrade.

Veteran units:
-Troop Crawler
-Han Gunship
-Hacker

Exclusive General Powers:
1. MiG Airstrike
PLA Spec Ops and Troop Crawler gain ability to call an airstrike.

2. Spec Ops Paradrop
Drops PLA Spec Ops in any designated target.


-----------------------
NOTE: I swear there's no Touhou references here.


I swear I was expecting some sort of heavy fortification defense for this gate guard general... maybe something like actual walls and a gate perhaps?

Oh, and maybe a flower garden as a secondary income structure! aw.gif

Posted by: Re_Simeone 11 Jun 2013, 17:18

I must admit that I like your general,but it would not fit well with current ROTR theme,
because ROTR team tends (same as EA did back in day) to make PLA look like they are trapped
in 50s using mostly failed prototypes of weapons both from Eastern and western blocs.
I'll edit it if won't mind,to fit little bit more to ROTR theme :

QUOTE
Restriction: No Heavy Armor unit, Can't train regular Tank Hunter,No Artillery,Nuclear and Thermal Weapon-based unit, Aircraft limited to special
light utility chopper.

Exclusive Units:
1. PLA Spec Ops (Replace Standard Red Guard)
Cost: $280
This soldier are equipped Type 64 SMG. Has ability to plant the explosive on Enemy Vehicles and Buildings and also can use the kung-fu technique abilities that can deals a great damage to the enemy infantry (they are Kung-Fu experts story wise,but unable to execute these actions ingame due to Sage limits).

2. Scout Jeep
Cost: $800
This unit can be compared to the American Humvee but armed only with mounted Type 67 GPMG.Can transport up-to 6 infantry

Veteran units:
-Troop Crawler


It would be also cool to make this general look more traditional Chinese (Kung Fu and stuff...),rather than comi one.
Also Snipers or Marksmen to this Gen. would be great.
And lasing ability from your Troop Crawlers would fit better to Sniper's caring GTLD.

Posted by: Genmotty 11 Jun 2013, 17:26

Vincenzo 'V.V.' Valentini
Tactics: Mountain and Underground Warfare

Restrictions: No Motar Tracks / No Tanks / No Grenadeers / No Protocol GP
Boons: Improved Map Mobility / Infiltration Units / Improved Moles

Bio:
While much of the focus of the battle for Europe was in the german and french countryside, the Alpine front was just as integral to ECA defense plans. Indeed, somewhat even more critical than the battle for France, since the boot of Italy was the imposing 'land carrier' that would keep the Russian Blacksea fleet from being able to make the mediterrainian and africa its own fishing waters.

Throughout the conflict, the entire adraditic coast would find itself fortified much like the world war two atlantic wall with Dutch and Italian engineers constructing some of the most intricate defensive structures in the war. Yet for all this strategic defense, the real defense of italy would be in the Austrian and Italian Alps, defending the Dolomites, Carnic and Tyrol regions.
Valentini being the highest ranking italian officer in the ECA (not to mention the oldest) other than the his counterpart in the navy, was ultermatly responsible for the defense of the alpine line that had been constructed to keep Europe safe well before the russian invaison.

While the initial russian advance would be checked north-east of Insbruk, withour sufficent aircover, such positions would be pushed futher south and west as the russians pushed across Europe. With most manpower being allocated to france, Italy would have to rely on its own draft of infantry solider to man the fronteer.

As Valentini found his command expanded, he would turn to his Dutch and Spanish counterparts to improve the mountain defense line. As such, he would support a R&D project to develop atomic 'subterrerres' that would be able to melt tunnels underneath the mountains of the Alps in which to provide cover and supply for soliders, as well as to outflank russian advances and supprise them with attacks behind enemy lines in much the same way the GLA had been known to utlise tunnel networks. These Subterrerres however have prooved expensive piece of kit and can be a radiation hazard on being destoyed. However the ability to develop his own tunnel networks was yet another innovative step that allowed the Europeans to turn the tide of battle.

Special Building:
Geothermal Bore:
Utilising Subterrerre technology, the italians were able to solve a vunerability of Solaris power relay being taken out via russian airpower. An atomic core would be created and having been placed over the earth, would melt its way through the earths crust to great depth to tap into the natural heat below Italy. Eventually the combinded heat and presure would typically cause the core to degrade, however by this point the bore hole could have water pumped into it, and the heat collected to drive steam turbine plants, thus allowing an alternative power source to power ECA defences and factories. While less in terms of energy generation, geothermal bores can be built in number to create a more distributed power network ~25 power units each.

Bulldog Gun Turret:
Gains this ability with R&D center rather than have the cannon turret as an 'AT' base defense.

Special Units:
Alpini-Jaeger
Replaces Felin soliders. With a simmilar model that lacks Manpads. Can also upgrade with 'field camoflage', which makes them stealthed when not moving.

Commandos
Gains the ability to build commandos from the barracks, very costly and random as to which kind of commando you get.

Mole Minelayer:
Upgrade: Packrat upgrade
Improves the Mole Minelayer with 'pact rat' moles that deploys three seperate smaller moles that allow for more distributed damage to targets.


Special Ability:
Atomic Subterrerre:
A rank 5 Generals Power it is effectivelly very simmilar to the sneak attack generals power that creates a 'tunnel opening'. The ability when activated causing a medium 'heat damage' effect zone above the targeted tunnel opening zone, as well as a short lived radioactive 'scattering' from the tunneling machine on initial deployment (the vehicle itsself is effectivelly just an animation, since the vehicle is part of the building; the tunnel).

On the buildings destruction, the engineers that control the machine induce a fission reaction that causes a small salted nuclear explosion (normal pandora protocol nuke attack). Hence it also doubles as a way to attack an enemies base by blowing up their defenses with an 'atomic mine'.

At least two subterrerre tunnels have to be deployed before it can be used in terms of a tunnel network, since the ECA otherwise 'lack' a tunnel network.




A nod towards Nod's Underground APC, and also I thought the high tech 'wunderwaffe' Europeans should get something as interesting as this. Since the Alpine front has hardly been touched in the fluff, but it would be a key battleground.

Posted by: swedishplayer-97 11 Jun 2013, 17:35

QUOTE (Genmotty @ 11 Jun 2013, 18:26) *
Restrictions: No Motar Tracks / No Tanks / No Grenadeers / No Protocol GP
Boons: Improved Map Mobility / Infiltration Units / Improved Moles

Can't understand why people don't get the "2 out of 3" rule.

EDIT: Hmm, the alpine front might be something fun to write about....

Posted by: X1Destroy 11 Jun 2013, 17:41

How the heck can an ECA sub faction win a game without both heavy armor and artillery? Spamming Infantry like China?

Also, the ECA have almost no fixwing aircrafts to begin with.

But anyway, I like the idea of alpine front, very interesting. biggrin.gif

Posted by: TouhouFag 11 Jun 2013, 18:28

QUOTE (Kalga @ 11 Jun 2013, 17:01) *
I swear I was expecting some sort of heavy fortification defense for this gate guard general... maybe something like actual walls and a gate perhaps?

Oh, and maybe a flower garden as a secondary income structure! aw.gif


Good Idea, especially the flower garden aw.gif

QUOTE (Re_Simeone @ 11 Jun 2013, 17:18) *
I must admit that I like your general,but it would not fit well with current ROTR theme,
because ROTR team tends (same as EA did back in day) to make PLA look like they are trapped
in 50s using mostly failed prototypes of weapons both from Eastern and western blocs.
I'll edit it if won't mind,to fit little bit more to ROTR theme :



It would be also cool to make this general look more traditional Chinese (Kung Fu and stuff...),rather than comi one.
Also Snipers or Marksmen to this Gen. would be great.
And lasing ability from your Troop Crawlers would fit better to Sniper's caring GTLD.


Oh I'm sorry I didn't think about it, Thanks anyway.

Posted by: Re_Simeone 11 Jun 2013, 20:18

QUOTE (Genmotty @ 11 Jun 2013, 18:26) *
Vincenzo 'V.V.' Valentini
... ... ...


Sir . . . You have just made another generic ZH General . . .
Main idea is very good IMO,but everything else is too much ZHish . . .

QUOTE (TouhouFag @ 11 Jun 2013, 19:28) *
Oh I'm sorry I didn't think about it, Thanks anyway.


I liked your idea,it would be cool if you would reinvent it,
just in ROTR/ZH fashion.Would you ?

Posted by: Xofolez 11 Jun 2013, 23:33

This one goes on two different directions, i think some fanatics might like this one [amazed it wasnt done yet tongue.gif ]

Caine Voloski

Rank: 2 Star General
Branch: Russian Top-secret R&D
Tactics: High-powered lasers and prototype defensive technologies
Stationed: Unknown location within Siberia

Caine is a well-aged and well educated man for even his age of now 76 years old and claims its a result of some experiments that he has done on his own body which makes him look like hes in his late 40's. Caine graduated from the Moscow Institute of Physics and Technology at the early age of 19 years old thanks to Caine's natural affinity with science and technology. Caine served the Soviet Union by joining the Soviet Union's R&D Institute. In his earlier years with the Soviet Union's R&D nuclear reactor inspection teams, Caine was laid blame for the catastrophe of the Chernobyl Melt-down as a scapegoat to divert questions against the authority that was Soviet Russia at the time. Caine was blamed for not being thorough enough in his inspections of the reactor before he hastily left for Moscow to be directed to a new occupational position in developing new technologies and patenting older ones. Caine quickly fell out of the public's favor as evidence became more shadier on how the government's procedures in various areas did not add up. In 2020, Caine was present at the Baikonour Launch Facility during the GLA takeover. He was working on putting together an orbital laser cannon that would mimic the USA's particle cannon. While working on it, he suspected that at some point in time, his plans had been seen by an unknown infiltrator, but they remained intact and the GLA forcefully made sure his work was not interrupted in hopes to have this weapon at their disposal in the "freedom war". When the GLA were defeated by the american special operations team, Caine was forcefully escorted off the Launch Facility premises. After the withdraw of overseas american forces, Caine returned immediately to the facility to continue work on his project, but it was not found. This almost complete satellite's fate remains unknown and Caine raises the question of whether it was by chance or ironic that the ECA's Orbital Solaris Satellite would do exactly what he had planned it to do. Caine from there on requested his position to be evaluated to being a general and for him to establish a base in a subtle area of Russia so that he may redeem himself once more. After 2 years of waiting and making his presence as a tactician in Africa along side Zhukov; an old friend of his since his 20's, Caine's request was pushed through by President Suvorov himself.

Conscripts can be upgraded to use laser rifles that fire slower, but pack a harder punch against light and heavy vehicles as well as ignite infantry.

Shredder turrets - fires superheated rounds at 1 rounder per second from 4 barrels [paired barrels fire 1/2 second after other pair]- ignites infantry, very effective vs light vehicles and aircraft. requires 4 power
- can be secured below grown for repairs

Cain does not get Kashan

Obelisk - fires a high-powered laser that can can either pinpoint attack for high damage against even sentinel tank or can superheat an area as wide as sentinel tank is long. Infantry instantly ignite when hit by the laser. requires 10 power
- Can engage enemy missiles/ rockets and aircraft freely with a weaker strength laser[even while recharging]
-Slow recharge after 2 shots

Caine does not receive component tower technology

Caine also has his own power plant- a nuclear power plant [cannot overcharge] supplies 10 power

Caine does not receive power plant or upgrade.

Stealth tank- fires 2 high-powered lasers - ignites infantry, effective against light and heavy armor, not effective against structures.
-can camouflage using active-mirror technology to mimic surrounding areas [cannot fire while stealthed; must actively turn on and off]

Caine does not receive Sentinel tanks or kodiak tanks

All auto-cannon weapons can be upgraded with shredder technology

Boris can either use his machine gun layout or a high-powered laser-sniper rifle that is very effective against light and heavy armor and can ignite infantry close together
cannot fire at close range so he draws his markov pistol instead.
-reveals himself when firing the laser-rifle
-jarmen kell reload speed = boris recharge speed


Kane

Rank: Unknown
Branch: Brotherhood of Nod
Tactics: Stolen and patented technologies
Last seen: Sarajevo valley of Bosnia

Kane, a nickname given to Isaak Caine as a shortening of his name using the last letter in his first name; 'K' and removing the rest as well as the 'C' and 'I' in his family name. Kane is the heir to Prince Kassad's Scorpion tribe and is a master of physics. Kane's men had scoured all of Asia and Europe for American laser and microwave technology and Chinese ECM technology. These technologies were transported secretly back to his secret underground laboratories during and after the war on GLA. His men did not get too involved with the war and were given orders to lay low in Egypt and await his directions. In 2031, Kane paid Jarmen Kell to assist Kane's own infiltration cell to make plans on the theft of several European technologies from Russia, Scandinavia, and France. Kane wanted to get his hands on the prototypes of Russia's tesla technology and both the Solaris and microwave emitter technologies.

Kane's saboteurs and hijackers are always stealth

Kane does not receive a traditional hideout, instead his uses a ground breaking new technology as a source for power that he developed; the arc reactor [imagine where the windmill is, is a pair of arcing rods sticking out of the ground.] the hideout is renamed as the "Reactor's hideout" which supplies 50 power to the base.
-because Kane has a power source, his workers can build twice as fast as other GLA workers.
-can build multiple, but still has a slow construction speed like most HQ's

Kane's GPS Scrambler and GPS scrambler radar van upgrade can now blackout the map and prevent the use of general powers within their radius.

GPS scrambler is now a 3rd level GP with 3 stages [1 is radar van upgrade, 2 is GPS scrambler structure, 3 is the installation of Blackout node technology on the van and structure]

Kane does receive the oil sabotage GP or the camouflage upgrade

Kane can upgrade his black market with an internet connection as a level 5 GP [automatic cash flow doubled]
-high-tech weapons and defensive structures are expensive

Kane's aircraft now have lasers that counter enemy missiles

Kane's workers wear black with a large red triangle and scorpion's tail on their shirts

Kane can build a special defensive structure called the obelisk [looks like an ancient Egyptian obelisk shaped a bit like a scorpion's tail] - fires a high-powered laser that can can either pinpoint attack for high damage against even sentinel tank or can superheat an area as wide as sentinel tank is long. Infantry instantly ignite when hit by the laser. requires 10 power
- Can engage enemy missiles/ rockets and aircraft freely with a weaker strength laser[even while recharging]
-Slow recharge after 2 shots

Kane does not receive stinger sites.

Kane's Scud Launcher fires rockets carrying both radioactive waste materials and deadly chemical agents [Scud Launch facility looks like the original Temple of Nod

Kane does not receive the bio-hazard upgrade.

Kane's quad cannons come equipped with USA's lasers which can be upgraded through salvaged parts can first make the quads able to damage ground units just as well as a normal non-upgraded quad cannon to be outfitted with another pair [for a total of 4 lasers] to deal damage equal to a fully savage upgraded quad cannon, but almost instantly destroys any aircraft at a fair distance.

Kane does not receive URAL trucks.

Kane's marauder tanks can be upgraded with either of the following as an addition to their current turrets; ECM antenna [full functions of chinese ECM tank], a microwave emitter [USA], or small tesla coil [instant kills infantry and fair damage against light armor]

Kane does not receive GRAD's

Jarmen Kell can point a laser to direct 2 overwatch planes to crash into vehicles and structures.

Kane's RPG troops' launchers are equipped with laser pointers [like USA]

Kane has a variant of the scorpion tank that is equipped to spray chemicals and can activate its stealth ability [active mirror camouflage] that lasts 30s

Kane does not receive toxin tractors.

Posted by: TouhouFag 12 Jun 2013, 5:29

QUOTE (Re_Simeone @ 11 Jun 2013, 20:18) *
I liked your idea,it would be cool if you would reinvent it,
just in ROTR/ZH fashion.Would you ?


Already did, I'm editing and changed few things on my post that (maybe) feels ROTR/ZH-ish.

Posted by: X1Destroy 12 Jun 2013, 6:35

QUOTE (Xofolez @ 11 Jun 2013, 23:33) *
This one goes on two different directions, i think some fanatics might like this one [amazed it wasnt done yet tongue.gif ]

Caine Voloski

Rank: 2 Star General
Branch: Russian Top-secret R&D
Tactics: High-powered lasers and prototype defensive technologies
Stationed: Unknown location within Siberia

Caine is a well-aged and well educated man for even his age of now 76 years old and claims its a result of some experiments that he has done on his own body which makes him look like hes in his late 40's. Caine graduated from the Moscow Institute of Physics and Technology at the early age of 19 years old thanks to Caine's natural affinity with science and technology. Caine served the Soviet Union by joining the Soviet Union's R&D Institute. In his earlier years with the Soviet Union's R&D nuclear reactor inspection teams, Caine was laid blame for the catastrophe of the Chernobyl Melt-down as a scapegoat to divert questions against the authority that was Soviet Russia at the time. Caine was blamed for not being thorough enough in his inspections of the reactor before he hastily left for Moscow to be directed to a new occupational position in developing new technologies and patenting older ones. Caine quickly fell out of the public's favor as evidence became more shadier on how the government's procedures in various areas did not add up. In 2020, Caine was present at the Baikonour Launch Facility during the GLA takeover. He was working on putting together an orbital laser cannon that would mimic the USA's particle cannon. While working on it, he suspected that at some point in time, his plans had been seen by an unknown infiltrator, but they remained intact and the GLA forcefully made sure his work was not interrupted in hopes to have this weapon at their disposal in the "freedom war". When the GLA were defeated by the american special operations team, Caine was forcefully escorted off the Launch Facility premises. After the withdraw of overseas american forces, Caine returned immediately to the facility to continue work on his project, but it was not found. This almost complete satellite's fate remains unknown and Caine raises the question of whether it was by chance or ironic that the ECA's Orbital Solaris Satellite would do exactly what he had planned it to do. Caine from there on requested his position to be evaluated to being a general and for him to establish a base in a subtle area of Russia so that he may redeem himself once more. After 2 years of waiting and making his presence as a tactician in Africa along side Zhukov; an old friend of his since his 20's, Caine's request was pushed through by President Suvorov himself.

Conscripts can be upgraded to use laser rifles that fire slower, but pack a harder punch against light and heavy vehicles as well as ignite infantry.

Shredder turrets - fires superheated rounds at 1 rounder per second from 4 barrels [paired barrels fire 1/2 second after other pair]- ignites infantry, very effective vs light vehicles and aircraft. requires 4 power
- can be secured below grown for repairs

Cain does not get Kashan

Obelisk - fires a high-powered laser that can can either pinpoint attack for high damage against even sentinel tank or can superheat an area as wide as sentinel tank is long. Infantry instantly ignite when hit by the laser. requires 10 power
- Can engage enemy missiles/ rockets and aircraft freely with a weaker strength laser[even while recharging]
-Slow recharge after 2 shots

Caine does not receive component tower technology

Caine also has his own power plant- a nuclear power plant [cannot overcharge] supplies 10 power

Caine does not receive power plant or upgrade.

Stealth tank- fires 2 high-powered lasers - ignites infantry, effective against light and heavy armor, not effective against structures.
-can camouflage using active-mirror technology to mimic surrounding areas [cannot fire while stealthed; must actively turn on and off]

Caine does not receive Sentinel tanks or kodiak tanks

All auto-cannon weapons can be upgraded with shredder technology

Boris can either use his machine gun layout or a high-powered laser-sniper rifle that is very effective against light and heavy armor and can ignite infantry close together
cannot fire at close range so he draws his markov pistol instead.
-reveals himself when firing the laser-rifle
-jarmen kell reload speed = boris recharge speed


Kane

Rank: Unknown
Branch: Brotherhood of Nod
Tactics: Stolen and patented technologies
Last seen: Sarajevo valley of Bosnia

Kane, a nickname given to Isaak Caine as a shortening of his name using the last letter in his first name; 'K' and removing the rest as well as the 'C' and 'I' in his family name. Kane is the heir to Prince Kassad's Scorpion tribe and is a master of physics. Kane's men had scoured all of Asia and Europe for American laser and microwave technology and Chinese ECM technology. These technologies were transported secretly back to his secret underground laboratories during and after the war on GLA. His men did not get too involved with the war and were given orders to lay low in Egypt and await his directions. In 2031, Kane paid Jarmen Kell to assist Kane's own infiltration cell to make plans on the theft of several European technologies from Russia, Scandinavia, and France. Kane wanted to get his hands on the prototypes of Russia's tesla technology and both the Solaris and microwave emitter technologies.

Kane's saboteurs and hijackers are always stealth

Kane does not receive a traditional hideout, instead his uses a ground breaking new technology as a source for power that he developed; the arc reactor [imagine where the windmill is, is a pair of arcing rods sticking out of the ground.] the hideout is renamed as the "Reactor's hideout" which supplies 50 power to the base.
-because Kane has a power source, his workers can build twice as fast as other GLA workers.
-can build multiple, but still has a slow construction speed like most HQ's

Kane's GPS Scrambler and GPS scrambler radar van upgrade can now blackout the map and prevent the use of general powers within their radius.

GPS scrambler is now a 3rd level GP with 3 stages [1 is radar van upgrade, 2 is GPS scrambler structure, 3 is the installation of Blackout node technology on the van and structure]

Kane does receive the oil sabotage GP or the camouflage upgrade

Kane can upgrade his black market with an internet connection as a level 5 GP [automatic cash flow doubled]
-high-tech weapons and defensive structures are expensive

Kane's aircraft now have lasers that counter enemy missiles

Kane's workers wear black with a large red triangle and scorpion's tail on their shirts

Kane can build a special defensive structure called the obelisk [looks like an ancient Egyptian obelisk shaped a bit like a scorpion's tail] - fires a high-powered laser that can can either pinpoint attack for high damage against even sentinel tank or can superheat an area as wide as sentinel tank is long. Infantry instantly ignite when hit by the laser. requires 10 power
- Can engage enemy missiles/ rockets and aircraft freely with a weaker strength laser[even while recharging]
-Slow recharge after 2 shots

Kane does not receive stinger sites.

Kane's Scud Launcher fires rockets carrying both radioactive waste materials and deadly chemical agents [Scud Launch facility looks like the original Temple of Nod

Kane does not receive the bio-hazard upgrade.

Kane's quad cannons come equipped with USA's lasers which can be upgraded through salvaged parts can first make the quads able to damage ground units just as well as a normal non-upgraded quad cannon to be outfitted with another pair [for a total of 4 lasers] to deal damage equal to a fully savage upgraded quad cannon, but almost instantly destroys any aircraft at a fair distance.

Kane does not receive URAL trucks.

Kane's marauder tanks can be upgraded with either of the following as an addition to their current turrets; ECM antenna [full functions of chinese ECM tank], a microwave emitter [USA], or small tesla coil [instant kills infantry and fair damage against light armor]

Kane does not receive GRAD's

Jarmen Kell can point a laser to direct 2 overwatch planes to crash into vehicles and structures.

Kane's RPG troops' launchers are equipped with laser pointers [like USA]

Kane has a variant of the scorpion tank that is equipped to spray chemicals and can activate its stealth ability [active mirror camouflage] that lasts 30s

Kane does not receive toxin tractors.


And soon after Kremlin's fall, Nod was found aw.gif

Very interesting aw.gif

Posted by: TouhouFag 12 Jun 2013, 8:01

Another Idea.. this time is for ECA (my personal favorite Faction)

Ludwig "Stahlsoldat" Stahl
Rank: General
Branch: Bundeswehr R&D Division
Tactics: Heavy Infantry, Experimental Weapons
Stationed: Classifed Bundeswehr Military R&D Facility in Wetzlar, Hessen, Germany

Restriction: Can't built/train Grenadier, Harriers, Tanks, Mortar Pits and Howitzer Positions (Replaced with a new Prototype Defense system). Can only Research Pandora Protocol.

Short bio:
Professor Ludwig Stahl is the General and the leader of the Bundeswehr R&D Projects situated in underground facility in Wetzlar. During the Russian Invasion, he and his facility remains save because it's unbeknownst to the any Russian's intelligence report about the European's secret base. (The rest of it will be write later)

Exclusive Units:
1. Panzersoldat (Replace Standard Felin Rifleman)
Cost: $350
The Heavy armored Infantry developed by Stahl himself. Armed with Futurised version of Rheinmetall MG-3. (Panzerjaeger lit. mean Armored Soldier)

2. Advanced Medic
Cost: $600
Advanced Hi-tech version of the Medic. Albeit with faster Healing ability.

3. Combat Engineer
Cost: $550
Machine-Pistol armed version of the Standard ECA Engineer. Also can capturing building almost instantly.

4. Combat MRV (Mobile Repair Vehicle)
Cost: $980
Modified version of Pandur. Can repair nearby vehicle without needing Engineer to garrison inside but still can be garrisoned by other Infantry.

5. Shatterer (Replace Leopard Tank)
Cost: $1500
Experimental Hover Tank armed with Neutron-shell firing Railgun.

Exclusive General Powers:
1. Nano-Orbs Repair
Deploying the Nano-Orbs in designated area. Will works similar to Manticore's Nano-Orbs.

2. Advanced Neutron Bomb
More Deadly version of Neutron Bomb. Requires Pandora Protocol.

Exclusive Upgrades
1. Composite Infantry Armor
Increase Panzersoldat's Speed and Armor by 12%

2. Improvised Rail Technology
Increase the Shatterer's Rate of Fire by 15%.
-----------------------------

Probably not the best one I made. sad.gif

Posted by: The_Hunter 12 Jun 2013, 8:06

QUOTE (TouhouFag @ 12 Jun 2013, 9:01) *
Probably not the best one I made. sad.gif

It's all for kicks and giggles anyway so no reason to worry about that smile.gif

I must say tho that i find it realy interesting to read through all these and alot more interesting stuff has actualy come up in this thread then i would have thought it would from community developed ideas.

Posted by: SorataZ 12 Jun 2013, 14:26

Place a million monkeys on a million typewriters and they might throw a coherrent suggestion together.

Posted by: __CrUsHeR 12 Jun 2013, 14:56

QUOTE (SorataZ @ 12 Jun 2013, 10:26) *
Place a million monkeys on a million typewriters and they might throw a coherrent suggestion together.


You need to make this comment - compare the fans with monkeys in typewriter?

Posted by: __CrUsHeR 12 Jun 2013, 19:37

Arthur "Iron Town" Miller

Rank: General
Branch: US Army 5th Special Forces Group (Airborne)
Stationed: Fort Bragg, North Carolina, USA
Tactics: Urban Warfare


Exclusive Units

1. Ghost (replaces Pathfinder)
Cost: $800
Eliminates the infantry with a single shot and not reveal your position when performing the shot.

2. Disruptor Tank (replaces Microwave Tank)
Cost: $800
Disables AND causes damage to the enemy structures.


Exclusive Upgrades

1. Counter Sniper Training
Allows the Ghost eliminate targets garrisoned inside civilian structures.

2. Grenade Launcher
The Sentry Drone is able to clear occupied structures and atack enemy infantry with flashbang grenades. This upgrade is not "global".


Exclusive General Powers:

1. LRAD (Long Range Acoustic Device)
Creates a device at the selected location invisible to the enemy, in a few seconds the device forces enemy infantry to abandon garrisoned structures - including China bunkers, GLA tunnels and ECA fortifications - becoming vulnerable to attacks, outside the structures infantry succumbs to intense sound and is disabled. If the fragile device is located it can be destroyed.

2. HALO (High Altitude Military Parachuting) Drop (replaces Paradrop)
An aircraft flying at high-altitude drop infantry units on the battlefield.

Posted by: Re_Simeone 12 Jun 2013, 20:22

QUOTE (SorataZ @ 12 Jun 2013, 15:26) *
Place a million monkeys on a million typewriters and they might throw a coherrent suggestion together.

Then you are one lazy monkey that just scratches his balls in the corner while others are typing. XD.gif

Posted by: Genmotty 13 Jun 2013, 14:25

QUOTE
Can't understand why people don't get the "2 out of 3" rule.

--------------------

How the heck can an ECA sub faction win a game without both heavy armour and artillery? Spamming Infantry like China?


Well if there is '4 generals...'.

I'm brainstorming shiz & giggles stuff, it's not really meant to fit the rest of the design ethos, because these are just hypothetical ideas, rather than actual hard suggestions. Although if the team ever likes any of the ideas they are free to have it since I can't model for shit.



Well, you have commandos that can attack without revealing themselves (mostly), you still have Howitzer platforms. Get a 'free GP ability' for the Bulldog with the R&D centre as well as all the normal defences sans cannon emplacement because that is more specifically Dutch, although I suppose the Italians could also build them, so perhaps they should be allowed, but then its much the same as Wilhelm...and IIRC it has been mentioned that Wilhelm gets a tunnel network too.

But more importantly, you have an 'unstoppable nuke' once you get to level 5 that can also double as a tunnel network. Hence you would need quite a considerable nerf in other ways. In essence you've got the best artillery going...just that it goes under the earth, rather than through the air...Pandora without hte 'crystal cannon'.




QUOTE
1. Ghost (replaces Pathfinder)
Cost: $800
Eliminates the infantry with a single shot and not reveal your position when performing the shot.


There is good reason that the Pathfinder was nerfed to silencer mode because it really does undermine the usefulness of infantry, hence the metagame would push towards tanks, and somewhat the over use of AT missile units in comparison.

With the pathfinder 'as is' you can still present a formidable anti-infantry firepower, but without it being the kind of 'stick him out in the middle of nowhere' infuriating the other player(s) having to spend time with a scout unit. Your units 'effectiveness' is downgraded for the same level of 'annoyance'. This was a good move via the dev team IMHO.



As for the Russian Federation the last on my list I had some difficulty with ideas, since I have two concepts equally different, but also sharing some niche ethos here is one of them;


http://s672.photobucket.com/user/Haths/media/Moskvitin_zps48280de8.png.html

Semyon “The Khan” Moskvitin

Tactics: 'Snatched Earth'
Restrictions: No Mista / No Sentinel, Kodiak, Golem
Boons: Rhino Tanks / Wartracks / Krepost / Relay Station / More cash income revenue
Station: 'Traktiongrad' North-east of Bratsk

Bio:
Never having set foot in Europe, Moskvitin is still the mastermind behing the 'snatched earth' strategy of dismantling European civilian infrastructure and stripping supply depots of goods to be sent into the rear.

Moskvitin might trace his ancestry back to the mongols or khanates of the Siberian traps, yet is staunchly old school Russian. He is the last of the so called 'corrupt' old guard commanders that suvorov ousted from the military Moskvitin has been long implicated in much of the corruption and sales of old soviet equipment to the Chinese and GLA forces, yet with his 'loyal' divisions and industrial empire out east has been so far able to hold onto his rank and power.

Notwithstanding these rumours, Moskvitin is a powerful figure in east Siberia and has provided several infrastructure developments in mineral extraction, and in selling coal to fuel the power stations back west. Such 'industrialisation of the east' has not occurred in isolation the Chinese dragon watches eagerly and probes the borders from bases in Mongolia almost daily to keep a watchful eye on Russian affairs.

Tasked with far eastern border security, industrial production, and in keeping the vast red army armour reserves ready for deployment should other more respectable commanders need them. These events haven't enamoured Moskvitin with either the Chinese or Suvorov at being thrown the 'old guard' bone.

Thus when the other Russian generals cut swaves across Europe he was quick to step in and 'aquire' the logistics contracts to move men and material to the western front, while returning loot and pillage back from it. While much is consumed in western Russia, it is estimated just as much disappears east of the Urals..


Special Units:

Taiga Wartrack:
With a much upgraded chassis, cross country tank treads and mounting both armoured skirts and an improved 7.7mm chaingun mount. The Taiga Wartrack is a very robust piece of logistics kit that has been compared equal to infantry fighting vehicles such as the Bradley or Lynx.

What makes it unique is that these vehicles are not infantry fighting ones, but logistical! and are adequately defended enough to remove supplies under combat. The much improved tread and transmission also allows them to carry just under double the amount of combat supplies than the standard design, thus allowing Moskvitins logistics corps to rapidly strip out a region for resources, aggressively if needs be.

Wartracks can also upgrade with the reactive armour upgrade from the industrial plant.

Individual Wartacks have the option to replace their machinegun mount with either a Rely Node which generates a small revenue from media streams (~$5 / 5s)*, or RPG mount which gives logistics corps better defence against armoured threats.


Rhino Tanks:
Replaces Kodiak Tank: Being in charge of Russian armour reserves, Moskvitin has got cheap and easy access to deploying old soviet equipment, as such his standard front line tank is the antiqued Rhino.


Commissar:
Build limit: 3
Requires: Industrial Plant

Moskvitins hang back to the Soviet Era includes more that just fields of rusting tanks. In occupation duties and keeping morale on the Sino-Russian Border he has revived his only personal cadre of political commissars tasked with keeping discipline in the ranks and preventing rumours from spreading, to Beijing, or Moscow. It is not known where Moskvitin recruits these individuals from yet they all have stern uncompromising character much like the General himself and the inhuman nerves of steel to stand even when those around them fall or to be the last man in the charge to insure that no conscript will retreat from cowardice.

Armed only with a sub-machinegun, Commissars are given clearance to call in an additional 12 conscripts at location via paradrop to sustain a defence or attack (~3:00min cooldown). Commissars may also meter our 'field discipline' as an ability sacrificing a coward in the ranks to inspire the rest.


Krepost:
Replaces Kashitan. The wilds of Siberia are too vast for Kashtan air/ground defence turrets to be suitably effective, especially when the western Russian commanders find them of particular effectiveness against European infantry and choppers.

In manning the vast border with china and keeping tabs on the countryside the Krepost has become a staple defence A medium earthen work trench system with six firing positions and an observation and radio antenna to radio in with commanders are more than sufficient to dig infantry in and hold positions in a light skirmish.

While conscripts are still partially vulnerable to small arms, and very vulnerable to fire, toxin and radiation hazards, a small firing pit is better than no firing pit, and while the Krepost is still expensive and slower to build compared to European fortifications, it does boast a much better field of view on a par with your average European guard tower, even if it confers no other defensive boons.

Depending on the garrison, a Krepost can be customised to deal with infantry, stealth threats, air or tank and is a surprising tough structure against direct fire weapons, but anything much heavier like artillery will overrun Krepost positions with ease. Hence any serious defensive line should kit itself out with RPG, Relay Stations or Air Raid component towers.


Relay Station:
Upgrade for Component Tower (~$1,500)
Provides (~$5 / 5s)*

Part of the 'snatched earth' stragtery involves utilising captured equipment and putting it to good use. Moskvitin thus has emulated European telecommunication nodes with his Russian home grown ones, that sport both media connections, and a light flak autocannon for light air and ground defence


Special Techs:

Industrial Plant tech: Black Contracts
Replaces: Koalition Gun

Not all of Moskvitins production gets ends up in Russian hands, some of it is sold on to other buyers for profit. By signing Black Market contracts Arms Suppliers can sell more arms at higher prices (+$1 per sale), but this has a knock on effect of making all vehicles cost 5% longer to produce as the industrial plants are forced to produce components for these extra contracts as well.


Strategy:
With a much improved logistics corps it is possible to utilise wartracks in an offensive role to more effectively gather supplies from map regions without having to have a supply centre nearby. The additional carrying capacity also gives an increased cash flow from primary supply sources allowing a more rapid deployment of light units, and the establishment of map perimeters and control.

This theme continues into the later stages of a skirmish by being able to put these resources to use in expanding revenue streams that will allow for the mass mobilisation of reservist units to push home enemy forces from the region.

Lacking some of the more modern equipment is however a significant weakness that needs such mass production put to good use, since neither sentinels or golems can be produced. Hence a more robust defensive strategy may be required to push forward map control without armoured spearhead units.


*repayment time should be around 30mins or so, hence is more of a tertiary income stream, rather than secondary. Helps with the 'steam roller' aspect.

Posted by: MARS 13 Jun 2013, 16:40

Here's my shot at a fourth ECA General.

General Tadeusz Kamyszek
Stationed in Krakow, Poland
Speciality: Covert Intervention


Infantry:
Para-Sappers (acts as a replacement for Felins, Panzerfausts and Engineers): As qualified paratroopers of the 6th Polish Airborne Brigade, the Para-Sappers are skilled frontline soldiers and competent field engineers at the same time. Armed with an assault rifle by default.
Individual upgrades: ex-Soviet LPO flamethrower OR Carl Gustav recoilless rifle. Each upgrade permanently replaces the assault rifle, allowing you to turn a soldier into an anti-infantry or an anti-vehicle specialist.
Abilities: Deploy for repairs (just like Engineers). Throw Satchel Charge (throws a timed pack of explosives at short range, unlocked after a global upgrade)
Starstreak Trooper: Essentially an ECA version of the Igla Trooper, but he does turn invisible when standing stationary with the launcher equipped, allowing him to effectively ambush aircraft.
Battle Medic (replaces the Combat Medic): Armed with a proper assault rifle and about as good at fighting as the Para-Sapper, but not efficient/economical as a replacement.
Ability: Triage Tent (sets up a small, easily destroyed tent which automatically refunds any wounded infantry within its radius)
Assault Grenadier (replaces the regular Grenadier): Armed with an RGA-86 grenade launcher. Doesn't have to deploy but has less range/rate of fire than regular grenadiers. Wears a heavy armour suit (think MW Juggernaut) that allows him to close in and engage at short range.
Ability: Can switch between standard HE/frag and Tear Gas grenades. Rapid Barrage (fires a quick barrage of 15 grenades at a circular area but needs to reload afterwards)
GROM Operator (replaces Frank Jaeger): Armed with an assault rifle by default. Has the same abilities as Jaeger but with a much longer cooldown. Can be produced in numbers.
Individual upgrades: Suppressed Bor sniper rifle OR SPAS-12 shotgun. Each upgrade permanently replaces the assault rifle, allowing you to turn a soldier into a long-range or short-range infantry killer.

Vehicles:
ATV: A simple quad bike that comes with a Para-Sapper by default. Similar to the GLA combat bike but without a standard attack of its own unless...
Individual upgrade: Tor .50 sniper rifle. Mounts a powerful anti-material rifle on the front of the ATV which allows the driver to damage and irritate vehicles while standing still.
Raider (replaces the Lynx, visually based on the AIL Desert Raider from BF2 Special Forces): Can carry six infantry units. The first 1-3 passengers operate three forward-facing, rapid-fire machine guns which have a small splash radius against masses of infantry.
Individual upgrade: Replace the upper MG with a heavy grenade launcher that makes it more effective against light vehicles.
Zuzana: Based on the eponymous artillery vehicle from the Czech republic. Very fast for an artillery unit, but extremely thin-skinned. Can switch between HE/frag shells for general purpose/anti-personnell bombardment and precise, low-splash anti-tank shells which are fired in a flat trajectory.
Sagaie (replaces the Leopard, based on the eponymous French vehicle): Very light and very fast.
Abilities: Launch Tear Gas grenades (fires a bunch of TG grenades in a pattern similar to Russian smoke grenades. This is to make up for the vehicle's lack of armour and makes it the ideal opening move to an ambush. Fire HESH Round (manually targeted at an enemy tank which takes little damage but ends up stunned for a brief period of time. Fire Shredder Round (same as normal, requires upgrade)

Aircraft:
Sokol Utility Helicopter (replaces Tiger and Wotan): Very versatile due to having a variety of upgrades, all of which are applied individually and mutually exclusive. Can transport six soldiers.
Air Combat Suite: Allows the Sokol to place Icarus mines and engage air-targets with Meteor air-to-air missiles which basically turn the Sokol into a flying Chaparral.
Ground Support Suite: Equips the Sokol with two side-mounted rocket pods and a 25mm cannon
Abilities: Touchdown (The Sokol lands on the ground and becomes invisible, yet unable to perform any of its abilities). Deploy Supplies (The Sokol airdrops a sturdy crate of munitions and medical supplies which heal/buff infantry in a radius.

Can't think of any unique upgrades/powers at this time, but they would probably entail things like camouflage, battlefield awareness and unconventional tactics such as booby traps on supplies/structures.

Posted by: Arcus2611 15 Jun 2013, 19:48

Here's my idea for an ECA resistance general. They'd be rather fragile, focusing on ambushing, luring the enemy into killzones and that sort of thing whe still keeping the ECA's focus on defensive operations (hopefully). Too lazy to come up with a name, and the list jsn'r complete but I'll just throw this in for now.

Defences:
Mine dispenser: Stealthed. Dispenses mines around it.
Shelter: Cloaked building that can hide several infantry or one vehicle.
Rocket Battery: Replaces the mortar pit. Same dps but slower rate of fire, so more damage upfront.

Defences otherwise the same (the gun turret is replaced by whatever the other two generals are getting)

Infantry:
Patriot: Armed with semi-auto rifle with long range. Can upgrade with either a Panzerfaust or shotgun, after which it can switch between the rifle and the other weapon.
Sapper: Can plant explosive charges, booby trap buildjngs and build battlefield obstacles, but no repair ability
Mobile Anti-Tank Gun: Same as Shockwave, but with appearance changed to fit the ECA.

Vehicles:
Dingo Armoured Car: Armed with grenade launcher that can switch between airburst and high explosive. Can carry 5 infantry.
Bergerpanzer - Cheap dedicated repair vehicle. Can also repair structures one at a time like the dozer.
Langusta - MLRS that fires high explosive rockets. Can also use submunition filled rockets for large groups of enemies.

Posted by: X1Destroy 16 Jun 2013, 7:25

Another idea of mine, an ECA general who is strong in both offense and defense aw.gif

General Ursarkar E. Creed.

Defenses:

Everybuilding is a bunker.

Supply center have 3 slots, War factory have 4 slots. Barrack have 3 slots. Deployment zone have 5 slots. R&D have none and is the only exception.

Other buildings should follow the same example.

Troops inside the buildings cannot be killed by anti-garrisoned weapons.

Listening post act simillar to component tower but the upgrades are levels, not different individuals. Replaces guard tower, skyshield and gun turret. Have no weapon by default but can detect stealth. Also serve as a tunnel network, but cannot hold vehicles inside.

1st level upgrade give it a dual autocannon. Have good range and can attack both ground and air target.

2nd level upgrade replaces the dual autocannon with a heavy flak cannon and add 2 missile pods. Have even more range, large AOE and become effective against vehicles.

3rd level upgrade add 3 garrison slots for infantry, and add more armor.

No bulldog turret. But the new GP let you deploy a stealth listening post at anywhere on the map.

Mortar pit is replace by the deployable mortar team. Have the same stats. Mortar team is immuned to EMP, toxin and radiation. But sniper still kill them good.

Infantry:

Guardsmen squad. Replaces Felin and Panzerfaust. Is a group of 3, 2 is armed with autogun and 1 with multipurpose rocket launcher that can attack both ground and air. Expensive to train but sure is worth it. Upgrade add a grenade launcher trooper to the squad, have good range, effective against most targets and can clear garrisoned buildings. Squad can be split into individual members to be put inside vehicles and buildings.

Heavy weapon team. Replaces Grenadier. Have autogun to defense themselves while not deployed.

Can switch between heavy machine gun and high caliber autocannon and have longer range. Highly durable, cannot be 1 hit kill by sniper once deployed.

Officer is a new unit. Heals all infantry around him like a medic. Armed with an autopistol. Can execute desserter to make other troops fight harder. Is very tough compared to the medic. Can throw EMP grenades at vehicles. Much more expensive than medic.

Combat engineer is armed with a pistol, can set minefields around the battlefield. Repairs friendly vehicles and buildings as well as capture enemy buildings.

Mortar team, as said before.

All infantry cost and build speed is greatly reduced with the conscription upgrade aw.gif

Vehicles:

Chimera APC replaces Lyxn, have an MG by default. More durable, troops can fire outside with the bunker individual upgrade. Can repair friendly vehicles and deploy to repair buildings with the recovery vehicle upgrade.

This general still have the Leopard, but instead of putting infantry inside the tank to operate the MG, pay 200$ to purchase it directly from the tank.

Pandur is not available.

Jagdmamut is not available. Replaced by the fast Tank hunter walker unit, have a single laser cannon that is devastating against armored vehicles and decent against buildings.

Baneblade super heavy tank act as the ECA equivalent to Sentinel and Overlord aw.gif Good against mass groups of infantry, have long range but not very effective against tanks.

Basillisk replaced both Mortar track and Claymore. Have the same range and higher AOE than a Nuke Cannon. The bombarment ability let it fire a barrage of shells nearby Frank Jaeger's position, regardless of where ever he is on the map.

Wotan and Gepard is replaced by Hydra Flak tank, can attack both ground and air targets. Have longer range when attacking aircrafts.

Last but not least, he uses technician as builder instead of excavator aw.gif So his tech cannot be captured biggrin.gif

Posted by: Joe Kidd 17 Jun 2013, 0:15

Cool ideas you got there

I like the technician idea most

I was always hoping that an ECA gen would have an infantry builder, since 4 of 5 factions use vehicle builders

Maybe Willem? To fit his defensive/infantry theme?

Posted by: H3adSh00t 17 Jun 2013, 13:25

QUOTE (X1Destroy @ 16 Jun 2013, 8:25) *
Last but not least, he uses technician as builder instead of excavator aw.gif So his tech cannot be captured biggrin.gif

Brainwash mindfuck.gif

Posted by: X1Destroy 17 Jun 2013, 13:32

QUOTE (H3adSh00t @ 17 Jun 2013, 14:25) *
Brainwash mindfuck.gif


Forgot about that mindfuck.gif The POW logic would works well here aw.gif

Posted by: Knjaz. 17 Jun 2013, 14:39

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...)

Posted by: MARS 17 Jun 2013, 15:28

Another interesting concept. I personally like the inclusion of Cold War era vehicles and the theme of a General who is somewhat based around economics. Personally, I wouldn't mind adapting some of these elements for Zhukov (namely the NBC Protection, Partisans and BREM) but that'll be something for The Hunter to decide.

Posted by: Streanger 17 Jun 2013, 17:54

I welcome. I have such idea for Russia: the General, whose specialization is improvements of available armies. Primary armies of this general especial are not allocated with anything, but due to these improvements, it is possible to arrange them under any tactics.

Posted by: __CrUsHeR 17 Jun 2013, 18:58

THE SAP FACTION:

The concept of the faction consists of rapid assault, however not to the point of being considered 'hit-&-run' as the GLA. Most of the amphibious vehicles are light and to perform surprise attacks. The units are specialized.

Things related to faction:
-Biodiesel
-Renewable Energy
-Rapid Assault
-Active Camouflage
-Weather Control
-Ore and Minerals
-Recycling

NOTE: the list below is not complete, I still need to think about the rest of the stuff like remaining Gen. Stars and Generals, though I already have a mental planning.

INFANTRY


Tier 0

Jungle Warrior ($200):
Basically infantry, LAR-29 (Light Assault Rifle-29).

Bazzoka Fighter ($300):
AT infantry, AT-4 bazzoka, no AA.

Heavy Gunner ($600):
Heavy infantry, AA, MAG Machinegun, Explosive Charges vs vehicles, structures.


Tier 2

Chameleon ($1500):
Hero unit, Active Camouflage Aura Device (units around Chameleon become stealth), Madsen Machinegun, special ammunitions, shoots at semi-automatic mode.


VEHICLES


Tier 0

Dozer ($1000):
Builds structures, repairs the damaged structures.

Ant Buggy ($300):
Scout unit, detect and disarm mines.

Supply Tractor ($800):
Collecting $400 in supplements.

Kaingang IFV ($800):
IFV, light wheeled vehicle, 40mm Autocannon, carry 5 troops, able to cross the water.

Cruise ($900):
Light AA - AG vehicle, light wheeled vehicle, able to cross the water. Mini Missiles.


Tier 1

Alligator Tank ($900):
MBT, light wheeled vehicle, 90mm Autocannon, able to cross the water, launching a salvo of three shots before the next recharge.


Tier 2

Jaguar Tank ($1400):
Heavy tank, tank with treads, 120mm Cannon.

Astro MLRS ($1600):
MLRS, light wheeled vehicle.

Anaconda ($1600):
Heavy AA, light wheeled vehicle, engage multiple targets, Missiles.


AIRCRAFT


Tier 0

Cougar ($1200):
Light transport helicopter, carries 5 infantry units, Light Machinegun.

Urutau ($1000):
Assault helicopter, 20mm Autocannon, AA missiles.


Tier 1

Spy Probe ($200):
Stealth, reconnaissance.


Tier 2

Tucano ($1800):
Heavy assault aircraft, turboprop aircraft, AA AT .50 Cal. Machinegun, Laser Guided Bombs.



STRUCTURES


Tier 0

Headquarters ($2000):
Train Scouts, Dozers.

Barracks ($500):
Train Infantry, healing the wounded in combat.

Biodiesel Reactor ($800):
Basic powerplant, 5 units of energy.

Supply Warehouse ($1500):
Produces Supply Tractors, stores resources.

Casemate ($500):
Defense, single soldier inside, .50 Cal. Machinegun.


Tier 1

Airfield ($1000):
Produces aircrafts, repairs damaged aircrafts.

Warfactory ($2000):
Produces vehicles, repairs the damaged vehicles.

Meteorological Institute ($1000):
Provides Radar, Reveals the map through the upgrade Aerostatic Spying.

Military Academy ($1000):
Enables Tech Center, upgrades.

Tech Center ($2000):
Enables the structures and units Tier2, upgrades.

Defense Position ($300):
Defense structure.

Anti-Tank Gun ($800):
Transforms the Defense Position on a AT 155mm Cannon.

Flak Cannon ($700):
Transforms the Defense Position on a AA 88mm Flak Cannon.


Tier 2

Ore Refinery ($2500):
Generates extra income, only one Ore Refinery can be built per time.

Ore Silo ($1400):
Need the Ore Refinery, generates extra income.


UPGRADES

Renewable Generator ($400):
All the structures - with the exception of defensive - to receive this upgrade becomes self-sufficient, not consuming energy of Biodiesel Reactor. No global upgrade.

Capture Building ($1000):
Allows Jungle Warriors to capture enemy structures and neutral tech buildings.

Extra Charge ($800):
The Heavy Gunner Explosive Charges cause extra damage and clears garrisoned structures.

Ant Mine ($800):
The Ant Buggy is able to install a landmine.

Optical System ($1200):
The Cruise and Spy Probe gains the ability to detection.

Medical Support ($300):
The Cougar and Kaingang IFV healing infantry around, no Global Upgrade.

Hyper Tucano ($1200):
Increases the armor of the Tucano and its load capacity of bombs.

Aerostatic Spying ($1500):
Reveals the map.

Condor Missiles ($2000):
The Kaingang and Jaguar receives an AT-AA missile system (AA only to Kaingang).

Advanced Softwares ($2000):
Increases the range of artillery units and Anaconda AA.

Ore Purification ($2500):
Increases the income produced by the Ore Refinery and Ore Silo.

War Recycling ($1500):
When a SAP vehicle, aircraft or structure is destroyed a percentage of investment returns.


GEN POWERS


RANK 1

Guerrilla Tactics:
Infantry T-0 becomes stealth.

Jaguar Tank:
Enables the production of the Jaguar Tank at the War Factory.


RANK 3

Methane Strike:
KC 130, a bomb containing Methane Gas is dropped releasing the gas in an area. The civilian garrisoned structures are cleaned and infantry ignites in contact with Methane Gas, vehicles suffer damage. The cloud of methane must be attacked to be destroyed.

Weather Change I:
KC 130, Silver Iodide, Weather Change, enemy units in the area of effect have speed and turn rate reduced.

Weather Change II:
KC 130, Silver Iodide, Wheater Change, enemy units in the area of effect have speed and turn rate reduced.

Weather Change III:
KC 130, Silver Iodide, Wheater Change, enemy units in the area of effect have speed and turn rate reduced.

Posted by: Genmotty 17 Jun 2013, 19:48

QUOTE
General Ursarkar E. Creed


I read that and groaned; "Oh no..." out aloud...


QUOTE
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.)


Can't you use the same mob logic, you create a 'nexus unit' that spawns 1 of the various unit types. Thus every time you build it you can in principle get a different unit that is 'spawned onto the nexus', you have to make it so it can't reclaim units and the nexus moves with the thing...possibly a bit buggy. That is if the Technical code itself can't be used. I'm relatively positive that there is a way to do this thinking back to when I de-mob'ed mobs into single infantry men...

QUOTE
Homeland advantage: When in 500 range of own command centre, all forces deal 25% more damage and have 25% better refire rate.


Actually I think the ECA should get this ability right now! Call it Territorial Pride or something along those lines and tone down the buff quite a bit to more like 10% damage (not fire rate) around their Regional and Field Commands. This would give a lot more incentive to place the command centres strategically and use them to buff your defence.

We shouldn't given them an ROF bonus, because with the Pandora it could be abused badly, in just the same way for the Russians it coupled with the Air Raid Sirens and Grumbles and you would have automatic Grumble AA. No...Just no....no....ok....no....

I can also envisage nasty Tesla towers and/or automatic Sentinels and things. At lease with the ECA they have build limits on their 'uber units' which helps avoid that issue.




In general I like your take on a 'reservist' general, however I'm not sure if the balance might be a bit wonky, you have Conscripts being produced 'in twos', yet Russia is nowhere near the population powerhouse that China is IRL or in the ROTR Universe, also just because its still a conscription based military doesn't mean that we should be giving them mega infantry buffs since Russia is quite a bit more of the 'Tracktion Fist' mega mania and less the 'Infantry Wave' which we might give to China, doing the whole 1950s thing.

Likewise 'mobilising' I like that idea a fair bit, like the cash bounty, have multiple levels (~3) of 'mass production upgrade' that decrease the time per unit perhaps. However the thing we don't want to do is turn Russia into 'spammy spammy semi-uber, with chinesy crappyness tagged on'. No while I think an economic bonus is a very nice them representing (re)industrialisation of Russia and its eastern regions, I don't think giving the Chinese model for this is the right way to do it.

In terms of the Tunguska / Sheilka they are fairly self similar, just that the Tunguska has missiles attached creating a new model for the same thing in effect might be OTT, likewise there is a lot of artillery units in that generals outlay! 3 Special ones, sure they might fit/replace the Mista and TOS, but it looks again fairly Zhukov and while I know the Russians are artillery nuts for the most part....that's still a lot of guns...




What I do like is the notion of giving MiGs for the Reserve airforce, this is a good idea (replace both aircraft with duel purpose MiGs slightly better than the Chinese ones due to missile tech...?). I also like the suggestion of arming the MTP and giving it conscripts 'ready to go' for repaired vehicles (that was my notion with giving the Commissar additional Conscripts for free, but that was also partly for theme), since it brings about a whole notion of 'units that can operate together on their own away from anywhere important' which if you are going to stick your reserves anywhere in Russia it well beyond the frontlines where it is out of reach totally.

I think however the emergency repair radius is good at its current size it might be a bit OP to make it massive, and render MTPs potentially less useful, which if the notion is to give a flavour unit, you want it to be at the heart of the matter.



NBC is also fairly good, but then all main battle tanks should have it, yet all bar the Golem are still effected. I think it would be better for reasons of coherency to assume that the Golem represents 'Nth degree' protection, well and beyond the normal levels of protection, on the kind of level where the crew "sits-n-shits" in their hazmat suits and never takes the gasmask off like Alexandr




-----------------------------------------------------------

QUOTE
Defences:
Mine dispenser: Stealthed. Dispenses mines around it.
Shelter: Cloaked building that can hide several infantry or one vehicle.
Rocket Battery: Replaces the mortar pit. Same dps but slower rate of fire, so more damage upfront.

Defences otherwise the same (the gun turret is replaced by whatever the other two generals are getting)

Infantry:
Patriot: Armed with semi-auto rifle with long range. Can upgrade with either a Panzerfaust or shotgun, after which it can switch between the rifle and the other weapon.
Sapper: Can plant explosive charges, booby trap buildjngs and build battlefield obstacles, but no repair ability
Mobile Anti-Tank Gun: Same as Shockwave, but with appearance changed to fit the ECA.

Vehicles:
Dingo Armoured Car: Armed with grenade launcher that can switch between airburst and high explosive. Can carry 5 infantry.
Bergerpanzer - Cheap dedicated repair vehicle. Can also repair structures one at a time like the dozer.
Langusta - MLRS that fires high explosive rockets. Can also use submunition filled rockets for large groups of enemies.


The Mine Dispenser is a good notion, however with the Mole Minelayer we have a mobile version that is much better in terms of laying minefields, having a static building doesn't really help. Still if we didn't have the mole...

The Shelter is again a nice concept, yet in PvP any player worth his salt is going to spot your 'unload ambush' the second you do it, in the next few mins he's going to call in the airpower to kill the shelter and garrisoned unit. It's also somewhat micro intensive to set up in the first place and use. While it would be a great addition for campaign maps, it would be less useful in a general game.

The Rocket battery I don't have much problem with, its a bit more Ruskie than ECA, but in principle the ECA lack a strong high alpha artillery unit, unless you count the Pandora and Howitzer Platform in that, however that is partly due to gameplay in allowing artillery a chance to 'chip away at' base defenses even if it can be targeted in return.

Indeed, who else would like to see the Germans in the ECA with a V3 launcher unit....? Just me? Oh, ok... *cries in a corner*

The Patriot is a bit like a cross between Hauptman Jaeger and normal infantry a bit :S in my mind, likewise the Sapper is a cross between dozer and Commando. Above all the ECA doesn't really have the AT gun feel, they have the Jadgmamutt for that role (although I keep thinking it needs a turning speed boost!!!)

I alway think that the team missed a good one with allowing engineers to repair indervidual buildings like dozers can, rather than with the repair raidius thingy...but that's just me.


EDIT4:
Also @MARS

Was thinking along the lines of yours and Re_Simeone , then I thought;

“You know old chap, Polish resistance in WWII and all that lot with code breaking and general awesomeness, what we need is some good old Polish Partisans armed with Molotov Cocktails, booby traps and all manner of sabotage nastyness to screw over anybody.

...And old bean that is exactly where the shelter notion could come in, let partisand be able to 'build' a little 'OP for themselves' somewhere between guard tower 'I see you' and just stealthing up, or possibly just as a stealth and really weak version of the ECA fortification. Through in Molotovs effective at close range at tanks and you have a good ambush unit....

...While thinking on the same score, while giving the ECA a sniper might be horribly OP, a marksman with generally longer range and a 'might miss with rifle' type weapon code* and perhaps you might have something for keeping the infantry's heads down, best balenced so several have to be deployed to be effective with them missing more often than not...

...Then throw in the Czech shoot and scoot wheeled artillery (something like the 152mm DANA SpGH) as a Tier 1 artillery unit which fires 'en barrage' and is effective vs tanks and vehicles rather than infantry, and you are starting to build up a good force for the eastern resistance and vanguard which take the brunt of the Russian advance before the Germans get into battle...”


So Picking the best ideas and trying to combine them...good points...will muse on ideas...


*Use the scatter weapon template, and give yourself a small damage radius so you only hit (hopefully) one solider at a time, although could use a semi-auto sniper rifle or high powered one in the fluff to justify multiple hits, and then on every nth shot you send the damage radius well off and you have a unit that hits 'some' of the time, like a impromptu battlefield sniper.

Posted by: Pepo 17 Jun 2013, 20:03

Crusher:i will like the idea of getting sap on the game,but i see then more like a faction center in,has you said,fast strikes(bliztkrieg anyone?)but also money getting,knowing that they are helping the russians in money getting.more or less like this:                   

SAP

Tactics: 
strong economy-the sap has one(if not the best) money getting of the game,being able to win a lot of money.has three ways of getting money
Bliezkrieg-ground forces are fast to enable then to get loads of ground.great attack  planes

structures:
HQ:builds dozers and scout.control powers  cost: 2000$ 
Barracks:build soldiers and research abilities cost:500$
Supply house:create collectors.first money gathering cost:1500$
Bio matter burner:produces energy cost :650$ power 6(requieres supply house)
Factory:build tanks and vehicles cost 2000 $(requieres supply house)
Air field:build planes cost: 1200 $,three long runaways,Pc:2(requieres bio matter burner)
Hidden lab :first tech building cost:1500$ ,unlocks units ,research techs,Pc:3(requieres bio matter burner & factory)
Pharmatheutic seller:generates money 50 $ each 4 seconds(i'm not sure what are the normal rates,but i think they are each 2 seconds) cost 1350 $ Pc:2(requieres hidden lab)
Stock exchange:second tech building,generates a lot of money (60 $ each second),limit:1,research technologies,cost :3500 $ pc:5 (requieres hidden lab)
The grand storm:superweapon ,6 min cooldown:A multiple missile launcher with a lot of small missiles.biggest area damage of all superweapons ,but does medium damage. pc:10 cost:5000$

Defenses:
-BAAS(basic anti air system)a turret armed with 8 unguided( follow planes for  3 seconds,then explodes)HE rockets.Each missile does a lot of damage and area of damage,althrougth it lack on accuracy.can't attack ground.cost 900$ pc:2 
-hidden pillbox: a camouflaged pill box armed with an auto cannon.efective against infantery and ligth vehicles,althrougth it can't effectivily damaged tanks.cost 750 $ 

Units:
HQ;
-Dozer:builder(kinda of obvious)have wheels 
-Scout:a soldier with some binoculars.basic scout.stealthed.can create a radar connection to provide  minimap(he create a tent and star working,immovile ).three tents will periodically reveal the map. Cost:400$

Supply house:
Collector:a van that collects resources,200 each trip.it is the fastest supply collector .cost:450$
Puma:an special collector unit.it works like a mobile supply drop:it can create recollectors to deposit resources in it.it is armed with a machine gun for self defense and can carry two units inside.cost:1500$ (requieres stock exchange)
Recolector:a person tha carries resources(100$ each trip).cost:300

Barracks:
-Militia:a soldier armed with a pump-up shoutgun,that make him effective at close range,can be upgraded with solid slugscost:175$

-Home defender:a soldier armed with old LAW launchers.does less damage than other anti tanks.effective when use in mass numbers.they can attack air targets.cost:200$

-Assault granadier:a soldier armed with a mobile grenade launcher.can throw(with a research) a tear gas grenade that force troops to abandon buildings(the building .cost:450$(requieres hidden lab)

-Sharp shooter:an ex-cartel warrior armed with a SVD marksman rifle,that kill most infantery in 2-3 shots at long range.they are hidden while not moving or shooting.cost:475$ (requieres hidden lab)

-Jungle ranger:profesional soldiers armed for jungle warfare.armed with lmgs.can throw white phosporus grenades that kill infanteryCost:575$ (requieres  stock exchange)


Factory:
-llama: a basic transport that have a capacity of 4soldiers.can be upgraded with a small crane that reapir vehicles cost:650 crane cost:200$

-EE-25 cascabel:an armour car armed with a tank gun.serve has a mbt in early stages.cost:850$

-parrot:a military truck that carry a anti air defence .the anti air are four short range missiles and one single autocanon.cost:600

-coyote;SAP anti infantery and anti garrison tank. it is armed with four machine guns that kills infantery fast.they also have a mortar that degarrison(only used in this cases)cost :800 $ requieres-hidden lab

Bms-3:a heavily armour infantery transport with 10 seats with fire ports.the first infantery will occupy a turret with an auto cannon.cost:1300$ requieres hidden lab and doctrine

Python:a missile based anti tank vehicles.can be improved each with an at cannoncost :1000$ requieres secret lab &doctrine.cannon upgraded cost:450

Thunder heavy anti air:the heavy AA vehicle of SAP.it is a six wheel vehicle armed with two HE missiles.faster than others but less damage.cost:1400$

Black panther:a whelled artillery armed with a burst cannon.shoot three shells in a wide area.long reload.cost:1200$

Jaguar:a heavy tank with camo,while immovile is hidden.can be upgrade with a 2 shell burst cannon.cost:1700

Air field:
Parrot:a dive bomber anti tank plane.drop two bombs,effective against tanks cost:1000$

Aguila dorada:a figther/bomber that requiere micro.switch between 4 autocannons and one anti structure missile.cost:1300 $

Visionario:a ligth scout helicopter.have two missiles ,can become stacionary and deploy sensors to detect sthealed units cost:850 $

Upgrades:
Solid slugs:add a second attack for militias,more range but slower firerate
Improved cannon:more damage for cascabel tank
Motivation camapain:all infantery are 10% faster
Improved missiles: better damage for home defenders
Autoloader:jaguar shoot two shots in a row
Double system:aguila dorada doesn't requiere to be manually switch
Faster engines:vehicles move even more faster
Long time inversion:you lost 5000$,You get 10000$ in two minutes(can be use more than one time)


Posted by: Knossos 18 Jun 2013, 13:52

I was suddenly inclined to share this.

General Victoria "Athena" O'Shelly
Nation: USA
Branch: NORAD (North American Aerospace Defense Command) and National Guardsmen

Named after the protector and patron of Athens, she is a half-Irish/half-Greek woman who believes that the life of every soldier she commands must be protected. So, instead of having normal USA weaponry, she instead boasts a very large array of base defenses that could even outmatch the famed General Wilhelm of ECA. Based at Cheyenne Mountain, she believes that she could hold out against any enemy, wait for them to tire out, and send her elite units to destroy her opponent's base; that, or send them all to hell with her special superweaponry.

GENERAL POWERS:
-Has no Spectre, A-10 is replaced by Kinetic Bombardment. Satellite scan has a faster reload time.

-Kinetic Bombardment - Using USA's monstrous satellites at space, she could call on a kinetic bombardment of inert tungsten projectiles. Nothing fancy, just 1/2/3 sticks of death raining down upon the enemy, depending on the level.

Special Units/Structures/upgrade

-Has no Crusaders, Humvees, SEALs, Rangers are replaced by Guardsmen, Missile Defenders are replaced by Missile Guardsmen, no Paladins, but has complete usage of drones and air force. Firebase guided upgrade is automatically available to her.

-Athena Defense Cannon - A replacement of the Protector, the Athena is actually nothing more than a revision of General Towne's old Laser Turrets. They now consume less power, has a faster reload time and has farther range due to more sophisticated laser lensing technology. Although it has since lost the ability to detect hidden enemies, it is still a feared defense.

-AEGIS Platform - Originally a sea-based radar, General Victoria converted these old radars to detection and surveillance uses. Using very powerful phased array radar, it could see far well beyond any unit and structure. Caution must be used by using this, though; placing infantry near the radar could mean instantaneous death to them, due to the power radiated.

-M50 Ontos - A Vietnam-war Era vehicle, it was nevertheless an effective weapon system. Its design freshly broken out from the museum, it packs a large array of 4 recoilless Carl Gustavs and a coaxial machine gun, making it is bad news for any infantry, light or medium tank, and in mass numbers, even heavy tanks like the feared Sentinel and Golem. Although its armor is extremely lacking, its range and firepower is still top-notch.

-MSL MK.II - The RIM-67 Standard Missile was a very long-range missile of the 20th century era. Now converted to land use, it is the dedicated anti-air vehicle of General Victoria. Now christened as Mobile Standard Launcher Mark II, it has a capability comparable to the Chaparral, but boasts longer range and more damage per missile (it could theoretically bring down the large Propaganda Airship with one missile, some people say), but since the missile itself is so large, the vehicle must deploy in order to fire, and the vehicle could only carry three missiles at a time.

-Guardsmen and Missile Guardsmen - Civilians during peacetime, these men were called to "possible active service" as a precaution if Russia decides to invade Mainland U.S. Armed with M16s and Dragon Missile launchers, they are less effective against the active service men, but are cheaper due to the conscription involved.

-Titanium Armor Upgrade - Up-armors every building General Victoria has by 50%. They said that the NORAD complex was protected by Cheyenne Mountain, but it seems that the titanium armor of NORAD actually protects Cheyenne Mountain.

-Advanced Nanotechnology - Although not as sophisticated as those found on ECA's Manticore, U.S. does lead the world in the field of nanotechnology, and General Victoria has one ingenious way of putting it to her service; the so-called "construction drones" used in the infrastructure projects in U.S. has been modified in her care to be tank repair drones. Although not yet tested in service as the Manticore's has been, it holds much promise.






Posted by: SpiralSpectre 18 Jun 2013, 15:28

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.

Posted by: Knjaz. 18 Jun 2013, 18:34

QUOTE (Genmotty @ 17 Jun 2013, 21:48) *
We shouldn't given them an ROF bonus, because with the Pandora it could be abused badly, in just the same way for the Russians it coupled with the Air Raid Sirens and Grumbles and you would have automatic Grumble AA. No...Just no....no....ok....no....

I can also envisage nasty Tesla towers and/or automatic Sentinels and things. At lease with the ECA they have build limits on their 'uber units' which helps avoid that issue.


There're no Teslas for that general. And overpriced Sents & Grumbles, but the complain is rather valid. 10% ROF could be a better choice, if it's available from the start. And yes, I'd actually support such an "aura" for current ECA. At least for either Royal Guard and/or mechanized warfare generals.
10% ROF is hard to abuse.

Also, higher ROF doesnt make grumbles that much better.

QUOTE
In general I like your take on a 'reservist' general, however I'm not sure if the balance might be a bit wonky, you have Conscripts being produced 'in twos', yet Russia is nowhere near the population powerhouse that China is IRL or in the ROTR Universe, also just because its still a conscription based military doesn't mean that we should be giving them mega infantry buffs since Russia is quite a bit more of the 'Tracktion Fist' mega mania and less the 'Infantry Wave' which we might give to China, doing the whole 1950s thing.


Double conscripts are there only to symbolize that he can produce/field more stuff simultaneously, not that his manpower is higher. (his armored reserves are definitely higher, though) By building 2 instead of one, player would get no advantage in either cost or build speed. If it takes (fictional numbers) 6 seconds and 100$ to build 1 conscript, that Nikolai would be building 2 conscripts in 12 seconds and 200$. I'd even say thats a disadvantage, at start.

QUOTE
Likewise 'mobilising' I like that idea a fair bit, like the cash bounty, have multiple levels (~3) of 'mass production upgrade' that decrease the time per unit perhaps. However the thing we don't want to do is turn Russia into 'spammy spammy semi-uber, with chinesy crappyness tagged on'. No while I think an economic bonus is a very nice them representing (re)industrialisation of Russia and its eastern regions, I don't think giving the Chinese model for this is the right way to do it.


Reserve forces and mobilized versions of equipment are always sub-par compared to the first line troops, but are much more numerous. That's the whole point of this general.
And it's not directly comparable to China - When playing China, you make alot of cheap stuff at start, with more expensive stuff later. With that one, you make expensive stuff at start, with cheaper stuff later.

QUOTE
In terms of the Tunguska / Sheilka they are fairly self similar, just that the Tunguska has missiles attached creating a new model for the same thing in effect might be OTT, likewise there is a lot of artillery units in that generals outlay! 3 Special ones, sure they might fit/replace the Mista and TOS, but it looks again fairly Zhukov and while I know the Russians are artillery nuts for the most part....that's still a lot of guns...


Shilka is there only to be "in line" with reserve/refurbished units. I guess there'd be almost no difference between it and the Mobilized version of Tunguska I proposed.

As for alot of arty, it's honestly something I forgot to do - remove TOS-1. Fixed now. Yes, he doesn't have a garrison clearing unit, with exception of RPG trooper. (well, could've thrown a BMPT here, but it wouldn't fit him, at all) As for that 122mm arty, it's there only to exist as a separate weaker arty unit that you can get for free - a replacement for BRDMs which I'm not that big fan of. It'd be weaker than those 152mm/203mm SPGs, definitely.

Such amount of arty is also required due to his sub-par ground force. While it has the numbers, it won't have the firepower of it's Chinese counterpart, and his air (as originally intended) would be greatly limited due to lack of MassProd.




QUOTE
. I also like the suggestion of arming the MTP and giving it conscripts 'ready to go' for repaired vehicles (that was my notion with giving the Commissar additional Conscripts for free, but that was also partly for theme), since it brings about a whole notion of 'units that can operate together on their own away from anywhere important' which if you are going to stick your reserves anywhere in Russia it well beyond the frontlines where it is out of reach totally.


Main idea is to have an armored "combat" version of MTP with much better survivability and, as a bonus, with pair of conscripts in it - and to make it fit the looks of russian ground forces. Machine-gun is there just for giggles. It should be kinda weak. (definitely not stronger than supply truck MG, prolly weaker)

QUOTE
What I do like is the notion of giving MiGs for the Reserve airforce, this is a good idea (replace both aircraft with duel purpose MiGs slightly better than the Chinese ones due to missile tech...?)


Well, those Aircraft were there just as an example of how it could look like. Original idea was to leave his air as it was - but without mass production upgrade, it'd always be an expensive one, as intended. But I've thrown older equipment there just for the sake of it - to make this general look like something as different from "vanilla" Russia, as Salvage general was different from rest of GLA in SHW.


QUOTE
I think however the emergency repair radius is good at its current size it might be a bit OP to make it massive, and render MTPs potentially less useful, which if the notion is to give a flavour unit, you want it to be at the heart of the matter.


With all those losses this general will be taking, not sure in that. You'll literally have your tanks blowing up left and right. A longer, 5 minute cooldown can help with that.

Posted by: Re_Simeone 18 Jun 2013, 18:54

QUOTE (Genmotty @ 17 Jun 2013, 20:48) *
Was thinking along the lines of yours and Re_Simeone , then I thought;

“You know old chap, Polish resistance in WWII and all that lot with code breaking and general awesomeness, what we need is some good old Polish Partisans armed with Molotov Cocktails, booby traps and all manner of sabotage nastyness to screw over anybody.

...And old bean that is exactly where the shelter notion could come in, let partisand be able to 'build' a little 'OP for themselves' somewhere between guard tower 'I see you' and just stealthing up, or possibly just as a stealth and really weak version of the ECA fortification. Through in Molotovs effective at close range at tanks and you have a good ambush unit....

...While thinking on the same score, while giving the ECA a sniper might be horribly OP, a marksman with generally longer range and a 'might miss with rifle' type weapon code* and perhaps you might have something for keeping the infantry's heads down, best balenced so several have to be deployed to be effective with them missing more often than not...

...Then throw in the Czech shoot and scoot wheeled artillery (something like the 152mm DANA SpGH) as a Tier 1 artillery unit which fires 'en barrage' and is effective vs tanks and vehicles rather than infantry, and you are starting to build up a good force for the eastern resistance and vanguard which take the brunt of the Russian advance before the Germans get into battle...”


So Picking the best ideas and trying to combine them...good points...will muse on ideas...


I thought little bit more about ECA resistance General,especially his tactics and how they would work out in Zero Hour setting.
I intended to post it but then dozen of Polish general posts came out so I decided to step back.

But now I thought little bit more about it,and I'll post as soon as I can,and I'll try to put some sketches of how that things would work.

Posted by: X1Destroy 18 Jun 2013, 19:39

Things are getting more amazing here, you guys sure have alots of brilliant ideas tongue.gif

I think I will save this topic somewhere else, in case we're lacking idea for ours own mod, if it would ever be made wink.gif


Posted by: MARS 19 Jun 2013, 7:47

One thing I'd also find interesting - albeit somewhat inappropriate for the setting - would be a USA High-Tech/Black Project General whose arsenal would be heavily inspired by the various technologies of the Metal Gear universe, but that'd be more appropriate for that 'imaginary RTS' in described in the other thread, which wouldn't be bound by the conventions of the ROTR-verse.

Posted by: Mcbob 19 Jun 2013, 7:55

QUOTE (MARS @ 19 Jun 2013, 8:47) *
One thing I'd also find interesting - albeit somewhat inappropriate for the setting - would be a USA High-Tech/Black Project General whose arsenal would be heavily inspired by the various technologies of the Metal Gear universe, but that'd be more appropriate for that 'imaginary RTS' in described in the other thread, which wouldn't be bound by the conventions of the ROTR-verse.


High Tech Special Forces Unit Foxhound. Replacing Burton as a group of unique hero units. I'd dig that a lot.

Posted by: The General 19 Jun 2013, 10:47

I'd personaly like to see a Russian general with the weapons Russia uses today,or which will be used shortly( Such as Su-50, Su-35, Tu-22M3, Ka-52, T-90MS, T-95, 9A52-4 Tornado, S-400 Triumf etc.).

Posted by: Genmotty 19 Jun 2013, 11:44

QUOTE (Knjaz. @ 18 Jun 2013, 18:34) *
10% ROF could be a better choice, if it's available from the start. And yes, I'd actually support such an "aura" for current ECA. At least for either Royal Guard and/or mechanized warfare generals.
10% ROF is hard to abuse.

Double conscripts are there only to symbolize that he can produce/field more stuff simultaneously, not that his manpower is higher. (his armored reserves are definitely higher, though) By building 2 instead of one, player would get no advantage in either cost or build speed. If it takes (fictional numbers) 6 seconds and 100$ to build 1 conscript, that Nikolai would be building 2 conscripts in 12 seconds and 200$. I'd even say thats a disadvantage, at start.

Reserve forces and mobilized versions of equipment are always sub-par compared to the first line troops, but are much more numerous. That's the whole point of this general. And it's not directly comparable to China - When playing China, you make alot of cheap stuff at start, with more expensive stuff later. With that one, you make expensive stuff at start, with cheaper stuff later.


I'd suggest ROF buffs aren't as easy to visualise the impact of. After all, have you seen how you can stack the buffs up from Heroics, Stockpile and Targeter for an automatic Paladin tank gun? I'd rather not see any more units being able to pull out those kinds of crazy fire rates, which is why I'd stay clear of the ROF buff. Damage, fair point, in fact it is a great idea. But let's consider conscripts for instance, buffs on buffs on buffs suddenly you might be turning your RPGs and Igla's onto full auto...

I strongly support the ECA getting a general low level buff round their HQ buildings. That is actually an excellent idea.


The thing with having 'many units' though from the point of view of if he is meant to be 'the reserve' is why aren't those units at the front?

It's not good strategy to have 2x the amount of units in the rear, than at the front and that makes it not make a lot of sense. Why does the reservist have a ton of units 'on call' but the ones meant to be doing the fighting in the fluff don't really. I might argue that, although I can understand the change is for 'queueing purposes', you could just build more barracks. There is a loss in micro time with the 2nd Barracks sure, but we might like to remember that Russia gives its Conscripts better equipment than the Chinese, so rather than flooding the battlefield with men, instead there should be more focus on good use of those men.

See I was thinking about having the Krepost have an upgrade that would give a recruitment station for Conscript production which would help with you being to be 'offensive-defensive' by having men on standby. Yet then I thought this might be frankly under used since many people are ingrained into short-cutting their barracks, and would be OP to have them have access to Igla and RPG soldiers, and by that point you have a barracks anyhow, so you might as well make it a replacement for the barracks. While fair enough it didn't feel in the spirit of what is was meant to represent, which was border guard posts.

Hence I scrapped that idea and went with a mobile 'unit production' unit with the Commissar who would have that exact theme of having 'units on standby' ready for the fight. But with a fair cooldown and 'at location' trigger you wouldn't be able to use it like an extra paradrop GP you would either have to keep your commissars at base to have them group there for free units, or if moved forward can get reinforcements direct from 'off nearest map edge'. Which is more likely to get there than a group of units at base when they are needed.


I wouldn't consider a reservist general to have lots of numerous kit, afterall you would have to refurbish and check it all over again, as well as deploy the most recently mothballed, before the last mothballed, and you ain't really going to do that unless if current kit is running out...which suggests a war going poorly. Ok, sure that occurs up to where we are in the fluff so far. But it goes back to the point of keeping everything in the rear. It doesn't quite make much sense. It's like saying;

"We have fields and fields of tanks ready to go Zhukov, what shall we do?"
"Stay there boys, I've got to fight these Dutch."

Rather I would say any reservist general should get 'sub par kit' as standard because they aren't frontline soldiers, but because they are in the reserve have better access to economy/logistics stuff which still allows the building of some of the 'standard kit' where they can. Thus weaker initially, but like what a reserve is designed to do, which is hold an attack initially, then press the counter attack.

Zhukov represents the Russian doctrine of drawing up the artillery, then bombarding a target and pressing the attack
Aleksandr represents high-tech stuff and the 'special service' divisions that pack more attack firepower than most
Orlov represents the rapid reaction and deployment forces tasked with specialist missions.


QUOTE
Shilka is there only to be "in line" with reserve/refurbished units. I guess there'd be almost no difference between it and the Mobilized version of Tunguska I proposed.

As for alot of arty, it's honestly something I forgot to do - remove TOS-1. Fixed now. Yes, he doesn't have a garrison clearing unit, with exception of RPG trooper. (well, could've thrown a BMPT here, but it wouldn't fit him, at all) As for that 122mm arty, it's there only to exist as a separate weaker arty unit that you can get for free - a replacement for BRDMs which I'm not that big fan of. It'd be weaker than those 152mm/203mm SPGs, definitely.

Such amount of arty is also required due to his sub-par ground force. While it has the numbers, it won't have the firepower of it's Chinese counterpart, and his air (as originally intended) would be greatly limited due to lack of MassProd.


I don't have much problem with the Shilka at all really, afterall the Rhino is basically just the Kodiak without MG on turret. The Tunguska could be replaced by it (perhaps the Shilka gets more armour vs small arms) but it's the same unit really. I'd rather something 'interesting' as the reserve replacement that isn't like the other kit.

I mean, if say we went with the Shilka why not make a thing of its 'hot barrels' give a burst fire mode where the barrels don't 'get hot', but can only fire in short say 3s bursts with a 2s cooldown between clips, or a 'running hot' where you get say 15s of clip, but then 'bad things happen' (adapt the Gatling cannon weapon code).

Or we adopt something that looks and functions somewhat different as a hypothetical unit such as the ZSU-57-2 as a 'base inspiration' and give it the most powerful 'Tier I' AA, but otherwise it is a slow fragile unit that has a delay before firing due to much much older sights which means that aircraft/helicopters can typically can take it out before it even begins to fire. Hence require multiple units 'in batteries' to be effective.


Thus really working with the theme of 'old crappy equipment'. In fact, if either of those ideas replaced the Tunguska for such a general, that really would give a good feel for things. Sure the Rhino 'works' still, but the other equipment to quote Borat;

“Not so much...”



In terms of artillery it will always 'still be good' to a degree, and although I can see your reasoning that other equipment isn't as good, I don't think handing out a lot of artillery stuff is a good way to go about this. All SPG basically look the same, and the Pion looks a bit like the BMP with Sprut upgrade, and also has a slight problem with being reconciled with the ECA Howitzer if we are comparing gun calibres (IIRC)...mind you there is also the Mista there as well not reconciled, but then we might argue that the range is offset by it firing with 'plunging fire' onto target, rather than perhaps the ECA that use more explosive rounds and fires at a flatter angle. Perhaps the odd use of the Mista has something to do with the quality of fixed defences...I speculate.

QUOTE
Main idea is to have an armoured "combat" version of MTP with much better survivability and, as a bonus, with pair of conscripts in it - and to make it fit the looks of Russian ground forces. Machine-gun is there just for giggles. It should be kinda weak. (definitely not stronger than supply truck MG, prolly weaker)


Concur, with the MTP its a good idea for the unit it adds flavour for the notion of independent rearguard actions.

The aircraft were an excellent idea.

Posted by: Genmotty 19 Jun 2013, 13:05

Since V.V. is essentially just the same as Wihelm, but in the Alps, well perhaps I shall redact that entry in favour of a different ECA take. In this case the general is of 'unknown' nationality...the French Forign legion gave me the inspiration for how to represent all the other smaller nationalies in the ECA all under one leader...well...




Mikula “Komar” Kivimaki

Branch: ECA Foreign Legion
Tactics: 5th Column & Partisan Irregulars
Restrictions: No Howitzer / Restricted heavy unit builds / Weakned production buildings / Basic defenses only
Boons: Cheap production buildings / Hidehole infantry ambush shelters / Improved mobile support

Bio:
With the collaspe of ECA resistance in the east following the breakout of war ECA Generals looked among themselves for someone to take on the role of keeping up the resistance in eastern Europe. They would not have to look far before an answer was settled on. The French foreign legion had long turned irrgulars, and misfits into a hardened millitary force, and its ability to generate a strong 'espirit de corps' would be some of the reasons why the legion would step up to the task of irregular and milita recruitment.

In the opening phase of the conflict Kivimaki would find himself field promoted to General following General Beaumont being taken out via russian airstrike while the legion deployed to west Poland. A declared 'Estonian' in the legion, he is the only member of the legions high command that has ever been able to keep his old life aninominous and has never spoken of his life outside of the legion.

This is respected by many other soliders in the legion who joined from the US, China and other nations who had fought in the wars with the GLA, yet found it difficult to return to civilian life, or otherwise have reason to start life anew.

As the legion pressed forward with the Budswehr it would become apparent that the conflict would escalate into full conflict and Kivimaki would take the forsight to establish numerous resistance lairs during the fall back by recruiting and training local partisans and 'digging in' to the local terrain.

As such Kivimaki would order much of his heavy equipment back west with the Budswehr instead relying on field mechanics and mobile units to sow havok on the advancing Russian forces, and later in their rear with Infilirators and ambush actions.


Special Buildings:

Field Barracks
Replaces Barracks

Since legion forces fight somewhat outside the normal order of battle, formal army bases are rarely set up, vital equipment being installed into shipping containers and hauled by truck to be set up in termpory bases as the line retreats, or later to move with the formal army units.

As such while Field Barracks are half the cost of your typical ECA barracks but can only recurit volenteers soliders, not heal them. They are also much weaker against most forms of attack ordinance as the containers are hardly bullet proof and the tents and camo netting although made from fire resistant material will not in any way stop a tank shell...

Upgrades: Resistance Lair (~$1,000, 45s)
A combination of camonetting, refrigeration units and moving equipment underground it is possible to mask the presence of a single barracks making it practically invisible to all but the most advanced stealth detection units. This has allowed several resistance groups to operate from positions deep within enemy lines well after the front has moved on. The downside is that to prepare to 'dig in' such a Resistance Lair takes a fairly long time, and can cost a fair deal to implement.


Field Mechanics
Replaces Warfactory

Much like Field Barracks, the legion units have drawn the short straw in vehicle production and maintenance, while lacking the bomb proof mechshop of the standard ECA armed forces, it sacrifices protection for set up cheapness and speed, yet pays for this price in limitations of some of the equipment that can be deployed which instead can only be granted via the deployment zone. Unlike the Field Barracks it is impractical to dig such bases in for resistance networks.

Produces: Raid Rovers, Archer Artillery, Wotans, Pandur, Lynx, Mole Minelayers

#Note: You still get the Deployment Zone as normal so you can always recruit additional heavy/tank units via that. Likewise R&D center for Protocol Units



Special Units:


Partisans
Mainly Poles, Czechs and Fins who have found their nations overrun but who have retreated with and joined the armed forces as irregulars or been smuggled into a Resistance Lair. Slightly cheaper than Felin solider to recruit, Partisan networks take a little more time to train their soldiers for asymmetric warfare than it does for the ECA to train their soldiers for a conventional fight. These grim warriors armed with captured Russian AK-??, and Molotov cocktails can match (and often best) small units of Conscripts or Russian tanks. Unlike Commandos Partisans are not supplied with true explosives (The commando type) unless the Pandora protocol is activated, as wonton destruction of civilian infrastructure and IDE cleanup operations are not desired by ECA commanders.

Ability: Build Hidehole
Partisan can build small one man shelter that double as a way of staying hidden on the battlefield, as well as providing a modicum of defence as a firing position. Partisans should be commanded to 'hold fire' if engaging is not desired to remain hidden.

#anyone remember port-a-loo or tent garrisons...similar notion, but stealthy? Whoever came up the shelter idea. This is how it could be incorporated.



Marksmen
Lacking formal training, the supply of sniper rifles to resistance groups can give mixed results, the most common being that they cannot guarantee clean hits on their target and more bullets miss their target than hit. That said, with slightly longer range (and even more so when garrisoned) than normal troops even a single marksman can hold up an infantry advance without covering support vehicles.

Thus marksmen are best employed in number on the defence to be effective in insuring that they can hold an attack at bay. When used on their own in the open it is more likely that enemy infantry will be able to close with the marksman and take her out before she can score enough kills.

#Would use an 'accuracy' weapon code like described former



Raid Rover
The conflict with the GLA has shown just how effective mounting a gun on an otherwise civilian chassis can be effective. The vast numbers of SUVs, Small Vans and otherwise suitable civilian vehicles is readily available for ECA mechanics to convert into a cheap support platform.

Such vehicles are somewhat unwieldy having poor acceleration and turning properties due to weight and viewing restrictions from up armouring them and providing a weapons turret, but otherwise effective at providing heavy machinegun cover to the troops. Unlike technicals or Humvees Raid Rovers only take a single passenger, the gunner.

Raid Rovers initially come with a heavy machinegun.

Upgrades: Nano Armour, Hydrogen Fuel Cells, Starstreak AA Missile rack (clip size 3, otherwise standard felin MANPADs), Grenadier rack (Grenadier heavy grenade launcher).

#Note: Not bike logic, just normal unit upgrade logic.


Archer 2 SPH Artillery

(Tier II artillery)
Several nations in the ECA have had their own variants of self propelled artillery platforms, but non have been as good as the 8 wheel drive armoured Swedish Archer variant* produced on licence for the Polish and Czech armed forces as well, while the mortar track has found favour with the large armed forces of western Europe, the free forces found quickly that the Mortar tracks it utilised would get overrun in the face of an armoured attack and were sent back west. Hence the ability to 'shoot and scoot' while falling back from the Russian advance, or in chasing up to the front to give support would find the Archer 2 SPH being the remains of the kit that could escape the Russian 'steamroller' and hence have mostly found service in the legion.

While it take a short moment to set up for firing, it can provide both sustained 'light support fire' with great accuracy enough to take out individual tanks or infantry groups or can provide a massed barrage at location rapidly emptying its autoloader hopper of shells, however it will take some time to reload.

Unlike heavier self-propelled artillery the Archer SPH is hardly a robust platform in the face of small and medium arms fire and should be kept out of the direct fight, yet unlike other forms of artillery it is more specifically geared to taking out field units including tanks rather than emplacements and so should not be used against defences, rather it should employed in a 'pepper potting fashion' to support an advance, while letting mole bombs deal with hardened positions.

Other than GLA rocket buggies it would be the fastest artillery unit in the game.

Upgrades: Nano Armour, Hydrogen Fuel Cells, Cluster Munitions, Targeting Computer (same as the Mortar track to gain range bonuses from a spotting unit)

#Since you don't get access to Jadgmamutt or Leopards unless via the deployment zone, I might consider a form of tactical artillery good vs tanks might be a good idea as a stop gap replacement.

#I can't remember if Wolfgang gets artillery or not, but if he does, such a unit might be very appropriate with him and his 'elastic defense' in Blitzkrieg mechanised warfare...

*Might use the Swedish name and weapon howitzer, but In my mind I have the image of this as the hypothetical model;

http://s672.photobucket.com/user/Haths/media/dana-152mm-howitzer-920-40_zps6166ec5c.jpg.html



Special Ability:

Infiltrator
5 Star Rank

While Commandos and Partisans may be effective in disrupting field operations, infiltrating an enemy military base can be much more tricky. The legion has to select nationals of the country who have unwavering support for the legion and fighting the ECA cause. This is no small order, since volunteers for such suicide operations are slim indeed.

Infiltrators are equipped and trained to impersonate officers, civilian contractors or otherwise low level soldiers who may have high level access. They are then inserted via round about methods directly into the military base and so appear as if out of nowhere.

From here they hide in plain sight while they prepare their mission and hence conduct their mission to sabotage supplies, cut base power or disrupt base communications with strategic support branches. Of course such operations cause immediate suspicion within the personal of a base, if indeed the infiltrator has yet to be spotted via the commanding officer.

Hence these infiltration missions are nearly always suicidal ones and infiltrators are given a cyanide capsule before setting forth.

Ability (on spawn cooldown ~30s): Cut Power
Ability (on spawn cooldown ~45s): Sabotage Supplies (~ -$2500 from supply centres)
Ability (on spawn cooldown ~1mins): Disrupt Communications (reset GPs)

#In this way although you can spawn the unit directly into an enemy base, you still have to have it wait around a little while before you can conduct your mission. Thus there is the opportunity for a player to keep 'checking around' for infiltrators in his/her base, rather than immediately having the unit spawn next to a building, then hack it. It's also designed to present uncertainty in the defending player since if the unit is set to be 'untargetable' in a simmilar way to how civilian units are, then even if they have stealth detection it can be bypassed, since the inflitrator/spy is a cut above your normal stealth units by being an imposter! Hence they would have to keep scanning their base for a man who is not meant to be there.

Posted by: ubermensche 19 Jun 2013, 13:31

QUOTE (Knossos @ 4 Jun 2013, 7:30) *
I noticed just [u]ONE[/u] lacking in ECA;

Prince George VI of Hanover
Faction: ECA
Branch: Air Force
Tactics: Heavy Air Support and Paratrooper Divisions

Story: Due to the near-wipeout of ECA's Air Force, what's left of it is enough to be commanded by one general. Born in the well-regarded and affluent family of the Hannover lineage, in a young age, he was immediately captivated by service on the Royal Air Force when an Air Force Colonel took his father, Prince Christian of Hanover, accompanied them in their official visit to RAF Base Northolt. Due to his family's influence, he managed to skip through the position ladders quite easily, and by the time he was 45, he became Deputy Commander (Operations) of the entire Royal Air Force. Due to the sudden death of the Deputy Commander-in-Chief of Operations, he took the position, just in time when ECA aircraft were destroyed right on their bases at Mainland Europe. Now, he commands the only remaining dedicated Air Units ECA has, plus 2 division's worth of Paratrooper regiments of the Royal Army, plus the entire Royal Air Force Regiment as his personal guard on his airbases. When things went badly for the ECA, he was granted temporary control of the entire air force arsenal of the ECA.

Exclusive General's Powers:

Paratrooper Drop: Sends either one, two or three transport aircraft to send out paratroopers. A plane consists of 5 Felin Riflemen, 5 Panzerfausts, a medic, an engineer, and two Lynxes.

Commando Drop: Reloads much faster now.

Mjollnir Protocol: Allows the construction of Black Widow Field Support Helicopter. Arms Vulcan bombers with Pandora-class Nuclear bombs, armor and health of every air units enhanced by 25%. Harriers replaced by Panavia Tornado Fighter-Bombers and Tiger replaced with AgustaWestland Apache.

Exclusive Units:

Black Widow Field Support Helicopter: Fascinated by the effectiveness of Helix attack groups in the previous Global War against GLA, Britain decided to take it "up to eleven" with the prototypical Black Widow. On the outside, it looks like nothing more than a heavily converted Chinook helicopter. But there is more into this than meets the eye. Nano-robots swarming below this helicopter repair any vehicle underneath its area and effect, and if the situation warrants, can form a nigh-invincible barrier to protect the Black Widow. It has two 20mm Miniguns as its basic weapon, and its roomy interior could be converted to a mini-AWACS platform (giving it extreme line-of-sight), a battle bunker where ten men could fit and fire upon enemies below, or be converted into a Hellfire Missile Launcher. Due to the it being a prototype, and the lack of flyable Chinook airframes within the Royal Air Force, only one could be fielded in battle.

Panavia Tornado Fighter-Bomber: Luckily for the Royal Air Force, its stock of Panavia Tornado IDS (Interdiction/Strike) wasn't hit by the surprise Russian Attack. Instead of the more common Brimstone Missile, Prince George's most elite pilots use the rarer and the more long-ranged Nimrod Missile, which has been licensed to be manufactured by BAE Systems several years before Israel decided to turn its back against the outside world. It has better range than the Brimstone, and due to its smaller size, the Tornado could carry eight of them, nearly double the amount Harriers could carry. Although they have the same warhead (and therefore the same damage), this shows that sometimes, Quantity beats Quality.

AgustaWestland Apache: Taking into consideration of the Tiger's weakness against massed anti-air infantry, Prince George opted to use the Apaches instead, earning him poisonous looks from other ECA Generals. Although largely unused in the modern 21st century, the Apache still packs a punch with its 8-shot Hellfire missiles. It also has a machinegun, and has an automatic chaff dispenser found in most American aircraft.


I like this one a lot!

Allow me to add/modify some stuff:
1) Tornadoes and Apaches come by default, or it would take just way too long for them to join the battlefield.
2) Since Tornadoes aren't a VTOL type aircraft, how about giving him an actual airfield?
3) Paratrooper: standard infantry of the general. It is armed with the same L85A3 as ECA commandos. Much more resilient than the standard Felin. Does better damage against infantry. Can switch to Carl Gustav 84mm recoilless rifle (which kinda just makes it an ECA commando I guess). No Starstreak MANPADs. Replaces both Felin and Panzerfaust.
4) AW101 Merlin transport helicopter. Being primarily an airborne general, I think he should have a transport helicopter to ferry his paratroopers around. The transport helicopter is by default armed with 2 FN MAG machine guns for self-defense. Dies as much damage as the Russian supply gatherer. Can be upgraded to MEDEVAC chopper. Gains the ability to set-up an evac area (like the US HUMVEE). However the ECA evac area both heals infantry within a radius and collects fallen troopers, with will generate a little income of around 50$ per fallen soldier collected.
5) Frank Jaeger gets the ability to call in a Vulcan carpet-bomb strike.

And I absolutely LOVE your idea of the Mjollnir protocole. I suppose the nano-orbs can also repair neighboring aircraft?

Posted by: Knossos 20 Jun 2013, 11:38

QUOTE (ubermensche @ 19 Jun 2013, 20:31) *
I like this one a lot!

Allow me to add/modify some stuff:
1) Tornadoes and Apaches come by default, or it would take just way too long for them to join the battlefield.
2) Since Tornadoes aren't a VTOL type aircraft, how about giving him an actual airfield?
3) Paratrooper: standard infantry of the general. It is armed with the same L85A3 as ECA commandos. Much more resilient than the standard Felin. Does better damage against infantry. Can switch to Carl Gustav 84mm recoilless rifle (which kinda just makes it an ECA commando I guess). No Starstreak MANPADs. Replaces both Felin and Panzerfaust.
4) AW101 Merlin transport helicopter. Being primarily an airborne general, I think he should have a transport helicopter to ferry his paratroopers around. The transport helicopter is by default armed with 2 FN MAG machine guns for self-defense. Dies as much damage as the Russian supply gatherer. Can be upgraded to MEDEVAC chopper. Gains the ability to set-up an evac area (like the US HUMVEE). However the ECA evac area both heals infantry within a radius and collects fallen troopers, with will generate a little income of around 50$ per fallen soldier collected.
5) Frank Jaeger gets the ability to call in a Vulcan carpet-bomb strike.

And I absolutely LOVE your idea of the Mjollnir protocole. I suppose the nano-orbs can also repair neighboring aircraft?



For the Tornadoes, I actually plan to spawn them like the desert flies or hips from ShW. Nano-orbs repairing aircraft might be an interesting prospect, but I dunno about the coding; is it possible?

You're right about the transport helicopter; he does need that.

Posted by: InterestedPlayer 7 Jul 2013, 3:46

QUOTE (InsurgentCell @ 3 Jun 2013, 13:29) *
Faction - United States of America -
General George H. Smith
Branch- United States Army R&D
Tactics: Overbudget, overly technological, and excellent morale (because of all the documentaries he puts out overemphasizing their superior equipment)


So, a stereotypical Pentagon general, like in the Pentagon Wars. Sounds about right.

Posted by: ComradeCrimson 14 May 2014, 3:10

Thread necro.

The "Free" 93rd Mechanized Reserves Battalion, Vukovi's Volks

Led by "Captain" Vukovi Makhnoviv


Stationed: Unknown, but their operations seem to extend from France, Italy, Germany, Czechslovakia and even Northern Spain, being detached from the main Russian force.



Backstory:
"Captain" Makhnoviv was a regular run of the mill conscript; but during the course of the war during offensive operations in France and the subsequent nuclear attacks of the ECA, the liquidation of officers by General Alexsandr; many troops on the frontline became quite distraught and some even deserted.

Makhnoviv lost their commander at the hands of Alexsandr's internal agents "discharging" them and instead of following the orders of a replacement Alexsandr issued them, Makhnoviv, a popular trooper amongst his battallion led a mutiny against his CO. Deposing of him, they declared themselves the "free" 93rd Conscript division, and still loyal to the Federation, operated as a rag tag group of pro Russian paramilitary.

They like to drink, smoke, fart, make love and fight, and generally avoid the wrath of the Shock Divisions and avoid the main Russian army so they do not have access to a constant stream of equipment, but they have both high spirits and the popularity of the common footsoldier on their side.

They also have connections to the Russian Black Market and the many Arms Suppliers also deal under the table to the 93rd and Vukovi's Volks, Vukovi having a built up reputation.


The Free Conscripts have the following:


Increased prices for all vehicles by 40%, except Arms Dealers which are reduced in price by 20% and faction related vehicles are excluded from the price hit.

Industrial plant costs 3500 credits to build.

Cannot build shock troopers or tesla tanks.

Cannot build airfields.

Cannot build Golems or Sentinels.

Does not have access to Topols.

All infantry reduced by 15% in price, and Conscripts themselves only cost 15 credits per.


Has an upgrade that can make Conscripts much tougher by providing flak armour to them, but this will both slow their movement by about 10% and raise their cost to about 50. Upgrade costs about 2000 credits.

Infantry:

Shock Troopers are replaced by Volks, which are the seasoned guerrilla fighters of Vukovi's Volks, or Vukovi's wolves. They are highly experienced and the most well equipped in his army and are armed with looted Felin infantrymen rifles and can plant multiple semtex charges to a total of 3. These can be placed in an area to produce a trap to kill or damage units within an area once detonated, or they can be placed around a structure to help demolish it. They are stealthed except when moving or firing and are benefited by the goggles and expanded ammunition upgrades the normal conscript has access to. Volk's are also famous for what they call their "bundles of joy" which is essentially a pipebomb combined with a thermobaric charge that they managed to salvage from old, obsolete RPG Conscript Thermobaric rockets (that were banned by the Russian military and re-assigned to the Chem divisions) which explode and send red hot nails and other shrapnel within a small radius, with a small thermobaric blast erupting. These grenades are able to clear structures.

Vukovi's Volks cost about 400 in price. In terms of actual strength, they are a bit more tougher then rangers in terms of hitpoints, same amount of damage as a felin rifleman, and move about the same as one. They are weaker then Shock Troopers and can be run over; and are just about as resistant to chem, fire and radioactive weaponry and effects as any other infantryman.

Vehicles:


Arms Dealers are both reduced in cost by about 20% and are available once a war factory is built. They are improved and carry a basic machine gun that has to be manned by a conscript; and the machine gun does modest damage. (About the same amount of damage as a US Ranger.)

The 93rd has access to 2 unique vehicles, all modified custom vehicles of the traditional Russian army and looted battlepieces from the ECA.

The Svin'ya, or The Pig, (sometimes nicknamed the Big Pig) which is a replacement for the BDRM and Mishka, and is useless on it's own having no weapons but is fairly well armoured. Rides on drill treads and has 6 garrison slots; can clear mines and costs roughly 1200. Amphibious to boot, about as armoured as a Kodiak. Produced from the war factory.
Produced by essentially scrapping a BDRM and a Mishka and exchanging parts/adding armour. Called the Pig for the grunting the engine makes and the squealing the treads make whenever the run over something. Or someone.

(Note this vehicle is NOT hit by the 40% price increase all other vehicles suffer.)

Khozey Mamonty's: These tanks are essentially stripped down Jagd Mammuts, looted from the battlefield, their armour used either for the Svin'yas or sold to the Arms Dealers for cash, they have reduced armour (reduced by about 40%), painted with Russian Patriotism as they are captured German vehicles and as a result are much much faster both in normal speed and turn speed (turn speed by 20%, speed by about 30%). They retain their damage and their range but the relatively exposed, naked, or "skinned mammoths" are now more vulnerable to enemy fire.

Cost is roughly 20% less then a Jagd Mammut.

(Note this vehicle is NOT hit by the 40% price increase that all other vehicles suffer.)

Their War Trucks also got an ability to carry troops (A total of 6) instead of supplies, making them act as early transports if need be. Absolutely no stat changes to the vehicle itself though.

Unique Hero: Vukovi Makhnoviv, the charismatic conscript leader fights on the ground as he always has, and he is armed with the following:

His trusty assault rifle with a bayonet attached, armed with armour peircing rounds able to do some damage versus vehicles, kill infantry, and his bayonet also provides another way to slaughter infantry instantly without revealing himself.

He is also armed with special little "bundles of joy" he has which can both clear structures, and if he gets close enough, can lodge these into vehicles either through the barrel of a tank or essentially through any opening he can find and it'll erupt in thermobaric burst that cleans out the structure/vehicle, and vehicles will be de-piloted and able to be taken over by your own infantrymen, giving vehicles to your cause.

He is also able to capture buildings, being a conscript himself, by hoisting the flag on a building. His capturing goes much faster as he is able to hoist the flag faster then a typical conscript, years of war honing his skills and his brethren on the field strengthening his fiery, patriotic resolve.

Unique Buildings:


All typical Russian defenses are replaced by essentially a cheaper form of Component towers and ECA bunkers.

Outpost: A blank slate sorta foxhole thing with just a burning barrel to keep people warm and some sandbags, costs about 250, can be garrisoned by 3 infantry to fire out of. (Essentially like a firebase without the gun, can be shot down while inside.)

- Flak Gun outpost: Garrisoned by at least 1 conscript to operate it to a max of 3 (the more the faster it fires) and is a anti air and tank gun, bad versus infantry. Fires at roughly the speed of typical Golem if only manned by one conscript, if fully manned will improve to about that of a BDRM's shell fire rate. Improvement costs about 900 credits.

- Machine Gun Outpost: Pretty self explanatory, can be garrisoned by 3 conscripts, a large machine gun operated by them. The Machine gun does about the same damage as the ECA Guard tower and has about the range of a typical RPG trooper, and if fully manned, fire's about as fast as the guard tower. Cannot fire over other buildings.

Costs about 900 for the improvement. Special note to keep in mind is that the conscripts act as garrisoned, and if upgraded with goggles can still see stealth units.

These defenses are roughly 20% weaker in terms of hitpoints then their Component tower cousins.


Edit: Just as a note; this was originally thought of as a joke for a Drunken Deserter faction but I actually liked the idea; so if some things seem a bit goofy, they are.

On another note to explain the cost of the infantry now; besides gathering recruits from deserters and the like; Vukovi has a fair bit of underground and viral media to get lots of militia's and Eastern Europeans on his side. He's very popular with the locals of those nations and those looking to fight a bit more independently without dealing with the Russian Auxillary detachments find employment in his army. So he's got loadsa volunteers, just equipment is the issue.

Posted by: Serialkillerwhale 14 May 2014, 5:36

Russia: General Boris Ivanov Vodiski

Tactics: Attack Move

Starts with 4 levels of Mass Production (Can upgrade for 100% Discount) but units are literally trucks with guns and fake tank piece attached. Conscripts give him money to produce (They cost -100$) but have no weapons. The only way to let them survive a large battle is liberal use of the Commissar's ability to shoot allied infantry, buffing nearby infantry.

(In other words: A sterotypical WWII Russian general)

Posted by: ComradeCrimson 14 May 2014, 6:10

QUOTE (Serialkillerwhale @ 14 May 2014, 6:36) *
Russia: General Boris Ivanov Vodiski

Tactics: Attack Move

Starts with 4 levels of Mass Production (Can upgrade for 100% Discount) but units are literally trucks with guns and fake tank piece attached.

(In other words: A sterotypical WWII Russian general)


If you wanted a stereotypical WW2 Russian General, you'd need to have hordes of unarmed men attacking machine gun emplacements with mass produced tractors with tank turrets on them.

Oh, and massive amounts of Katyusha rockets and commissars shooting their own men tongue.gif



Posted by: Bergzak 14 May 2014, 6:32

I got another

General Dante Fierazzi

Faction: European Continental Alliance
Branch: ECA Covert Forces
Location: Sealand, UK or Trieste, Italy
Tactics: Covert Support

What you need to know:

-He is a close friend of General Charles, hence, having access to British stuff.
-Not meant to replace his close friend, but rather, as a supplement. (After all, he does not have access to Charles' airforce and artillery. mindfuck.gif ). Charles is fire support, while Dante is skirmish support, akin to General Thorn.

Features:

-NH-40 Pegasus Transport: Transport version of the Pegasus helicopter exclusive to him. Has no attack. Is stealthed, but can carry only about 5 soldiers. Benefits from the Manticore Protocol.
-ECA SpecOps: Replaces many regular soldiers. Is slightly tougher than regular infantry by default. Comes in a variety of soldiers
=Rifleman: Equipped with the HKFN-35G (fictional) assault rifle (more powerful than FELIN) and can be upgraded from the barracks with Starstreak Manpads. Can be upgraded to be stealthed, or with assault armor (soldier becomes tougher and cannot be crushed by vehicles, becomes an exoskeleton with Venom Protocol).
=Anti-Tank: Equipped with Gen. Dante's version of the Panzerfaust (more accurate than Panzerfaust), can be upgraded with the garrison clearing vacuum warhead. Unlike the regular Panzerfaust trooper, takes up only 1 transport slot on the Lynx. Can be upgraded to be stealthed, or with assault armor (becomes an exoskeleton with Venom Protocol)
=Medic: Equipped with a first-aid kit and an SA-80 assault rifle. He acts as an enhanced medic. Not only does he recover fallen allies, but he can also deploy into a field hospital, which provides enhanced healing, and automatically recovers fallen troops, all in a significantly wider range than in soldier form. Can be upgraded to be stealthed, which, in addition to breaking when attacking, breaks when deploying into a field hospital, which is stealthed, or can be upgraded with assault armor (becomes exo-skeleton with Venom Protocol). Replaces the Medic Commando from Gen. Dante's Commando drop (This one is stealthed and has assault armor by default and can NEVER be benefitted with exoskeleton).
-His Lynx APC, Mobile Sensor Array and Bloodhound FAC can be upgraded to be stealthed. Can also be upgraded with assault plating (can then benefit from the Manticore Protocol).
-His Radar Helicopter is stealthed, which breaks upon detecting stealth units.
-His Dogs, Grenadier, Engineer, Combat Pioneer, Frank Jaeger and his commandos from his commando drop come with assault armor by default (a bit redundant for Grenadier and Frank Jaeger, but they can use the extra toughness).
-His Jumpjet Troopers can be upgraded with Assault Armor.
-His Engineer can deploy into either a stealthed repair depot [works like the Tech Repair Depot (not Tech Repair Bay), and has a wider range than the ordinary engineer, replaces the ordinary engineer deploy], or a nanobot core (requires Manticore Protocol, makes soldiers untargetable)
-Upon researching the Pandora protocol, all his soldiers become almost immune to radiation.
-His Tiger Gunships and his Pandurs can benefit from Manticore protocol.
-Some of his vehicles are more expensive (the armor and probably the artillery in particular).
-Has access to General Charles' sniper unit.

Posted by: teslashark 27 May 2014, 17:36

Here we go...

QUOTE
General Rivoire - USA PMC and National Security General

A brigadier general who spent most of his career on staff and intelligence armchair positions, Rivoire volunteered to take over the task of mobilising America's reserves and boosting homeland security after the infamous "Jarman Kell & 40 theives" incident in California. He used this position to became the poster boy for patriotic rallies and civil right to arms, while vigourously inspecting various military boneyards to retrive reuseable hardware for National Guard forces. He was eventually permitted to have a commanding position in the oversea warzones, at which he co-ordinates various American and European private armed security contractors and supplies them weapons more suited for area defense and urban warfare. It is rumoured that he runs a profiteering operation between American foreign investments and his army units.

Infantry:
Defense Contractor - $200, replaces Ranger; fires faster than Ranger but has slightly lower health.
Watchman - $500, replaces Pathfinder; fires faster but not camouflaged when shooting.
CIA Operator - $1000, infantry with small arm; can disguise as any infantry; special ability to call in a single air strike by laser designator every 3 minutes after GP purchase.

Vehicle:
MRAP - $600, replaces Humvee; 6 seats; can add a machinegun for $100 per unit but cannot arm TOW missle.
M60-120S - $900, replaces Crusader; lower health.
M1 Barricade - $1300, very heavily armored tank with flashbang special ability; requires GP to unlock.
Mobile Guardian Launcher - $1600, replaces Tomahawk/WASP Hive; can relay positions and attack air like Guardian Missle Silos.
Infrasound Riot Truck - $1200, replaces Microwave Tank; does not have AOE; can garrison 1 infantry unit.
No Avenger and ground drones.

Aircraft:
Kiowa - $1600, armed with anti ground MG and automatic target designator; can upgrade to have antiground rockets.
No other helicopters except Little Bird and Osprey.

Structure:
Watch Box - $800, replaces Firebase; armed with MG and can garrison 4 infantry units; for $600 can get a PDL and target designator combinition which costs 1 electricity.
Insertion Point - $2000 to build base structure, replaces Supply Drop Zone, $500 and 0:10 to select deliver mode permenantly; delivers 5 Defense Contractors per 2:00 through untargetable helicopter; or, 1 M60-120S per 3:00 or 2 Watchman per 2:30.
No Cyclops.

Upgrade:
Acoustic Detection Kit - $2000, MRAP and M60-120S gains stealth detection.
AP Sniper Rounds - $2500, Watchman gains 50% more damage and can clear garrison one shot at a time.
Streamlined Logistics - $2000, replaces Supply Line, additional 20% income.
Refurbished Motor Blocks - $2500, vehicles do not lose speed when damaged.

No Waypoint Targeting and Chemical Suits.

Power:
1 Star - Product Field Placement - promotes infantry unit in a small radius.
1 Star - Surplus Vehicle Conversion - unlocks M1 Barricade tank for War Factory and M60-120S delivery for Insertion Point.
3 Stars - Attack Drone Relay - gives CIA Operators the ability to call in airstrikes.
3 Stars - Flashbang Drop - replaces pamphlet drop, uses Chinese Y-8 instead of B-52.

Posted by: DarkyPwnz 27 May 2014, 17:45

QUOTE (Pepo @ 3 Jun 2013, 20:33) *
I think they are quite few options for making then WITHOUT repeating generals of shockwave and ZH
Anyway i'm making one:
Name:peter,walker
Faction:us
Branch:ampibious assaults
Tactics:(this genereal will only suit if water units are make)this general center on water warfare.it have much beter ships and ampibious vehicles that enable him to do unpredecent surprise attack.his vehicles are all amphibious ,but are less armoured than other us generals.instead of rangers it have marines,and the airfleet can be refuel in his aircraft carrier


"Repeating generals of Shockwave"? All Generals in Shockwave, including the vanilla are completely distinct from eachother. You have no idea what you're talking about.

Posted by: Pepo 27 May 2014, 18:15

QUOTE (DarkyPwnz @ 27 May 2014, 18:45) *
"Repeating generals of Shockwave"? All Generals in Shockwave, including the vanilla are completely distinct from eachother. You have no idea what you're talking about.

thanks for doing a demostration of your necromancy power by repling a 1 year old post screwyou.gif

and you simply don't have an idea of what i was talking about.the fact that you gave whatever meaning to my post without putting into contex add more to how useless and fool your post is

Posted by: teslashark 28 May 2014, 2:10

QUOTE (Pepo @ 27 May 2014, 9:15) *
thanks for doing a demostration of your necromancy power by repling a 1 year old post screwyou.gif

and you simply don't have an idea of what i was talking about.the fact that you gave whatever meaning to my post without putting into contex add more to how useless and fool your post is

Well, ComradeCrimson necroed this first and there's several posts inbetween...

Posted by: Bergzak 28 May 2014, 7:53

Here's another:

General Konstantin Yevtushenko

Faction: Russian Federation
Branch: Russian Army
Tactics: Field Logistics and Defense, Scouting and Mobility
Location: Somewhere near the Finnish-Norwegian-Russian border

What you need to know:

-General Konstantin Yevtushenko is tasked on border watch
-He is suspicious about General Aleksandr
-He is a close friend of General Orlov

Features:

-His Supply Centers can undeploy into a truck resembling that of an MAZ (I think of the old placeholder) and can deploy when needed. The undeployed Supply Center is armed with a powerful but slow-firing machine gun that is excellent against infantry and can be strong against light vehicles.
-His Supply Trucks are tougher, and have a more powerful machine gun.
-His Construction Cranes are tougher, and is now armed with a powerful but slow-firing machine gun.
-Mishka Mod 2 - Replaces Mishka, is faster, and comes with a Conscript with IR Goggles by default (different from the Conscripts trained in barracks). Is slowed down once upgraded with fireports, but is tougher.
-Heavy Trooper - Serves as Yevtushenko's version of Aleksandr's shock troopers. Is equipped with a light machine gun and a powerful grenade launcher. Good against vehicles and infantry, and has some capabilities against aircraft, but is weak against aircraft, despite anti-aircraft capabilities.
-BTR-T Troop Carrier - Replaces the BMP, once Tier 1 is reached, can deploy into a tough bunker. Troops can attack inside, but the BTR-T cannot attack.
-MTP-5 - Replaces MTP Recovery Vehicle. Can deploy to be tougher, increase vehicle attack and increase repair range.
-TOS-2 Demonfire - Replaces Buratino. Can deploy to increase range and be effective against heavier vehicles.
-KamAZ 63968 MRAP - replaces Arms Supplier, is tougher, is armed with a machine gun, and, when deployed, not only generates $20 in streams, but also increases infantry attack.
-T-125 Protector Tank - Replaces Sentinel, is less tougher, and packs less of a punch, but is cheaper and faster. Can be upgraded with Arena Defense System or Anti-Aircraft Guns.
-9K55 Altai - Replaces Tunguska. Can deploy to detect stealth and gain increased range.
-T-99M2 Armata Mod 2- Replaces Kodiak. Can deploy to increase firepower and range, and also give it enhanced anti-infantry capabilities (though not as good as the 9K55 Altai.)
-Ka-72 Hellion B - Replaces the Hellion, can detect stealth.
-Mi-35 Herd - Serves as Yevtushenko's version of Orlov's Hind, can paradrop ammo, but can carry only 2 soldiers.
-Rank 1 General's Power - Ammo Dump (basically, the same with the USA), is required for Arms Supplier and MTP-5 attack increase, and Mi-35 Ammo Drop.
-Rank 3 General's Power - Money Drop. Drops
=Level 1: $5000
=Level 2: $7500
=Level 3: $10000

Posted by: DarkyPwnz 17 Jun 2014, 21:31

Dick Richard Johnson
USA Humvee General

Made infamous in the Global War on Terror by his ruthless hit and run tactics that put the GLA to shame, General Dick Richard Johnson has elite Humvee-class vehicles at his disposal.

Strengths:

Rushes very well, has elite hit and run units.

Weaknesses:

No tanks. (like they mattered in the first place)

Unique Vehicles:

King Humvee: Carries 8 infantry, better armored than a regular Humvee. Infantry inside gain a Range bonus and can fire out of the fireports.
Veenook: Special Chinooks that have built in with King Humvees full of Elite Missile Defenders. Built from the Supply Center once the War Factory is unlocked.
Veemanche: Otherwise regular Comanches that spawn King Humvees full of Elite Missile Defenders at their crash site.
Tomahawk Humvee: Floats like an Humvee, stings like a Tomahawk.
Microwave Humvee: Disables units and buildings, fries infantry with microwave beams. No AoE of death when firing.
Veebulance: Repairs Humvees around it quickly.
Crusader Humvee: Equipped with a Crusader cannon. Never gets built.
Humvee Drone: Old, obsolete humvees turned into drones. Can be upgraded with TOW missiles.
Combat Veenook: Has three slots that can be filled with Humvees of any kind. Infantry inside the fireports in the humvees can attack. Humvees can attack out the fireports.
Humvee Hive: A tough, well armored humvee that burrows into the ground and spawns Humvee Drones. These Humvee Drones cannot be manually controlled.
Lord Commander Humvee: Hero unit for the faction, can only exist one at a time. Has 12 fireports, which can garrsion humvees only. Armed with a large laser cannon.
Avenger Humvee: He always wanted a laser gun and now he has it.

Unique Infantry:

Elite Missile Defender: Fires missiles at x1.5 the range of a regular Missile Defender.

Unique Upgrades:

More Humvees: Humvees are built more quickly.
Even More Humvees: Humvees are built even more quickly.
Mother of All Humvees: Upgrade to the Fuel Air Humvee General's Power, a Humvee is dropped which then explodes like a MOAB.

Unique General's Powers:

Humvee Drop: 3 King Humvees, 3 Tomahawk Humvees and 3 Veebulances per level.
Command Center Inflation: Command Centers can be sold at 3000 credits.
Humvee Strike: An off-map force of Gliding Humvees strafe the target area with TOW missiles and Missile Defenders.
Fuel Air Humvee: A lone Humvee is paradropped, which then violently explodes like a regular Fuel Air Bomb.
Guardian Humvee: A flying Humvee is sent over the battlefield, using laser cannons and very long ranged PDL to engage both enemy ground targets, enemy aircraft and enemy missiles. Invulnerable to enemy fire.

Posted by: Karpet 17 Jun 2014, 22:55

^ Seems like Kireto's ideal general, or pretty much any vanilla ZH USA player.

Posted by: Admiral*Alex 18 Jun 2014, 17:13

QUOTE (DarkyPwnz @ 17 Jun 2014, 16:31) *
Dick Richard Johnson
USA Humvee General

Made infamous in the Global War on Terror by his ruthless hit and run tactics that put the GLA to shame, General Dick Richard Johnson has elite Humvee-class vehicles at his disposal.

Strengths:

Rushes very well, has elite hit and run units.

Weaknesses:

No tanks. (like they mattered in the first place)

Unique Vehicles:

King Humvee: Carries 8 infantry, better armored than a regular Humvee. Infantry inside gain a Range bonus and can fire out of the fireports.
Veenook: Special Chinooks that have built in with King Humvees full of Elite Missile Defenders. Built from the Supply Center once the War Factory is unlocked.
Veemanche: Otherwise regular Comanches that spawn King Humvees full of Elite Missile Defenders at their crash site.
Tomahawk Humvee: Floats like an Humvee, stings like a Tomahawk.
Microwave Humvee: Disables units and buildings, fries infantry with microwave beams. No AoE of death when firing.
Veebulance: Repairs Humvees around it quickly.
Crusader Humvee: Equipped with a Crusader cannon. Never gets built.
Humvee Drone: Old, obsolete humvees turned into drones. Can be upgraded with TOW missiles.
Combat Veenook: Has three slots that can be filled with Humvees of any kind. Infantry inside the fireports in the humvees can attack. Humvees can attack out the fireports.
Humvee Hive: A tough, well armored humvee that burrows into the ground and spawns Humvee Drones. These Humvee Drones cannot be manually controlled.
Lord Commander Humvee: Hero unit for the faction, can only exist one at a time. Has 12 fireports, which can garrsion humvees only. Armed with a large laser cannon.
Avenger Humvee: He always wanted a laser gun and now he has it.

Unique Infantry:

Elite Missile Defender: Fires missiles at x1.5 the range of a regular Missile Defender.

Unique Upgrades:

More Humvees: Humvees are built more quickly.
Even More Humvees: Humvees are built even more quickly.
Mother of All Humvees: Upgrade to the Fuel Air Humvee General's Power, a Humvee is dropped which then explodes like a MOAB.

Unique General's Powers:

Humvee Drop: 3 King Humvees, 3 Tomahawk Humvees and 3 Veebulances per level.
Command Center Inflation: Command Centers can be sold at 3000 credits.
Humvee Strike: An off-map force of Gliding Humvees strafe the target area with TOW missiles and Missile Defenders.
Fuel Air Humvee: A lone Humvee is paradropped, which then violently explodes like a regular Fuel Air Bomb.
Guardian Humvee: A flying Humvee is sent over the battlefield, using laser cannons and very long ranged PDL to engage both enemy ground targets, enemy aircraft and enemy missiles. Invulnerable to enemy fire.


Here are some tips to improve your army a little, IF you want them

Instead on the Crusader Humvee, how about a Assault Humvee (the thing that was cut from General Thorn) or a LOSAT Humvee

Ambulance is all ready based on a Humvee so the Veebulance, in name at least, is reduntant ,but if you want a repair unit the Repair vehicle could work (Repair vehicle is cut vehicle from the Super Weapon general that repair armored vehicles instead of healing infantry) http://cnc.wikia.com/wiki/Repair_vehicle

Avenger Humvee: same as the Veebulance already based on the Humvee

Humvee Drone seem to predictable ,and in my opinion dumb . . . ,but for the Humvee drone you could turn it into a Humvee that launches drones similar to the WASP instead of a Humvee that is a drone

For the Veemanche, its ability seems odd and a little op; sending in a squad of Helicopters and then when the enemy destroyed them you get, for free, a squad of King Rocketvees (King Humvee in this case/or in the vanilla Humvee case a Humvee filled with missile defenders) so maybe an idea that isn't so op is that a normal Comanche like you had except it can transport four solders into battle (envision the troop spot and maybe the whole helicopter in the paint job as a Humvee) it would act like a flying Humvee with more punch.

Lord Commander Humvee: in my option very dumb I think you should have Colonel Burton as a hero

And get rid of the Mother of All Humvees, Fuel Air Humvee, Guardian Humvee, and Humvee Strike; they seem to predictable and (in my option dumb ideas)

Posted by: DarkyPwnz 18 Jun 2014, 22:11

QUOTE (Admiral*Alex @ 18 Jun 2014, 18:13) *
*genuine attempt at balancing the faction*


lol k


Posted by: Admiral*Alex 18 Jun 2014, 22:27

Look below for the updated version

Posted by: Admiral*Alex 18 Jun 2014, 22:28

I've had this idea in my head sense the end of the Zero Hour Campaign: A Rouge US General, Defecting to Europe (In this case the ECA) because Europe needs US protection

Name: General Caires (most likely going to change, I'm open to suggestion)
Faction: Rouge (USA)
Branch: None, Rouge
Tactics: Intrenched Defenses,Combined Arms Assault, and High-Tech

General Caires was part of the US forces stationed over in Europe before the 'Invasion' of Germany, though during the 'Invasion' he was visiting Paris during his liberty which means he was cut off from his forces when the French closed the bridges over the Rhine River because the release of bio toxins in the river. Thus preventing him from liberating General Ironside's base in Stuttgart allowing for the remaining forces to launch a country wide counter-attack liberation Germany from the GLA. Thou because he wasn't able to get passed the French Blockade and reinforce EUCOM , EUCOM fell to GLA forces which caused General Caires to have regret ever sense, but thanks to the president at the time gave him the vacant position of General of Advanced Weapons which formally belonged General Townes. After several years as General of Advanced Weapons he created numerous projects like the famous CYCLOPS laser system and the array of drones that the US fields today.

As the Euro-Russian War started the regret General Caires felt during the 'Invasion' returned after the eastern border of the ECA defensive border fell General Caires realized that with out American intervention Europe would fall to the red mense so he started creating contingency plans if case the president didn't enter the war. After the first two years of the war ,with Berlin on the front lines he designed that if Berlin fell to the Russians he would defect.

After several months passed after Berlin fell to Russian forces, General Caires landed his forces at the french port of Breast after sinking several Russian Submarines in his path (forcing the US president to declare him a Rouge agent and a traitor which he used to his advantage because Russian forces wanted to capture an American General allowing the Russian a massive boost to their technology) allowing several British Divisions to land on the continent before the subs where replaced a few weeks later preventing the remaining British army ,specially General Charles's unit from supporting the rest of teh ECA ;though, is turned out this was a blessing because a few weeks later the Russians landed at Ramsgate.

Because of the Russian navel presence during in the Atlantic the majority of the fleet under ,former, General Caires most of the Arsenal ships (What EA calls Battleships from the Second Mission of the US Campaign) and the USS Daedalus CVN-88 were force to remain in port during the Battle of Ramsgate. Though their present forced the Russian to mobilize several units to the area in case the fleet attempted to sort into the Atlantic because the Daedalus Battlegroup could destroy any Russian warship in the Atlantic because of the range of her air wing. (Basically the same as the Battleship Tirpitz during WW2) Though several smaller ships mainly the Cruisers, Destroyers, and Submarines were able to sortie into the North Atlantic and help their 'brothers' in arms during the war.
One noteworthy example was when the USS California (SSN-781) discovered the Odin prototype and savaged the LED emitter and all the information on it so the prototype could be recreated in Breast.

Once 'American' forces landed in Breast they started to set up a defensive line several miles from Breast to prepare for the retreating ECA forces to have a place to defend the port from the Russian Army. Once ECA forces reinforced his defensive perimeter the Russians couldn't breakthrough the grid and surrounded the defensive perimeter in a WW1 style counter perimeter, Coalition forces (Generals Caires and his European Allies) couldn't breakout and the Russians couldn't break in till the Russian Base was flanked by french forces from the south using a Pandora. Thus credit can be placed on General Caires's defensive line on the achievement on being able to hold out in Breast long after Paris and the majority of France fell to the Russian armed forces. Once teh surrounding area was cleared the equipment, mainly the Cyclops Array, was placed in major bases and cities to protect them from air assault or missile attack.

Army Former General Caires Commands: (As of 1.85 when it comes out)

Edit: (Forgot to explain something but it can be figured out, the number 0-3 is the tier the unit it needs and (GP) means Generals Power. Upgrades don't have a tier because they need that building to 'build' the upgrade)

ECA Barracks:
Ranger 0
Panzerfaust 0
Medic 0
Javelin Missile Team 1
Pathfinder 1 (GP)
Combat Pioneer 2
Grenadier 2
Seal 2 (GP)
Pilot 3 (GP)
Green Berets 2

Vehicle Production Facility:
Acolyte Tank 0
Lynx 0
Avenger 0
M1A4 Paladin 1
Microwave 1
Pandur IFV 1
Tomahawk 1
Wotan Array 2
Claymore Artillery 2
Stealth Tank 3 (from Generals X, basically a stealth ,souped up rocket buggy for the US)
Bradley 2

USA Airfield:
Raptor 0
Little Bird 0
Eurofighter 1 (In game not build-able ,but this General has it armed with two JDAMs)
Osprey 1
Nighthawk 2
Starlifter 2

Deployment Zone:
Viper 0
Tiger 0
Bloodhound 1
Harrier 2
Blackhawk 2 (GP)
Stealth Comanche 3 (Not in 1.85 but the current Comanche with a smaller payload, 4 missiles, but stealth)

Dog Kennel
:
Dog 0

R&D Compound:
Pandora
Manticore
Venom
Odin (A CL250, the Air lifter from the Deployment Zone, with a Wotan's microwave beam that can target ground and air targets or Missiles)

USA Power plant


ECA Supply Center:
Supply Trucks

USA Drone Facility:
Sentry Drone 0
Guardian Drone 1
Repair Drone 1
AT Drone 3
Mule Drone 2
Termite Drone 3

USA Detention Center (Tier One):
(Upgrades)
Armor Skirts
Shredder Rounds
Revolver Cannons
Rocket Pods
Drone Armor
Ceramic Armor
CIA Power (Button is located here)

ECA Solaris Reactor (Tier Two)
:
(Upgrades)
Alternate Ammo (Unlocks cluster bombs for the Eurofighter)
Composite Armor
Battle Network
Cluster Munitions

ECA Development Center (Tier Three):
(Upgrades)
Anti-Tank Guns (For the Acolyte Tank)
Stealth Training (For Seals and Green Berets)
Laser Range Finder
Gas Ignition Rounds

ECA Telecom Relay 2
ECA Telecom Tower (Requires Telecom Relay)

Defenses:
Fortification 0
Guard Tower 0
Skysheild 0
Protector Silo 1
Gun Turret 1
Mortar Pit 2
Artillery position 2
Cyclops Array 2

Super Weapons (Requires Solaris Reactor):
Solaris Relay
Tomahawk Storm
Cruise Missile Silo
--Can be upgraded to house a Neutron Warhead if the Pandora Protocol in unlocked

Edit: Forgot Generals Powers

1 Star:
Air Support:Unlocks Airfield
SOCOM Support: Unlocks Special Forces
Deployment Center: Makes this buildable
Tear Gas

3 Star:
Minefield (Three Levels)
Carpet Bomber (Three levels, like EA's, every level adds one more Vulcan Bomber)
Bulldog Turret (Three Levels)

5 Star (This level is suppose to be the point in the war that the US declares war on Russia):
MOAB
Guardian Angel
Saturation Bombing (Requires Level Three Carpet Bomber, calls in Three Vulcan Bombers and Two B-52s)
Experimental Vehicles

P.S. I do take suggestion on how to improve anything

Posted by: Admiral*Alex 19 Jun 2014, 0:59

QUOTE (DarkyPwnz @ 18 Jun 2014, 17:11) *
lol k


If your offended I was just trying to help.

Posted by: Karpet 19 Jun 2014, 2:22

He isn't offended. If I'm correct, his whole suggestion was a joke.

Posted by: Admiral*Alex 19 Jun 2014, 2:34

QUOTE (Karpet @ 18 Jun 2014, 21:22) *
He isn't offended. If I'm correct, his whole suggestion was a joke.


It seemed like a genuine idea to me and I actually liked it.

Posted by: Banisher of Hope 19 Jun 2014, 3:55

QUOTE (Karpet @ 18 Jun 2014, 21:22) *
He isn't offended. If I'm correct, his whole suggestion was a joke.


That what I assumed too. It was too over the top to be real...

Posted by: X1Destroy 19 Jun 2014, 6:15

QUOTE (Admiral*Alex @ 18 Jun 2014, 22:28) *
I've had this idea in my head sense the end of the Zero Hour Campaign: A Rouge US General, Defecting to Europe (In this case the ECA) because Europe needs US protection

Name: General Caires (most likely going to change, I'm open to suggestion)
Faction: Rouge (USA)
Branch: None, Rouge
Tactics: Intrenched Defenses,Combined Arms Assault, and High-Tech

General Caires was part of the US forces stationed over in Europe before the 'Invasion' of Germany, though during the 'Invasion' he was visiting Paris during his liberty which means he was cut off from his forces when the French closed the bridges over the Rhine River because the release of bio toxins in the river. Thus preventing him from liberating General Ironside's base in Stuttgart allowing for the remaining forces to launch a country wide counter-attack liberation Germany from the GLA. Thou because he wasn't able to get passed the French Blockade and reinforce EUCOM , EUCOM fell to GLA forces which caused General Caires to have regret ever sense, but thanks to the president at the time gave him the vacant position of General of Advanced Weapons which formally belonged General Townes. After several years as General of Advanced Weapons he created numerous projects like the famous CYCLOPS laser system and the array of drones that the US fields today.

As the Euro-Russian War started the regret General Caires felt during the 'Invasion' returned after the eastern border of the ECA defensive border fell General Caires realized that with out American intervention Europe would fall to the red mense so he started creating contingency plans if case the president didn't enter the war. After the first two years of the war ,with Berlin on the front lines he designed that if Berlin fell to the Russians he would defect.

After several months passed after Berlin fell to Russian forces, General Caires landed his forces at the french port of Breast after sinking several Russian Submarines in his path (forcing the US president to declare him a Rouge agent and a traitor which he used to his advantage because Russian forces wanted to capture an American General allowing the Russian a massive boost to their technology) allowing several British Divisions to land on the continent before the subs where replaced a few weeks later preventing the remaining British army ,specially General Charles's unit from supporting the rest of teh ECA ;though, is turned out this was a blessing because a few weeks later the Russians landed at Ramsgate.

Because of the Russian navel presence during in the Atlantic the majority of the fleet under ,former, General Caires most of the Arsenal ships (What EA calls Battleships from the Second Mission of the US Campaign) and the USS Daedalus CVN-88 were force to remain in port during the Battle of Ramsgate. Though their present forced the Russian to mobilize several units to the area in case the fleet attempted to sort into the Atlantic because the Daedalus Battlegroup could destroy any Russian warship in the Atlantic because of the range of her air wing. (Basically the same as the Battleship Tirpitz during WW2) Though several smaller ships mainly the Cruisers, Destroyers, and Submarines were able to sortie into the North Atlantic and help their 'brothers' in arms during the war.
One noteworthy example was when the USS California (SSN-781) discovered the Odin prototype and savaged the LED emitter and all the information on it so the prototype could be recreated in Breast.

Once 'American' forces landed in Breast they started to set up a defensive line several miles from Breast to prepare for the retreating ECA forces to have a place to defend the port from the Russian Army. Once ECA forces reinforced his defensive perimeter the Russians couldn't breakthrough the grid and surrounded the defensive perimeter in a WW1 style counter perimeter, Coalition forces (Generals Caires and his European Allies) couldn't breakout and the Russians couldn't break in till the Russian Base was flanked by french forces from the south using a Pandora. Thus credit can be placed on General Caires's defensive line on the achievement on being able to hold out in Breast long after Paris and the majority of France fell to the Russian armed forces. Once teh surrounding area was cleared the equipment, mainly the Cyclops Array, was placed in major bases and cities to protect them from air assault or missile attack.

Army Former General Caires Commands: (As of 1.85 when it comes out)

Edit: (Forgot to explain something but it can be figured out, the number 0-3 is the tier the unit it needs and (GP) means Generals Power. Upgrades don't have a tier because they need that building to 'build' the upgrade)

ECA Barracks:
Ranger 0
Panzerfaust 0
Medic 0
Javelin Missile Team 1
Pathfinder 1 (GP)
Combat Pioneer 2
Grenadier 2
Seal 2 (GP)
Pilot 3 (GP)
Green Berets 2

Vehicle Production Facility:
Acolyte Tank 0
Lynx 0
Avenger 0
M1A4 Paladin 1
Microwave 1
Pandur IFV 1
Tomahawk 1
Wotan Array 2
Claymore Artillery 2
Stealth Tank 3 (from Generals X, basically a stealth ,souped up rocket buggy for the US)
Bradley 2

USA Airfield:
Raptor 0
Little Bird 0
Eurofighter 1 (In game not build-able ,but this General has it armed with two JDAMs)
Osprey 1
Nighthawk 2
Starlifter 2

Deployment Zone:
Viper 0
Tiger 0
Bloodhound 1
Harrier 2
Blackhawk 2 (GP)
Stealth Comanche 3 (Not in 1.85 but the current Comanche with a smaller payload, 4 missiles, but stealth)

Dog Kennel
:
Dog 0

R&D Compound:
Pandora
Manticore
Venom
Odin (A CL250, the Air lifter from the Deployment Zone, with a Wotan's microwave beam that can target ground and air targets or Missiles)

USA Power plant


ECA Supply Center:
Supply Trucks

USA Drone Facility:
Sentry Drone 0
Guardian Drone 1
Repair Drone 1
AT Drone 3
Mule Drone 2
Termite Drone 3

USA Detention Center (Tier One):
(Upgrades)
Armor Skirts
Shredder Rounds
Revolver Cannons
Rocket Pods
Drone Armor
Ceramic Armor
CIA Power (Button is located here)

ECA Solaris Reactor (Tier Two)
:
(Upgrades)
Alternate Ammo (Unlocks cluster bombs for the Eurofighter)
Composite Armor
Battle Network
Cluster Munitions

ECA Development Center (Tier Three):
(Upgrades)
Anti-Tank Guns (For the Acolyte Tank)
Stealth Training (For Seals and Green Berets)
Laser Range Finder
Gas Ignition Rounds

ECA Telecom Relay 2
ECA Telecom Tower (Requires Telecom Relay)

Defenses:
Fortification 0
Guard Tower 0
Skysheild 0
Protector Silo 1
Gun Turret 1
Mortar Pit 2
Artillery position 2
Cyclops Array 2

Super Weapons (Requires Solaris Reactor):
Solaris Relay
Tomahawk Storm
Cruise Missile Silo
--Can be upgraded to house a Neutron Warhead if the Pandora Protocol in unlocked

Edit: Forgot Generals Powers

1 Star:
Air Support:Unlocks Airfield
SOCOM Support: Unlocks Special Forces
Deployment Center: Makes this buildable
Tear Gas

3 Star:
Minefield (Three Levels)
Carpet Bomber (Three levels, like EA's, every level adds one more Vulcan Bomber)
Bulldog Turret (Three Levels)

5 Star (This level is suppose to be the point in the war that the US declares war on Russia):
MOAB
Guardian Angel
Saturation Bombing (Requires Level Three Carpet Bomber, calls in Three Vulcan Bombers and Two B-52s)
Experimental Vehicles

P.S. I do take suggestion on how to improve anything


Kinda like this one the most. A mix of European and American technology, resulted in being the best faction ever. I see it as having almost no weakness at all.

Posted by: MARS 19 Jun 2014, 7:47

That gave me an idea as well. Mostly for the lols, but I'll share it anyway.

General Brian 'Minuteman' McDonnell
Faction: United States of America
Branch: United States Army
Stationed: Fort Meade, Maryland
Focus: Last line of defence

Special features:

- Railgun Firebase (T2)
Armed with an electromagnetic railgun for direct precision fire at incoming targets. Slower rate of fire than its T0 counterpart, but extremely powerful against all kinds of vehicles and infantry (although that'd be some rather inefficient overkill). Power consumption is about on par with the Cyclops, so make sure you've got plenty of reactors. To compensate for the reduced rate of fire, this Firebase can also be garrisoned by four infantry units. Aside from that, the Cyclops, Protector and the yet-to-be-revealed standard USA T0 defence are also available.

- Cruise Missile Battery (T2) (GP)
Alternate superweapon. Once ready, a dozen high-explosive hypersonic missiles can be fired at a target. The initial target marker determines the impact point of the first missile as well as a large radius within which all other eleven missiles can be accurately targeted.

- Peacemaker ICBM Silo (T2) (GP)
Alternate superweapon. Once ready after the longest countdown of all superweapons, the silo launches a huge ICBM, containing a purified hydrogen bomb with a radius that is somewhat larger than a Chinese nuke, a clearing effect for vehicles in the outer part of the affected area, but little to no residue.

- Combat Support Team (T0)
Replaces the Vanguard. Two man team with all sorts of sensory, navigational and radio equipment. The unit itself is less combat-oriented than the Vanguard but its abilities are a lot more potent:
Drone Escort: The unit will be supported by not one, but two of the small portable UCAVs that Vanguards can use.
Target Marker: All enemy units within the marked area can be fired upon at an increased rate for a short period of time.
Predator Strike: Calls down a single missile from a Predator drone high above the combat area. Clears a garrisoned structure, but can also be used for a slightly splashy ground attack.

- Stryker family (T0)
ICV variant with remote controlled .50 cal replaces the regular Humvee.
Armored Medevac variant replaces the regular Ambulance.
MGS variant is available as a T0 'pseudo-tank'.
(The assumption of a fourth general changes the '1 out of 3' rule to '2 out of 4', otherwise it would be too restrictive)

- Homeland Reserve (T1)
Every purchase grants you a whole group of infantry units that are still controlled as individuals. These can switch between their standard assault rifles and short range SRAW rocket launchers (no use against air targets). Somewhat slower and less resilient than regular US infantry, but useful as force multipliers and garrison troops. Their numbers are offset by a long-ish deployment time, so you can't really spam them like Volunteers.

- M1A4 Paladin I (T2)
Uses the current 1.802 model which is still treated as a future Abrams variant whereas the 1.85 model is established as an entirely new tank. Basically the Paladin as you know it right now, without the 1.85 buffs and Bradley-exclusive upgrades.

- King Raptor
The uncut, high-performance model of the F-22. Much more expensive than the regular 'economy Raptor' you can also build, but it packs more missiles which are fired in the same fashion as on the Sokol/HK which allows you to micro them onto different targets. Also equipped with a PDL and actual stealth capabilities. Cannot gain veterancy (the idea being that these are only reserved to the most elite of pilots anyway)

- Broken Arrow (Ability)
An ability that can be activated from any Airfield, running off the same, relatively long countdown. Once activated, all aircraft will re-arm and repair much faster, allowing you to drop an extra amount of firepower on critical targets for a short period of time.

- National Energy Reserve (Upgrade) (T2)
Command Centers produce a noticeable amount of power on their own. Adds a few seconds of delay between the destruction of a power-generating structure and the actual loss of its power input, making it harder to disable defences and superweapons.

- War Economy (Upgrade) (T2)
Replaces Supply Lines. Supply Centers become passive fund generators on their own, deliveries contain more funds and selling structures gives you a greater percentage of the refund.

General Powers:

Rank 1:
Hammer Down Protocol
Unlocks Cruise Missile Battery and Peacemaker ICBM Silo for construction at T2.

Rank 3:
NAU Relief Force -> NAU Combat Force -> NAU Counterattack Force
Designates a large LZ. During the following period of time, C130s and Globemasters will continually drop allied reinforcements into the marked area. These consist of rifle and AT infantry at first, assisted by Humvees and IFVs at the second and Crusader I tanks and light artillery units at the third level. Each use of the power is randomised in that the units may be of Mexican or Canadian origin, which is mostly aesthetical. Mexican units have a tan colour scheme, Canadians are dark green, different cameos, voices, etc.

Posted by: Neo3602 19 Jun 2014, 7:56

@Mars I really like your Idea to bad Sage has an 128 upgrade limit or some of the ideas in this thread could make it into ROTR.

Posted by: __CrUsHeR 19 Jun 2014, 12:48

Very cool your idea MARS would like a general guardian of the American homeland - a sort of 'last man' - another interesting general was proposed by Bergzak: Field Logistics and Defense, General Konstantin Yevtushenko; addresses an interesting topic, different from the others and extremely useful for Russia - both in terms of the game and lore.

Posted by: Karpet 19 Jun 2014, 13:46

Yeah, MARS, your idea is pretty great, it gives that feeling of "oh shit we need the reserves or we'll all die".

Posted by: Admiral*Alex 19 Jun 2014, 15:00

QUOTE (X1Destroy @ 19 Jun 2014, 1:15) *
Kinda like this one the most. A mix of European and American technology, resulted in being the best faction ever. I see it as having almost no weakness at all.


Except the faction would have a major price increase for almost all the units and upgrades (Because of Balance) and the Faction would be like the Boss of ROTR. If they release 1.85 during the summer I could start work on it. (Yes, I'm going to make this or at least try)

Posted by: Crackerjack17 19 Jun 2014, 21:03

General Steffen Traugott
Faction: ECA
Tactics: Experimental and Mobile heavy weapons.

Utilizes Solar and Cryo and other weapons more than other generals do.

Protocol benefitz awbot.gif

Picking Pandora protocol allows your gun turrets to switch to cryo beam mode heavily slowing down units while arty bombards them.
Solar reactor can also have cryo turrets on their 3 ends. Also allows your Solaris Relay to Switch to cryobeam mode depiloting vehicles and killing infantry or disable structures for some time. Gives Leopards and Mammuts a 300$ add-on for Cryo shells that slow units but decreased damage by 20%

Venom Protocol allows you to have the Experimental Kavallerist, A Unit carrying a particle Distintegrating ray gun in a suit, think of zone troopers.
This replaces the valkyrie and venom. The Experimental kavallerist does not have AA.

Manticore protocol gives a small number of 3 nanobots on every vehicle but only repairs it's master. The Manticore's nanobots have a small cryo blaster, slowing units around it.

END OF PROTOCOL BENEFITS.

Solaris relay cost decreased by 1500$ or 1000$

UNITS! 8Isov.gif

Helios Solar cannon platform
1700$ Requires R&D Compound.
Can either switch to precision blast for vehicles or Area for infantry.

Portable Grenadier
950$ Does not need to deploy.

Solar Blaster weapon team.
1000$
Same with Helios but weaker dmg and smaller Aoe.

Heavy Mortar Track.
1800$
Fires 2x faster than normal one and comes with BN.

Mole Minelayer Can lay Phantom mines which deal more damage than moles. Can lay Cryo mine clusters for 1200$ upgrade.
1200$ more expensive.

ArticMammut has no Gas ignition upgrade but has small cryo turret upgrade 2200$, (affects leopards as well) slows the escape of enemy vehicles and their attack speed.

Telecom van
Replaces Telecom tower
1950$ Mobile and detects stealth too.

Cryo Jaeger
1850$
Normal but has cryo sniper rifle which has charge shot ability to depilot vehicles.

GEN POWERZ! boom8.gif

Cryo Quake upgrade purchased at R&D Compound for 1500$
This enchances the GSB. IT sends two planes, one drops a cryo bomb while other drops the GSB Making the very ground shatter. Not only obliterating structures but infantry and vehicles as well.

All out.
All Vehicles in the selected area fire 45>50>60 Faster but shutsdown for 25 seconds after 25 seconds.

PROS smile.gif
-Devastating late game
-Powerful and Durable units.
-With proper positioning comes total pwnage.

CONS sad.gif
-Units are more expensive than their original counterparts.
-Needs proper positioning.
-Needs alot of money.

Posted by: V.Metalic 20 Jun 2014, 10:37

When I was thinking about this, I realized that SWR actually managed to fill in all the key strategy elements of their factions, and thinking of the fourth general for them is not an easy task unless you dont want to overlap with the existing ones.

The USA is more or less done. The Air Force is their unquestioned domain, Special Forces are a great part of the US Armed Forces, and the Tank Command, while little unexpected since the ZH USA didnt put that much emphasis on the armour units. But it is fine. The only good candidate for this would be the use of the high-tech weaponry like lasers, microwaves and all this. But you will have to differentiate him from Aleksandr, who is fielding the advanced weapons of his faction. Lore-wise you will have to solve how can this General power all of the experimental weapons he/she has so that it fits the "cheap military". And another candidate, which is however much weaker, would be the use of naval and amphibious units, but I dont see it as strong enough to stand on tis own beside others. And robotics and drones are not enough for standalone general either. Drones are a big part of American armed forces, being fielded by all fo them. General that forbids the living soldiers is not a way.

China is pretty much done, if not even little expanded. The former Tank and Infantry Generals have merged into Red Army, if not having the "advanced weapons" like the Emperor and Minigunner. This aspec along with the Nukes has been given to the Special Weapons along with the napalm, simply all of the "advanced tech of China" have been given to the Mao. And enhanced propaganda of Fai has been given to the Secret Police, which is fitting, as the Secret polcie are the most loyal to the party and watch over the rest to protect the party and China. Also the ECM, which was not that much used by ZH China, has been expanded fuhrer, giving it much more to the electronic warfare, as well as the hackers and hacking. The fourth Chinese general, I have absolutely no idea. The only possible routes would be if I will take inspiration from the Generals 2, which would be either a specialization on the rockets, which would be little dull as both ZH and RotR China does not use the rockets that much, RotR even less, or the urban warfare, in other words the specialization in close quarters, mostly using flamethrowers (not to the level of Shenlong) and shotguns, which would be interesting. Possibly there would be incorporated more of the "experienced" units, but still the emphasis on the spam will be incorporated, like that this "Urban Warfare Specialist" will have more experienced soldiers than others.

GLA... there it is more or less as in the ZH. The toxin general Bio Command is pretty much the same, just with some more chemicals in his disposal. The explosions and bombs was given to the Terror Cell that also gained something from the Stealth, and Warlord is more unique in the GLA, having the "most modern" and regular troops and weapons of the GLA. And the Stealth has been equally distributed among whole GLA, being more stealthier now. Fourth general would probably have to rely on the aspect of the GLA not that much touched by the others, and that would probably be again inspired by Generals 2, namely Junkyard (Salvage) and Kitbash (Engineer) to have more improvised and modified vehicles, but make him distinctive from Sulaymaan.

With the Russia it is not so easy, as it is a new faction so there cant be done some comparisons. Rapid Deployment, mostly made up from Spetsnaz and VDV, are also specialized on the close air support in the form of helicopters. Advanced Weapons are using all of the top weapons with a little mix of Red Alert Soviets (Tesla Coils), and Tactical Ballistics is all about the artillery and long range fire support. The tactical nukes launched by Topols and Silos, upgrades of the rockets (which are considerable in Russia), artillery defense and possibly an alternative of Grumble in the form of Tor (whatever it will have game-wise). Choosing here for the fourth in the party is tough, but maybe there is one good candidate. I would call it "Strategic Reserves". This general will be more or less the most "vanilla Russia" as of now, with access to less advanced weapons but a little better "mass production potential". For example the Kodiak may be replaced by little weaker but easily made T-72, which are in great supply in Russian reserves, Berkut probably replaced by Flanker. Simply this general would have little weaker units than others but can produce more to compensate, but not into the level of China. His units would still be better than Chinese counterparts. If he would be using Sentinels... not sure about it. If Orlov can, probably this one could as well. Giving him his own heavy tank in comparison to Aleksandr's Golem doesnt appeal me that much.

And the last one is ECA. This is probably the hardest right after the China. The armored units goes to German Mechanized Assault, the defenses goes to Dutch Royal Guard, and the artillery and air force is of British Fire Support. Thats pretty much all aspects of what makes ECA the ECA. For the fourth I have no idea. If we will go all ballistics and stretch it, than probably it would be bigger aerial support from Spain, where the Air Force was not so much touched, but will defile the play style of the faction, or go for the use of the solar energy and other experimental weapons little bit more, but this doesnt appeal me either. With ECA, despite being my probably most faved RotR faction with Russia right behind, I cant think of anything that could be used for the fourth general.

--------------------------------------------

This is my analysis of the viable possibilities. I know this is meant as for fun, and I take it like so. Writing and thinking this over was really entertaining smile.gif

Posted by: Admiral*Alex 20 Jun 2014, 14:44

QUOTE (V.Metalic @ 20 Jun 2014, 5:37) *
When I was thinking about this, I realized that SWR actually managed to fill in all the key strategy elements of their factions, and thinking of the fourth general for them is not an easy task unless you dont want to overlap with the existing ones.

The USA is more or less done. The Air Force is their unquestioned domain, Special Forces are a great part of the US Armed Forces, and the Tank Command, while little unexpected since the ZH USA didnt put that much emphasis on the armour units. But it is fine. The only good candidate for this would be the use of the high-tech weaponry like lasers, microwaves and all this. But you will have to differentiate him from Aleksandr, who is fielding the advanced weapons of his faction. Lore-wise you will have to solve how can this General power all of the experimental weapons he/she has so that it fits the "cheap military". And another candidate, which is however much weaker, would be the use of naval and amphibious units, but I dont see it as strong enough to stand on tis own beside others. And robotics and drones are not enough for standalone general either. Drones are a big part of American armed forces, being fielded by all fo them. General that forbids the living soldiers is not a way.

China is pretty much done, if not even little expanded. The former Tank and Infantry Generals have merged into Red Army, if not having the "advanced weapons" like the Emperor and Minigunner. This aspec along with the Nukes has been given to the Special Weapons along with the napalm, simply all of the "advanced tech of China" have been given to the Mao. And enhanced propaganda of Fai has been given to the Secret Police, which is fitting, as the Secret polcie are the most loyal to the party and watch over the rest to protect the party and China. Also the ECM, which was not that much used by ZH China, has been expanded fuhrer, giving it much more to the electronic warfare, as well as the hackers and hacking. The fourth Chinese general, I have absolutely no idea. The only possible routes would be if I will take inspiration from the Generals 2, which would be either a specialization on the rockets, which would be little dull as both ZH and RotR China does not use the rockets that much, RotR even less, or the urban warfare, in other words the specialization in close quarters, mostly using flamethrowers (not to the level of Shenlong) and shotguns, which would be interesting. Possibly there would be incorporated more of the "experienced" units, but still the emphasis on the spam will be incorporated, like that this "Urban Warfare Specialist" will have more experienced soldiers than others.

GLA... there it is more or less as in the ZH. The toxin general Bio Command is pretty much the same, just with some more chemicals in his disposal. The explosions and bombs was given to the Terror Cell that also gained something from the Stealth, and Warlord is more unique in the GLA, having the "most modern" and regular troops and weapons of the GLA. And the Stealth has been equally distributed among whole GLA, being more stealthier now. Fourth general would probably have to rely on the aspect of the GLA not that much touched by the others, and that would probably be again inspired by Generals 2, namely Junkyard (Salvage) and Kitbash (Engineer) to have more improvised and modified vehicles, but make him distinctive from Sulaymaan.

With the Russia it is not so easy, as it is a new faction so there cant be done some comparisons. Rapid Deployment, mostly made up from Spetsnaz and VDV, are also specialized on the close air support in the form of helicopters. Advanced Weapons are using all of the top weapons with a little mix of Red Alert Soviets (Tesla Coils), and Tactical Ballistics is all about the artillery and long range fire support. The tactical nukes launched by Topols and Silos, upgrades of the rockets (which are considerable in Russia), artillery defense and possibly an alternative of Grumble in the form of Tor (whatever it will have game-wise). Choosing here for the fourth in the party is tough, but maybe there is one good candidate. I would call it "Strategic Reserves". This general will be more or less the most "vanilla Russia" as of now, with access to less advanced weapons but a little better "mass production potential". For example the Kodiak may be replaced by little weaker but easily made T-72, which are in great supply in Russian reserves, Berkut probably replaced by Flanker. Simply this general would have little weaker units than others but can produce more to compensate, but not into the level of China. His units would still be better than Chinese counterparts. If he would be using Sentinels... not sure about it. If Orlov can, probably this one could as well. Giving him his own heavy tank in comparison to Aleksandr's Golem doesnt appeal me that much.

And the last one is ECA. This is probably the hardest right after the China. The armored units goes to German Mechanized Assault, the defenses goes to Dutch Royal Guard, and the artillery and air force is of British Fire Support. Thats pretty much all aspects of what makes ECA the ECA. For the fourth I have no idea. If we will go all ballistics and stretch it, than probably it would be bigger aerial support from Spain, where the Air Force was not so much touched, but will defile the play style of the faction, or go for the use of the solar energy and other experimental weapons little bit more, but this doesnt appeal me either. With ECA, despite being my probably most faved RotR faction with Russia right behind, I cant think of anything that could be used for the fourth general.

--------------------------------------------

This is my analysis of the viable possibilities. I know this is meant as for fun, and I take it like so. Writing and thinking this over was really entertaining smile.gif


You should had seen the some of the first ones people created, they had created the same Generals you talked about.

Posted by: Composite armour 20 Jun 2014, 16:27

A fourth ECA general could focus on the resistance groups. Though it would probably end up as a GLA playstyle rather then an ECA one.

Posted by: V.Metalic 20 Jun 2014, 18:27

QUOTE (Admiral*Alex @ 20 Jun 2014, 15:44) *
You should had seen the some of the first ones people created, they had created the same Generals you talked about.

I looked over all the pages (but not reading every word, only looking over it), and I found some interesting things.

As it was said, the ECA fourth general could be the resistance. It is a logical choice, but difficult to make out of this reason. To be a true resistance, you must stay hidden, and without the big weapons so as to not reveal yourself. Also you cant maintain a direct supply lines, so your combat efficiency is reduced fuhrer. But I liked the idea of the Foreign Legion.

I would imagine the Foreign Legion as a task force made up of various weapon systems and equipment from now-occupied states like the Poland, Czech and Slovak Republics. The equipment is in their possession because when the Russia invaded, and it was evident they cant halt them fast enough, it was decided to evacuate as many valuable weapons as possible (but not all, there was still needed some for slowing down the Russians). And this task force is led by French General, thus some French-exclusive units may be in play as well.

The Foreign Legion would be capable of the turtling like all other generals, its the basic strategy for all ECA, not just Willem, artillery use (so Howitzer is available), but the units will be made more for the mobile lighter combat, as opposed to Wolfgang's heavier mechanized assault. FL will have some unique infantries, lighter combat vehicles (I am even thinking of reintroducing improved AMX-13, or some derivate of it) and a mild aerial transports (helicopters) with use of partisans. The resistance is not a bad idea for this. As Gen 3/5 unlock you can create a Resistance Lair, which can produce some partisan-style units. FL thus can be seen as a "special force" of the ECA generals, in a sense. I can think this a little more and put it here in some proper format if you want.

Same for the Russian, where I see that people are keen for the Reserves kind, having older (weaker) equipment but be able to make more of them, and with some more economical boost to field more forces (something what Knjaz would love to biggrin.gif). Thought I was not so keen on some of the suggested content for them, such as of that Mongolia-hailing "old guard" who was ruthless nearly on the level of Aleksandr. The Generals shouldnt be changing the gamestyle and strategy of the faction, but little more specialize on one style but not neglect the other. Thats something what I want to keep in mind.

Posted by: Admiral*Alex 20 Jun 2014, 20:46

QUOTE (V.Metalic @ 20 Jun 2014, 13:27) *
I looked over all the pages (but not reading every word, only looking over it), and I found some interesting things.

As it was said, the ECA fourth general could be the resistance. It is a logical choice, but difficult to make out of this reason. To be a true resistance, you must stay hidden, and without the big weapons so as to not reveal yourself. Also you cant maintain a direct supply lines, so your combat efficiency is reduced fuhrer. But I liked the idea of the Foreign Legion.

I would imagine the Foreign Legion as a task force made up of various weapon systems and equipment from now-occupied states like the Poland, Czech and Slovak Republics. The equipment is in their possession because when the Russia invaded, and it was evident they cant halt them fast enough, it was decided to evacuate as many valuable weapons as possible (but not all, there was still needed some for slowing down the Russians). And this task force is led by French General, thus some French-exclusive units may be in play as well.

The Foreign Legion would be capable of the turtling like all other generals, its the basic strategy for all ECA, not just Willem, artillery use (so Howitzer is available), but the units will be made more for the mobile lighter combat, as opposed to Wolfgang's heavier mechanized assault. FL will have some unique infantries, lighter combat vehicles (I am even thinking of reintroducing improved AMX-13, or some derivate of it) and a mild aerial transports (helicopters) with use of partisans. The resistance is not a bad idea for this. As Gen 3/5 unlock you can create a Resistance Lair, which can produce some partisan-style units. FL thus can be seen as a "special force" of the ECA generals, in a sense. I can think this a little more and put it here in some proper format if you want.

Same for the Russian, where I see that people are keen for the Reserves kind, having older (weaker) equipment but be able to make more of them, and with some more economical boost to field more forces (something what Knjaz would love to biggrin.gif). Thought I was not so keen on some of the suggested content for them, such as of that Mongolia-hailing "old guard" who was ruthless nearly on the level of Aleksandr. The Generals shouldnt be changing the gamestyle and strategy of the faction, but little more specialize on one style but not neglect the other. Thats something what I want to keep in mind.


I do ament so so the idea were kind of bad ,but most of them were real ideas.

Posted by: V.Metalic 20 Jun 2014, 22:46

QUOTE (Admiral*Alex @ 20 Jun 2014, 21:46) *
I do ament so so the idea were kind of bad ,but most of them were real ideas.

Not sure how you mean it.

Posted by: Admiral*Alex 20 Jun 2014, 23:03

QUOTE (V.Metalic @ 20 Jun 2014, 17:46) *
Not sure how you mean it.


i mean the ideas fer really great, one was an ECA airforce that teh way that person balanced it you could have miss taken it for a polished idea of a ROTR sub-faction

Posted by: V.Metalic 21 Jun 2014, 15:40

Strategic Reserves General Zima

Military Analysis
Full Name: Vsevolod Konstantinovich Zima
Allegiance: Russian Federation
Branch: Ground Forces, 41st Army
Tactics: Armed & Economy Reserves

National Information
Class Number: F4127K-582
Stationed: Novosibirsk, Russia
Rank: 4-star General

Description

Exclusives

Infantry
RPG Conscript may be armed with re-loadable RPG-29 launcher. Faster rate of fire, lower firepower.

Machine Gunner (Possibility)
- Armed with PKP "Pecheneg" machine gun. Excellent against infantry, and light vehicles.
- Can deploy for more steady fire but becomes immobile.

Vehicles
Supply Wartruck is cheaper.

BMP-3 may be possible to be equipped with rockets as an upgrade. (Possibility)

Shilka (Possibility)
- Replaces Tungaska.
- Good against aerial targets and infantry.
- Possibly the same as the General Power vehicle.

T-72 "Bear"
- Replaces Kodiak Tank.
- Weaker than Kodiak, but is also cheaper, being able to be easily mass-produced. Equipped with meager MG on commander's cupola or coaxial to the main gun, against infantry (requiring turret to turn against the infantry target).
- Benefits from ERA Armour upgrade. Equipped with Smoke grenades.
- Has the "armoured skirt" on the lower edge of front armor, like T-80.

Buk/Gadfly AA System
- Replaces Grumble.
- Shorter fire range, but higher rate of fire. Needs to deploy to fire.
- Slightly more armored (and slower), but still defenseless against ground units.

Arms Supplier generates +5$. Industrial Plant has two more slots for Arms Suppliers.

Sentinel Tank is not available.

Aircraft
Flanker
- Replaces Berkut.
- Cheaper than Berkut. Armed with missiles and autocannon (like Berkut).
- Lacks the Barrel Roll ability, may have another ability to evade incoming fire (flares)
- Possibility for engaging ground targets, mostly armour units. Replacing Sokol.

Sokol may (or not) not be available, replaced by Flanker's multirole. (Possibility)

Havoc is standard battle helicopter.

Mi-17 Hip
- Replaces Hunchback. (Possibility)
- Transports 7-8 infantry.
- Armed with rocket launchers for ground bombardment. Supplementing Sokol as close air support. (Possibility)

General Powers
1-Star Power that can increase the economical input, either affecting the Supply Wartrucks, Arms Suppliers and Supply Warehouses, or power that affects all production buildings.

Conscript Drop has two Mi-26 Halo helicopters, delivering double the men.

Armored Reserves each deliver plus one more vehicle of each type (Level 1 delivers 2+2+2, Level 2 delivers 3+3+3, Level 3 delivers 4+4+4)

-----------------------------------------------------------------------------------

My 4th Faction Generals
- http://forums.swr-productions.com/index.php?showtopic=4856&st=150&p=89587&#entry89587
- http://forums.swr-productions.com/index.php?showtopic=4856&st=200&p=89814&#entry89814
- GLA ... General
- Russia Strategic Reserves General Zima
- http://forums.swr-productions.com/index.php?showtopic=4856&st=125&p=88879&#entry88879

-----------------------------------------------------------------------------------

For General Zima's background, I think it would be an old general like Zhukov, who is mostly the expert on logistics, keeping the supply lines to the battlefield running and sending his units, armed with some older weapons, where they are needed by Aleksandr. He isnt that much of a strong personality, so he isnt defying Aleksandr as Zhukov and Orlov, but isnt a boot-lick. He is a great manager for logistics and supplying, and quite a good strategist, but not as the others (well, probably little better than Aleksandr, definitely not as ruthless).

The "Possibiltiy" is meant as something that may or not be done, such as the RPG Conscript, which just replaces a weapon, which may not be needed at all. Everything is a subject to change.

And his name "Zima" is a play on "General Zima (Winter)", the best weapon Russia had to defeat all invasions that went into Russia, by Napoleon and Hitler, ho were halted and defeated only because of Russian winter biggrin.gif

Posted by: Maelstrom 22 Jun 2014, 22:08

Peacekeeping Louis Loiselle

Rank: General
Branch: French National Police
Stationed: Bivres, Essone, France
Tactics: Elite Infantry & Anti-riot weapons


-- Infantry --

GIGN - Assault
Tier 1
Cost: $500
Stealth
Armed with Benelli M3 Shotgun
Equipped with foldable ram, which can be used to breach garnisonned structures and clear them
The Assault GIGN is revealed a short instant before breaching a structure

GIGN - Recon
Tier 1
Cost $500
Stealth
Armed with P90 PDW
Can place beacons to guide artillery strikes at long range

RAID - Shotgun (not trainable)
Armed with Saiga-12 automatic shotgun
Has gas mask: immune to tear gas, CS Gas, smoke grenades

RAID - Grenade Launcher (not trainable)
Armed with M32 Grenade Launcher
Has gas mask
Can clear garnison (tear gas grenades)
Can switch between AP and Tear gas grenades

RAID - Shield (not trainable)
Armed with Shield + Desert Eagle
Has gas mask
Extremely Resistant (still 1 shot by snipers)
Improves defense of all infantry in a small radius
Has C4 charges against tanks and structures

Grenadier is not available


-- Vehicles --

Intervention truck
Tier 0
Cost $450
Replaces Lynx APC
Can hold 5 infantry
Very fast
Can ram light vehicule
Medium armor

Anti-riot IFV
Tier 1
Cost: $900
Replaces Pandur
Armed with grenade launcher
Cannot change weapon
Can switch between AP and Tear Gas
can clear garnisons with tear gas grenades
Medium armor

Peacekeeper Artillery
Tier 2
Cost: $1750
Long range howitzer
Can fire HE or tear gas shells
Has place for 1 infantry
If infantry inside, has a 7,62 MG to defend itself
Can fire at extremely long range if guided by Bloodhound FAC or GIGN Recon
Light armor


-- Aircraft --

Transport Helicopter
Tier 1
Cost:$1000
Can hold 8 infantry
Can drop a wall of tear gas grenades in front of him


-- Defenses --

Grenade Turret
Tier 1
Cost: $1000
Automatic Grenade launcher
Can switch between AP and Tear gas
Fire rate increases over time


-- Generals powers --

Rank 1: Assault Planification
Reveals every defensive structure on the map for 30 seconds
Does not work with mines and demo traps

Rank 3: RAID Air drop
Level 1: 12 RAID troopers, all armed with shotguns
Level 2: 12 RAID troopers, 8 with shotguns, 4 with grenade launchers
Level 3: 12 RAID troopers, 7 with shotguns, 3 with grenade launchers, 2 with shields


-- Upgrades --

Advanced Chevrotine
Tier 1
Cost: $2000
Replaces Revolver Cannons
Increase Damage of canister weapons by 15%

High Impact Grenades
Tier 2
Cost: $3000
AP Grenades do 10% more damage
Tear Gas Clouds from RAID, Anti-Riots IFVs and Grenade Turrets last longer
Does not work with tear gas walls
Works with CS Gas

Emergency Evacuation
Tier 1
Cost: $1000
Intervention trucks become able to pick up wounded infantry
Infantry inside Emergency trucks are healed

Do you want a handkerchief?
Tier 2
Cost: $1500
Anti-riots IFVs, Grenade Turrets and Transport Helicopters become able to create walls of tear gas
Must be manually activated

Pandora protocol
Nerve Gas is replaced by CS Gas
CS Gas slows every unit which travels through it
Inflicts damage to infantry over time
Grenade RAID troopers can use CS Gas
Peacekeeper Artillery can use CS Gas

Posted by: Admiral*Alex 22 Jun 2014, 22:40

QUOTE (Maelstrom @ 22 Jun 2014, 17:08) *
Peacekeeping Louis Loiselle


One of the most unique ideas I've seen

Posted by: HoneyBee 22 Jun 2014, 23:56

QUOTE (Admiral*Alex @ 22 Jun 2014, 22:40) *
One of the most unique ideas I've seen

I second that. Love the idea very much. Really interesting.

Posted by: X1Destroy 23 Jun 2014, 15:14

Angry mobs beware.

Posted by: teslashark 23 Jun 2014, 17:17

A whole merdeton of debuffing, though pretty low on AA units.

Posted by: deverill 26 Jun 2014, 22:45

I'd like to see a proper British General.

Posted by: V.Metalic 27 Jun 2014, 0:09

QUOTE (deverill @ 26 Jun 2014, 23:45) *
I'd like to see a proper British General.

Whats bad on General Charles Cutting, Fire Support General?

Posted by: Generalcamo 27 Jun 2014, 3:21

General Zhans
The Overrated General

You think General Richard Johnson is powerful? Then try this general:

Units:

Aurora Bomber: Plane armed with a MOAB bomb that it can launch, but doesn't actually launch it, and just crashes into a target. Completely invulnerable before crashing.

Crusader Tank: An excellent unit.. until you factor in every single other unit in the game.

Laser Crusader Tank: Armed with a heavy laser cannon. Requires power, as it takes power with 400 mile long extension cords

Ranger: The most elite infantry unit in the world, can lose to a poorly trained Red Guard. It is also more expensive.

Minigunner: An extremely elite infantry that somehow manages to accurately fire a minigun at airplanes without dislocating their shoulder. Cheaper than a Ranger.

Avenger: Wait, these exist?

Paladin: I had no idea this was here.

TOW-Rockvee: Main battle tank. Serves to support your Carpet bombings and aurora runs.

Stealth Fighter: The perfect base defense killer. If only people actually used them.

Buildings:
Particle Cannon: Nothing different from the original Particle cannon.. except it costs 2500 instead of 5000. Spam these to your hearts content.

Supply Drop Zone: Instantly gives out money when built, saving you time from exploiting it yourself!

EMP Patriot: Absolutely awesome... until you realize that the missiles are terrible and can disable itself if infantry get too close.

Special Power:
Carpet Bomb: Immediately available upon starting the game, use this to make your attacks needlessly broken.

Posted by: Maelstrom 28 Jun 2014, 11:39

Cybernetics General Jacob Keyes

Rank: General
Branch: US Experimental Research Center
Stationed: Area 51, Nevada, US
Tactics: Advanced Drones & AI-Assisted Weapons


-- Infantry --
Ghost
Replaces Javelin Soldier
Tier 1
Cost: $1000
Stealth
Equipped with Experimental Assault Rifle and shoulder-mounted mini-rockets
Mini-rockets can fire like Javelin over long range, but have long reload time
3 mini-rockets, each dealing 50% of normal Javelin, all on 1 target or on 3 differents in a small area
Manual mini-rocket launch

-- Vehicles --
Jericho Tank
Replaces Crusader
Tier 1
Cost: $900
Armed with 105mm cannon
Can use hover mode
When in hover mode, deploys a 7,62mm machine gun
Machine gun is AI-controlled (cannot target manually) and can only fire at ground targets
Can fire AI-Assisted Shells (upgrade)

Hydra Tank
Tier 2
Cost: $1600
Armed with 125mm cannon, 12,7mm machine gun, 70mm rocket launcher
MG and RL launcher can fire at ground and air targets
Can give control of MG and RL to an AI
Desactivated AI: MG and RL fire in the same direction than main gun
Activated AI: MG and RL become able to fire in different directions than main gun
If infantry is near, MG will deal with it
If vehicles or aircraft, RL will get them
If AI is activated, MG ignores aircraft.
Main cannon can use AI-Assisted Shells

Vertigo Launcher
Tier 2
Cost: $1750
Launches a missile at long range
Can launch standard missile: HE Impact, massive damage on 1 point, medium AoE, unguided
Can launch AI-Assisted MIRV: Must be manually launched
If MIRV detects a minimum of 3 ennemies in a small radius, self-destructs and releases 9 AI-Controlled warheads which seeks ennemy and detonates with little AoE.
If not enough target, do moderate damage at designed point. Little AoE, and less damage than standard, but longer range.

-- Drones --
Spider Drone
Not trainable
Armed with AP special machine gun (1200 rpm)
Very fast
Very weak

Mosquito Drone
Replaces Nighthawk
Tier 1
Cost: $1200
Not stealth, but a little faster than Nighthawk
After upgrade, cannot be targeted by T2 AA
Armed with a single bomb
Can be upgraded with Bunker Buster

S.H.I.E.L.D. Drone
Super Heavy Interception of Explosive and Lead-based Devices Drone
Tier 2
Cost: $1500
Extremely resistant
Attracts Missiles, bullets which are directed to nearby units.
Cannot attract shells, but decreases the damage they deal
No effect on artillery
Direct fire on the SHIELD do more damage

Mangoon Drone
Tier 2
Cost: $1400
Quite fast
Armed with long range AA missiles
Can fire while moving

-- Upgrades --
Interceptor drone
Vehicle-attached drone
Cost: $350
Armed with anti-missile laser
Can fire 3 times in a short time before reloading
Can destroy air-to-ground missiles
Cannot destroy artillery missiles (like scud or grad's rockets)

Class C AIs
Tier 1
Cost: $1000
Unlocks Ghost's ability to target 3 ennemies at once
Must manually select target area
Automatically selects the most dangerous ennemies in target area

Class B AIs
Tier 2
Cost: $2000
Unlocks AI-Assisted Shells
AI-Assisted Shells are directed to ennemies' weak points, which deal 20% more damage than standard shells and slows permanently target.
Must be targeted manually
Each shell costs $50

Signature reduction
Tier 2
Cost: $3000
Recon Drones become stealthed
Hunter Killers and Mosquitos become untargetable by T2 AA
HK and Mosquitos are 25% more expensive

-- General Powers --
Rank 1:
AI Hijack
Implants an AI in an ennemy vehicle
Designated vehicle attacks nearest friends for 30 seconds
If no other ennemy, weapons desactivated.
Enemy general still can move it normally

Rank 3:
Drone Swarm
A B-52 drops pods which contains 15>20>25 Spider Drones
Spider Drones connot be manually controlled
They attack everything in target area and then self-destruct
Maximum autonomy: 45 seconds
Spider Drones can be destroyed by ennemy

Posted by: Banisher of Hope 3 Jul 2014, 17:55

So here is my idea, basically a "Black" section of the USA. A section that doesn't even exist.

Here is a start, but not complete.


Special Agent W
Faction: United States of America
Branch: Classified
Stationed: Classified
Focus: Precision target elimination

Special features:

- Hive Base (T1)
The base offers the precision of drones over the sloppy overkill of a howitzer. The bases no longer have room for more than 2 infantry but also houses 4 WASP drones. Aside from that, the Cyclops, Protector and the yet-to-be-revealed standard USA T0 defense are also available.

- Small Arms Agent Specter (T0)

Highly skilled in the arts of infiltration these elite infantry are the most powerful in the game. 20% more powerful than a Ranger, 10% faster, and 10% increased range. There only down side is that they cost twice as much as Rangers and have 15% less armor. They also do not have the ability to perform the combat drop that Rangers are famed for. The decreased armor is to make room for the latest tech including the cloud. Although they are technically referred to as Small Arms Agents, due to their ability to disappear those who work with them have taken to calling them Specters.
Cloud Ability Become stealthed for 10 seconds, even when firing. (2 minute cooldown.)
Flash-Bang Grenades no change from ranger ability.

- Light Weapons Agent Ifrit (T0)

Ifrits are the replacement units for the Missile Defender. These units have the same Cloud ability as the Specters, but pack a slightly bigger punch. Using a very small launcher with scalable explosives these units can tune their explosives to trade damage for range. On the very edge of their range the missle have very little punch remaining, but in close they are deadly. Indeed these Ifrits have tamed their fire and can make it dance for them, and are as ruthless as their namesake.
Cloud Ability Become stealthed for 10 seconds, even when firing. (2 minute cooldown.)

- Insertion vehicle (T0)

Replaces the Humvee. Smaller and faster than the Humvee this vehicle can easily climb cliffs. To bring the weight down all weapons are left off the main vehicle, and only 3 seats remain. It can, however, still build drones. And also has the stealthy cloud ability
Cloud Ability Become stealthed for 10 seconds, even when firing. (2 minute cooldown.)

- Acolyte Sentry Drone (T1)

Replacing the ground based Sentry with a slightly more expensive flying version. It trades its ability to detect stealth to instead become stealthed permanently.

- Intel Drone (T1)
An additional Drone that can be constructed by vehicles. This costly drone is purely about information. Its moderate sight radius and stealth detection ability make it a valuable asset to any vehicle. If information is power, this is the most powerful drone you can purchase.

- X-44 Manta (T1)

Mantas replaces the Hunter killer Drone. Based on F-22 this unique craft has no tail and gets all its maneuverability from its direct-able exhaust. Given that it has never officially entered battle it retains its experimental designation. With less equipment for flight control Mantas are now able to carry a unique weapons loadout. This loadout consists of 7 intelligent decoys and 1 lethal missile. All 8 projectiles leave the craft in rapid succession and relay to each other about threats so that the decoys missiles are hit first. If the deadly missile makes it to the vehicle it is almost certainly destroyed; only the legendary manticore is known to be able to survive.

Posted by: NeverLose 4 Jul 2014, 10:33

I'm not too serious about this. I'll keep serious one on myself.

Warrior General

Name : General Zhao Wang Xue (No meaning at all)
Faction : China
Branch : Chinese Ancient Warrior Army
Stationed : One of the mountains in China
Tactics : Kamikaze, Melee, ancient weaponaries

Exclusive units

Red Warrior : Replaces Red Guard, Using spears to fight. Can be upgraded with poison.
Cannon man : A guy with Cannon, replaces tank hunter.
Basher : tank that has a powerful engine, used to charge into enemies. (Think of Demoman in TF2)
Horseman : Guy on the horse, effective against infantry. Also gain horde.
Archer : again, good against infantry. Can choose between Standard, Poison, Fire or explosive arrows. Can come in variants of horseman.

Well, that's enough.

Posted by: Bergzak 5 Jul 2014, 13:44

General Xin Yuanlong

Faction: People's Republic of China
Branch: People's Liberation Army
Location: Base Monkey, Xian, China
Tactics: Field Ballistics

Features:

-Mortar Soldier
Replaces Tank Hunter and Pyro. Each individual Mortar Soldier is armed with a Modular Type 112 Mortar that can be upgraded to targeting computers for increased accuracy, or Napalm Shells that can clear garrisons. Can switch to the Type 72G Flak Gun, a Flak Gun that, while having slightly longer range than the Tank Hunter's Flak Gun, only works against aircraft.

-Battlemaster G
Replaces Battlemaster. ZTZ-58 outfitted with a howitzer cannon that increases its range. Is tougher, more expensive, and just as accurate as Battlemaster.

-Xiaolong Mobile Anti-Aircraft Platform
Replaces Twin-Fang. Does not need to deploy to fire. Has more range than the Twin-Fang. However, is weaker than the Twin-Fang.


-Guan Yu MLRS
Replaces Inferno cannon, and serves as Xin's counterpart to Mau's Nuclear Cannon. Fires a barrage of shells. Initially Napalm, but can be upgraded to fire Nuclear Rounds. Can switch to burst fire or barrage fire. More expensive than the Inferno Cannon.

-J-20G "Fenghuang"
Replaces Interceptor Mig. Has longer range, and fires destructive, uninterceptable napalm rockets. Can be upgraded to fire Nuclear Rockets.

-Z-12 "Kirin"
Serves as Xin's helicopter. Fires uninterceptable long range missiles. Can be upgraded to fire Nuclear Missiles.

-Has access to Nukeneer
-Rank 1: Nuclear Arsenal - Unlocks Nukeneer and Fenghuang, Guan Yu and Kirin Nuclear Upgrades
-Rank 3: Uses Current Artillery Bombardment

Posted by: V.Metalic 5 Jul 2014, 15:07

QUOTE (Bergzak @ 5 Jul 2014, 14:44) *
General Xin Yuanlong

Faction: People's Republic of China
Branch: People's Liberation Army
Location: Base Monkey, Xian, China
Tactics: Ballistics

I like this smile.gif Just give him some more rockets to differentiate him from Zhukov. Like a Rocket Tank, maybe replacing Dragon Tank, anti-infantry with napalm rockets (not as effective as Buratino, needs time until infantry is burned), but also as anti-armor. And maybe a rocket artillery replacing Inferno Cannon, but having the same "Firestorm" capability.

Posted by: X1Destroy 5 Jul 2014, 16:26

General John Hunter Evans

Faction: USA
Branch: US Army
Location: Alaska, North America
Tactics: Territorial Defense. Counter attack.

Note: The branch and location may change if it's not suitable.

Buildings:

-Nuclear Powerplant: Build limit one. Give about 120 points of power. Explode violently upon destruction. Treated as Tier 1 tech building. Replace Detention Camp. Have a mine dispender that will automatically generate mines around the powerplant.

-Pillbox: Replace Firebase. Have a machinegun that is good against both infantry and aircrafts. Have 2 garrison slots. Not affected by basic anti-garrisoned weapons except bunker buster bombs and alike.

-Guardian Turret: Replace Protector missle system. 4 big 105mm cannons to blast tanks and infantry, 2 laser-guided missile launchers to attack aircraft. Longer range than Protector.

-Grand cannon: Long range Tier 2 base defense. Have very long reload time, but does lots of damage. Good vs vehicles and infantry, but don't have big AOE.

-Veteran training ground: Send basic infantry inside to make them become heroic units. Can train 10 infantry men at once, and will take time before training the next group. Also produce veteran and elite pilots, for a price.

-Strategy Center no longer have Search and Destroy, replaced by Rapid Response which grant 15% faster production speed and 10% movement speed for infantry and ground units. Hold The Line is now changed to Impervious Stand, increase durability of buildings and units up to 30%. Bombardment also increase accuracy of artillery units by 10%.

Units:

-Army regular: Basic infantry. No flashbang. Armed with an M4 Carbine and smoke grenade to confuse the enemy. Can capture buildings. Have faster firing rate compared to ranger. Can be used as spotter for Howitzer.

-Use standard Missile Defender and Javelin soldier as AT infantry. Vanguard still exist as basic anti-garrison infantry unit.

-No SEAL.

-Pathfinder is replaced by Marksman. No stealth but have faster firing rate. Useless against armored vehicle but can still engage jeeps. Detect stealth units.

-Automatic Rifleman: Heavy weapon specialist. Tier 2 advance unit. Armed with an M240b and grenade launcher with HE rounds. Quite slow and expensive. Good against most units and can engage aircraft.

-M1A4 Paladin: MBT. Worse stats than currently ingame since it's now a tier 1 unit and is cheaper. Still have PDL. Have more range than crusaders.

-M1161 Growler: No TOW, weak armor but faster, cheaper and 50 cal MG fire faster, deal more damage. The gun is always manned. Tier 2 individual upgrade replace 50 cal MG with long range mortar. Replace Humvee. Detect stealth units. Tracer rounds can be used to guide enemy targets for friendly units to fire upon with better accuracy.

-Mobile Howitzer: Artillery vehicle. Replace Tomahawk. Ability use Army Regulars as spotters to increase both range and accuracy. Move faster than Tomahawk.

-Avenger replaced with M75A3 White Dust as basic AA. Have a 40mm autocannon, 2 AA missiles launcher on the right and twin-linked 20mm autocannons on the left of the turret.
Only the 40 and 20mm can engage ground targets but all weapons can fire at aircrafts. Have tougher armor and PDL just like Bradley. Have a rotating radar as a cosmestic feature.

-No Bradley.

-M97 Armadillo general purpose assault drone: Have a pair of twin-linked 90mm cannons on 2 the left and right of the turret, missile launchers on top that automatically fire a barrage of dumbfire missiles at enemy targets and 2 HMGs on the front. Ability can launch an airburst missile at garrisoned buildings to clear them. Good against tanks and devastating against infantry. Tier 2 main assault unit. Not slow at all. Have good armor. Unmaned unit. Is amphibious. Requires power to operate.

-No Microwave tank.

-Termite and Mule drone are available for this general. Mule drone can throw smoke.

-No Chaparal. Replaced by the LONGBOW system, a mobile version of Cyclop. Need to deploy to fire, like the Grumble. Have no ammo clip. Very long delay between shots but is hit scan and does devastating damage to aircrafts. Can 1 hit kill a Hind. Also have PDL to protect itself against missiles. Slow movement speed.

-Assault Commanche use 30mm autocannon instead of vulcan. Better against tanks. Also have 2 Sidewinders to attack aircrafts.

-Silent Eagle: Replace raptor. Use laser-guided bombs against ground targets. Still have 4 missiles to attack aircrafts like Raptor. Fly faster when retreating after dropping its payload to return home safely.

-Since Silent Eagle is now effective vs everything, Nighthawk is not available. It's gone since it's a stealth unit.

-Wild Huey: A modernized version. Replace Blackhawk and Cobra. Scout, transport and tier 1 airborne assault unit. Armed with an GPMG, a pair of automatic grenade launchers for general purpose attack. Can use rocketpods after upgrade. Have 6 transport slots. Tier 2 unit. Have a radio that can play Ride of the Valkyries for the lol.

-Combat Osprey: Don't have fireports but have a fast firing machinegun to eliminate infantry, drop medical crates to heal nearby infantry and can use PDL and smoke grenades after upgrade. Replace standard Osprey.

-A pack of hover repair+combat drones armed with missiles and MG can be purchased at the airfield. These drones cost power and will crash if you're low on power. 5 drones per purchase.

-No Ambulance.

-No AT drone.

-Since Growler can detect stealth, sentry drone is not available. It's redundant.

-Unnamed unit: This thing is stealth and is a drone. When it reachs the target, will explode violently like a bombtruck but does no harms to infantry units. Cause mechanical failures for super heavy tanks, disable and heavily damage them. Unless repaired, the vehicles cannot move at all, but can still shoot, though with highly reduced ROF.

General's Powers:

Reinforcement purchase: Place a marker on a place you want, then click on it and select the kind of units you want to buy. Once done, the unit you requested will be air dropped in that exact place. Marker stay for several minutes and cannot be targeted or destroyed by anything. Cool down is quite long.

Quick CAS: Call in an Aurora to drop a bunker buster payload at a target. Have short delay but small AOE attack. Clear garrisoned buldings. Good against all unit. Cool down 2.5 minutes.

Drone ambush: 3 Termite drones, 1 sentry drone and 3 AT drones will appear from the selected area.

Carbet bombing replace by Cluster Tomahawk strike. Less AOE but more pure damage upon impact.

Emergency power: Use this if you're low on power temporarily. Unlock on default but cost 2000$ per use. Power is needed to operate unmanned units.

WIP...........

More to come.........I know this is generic as fuck but I made it.

Posted by: Generalcamo 7 Jul 2014, 12:11

American High Tech Faction
To address the complaints that everyone is giving that the USA is not high tech enough. Also gives a good excuse to put Shockwave units in.

Infantry:
Laser Ranger: Armed with a Laser Gun.
Laser Missile Defender: Armed with a heavy laser gun
Laser Pathfinder: Armed with a laser sniper rifle. Instant kills, but long reload and the laser is not very stealthy.

Does not have SEALS

Vehicles:
Laser Crusader: Crusader armed with a laser gun.
Mammoth Tank: Heavy Tank armed with two cannons. Can be upgraded with rockets, railguns, and an energy field
Chrono-Enforcer Tank: Tank armed with a plasma weapon. Also contains a warp drive. Warp drive will travel back in time if used for too long though.
Laser Sentry Drone: Sentry Drone armed with a laser
Railgun Plasma Artillery: Artillery armed with a railgun, firing a plasma warhead.
Laser Avenger: Same as vUSA
Exosuit: Walker, armed with the weapon of whoever is in the vehicle at the time.

Point-Defence Laser Drone: Battle Drone armed with PDLs for defense against missiles and infantry.
Manta Drone: Replacement for Targeteer drone. Fires a heavy laser.

Aircraft:
Raptor: Same as before, but comes with Laser Missiles.
F/B-22: Replacement for Nighthawk. Loses stealth, but gains armour and is armed with a guided bomb.
Laser Comanche: Armed with twin laser cannons that vaporize enemy forces.

Upgrades:
Railguns: Replaces Missile Defender and Mammoth Tank weapons with Railguns
Focusing Crystals: Adds range and damage to all laser weapons.
Energy Shields: Gives infantry and certain vehicles energy shields for protection against missiles.

Posted by: V.Metalic 7 Jul 2014, 18:41

Too high-tech in comparison to how USA is narrated in the lore. Some of the things, I suppose yes, like some laser tank which would be T2.

Posted by: Overlord_Cane 7 Jul 2014, 20:29

General Gat Ling
China Dakka General

Specialises in bringing more dakka.

Infantry:
- Minigunners instead of Red Guards
- Gatling Flak Hunters: regular Flak hunters with a fully automatic, six-barreled flak cannon
- Dakkers: Hackers who only plays as the Heavy Weapons Guy in Team Fortress 2.
- Dakk Lotus: Has a six-barreled rotary antenna that allows her to hack vehicles and capture buildings faster.

Tanks:
- Dakkamaster: Battlemaster with fully automatic rotary cannon
- Dakkling Tank: Gattling Tank with Gatling guns mounted on the Gatling guns
- Dakka Crawler: Troop Crawler armed with a Gatling gun
- Dakkon Tank: Dragon Tank with a fully automatic napalm grenade cannon instead of a flamethrower
- Dakker Tank: Hopper Tank refitted with a gatling gun
- Inferno Dakker: Hexabarreled, fully automatic Inferno Cannon.

Aircraft:
- Dakkaceptor MiG: Interceptor MiG armed with a powerful chaingun
- Dakka Gunship: Han Gunship upgraded with dual AP Gatling guns
- Helldakka MiG: armed with Air-To-Ground napalm chaingun

Defenses:
Dakkling Gun: upgraded Gattling Gun, armed with six miniguns instead of two
Dakka Bunker: Bunker armed with a gatling gun, grants massive RoF bonus to infantry garrisoned

SW:
- Tremor DAKKA: Reverse-engineered AGAS, upgraded to launch Earth-Shaker shells at twice the original speed. Doubled ammo capacity.

Upgrades:
- More dakkka: gives all units 50% RoF boost
- Even more dakka: further improves all units' RoF by 50%
- There's never enough dakka: grants all units 9001% RoF boost
- Chainguns: gives all units a cooler SFX when firing, also adds tiny boxes of ammo on the Dakkling Gun

Posted by: Generalcamo 8 Jul 2014, 2:18

Expansion:
Gattlinglord: Overlord armed with gattling heavy cannons. Can be upgraded with Dakkling Guns or Dakkling Heavy Cannons
Mother of all Dakka: Nuclear Cannon with 6 rotary barrels. Fires nuclear warheads at a fast rate.

Posted by: NeverLose 8 Jul 2014, 3:35

Isn't this general armed everything with 5 more barrels?

Posted by: SorataZ 8 Jul 2014, 9:27

QUOTE (Generalcamo @ 8 Jul 2014, 3:18) *
Mother of all Dakka: Nuclear Cannon with 6 rotary barrels. Fires nuclear warheads at a fast rate.

Looks like somebody is taking ideas from Crazy Mod again.

Posted by: V.Metalic 8 Jul 2014, 13:51

Foreign Legion General Jean-Claude

Military Analysis
Full Name: Jean-Claude Pierre de'Merlier
Allegiance: European Continental Army
Branch: French Army, Lgion trangre
Tactics: Flanking Maneuvers

National Information
Class Number: FR-492295M63130
Stationed: Aubagne, France
Rank: General

Description

Exclusives

Structures & Defenses
ERYX MissilePost
- Jean-Claude Gun Turret replacement.
- Position surrounded with sandbags and concrete walls, with a ERYX AT missile launcher. Manned.
- Long fire range, good against armored targets.

Resistance Hideout
- General Power structure.
- Produces Partisans (and possibly some more units). Stealthed.
- Incremental, has three levels of armoring and self-defense weaponry (see below). Garrison for 6 infantry (dont changes with the level).

Infantry
Foreign Legionnaire
- Infantry from now-occupied countries that escaped and banded together in France.
- Armed with assault rifle that is weaker than Felin, but has a longer firing sequence.
-- Weapon can be Czech CZ-805 BREN or German Heckler & Koch G36.
- Against vehicles throws specially-designed grenades to immobilize their wheels and tracks for Panzerfausts to take a shot. Grenades are weak, especially against tanks. Must be thrown several grenades before vehicle becomes immobile, but can still continue firing.

Partisan
- General Power infantry.
- Resistance fighters from Poland, Czech/Slovak Republics, Austria, Germany, France etc. that took the arms against the Russian occupants.
- Armed with stolen AK-74 and home-made Molotov cocktails, good at dealing with infantry and light vehicles. Takes longer to build them than regular ECA infantry.
Note: A lot as Genmotty's suggestion of Partisans.

Possibly more Resistance units.

Vehicles

Leclerc Tank (Possibility)
- Replaces Leopard Tank.
- More armored than Leopard and Challenger, Leclerc can absorb the enemy fire while smaller faster untis can flank the enemy.

AMX-18RC Retriever
- Light tank/armored reconnaissance vehicle. Fast 6/8-wheeled with a 105mm gun in oscillating turret can move quickly and flank the enemy armor. Oscillating turret allows to have cartridge for the gun, able to fire three shots in quick succession before moving away, as the reload time is long.
- Good for recon and flanking.
- Amphibious.
Note: Previously it was supposed to be modernized AMX-13. (there are even older vehicles back in service, like Chaparral)

Nexter Aravis
- Replaces Mole Minelayer.
- Engineering transport.
- Armored car that can lay small mine fields behind enemy lines, choosing between shredder mines or small AT mines.
- Resistant to mines, can defuse them.

Zuzana Howitzer
- T2 artillery.
- Latest iteration of Slovak SPH, with the latest technologies Zuzana can fire while moving, decreasing its accuracy, but offering fire support to advancing units.
- Stationary its very accurate.

Aircraft
EC 725 Caracal
- Transport helicopter.
- Can transport 6 men or one vehicle on the bottom.
- Tear gas launcher to confuse enemy units when extraction or deploying are in progress.

General Powers
Unknown 1-Star Power

Resistance Command
- Creates Resistance Hideout in selected area to flank enemy positions.
- Incremental, 3 levels.
-- Level 1: Hideout is unarmed wooden bunker with some concrete for support.
-- Level 2: Hideout has more concrete to resist more damage (wood is still present), armed with dual machine gun on top against infantry and aircraft, covered by camo-netting.
-- Level 3: Hideout is fully concrete with metallic armor plates (camo-netting) (wood is still present), armed with dual heavy machine gun on top and rocket launchers against tanks.

-----------------------------------------------------------------------------------

My 4th Faction Generals
- http://forums.swr-productions.com/index.php?showtopic=4856&st=150&p=89587&#entry89587
- http://forums.swr-productions.com/index.php?showtopic=4856&st=200&p=89814&#entry89814
- GLA ... General
- http://forums.swr-productions.com/index.php?showtopic=4856&st=100&p=87802&#entry87802
- ECA Foreign Legion General Jean-Claude

-----------------------------------------------------------------------------------

I wanted some more foreign units than the French. Maybe the minelaying vehicle may come from some East European country?

Posted by: Karpet 11 Jul 2014, 17:39

QUOTE (Generalcamo @ 7 Jul 2014, 21:18) *
Expansion:
Gattlinglord: Overlord armed with gattling heavy cannons. Can be upgraded with Dakkling Guns or Dakkling Heavy Cannons
Mother of all Dakka: Nuclear Cannon with 6 rotary barrels. Fires nuclear warheads at a fast rate.


Expansion 2:
Dakkaneer: Nukeneer armed with 6-barreled automatic nuclear cannon which fires mini nuclear warheads at a fast rate.
Dakka Squad: Volunteer squad armed with 6-barreled gattling guns and rocket launchers.
Dakkalong: Shenlong armed with dual 6-barreled napalm grenade launcher.
Dakka Spy: Spy plane that strafes the ground with 6-barreled hopper cannons while doing its normal recon job.

Posted by: Die Hindenburg 15 Jul 2014, 18:06

QUOTE (X1Destroy @ 5 Jul 2014, 17:26) *
General John Hunter Evans

Faction: USA
Branch: US Army
Location: Alaska, North America
Tactics: Territorial Defense. Good old weapons.

Note: The branch and location may change if it's not suitable.

Buildings:

-Nuclear Powerplant: Build limit one. Give about 120 points of power. Explode violently upon destruction. Treated as Tier 1 tech building. Replace Detention Camp. Have a mine dispender that will automatically generate mines around the powerplant.

-Pillbox: Replace Firebase. Have a machinegun that is good against both infantry and aircrafts. Have 2 garrison slots. Not affected by basic anti-garrisoned weapons except bunker buster bombs and alike.

-Guardian Turret: Replace Protector missle system. 4 big 105mm cannons to blast tanks and infantry, 2 laser-guided missile launchers to attack aircraft. Longer range than Protector.

-Grand cannon: Long range Tier 2 base defense. Have very long reload time, but does lots of damage. Good vs vehicles and infantry, but don't have big AOE.

-Veteran training ground: Send basic infantry inside to make them become heroic units. Can train 10 infantry men at once, and will take time before training the next group. Also produce veteran and elite pilots, for a price.

-Strategy Center no longer have Search and Destroy, replaced by Rapid Response which grant 15% faster production speed and 10% movement speed for infantry and ground units. Hold The Line is now changed to Impervious Stand, increase durability of buildings and units up to 30%. Bombardment also increase accuracy of artillery units by 10%.

Units:

-Army regular: Basic infantry. No flashbang. Armed with an M4 Carbine and smoke grenade to confuse the enemy. Can capture buildings. Have faster firing rate compared to ranger. Can be used as spotter for Howitzer.

-Use standard Missile Defender and Javelin soldier as AT infantry. Vanguard still exist as basic anti-garrison infantry unit.

-No SEAL.

-Pathfinder is replaced by Marksman. No stealth but have faster firing rate. Useless against armored vehicle but can still engage jeeps. Detect stealth units.

-Automatic Rifleman: Heavy weapon specialist. Tier 2 advance unit. Armed with an M240b and grenade launcher with HE rounds. Quite slow and expensive. Good against most units and can engage aircraft.

-M1A4 Paladin: MBT. Worse stats than currently ingame since it's now a tier 1 unit and is cheaper. Still have PDL. Have more range than crusaders.

-M1161 Growler: No TOW, weak armor but faster, cheaper and 50 cal MG fire faster, deal more damage. The gun is always manned. Tier 2 individual upgrade replace 50 cal MG with long range mortar. Replace Humvee. Detect stealth units.

-Mobile Howitzer: Artillery vehicle. Replace Tomahawk. Ability use Army Regulars as spotter to increase both range and accuracy. Move faster than Tomahawk.

-Avenger replaced with M6 Linebacker as basic AA. Missile can only fire at aircrafts but autocannon can engage both ground and air targets. Have tougher armor and PDL just like Bradley.

-No Bradley.

-Modernized M50 Ontos: Basically mobile version of Guardian Turret, but no AA. Good against tanks and devastating against infantry. Tier 2 main assault unit. Can fire smoke grenades. Not slow at all.

-No Microwave tank. Upgrade your Ontos with white prosperous rounds ability to clear garrisoned buildings.

-Termite and Mule drone are available for this general. Mule drone can throw smoke.

-No Chaparal. Replaced by the mobile version of Cyclop. Need to deploy to fire, like the Grumble. Have no ammo clip. Very long delay between shots but is hit scan and does devastating damage to aircrafts. Can 1 hit kill a Hind. Also have PDL to protect itself against missiles.

-Assault Commanche use 30mm autocannon instead of vulcan. Better against tanks.

-Strike Eagle: Replace raptor. Use laser-guided bombs against ground targets. Still have 4 missiles to attack aircrafts like Raptor. Fly faster when retreating after dropping its payload to return home safely.

-Since Strike Eagle is now effective vs everything, Nighthawk is not available. It's gone since it's a stealth unit.

-Huey: Replace Blackhawk and Cobra. Armed with an MG, a pair of automatic grenade launchers for general purpose attack. Can use rocketpods after upgrade. Have 6 transport slots. Tier 2 unit.

-Combat Osprey: Don't have fireports but have a fast firing machinegun to eliminate infantry and can use PDL and smoke grenades after upgrade. Replace standard Osprey.

-No AT drone. Would be some what overkill if he have.

-Since Growler can detect stealth, sentry drone is not available. It's redundant.

General's Powers:

Reinforcement purchase: Place a marker on a place you want, then click on it and select the kind of units you want to buy. Once done, the unit you requested will be air dropped in that exact place. Marker stay for several minutes and cannot be targeted or destroyed by anything. Cool down is quite long.

WIP...........

More to come.........I know this is generic as fuck but I made it.



QUOTE (Generalcamo @ 7 Jul 2014, 13:11) *
American High Tech Faction
To address the complaints that everyone is giving that the USA is not high tech enough. Also gives a good excuse to put Shockwave units in.

Infantry:
Laser Ranger: Armed with a Laser Gun.
Laser Missile Defender: Armed with a heavy laser gun
Laser Pathfinder: Armed with a laser sniper rifle. Instant kills, but long reload and the laser is not very stealthy.

Does not have SEALS

Vehicles:
Laser Crusader: Crusader armed with a laser gun.
Mammoth Tank: Heavy Tank armed with two cannons. Can be upgraded with rockets, railguns, and an energy field
Chrono-Enforcer Tank: Tank armed with a plasma weapon. Also contains a warp drive. Warp drive will travel back in time if used for too long though.
Laser Sentry Drone: Sentry Drone armed with a laser
Railgun Plasma Artillery: Artillery armed with a railgun, firing a plasma warhead.
Laser Avenger: Same as vUSA
Exosuit: Walker, armed with the weapon of whoever is in the vehicle at the time.

Point-Defence Laser Drone: Battle Drone armed with PDLs for defense against missiles and infantry.
Manta Drone: Replacement for Targeteer drone. Fires a heavy laser.

Aircraft:
Raptor: Same as before, but comes with Laser Missiles.
F/B-22: Replacement for Nighthawk. Loses stealth, but gains armour and is armed with a guided bomb.
Laser Comanche: Armed with twin laser cannons that vaporize enemy forces.

Upgrades:
Railguns: Replaces Missile Defender and Mammoth Tank weapons with Railguns
Focusing Crystals: Adds range and damage to all laser weapons.
Energy Shields: Gives infantry and certain vehicles energy shields for protection against missiles.



Ok i am not a expert. but these two are lame and cliched, in opposite directions.


Espically the Huey and the Ontos, dude, its like using old muskets with modern bullets against m15 armed and trained elite guards.
Why using these of (both of them not only mothballed, but the Ontos not even existing anymore making them anachronistic) anyway? They dont have any, i mean any advantages or have anything that fit the US in generals.
Atleast replace that Ontos with something more... reasonable?

Evan in particular is incredibly inconsistent, with a weird mix of cold war era and Generals era equipment, its the SC2 Terrans all over again (they have physics defiyng tech alongside primitive tech, making them a protoss/terran mix, they were perfectly alright in starcraft 1, if you compare them through their units you know what i mean)

atleast Bradley and Griffon have models that while originating as coldwar era equipment are extensivly upgraded AND more importantly, are much more reasonable like the Viper and the upgraded Bradley.

Sorry for being so bold and a bit harsh but really?

Atleast the scifi general is cosistent and somewhat well fitting and a advancement of Alexis, but the "good ol general" is SC2 Terran levels of low.

Removed the cursing, i apologize for these,

I am sorry and apologize to X1Destroy if he is offended by this and i will let delete this post.

Tipps for X1Destroy
M6 Linebacker (This thing was so useless that the US mothballed without even using it, why not the VADS with missiles instead?)
Ontos (Renove that, you dont need even to replace it)
Cyclop (rename the mobile version atleast into THEL Truck for something fitting)
Strike Eagle (that one is ok, but perhaps replace it with the cheaper Silent Eagle)
Huey (Give it atleast a more modern iteration like the Cobra Viper or so)

Posted by: Die Hindenburg 15 Jul 2014, 18:11

QUOTE (Overlord_Cane @ 7 Jul 2014, 21:29) *
General Gat Ling
China Dakka General

Specialises in bringing more dakka.

Infantry:
- Minigunners instead of Red Guards
- Gatling Flak Hunters: regular Flak hunters with a fully automatic, six-barreled flak cannon
- Dakkers: Hackers who only plays as the Heavy Weapons Guy in Team Fortress 2.
- Dakk Lotus: Has a six-barreled rotary antenna that allows her to hack vehicles and capture buildings faster.

Tanks:
- Dakkamaster: Battlemaster with fully automatic rotary cannon
- Dakkling Tank: Gattling Tank with Gatling guns mounted on the Gatling guns
- Dakka Crawler: Troop Crawler armed with a Gatling gun
- Dakkon Tank: Dragon Tank with a fully automatic napalm grenade cannon instead of a flamethrower
- Dakker Tank: Hopper Tank refitted with a gatling gun
- Inferno Dakker: Hexabarreled, fully automatic Inferno Cannon.

Aircraft:
- Dakkaceptor MiG: Interceptor MiG armed with a powerful chaingun
- Dakka Gunship: Han Gunship upgraded with dual AP Gatling guns
- Helldakka MiG: armed with Air-To-Ground napalm chaingun

Defenses:
Dakkling Gun: upgraded Gattling Gun, armed with six miniguns instead of two
Dakka Bunker: Bunker armed with a gatling gun, grants massive RoF bonus to infantry garrisoned

SW:
- Tremor DAKKA: Reverse-engineered AGAS, upgraded to launch Earth-Shaker shells at twice the original speed. Doubled ammo capacity.

Upgrades:
- More dakkka: gives all units 50% RoF boost
- Even more dakka: further improves all units' RoF by 50%
- There's never enough dakka: grants all units 9001% RoF boost
- Chainguns: gives all units a cooler SFX when firing, also adds tiny boxes of ammo on the Dakkling Gun



Aww fuck the green bastard orks...

Posted by: X1Destroy 15 Jul 2014, 20:41

QUOTE (Die Hindenburg @ 15 Jul 2014, 19:06) *
Ok i am not a expert. but these two are lame and cliched, in opposite directions.


Espically the Huey and the Ontos, dude, its like using old muskets with modern bullets against m15 armed and trained elite guards.
Why using these of (both of them not only mothballed, but the Ontos not even existing anymore making them anachronistic) anyway? They dont have any, i mean any advantages or have anything that fit the US in generals.
Atleast replace that Ontos with something more... reasonable?

Evan in particular is incredibly inconsistent, with a weird mix of cold war era and Generals era equipment, its the SC2 Terrans all over again (they have physics defiyng tech alongside primitive tech, making them a protoss/terran mix, they were perfectly alright in starcraft 1, if you compare them through their units you know what i mean)

atleast Bradley and Griffon have models that while originating as coldwar era equipment are extensivly upgraded AND more importantly, are much more reasonable like the Viper and the upgraded Bradley.

Sorry for being so bold and a bit harsh but really?

Atleast the scifi general is cosistent and somewhat well fitting and a advancement of Alexis, but the "good ol general" is SC2 Terran levels of low.

Removed the cursing, i apologize for these,

I am sorry and apologize to X1Destroy if he is offended by this and i will let delete this post.

Tipps for X1Destroy
M6 Linebacker (This thing was so useless that the US mothballed without even using it, why not the VADS with missiles instead?)
Ontos (Renove that, you dont need even to replace it)
Cyclop (rename the mobile version atleast into THEL Truck for something fitting)
Strike Eagle (that one is ok, but perhaps replace it with the cheaper Silent Eagle)
Huey (Give it atleast a more modern iteration like the Cobra Viper or so)


It's fine by me. I expected that somebody will say this, because right now even I think it looks ridiculous. I do admit, that I miss the coldwar techs. And I prefer rule of cool over realism anyway laugh.gif

Well the M6 Linebacker could get a rename and it isn't really the exact samething in real life. What I want it to be ingame is like a Bradley with AA capability in exchange for the transport slots. The Vulcan doesn't seem right to me since it's kinda strange to give it heavier armor and PDL. In my oppinion an entirely fictional design would be the best here.

Same for the Ontos, it doesn't have to be the exact samething but looks similar. It sure have a role, the idea is a medium fast moving anti surface assault vehicle, as I decided to removed the Microwave due to its ability of disabling vehicles and buildings alike. Also, the Paladin is now a tier 1 unit and is weaker than what it was. The vehicle must be fast to keep up with the rest of the army, have reasonable armor and fast firing weapons. I wouldn't call it useless, for in my imagination it might be a little too strong ingame, to the point that nobody will build anything else other than it to attack.

Well Silent Eagle is a pretty confusing name if you ask me. It's not a stealth unit to begin with. This is just an ingame name after all.

As for the Huey, it will definitely not the old and outdated model. It's just the name that will not be changed, as it is iconic to me.

As for the mobile Cyclop the name of the vehicle is not decided, so any suggestion will be appreciated.

If you find anything else that you see is "strange", feel free to give me your oppinion biggrin.gif

Posted by: Die Hindenburg 15 Jul 2014, 21:02

QUOTE (X1Destroy @ 15 Jul 2014, 21:41) *
It's fine by me. I expected that somebody will say this, because right now even I think it looks ridiculous. I do admit, that I miss the coldwar techs. And I prefer rule of cool over realism anyway laugh.gif

Well the M6 Linebacker could get a rename and it isn't really the exact samething in real life. What I want it to be ingame is like a Bradley with AA capability in exchange for the transport slots. The Vulcan doesn't seem right to me since it's kinda strange to give it heavier armor and PDL. In my oppinion an entirely fictional design would be the best here.

Same for the Ontos, it doesn't have to be the exact samething but looks similar. It sure have a role, the idea is a medium fast moving anti surface assault vehicle, as I decided to removed the Microwave due to its ability of disabling vehicles and buildings alike. Also, the Paladin is now a tier 1 unit and is weaker that what it was. The vehicle must be fast to keep up with the rest of the army, have reasonable armor and fast firing weapons. I wouldn't call it useless.

Well Silent Eagle is a pretty confusing name if you ask me. It's not a stealth unit to begin with. This is just ingame name after all.

As for the Huey, it will definitely not the old and outdated model. It's just the name that will not be changed, as it is iconic to me.

As for the mobile Cyclop the name of the vehicle is not decided, so any suggestion will be appreciated.

If you find anything else that you see is "strange", feel free to give me your oppinion biggrin.gif



I am very thankful for the really friendly response, and thanks for taking it into consideration.

Ok to clarify:
The silent eagle is not really a stealth plane, but is a pretty cheap (moneywise) version of the Eagle. The weapons were well made though.

I would suggest replacing the Ontos with an similar vehicle, perhaps a drone version of it. Or an Mortar vehicle like an M113 or LAV-25 with an Mortar that also could clear garrisons. Or more interestingly as replacement for the Vanguard, an UCAV carrier, which launches drones to attack garrisons or even aircraft and targets in the open.

As for an fictional mobile AA that is oldschool looking but still a completly new desgin, it could be a M6 Linebacker with but a turret with a dual 20mm AA-MG on the left side while it has an larger 40mm on the right side and a radar turret.

The Growler could use tracer rounds to simulate the laser designator of the Avenger.

As for the mobiel Cyclop how about LONGBOW "Laser-Optic-Neutralizer/Generator Operated Weapon"

More to come and many thanks! C:

Posted by: X1Destroy 15 Jul 2014, 21:20

QUOTE
The silent eagle is not really a stealth plane, but is a pretty cheap (moneywise) version of the Eagle. The weapons were well made though.


OK, that's fine then.

QUOTE
I would suggest replacing the Ontos with an similar vehicle, perhaps a drone version of it. Or an Mortar vehicle like an M113 or LAV-25 with an Mortar that also could clear garrisons. Or more interestingly as replacement for the Vanguard, an UCAV carrier, which launches drones to attack garrisons or even aircraft and targets in the open.


A drone version of it is a really good idea. As for mortar version of APCs, I think not as Growler already have mortar upgrade. It will be too similar. UCAV carrier doesn't sound so bad, but then again why not just use the WASP hive and modified it a bit?

QUOTE
As for an fictional mobile AA that is oldschool looking but still a completly new desgin, it could be a M6 Linebacker with but a turret with a dual 20mm AA-MG on the left side while it has an larger 40mm on the right side and a radar turret.


Not bad, not bad at all. I'm actually imagining what it will look like now, and it's highly awesome.

QUOTE
The Growler could use tracer rounds to simulate the laser designator of the Avenger.


Sure, I like this. Wouldn't be strange at all.

QUOTE
As for the mobiel Cyclop how about LONGBOW "Laser-Optic-Neutralizer/Generator Operated Weapon"


LONGBOW system? It's fine. I think I will use it.

Thank you for the feedback, I might edit the post later and see if it's actually improved or not.

Posted by: Bergzak 16 Jul 2014, 15:57

General Bogu "Pack Leader" Mosage

Faction: Global Liberation Army
Branch: Brown Hyena Cell
Location: Gulu, Uganda. Has operational bases spread throughout the Zone. Also operates bases in Degeh Bur, Ethiopia, in Abyei, Sudan and in Bama, Nigeria; bases are used both as scout outposts and harassment bases.
Tactics: Harassment and Sabotage

Features:

-Saboteur
Unique infantry for General Mosage. Is armed with a Tokarev TT-33 Pistol for anti-infantry defense. Can steal money from Supply Centers, disable power by sabotaging power plants and can stall General Powers by sabotaging Command Center. Is stealthed.

-Demolisher
Replaces Terrorist. Can either plant IEDs (demo trap variant), or plant them on a vehicle or building (timed demo charge). Once IED is planted, reverts to a regular Terrorist. Car bomb attack is more effective. More expensive than regular Terrorist. Benefits from Sabotage Stealth Training.

-Sabotage Stealth Training
Gives Technicals and Demolishers stealth.

-Disruptor Truck
Unique vehicle for General Mosage. Is stealthed. Can disrupt enemy communications from a distance, such that they cannot receive orders, but must stay still to do so. Reveals itself when disrupting communications. Detects stealth.

-Hyena Armored Car
Replaces Scorpion Tank. Is faster and less armored. Fires slightly faster. Can be upgraded with Scorpion Rockets.

-Raider Tank
Replaces Marauder Tank. Is faster and less armored. Fires slightly faster.

-Workers can switch to ATV mode. ATV mode makes them move faster, but unable to build buildings.
-General Powers
Rank 1: Infiltration: Spawns a Saboteur. Same cooldown as Informants. Requires line of sight.
Rank 3: Oil Sabotage

Posted by: Die Hindenburg 16 Jul 2014, 17:32

QUOTE (X1Destroy @ 15 Jul 2014, 22:20) *
OK, that's fine then.



A drone version of it is a really good idea. As for mortar version of APCs, I think not as Growler already have mortar upgrade. It will be too similar. UCAV carrier doesn't sound so bad, but then again why not just use the WASP hive and modified it a bit?



Not bad, not bad at all. I'm actually imagining what it will look like now, and it's highly awesome.



Sure, I like this. Wouldn't be strange at all.



LONGBOW system? It's fine. I think I will use it.

Thank you for the feedback, I might edit the post later and see if it's actually improved or not.


Perhaps it could be an assault version of the WASP, these UCAV are more like robotic missiles.
As for the Huey, it could be a streamlinded and more scouty/transport version with dual grenade pods and singal flars or radar pods that can be deployed.

8Isov.gif Many thanks, i am very honored for the so well response and feedback you have me! Thanks X1Destroy for the positive Feedback 8Isov.gif
I look to the uptaded version as soon as possible.
Oh and the Linebacker thing with the dual turret was in the very last minutes i had in internet time avaible.

Posted by: ComradeCrimson 16 Jul 2014, 18:42

QUOTE (Bergzak @ 16 Jul 2014, 16:57) *
General Bogu "Pack Leader" Mosage

Faction: Global Liberation Army
Branch: Brown Hyena Cell
Location: Gulu, Uganda. Has operational bases spread throughout the Zone. Also operates bases in Degeh Bur, Ethiopia, in Abyei, Sudan and in Bama, Nigeria; bases are used both as scout outposts and harassment bases.
Tactics: Harassment and Sabotage

Features:

-Saboteur
Unique infantry for General Mosage. Is armed with a Tokarev TT-33 Pistol for anti-infantry defense, and grenades for anti-vehicle defense. Can steal money from Supply Centers, and can stall General Powers by sabotaging Command Center. Is stealthed.

-Saboteur Jarmen Kell
Replaces regular Jarmen Kell. Can now one-shot disable buildings (like in Shockwave). Can still use suppressive fire on vehicles to disable them. Can steal money from Supply Centers, and can reset General Powers by sabotaging Command Center. Is stealthed.

-Technical Stealth Ability
Gives Technicals stealth.

-Hyena Armored Car
Replaces Scorpion Tank. Is faster and less armored. Fires faster. Traverses cliffs. Can be upgraded with Scorpion Rockets.

-Raider Tank
Replaces Marauder Tank. Is faster and less armored. Fires faster. Traverses cliffs. Can be upgraded to be stealthed, but fire less faster.

-Worker ATV
A worker on an ATV. Is faster and slightly more expensive than the worker.

-Quad Cannons are faster, and can traverse cliffs.
-Technicals can traverse cliffs.
-Infantry can climb cliffs.


Trying to get Ulater to climax I see?

Posted by: V.Metalic 16 Jul 2014, 18:59

GLA is already too strong, dont make them Gods of the land.

Posted by: Jam Hacker 16 Jul 2014, 21:11

General Blah Blah (why bother with names tongue.gif)
Faction:P.R. China
Branch: Blah Blah tongue.gif
Location: Blah Blah
Tactics: Genuine PLA infantries and tanks and other stuff tongue.gif


Features:

-PLA rifleman & specialst
Unique infantry for General Blah which replaces the red guard and tank hunters in barracks, lorewise they are completely normal infantries of the mid-21st century, they should be equipped with modernized weapons and has basic infantry protection gears such as a helmet and a flak jacket. They demonstrate a higher degree of combat prowess. given some time, a PLA trooper can dig himself a defensive fighting position to gain additional cover

-Advanced Troop Crawler
started with a auto-cannon.
Upgrade: Reinforcement
upon reaching T2, each troop crawler has the option to purchase an upgrade which allows the vehicle to produce PLA rifleman at a slower speed.

-Q-3 Vermilion Bird attack aircraft
replaces the Mig bomber, it flies faster, has a longer range has a smaller AoE, better used in picking out single target.

-"Yanhuang" MBT
The Battlemasters or Hoppers do not have a prominent presence in General Blah's army: he favours a modernized MBT, the "Yanhuang" MBT sports a 125mm smooth bore cannon as well as a light flame thrower which enables the crew to engage even garrisoned infantries with great ease.(replaces dragon tanks and battlemasters, on par with other heavy tanks such as golem and jadgmammut)

-PLA officer
T-2 infantry,
limitation: 1
cloaked at all times, short sight range.
active ability: binocular
passive ability: augment nearby friendly units by casting a frenzy aura around him.
death demoralizes nearby friendly units
armed only with a pistol

GP: Call in Reserves: summon 4 red guards, 2 tank hunters and a battlemaster tank to the designated location

inferno cannon and black lotus are veteran by default,
does not have nationalism and subliminal upgrade
unique upgrade: rapid conscription: reduce the infantry training time by 10%
airfield is 100 cheaper.

Posted by: V.Metalic 16 Jul 2014, 23:46

You nearly described Red Army General and Special Weapons General in one character.

Posted by: Die Hindenburg 17 Jul 2014, 15:29

QUOTE (Jam Hacker @ 16 Jul 2014, 22:11) *
General Blah Blah (why bother with names tongue.gif)
Faction:P.R. China
Branch: Blah Blah tongue.gif
Location: Blah Blah
Tactics: Genuine PLA infantries and tanks and other stuff tongue.gif


Features:

-PLA rifleman & specialst
Unique infantry for General Blah which replaces the red guard and tank hunters in barracks, lorewise they are completely normal infantries of the mid-21st century, they should be equipped with modernized weapons and has basic infantry protection gears such as a helmet and a flak jacket. They demonstrate a higher degree of combat prowess. given some time, a PLA trooper can dig himself a defensive fighting position to gain additional cover

-Advanced Troop Crawler
started with a auto-cannon.
Upgrade: Reinforcement
upon reaching T2, each troop crawler has the option to purchase an upgrade which allows the vehicle to produce PLA rifleman at a slower speed.

-Q-3 Vermilion Bird attack aircraft
replaces the Mig bomber, it flies faster, has a longer range has a smaller AoE, better used in picking out single target.

-"Yanhuang" MBT
The Battlemasters or Hoppers do not have a prominent presence in General Blah's army: he favours a modernized MBT, the "Yanhuang" MBT sports a 125mm smooth bore cannon as well as a light flame thrower which enables the crew to engage even garrisoned infantries with great ease.(replaces dragon tanks and battlemasters, on par with other heavy tanks such as golem and jadgmammut)

-PLA officer
T-2 infantry,
limitation: 1
cloaked at all times, short sight range.
active ability: binocular
passive ability: augment nearby friendly units by casting a frenzy aura around him.
death demoralizes nearby friendly units
armed only with a pistol

GP: Call in Reserves: summon 4 red guards, 2 tank hunters and a battlemaster tank to the designated location

inferno cannon and black lotus are veteran by default,
does not have nationalism and subliminal upgrade
unique upgrade: rapid conscription: reduce the infantry training time by 10%
airfield is 100 cheaper.


That one is bad, can you do let out these dumb veteran by default crap out?
This one is more of an ZH general than a ROTR one, to few changes and some ones that are flat out upgrades, some more unique pls tx

Posted by: Bergzak 17 Jul 2014, 16:33

QUOTE (V.Metalic @ 16 Jul 2014, 19:59) *
GLA is already too strong, dont make them Gods of the land.

I shall nerf General Mosage then.

EDIT: Aaaaaaaaaaaaaaaaaand NERFED! No more cliff traversing! But he has better terrorists to compensate. Also identified his General Powers.

Posted by: V.Metalic 17 Jul 2014, 19:26

QUOTE (Bergzak @ 17 Jul 2014, 17:33) *
I shall nerf General Mosage then.

EDIT: Aaaaaaaaaaaaaaaaaand NERFED! No more cliff traversing! But he has better terrorists to compensate. Also identified his General Powers.

Looks better. The emphasis on the harassment tactics is evident indeed. Just not sure how does Hyena and Raider looks like. But Jarmen Kell is not good. The commandos in RotR are not affected by whoever General you choose, or not significant, only the global Upgrades if anyhow. Not a big changes like "Super Lotus" or something like so.

Btw, X1Destroy, can I make my US Cutting Edge General (preliminary name) have some things as you? Like Super Huey and the Longbow Laser System (mobile Cyclops)? I have some my own ideas for it, thought I am not sure about what branch he would be in, US Army for sure, but than... My version of high-tech general would involve some of the present-IRL experimental tech like the lasers (T2 laser tank as counterpart to Paladin and Golem), but also the use of NORAD-style support powers, like the Rods of God kinetic attack maybe. But still maintain the American level of tech, just slightly more higher than others.

Posted by: Bergzak 18 Jul 2014, 3:24

Basically my version of Jam Hacker's idea

General Zhang Huzhen

Faction: People's Republic of China
Branch: People's Liberation Army
Location: Base Dog, Ulaanbaatar, China (remember: Mongolia at the time of Rise of the Reds is annexed to China)
Tactics: PLA regular units

Features:

-PLA Regular
Replaces Red Guard and Pyro Technician. Not trained in pairs. Equipped with a QBZ-114 assault rifle (which is a successor of the QBZ-95), a flak jacket and a combat helmet. Can be upgraded with grenade launchers used to clear infantry.

-PLA Rocket Soldier
Replaces Tank Hunter. Slightly more expensive than the Tank Hunter. Equipped with a more powerful rocket launcher, a flak jacket and a combat helmet.\

-PLA Officer
Unique Unit to General Zhang. Armed with a pistol for self defense. Has propaganda aura (like that in Zero Hour Reborn) that is somehow less effective than the Speaker Towers. Has 2 abilities:
-Can induce a frenzy (slightly less effective than the Propaganda Airship).
-Can paradrop reserve reinforcements of 4 Red Guards, 3 Tank Hunters, 2 Hoppers and 1 Battlemaster. Has a cost. Requires Line of Sight.

-ZTZ-120
Replaces Battlemaster. More expensive than the Battlemaster. Is less armored and less powerful than the Kodiak and Leopard tank, but more armored and more powerful than the Crusader tank. Tier 1 unit.

-Type 115 Troop Carrier
Replaces Troop Crawler. Carries less infantry, but is more armored, and armed with a light autocannon.

-ZTZ-184
A lighter and cheaper version of the ZTZ-200 Overlord. Is less armored than it, but is faster than it. Is armed with 2 cannons that are less powerful than that of the overlords. Can be upgraded with a single gatling gun for anti-aircraft and anti-infantry defense, a speaker tower that is somewhat less effective than that of the Overlords, or a bunker that carries 2 soldiers.

-J-22 Fighter
Replaces Interceptor MiG. More expensive than the Interceptor MiG. Is tougher than the Interceptor MiG. Armed with more powerful rockets, stronger against aircraft than it is to ground units.

-J-20 Bomber
Replaces MiG bomber. The same as General Mau's, except drops explosive bombs.

-Z-12 Helicopter
General Zhang's helicopter. Armed with a light chain gun, air-to-ground rockets and less powerful air-to-air rockets. Its toughness is in between the Hellion and the Comanche.

-Has access to Volunteer Squad.
-General Powers:
-Rank 1: Reserve Detachment - Sends 2 Y-8 aircraft to paradrop 6 Red Guards, 4 Tank Hunters and 3 Battlemasters. Requires line of sight.
-Rank 3: PLA Reinforcements - Sends Y-9 aircraft to paradrop PLA regular reinforcements. Does not need line of sight.
*Level 1: 3 PLA Regulars, 3 PLA Rocket Soldiers and 1 ZTZ-120 tank; 2 Y-9 aircraft
*Level 2: 6 PLA Regulars, 6 PLA Rocket Soldiers and 2 ZTZ-120 tanks; 3 Y-9 aircraft
*Level 3: 9 PLA Regulars, 9 PLA Rocket Soldiers and 3 ZTZ-120 tanks; 4 Y-9 aircraft

Posted by: Bergzak 18 Jul 2014, 3:30

QUOTE (V.Metalic @ 17 Jul 2014, 20:26) *
Looks better. The emphasis on the harassment tactics is evident indeed. Just not sure how does Hyena and Raider looks like. But Jarmen Kell is not good. The commandos in RotR are not affected by whoever General you choose, or not significant, only the global Upgrades if anyhow. Not a big changes like "Super Lotus" or something like so.

Btw, X1Destroy, can I make my US Cutting Edge General (preliminary name) have some things as you? Like Super Huey and the Longbow Laser System (mobile Cyclops)? I have some my own ideas for it, thought I am not sure about what branch he would be in, US Army for sure, but than... My version of high-tech general would involve some of the present-IRL experimental tech like the lasers (T2 laser tank as counterpart to Paladin and Golem), but also the use of NORAD-style support powers, like the Rods of God kinetic attack maybe. But still maintain the American level of tech, just slightly more higher than others.

I shall edit Jarmen Kell part.

EDIT: Jarmen Kell reverted to regular Jarmen Kell. Added Disruptor Truck to compensate. Also gave Demolishers a stealth upgrade (renamed Technical Stealth to Sabotage Stealth Training) to compensate. Sabotage Stealth Training affects both Technicals and Demolishers. Also gave Workers the ability to switch to ATV mode, which enables mobility in exchange for ability to build.

Posted by: X1Destroy 18 Jul 2014, 5:06

QUOTE (V.Metalic @ 17 Jul 2014, 19:26) *
Looks better. The emphasis on the harassment tactics is evident indeed. Just not sure how does Hyena and Raider looks like. But Jarmen Kell is not good. The commandos in RotR are not affected by whoever General you choose, or not significant, only the global Upgrades if anyhow. Not a big changes like "Super Lotus" or something like so.

Btw, X1Destroy, can I make my US Cutting Edge General (preliminary name) have some things as you? Like Super Huey and the Longbow Laser System (mobile Cyclops)? I have some my own ideas for it, thought I am not sure about what branch he would be in, US Army for sure, but than... My version of high-tech general would involve some of the present-IRL experimental tech like the lasers (T2 laser tank as counterpart to Paladin and Golem), but also the use of NORAD-style support powers, like the Rods of God kinetic attack maybe. But still maintain the American level of tech, just slightly more higher than others.


Feel free to do so.

Just one thing to note, the tank shoot laser thing is now but a relic of Zerohour, after the Townes's munity. I don't think anybody will ever speak of it again.

Posted by: V.Metalic 18 Jul 2014, 13:38

QUOTE (Bergzak @ 18 Jul 2014, 4:30) *
I shall edit Jarmen Kell part.

EDIT: Jarmen Kell reverted to regular Jarmen Kell. Added Disruptor Truck to compensate. Also gave Demolishers a stealth upgrade (renamed Technical Stealth to Sabotage Stealth Training) to compensate. Sabotage Stealth Training affects both Technicals and Demolishers. Also gave Workers the ability to switch to ATV mode, which enables mobility in exchange for ability to build.

I see. Just that Disruptor Truck can be mistaken for Disruptor Team, but there is already a Demo/Bomb Truck, so no problem smile.gif

The Chinese you made now... China is, from what I seen, in most cases very consistent with its units, only having unique units, replacements are quite rare. Also, given that Regular General is meant to have more better men than others, its strange he has access to Volunteers, who are in effect lower than Red Guard.

My version of 4th Chinese general would be someone who has some better units (but still having the regular units as now), who uses them to do really great ruckus. Merging APA Beast and Red Arrow from Generals 2 to one.

QUOTE (X1Destroy @ 18 Jul 2014, 6:06) *
Feel free to do so.

Just one thing to note, the tank shoot laser thing is now but a relic of Zerohour, after the Townes's munity. I don't think anybody will ever speak of it again.

I see. But still the research of lasers has been continuing, Cyclops and Guardian Angel are proof. Townes' rebellion was because he became too independent in his work, this general was given to fiel d test the new iteration of the Laser Tank, which isnt just a tank chassis with large laser on top, but a regular tank with laser projector protected and its own power source. Its expensive so not that many can be fielded, but it can do some interesting beating to the enemy, an experimetn for mounting lasers on Paladins, if it is viable or not. A technology demonstrator put into production because of the European War. But I will keep this in mind.

Posted by: X1Destroy 18 Jul 2014, 13:46

Edited version, fixed and added a few units and GPs.

Feedbacks will be appreciated.

http://forums.swr-productions.com/index.php?showtopic=4856&view=findpost&p=88768

Posted by: Bergzak 18 Jul 2014, 14:24

QUOTE (V.Metalic @ 18 Jul 2014, 13:38) *
I see. Just that Disruptor Truck can be mistaken for Disruptor Team, but there is already a Demo/Bomb Truck, so no problem smile.gif

The Chinese you made now... China is, from what I seen, in most cases very consistent with its units, only having unique units, replacements are quite rare. Also, given that Regular General is meant to have more better men than others, its strange he has access to Volunteers, who are in effect lower than Red Guard.

My version of 4th Chinese general would be someone who has some better units (but still having the regular units as now), who uses them to do really great ruckus. Merging APA Beast and Red Arrow from Generals 2 to one.


I see. But still the research of lasers has been continuing, Cyclops and Guardian Angel are proof. Townes' rebellion was because he became too independent in his work, this general was given to fiel d test the new iteration of the Laser Tank, which isnt just a tank chassis with large laser on top, but a regular tank with laser projector protected and its own power source. Its expensive so not that many can be fielded, but it can do some interesting beating to the enemy, an experimetn for mounting lasers on Paladins, if it is viable or not. A technology demonstrator put into production because of the European War. But I will keep this in mind.

This volunteers are meant to be the meatshields for the Regulars.

Also, buffed the Rank 1 General Power and gave them a PLA officer, who can call for Red Guard reinforcements and induce a lesser frenzy.

Posted by: V.Metalic 18 Jul 2014, 15:32

Officer is speculated to be for General Chen.

Posted by: Die Hindenburg 18 Jul 2014, 15:41

QUOTE (X1Destroy @ 5 Jul 2014, 17:26) *
General John Hunter Evans

Faction: USA
Branch: US Army
Location: Alaska, North America
Tactics: Territorial Defense. Counter attack.

Note: The branch and location may change if it's not suitable.

Buildings:

-Nuclear Powerplant: Build limit one. Give about 120 points of power. Explode violently upon destruction. Treated as Tier 1 tech building. Replace Detention Camp. Have a mine dispender that will automatically generate mines around the powerplant.

-Pillbox: Replace Firebase. Have a machinegun that is good against both infantry and aircrafts. Have 2 garrison slots. Not affected by basic anti-garrisoned weapons except bunker buster bombs and alike.

-Guardian Turret: Replace Protector missle system. 4 big 105mm cannons to blast tanks and infantry, 2 laser-guided missile launchers to attack aircraft. Longer range than Protector.

-Grand cannon: Long range Tier 2 base defense. Have very long reload time, but does lots of damage. Good vs vehicles and infantry, but don't have big AOE.

-Veteran training ground: Send basic infantry inside to make them become heroic units. Can train 10 infantry men at once, and will take time before training the next group. Also produce veteran and elite pilots, for a price.

-Strategy Center no longer have Search and Destroy, replaced by Rapid Response which grant 15% faster production speed and 10% movement speed for infantry and ground units. Hold The Line is now changed to Impervious Stand, increase durability of buildings and units up to 30%. Bombardment also increase accuracy of artillery units by 10%.

Units:

-Army regular: Basic infantry. No flashbang. Armed with an M4 Carbine and smoke grenade to confuse the enemy. Can capture buildings. Have faster firing rate compared to ranger. Can be used as spotter for Howitzer.

-Use standard Missile Defender and Javelin soldier as AT infantry. Vanguard still exist as basic anti-garrison infantry unit.

-No SEAL.

-Pathfinder is replaced by Marksman. No stealth but have faster firing rate. Useless against armored vehicle but can still engage jeeps. Detect stealth units.

-Automatic Rifleman: Heavy weapon specialist. Tier 2 advance unit. Armed with an M240b and grenade launcher with HE rounds. Quite slow and expensive. Good against most units and can engage aircraft.

-M1A4 Paladin: MBT. Worse stats than currently ingame since it's now a tier 1 unit and is cheaper. Still have PDL. Have more range than crusaders.

-M1161 Growler: No TOW, weak armor but faster, cheaper and 50 cal MG fire faster, deal more damage. The gun is always manned. Tier 2 individual upgrade replace 50 cal MG with long range mortar. Replace Humvee. Detect stealth units. Tracer rounds can be used to guide enemy targets for friendly units to fire upon with better accuracy.

-Mobile Howitzer: Artillery vehicle. Replace Tomahawk. Ability use Army Regulars as spotter to increase both range and accuracy. Move faster than Tomahawk.

-Avenger replaced with M75A3 White Dust as basic AA. Have a 40mm autocannon, 2 AA missiles launcher on the right and twin-linked 20mm autocannons on the left of the turret.
Only the 40 and 20mm can engage ground targets but all weapons can fire at aircrafts. Have tougher armor and PDL just like Bradley. Have a rotating radar as a cosmestic feature.

-No Bradley.

-M97 Armadillo general purpose assault drone: Have a pair of twin-linked 90mm cannons on 2 the left and right of the turret, missile launchers on top that automatically fire a barrage of dumbfire missiles at enemy targets and an 2 HMG on the front. Ability can launch an incendiary missile at garrisoned buildings to clear them. Good against tanks and devastating against infantry. Tier 2 main assault unit. Not slow at all. Have good armor. Unmaned unit. Is amphibious. Requires power to operate.

-No Microwave tank.

-Termite and Mule drone are available for this general. Mule drone can throw smoke.

-No Chaparal. Replaced by the LONGBOW system, a mobile version of Cyclop. Need to deploy to fire, like the Grumble. Have no ammo clip. Very long delay between shots but is hit scan and does devastating damage to aircrafts. Can 1 hit kill a Hind. Also have PDL to protect itself against missiles.

-Assault Commanche use 30mm autocannon instead of vulcan. Better against tanks. Also have 2 Sidewinders to attack aircrafts.

-Silent Eagle: Replace raptor. Use laser-guided bombs against ground targets. Still have 4 missiles to attack aircrafts like Raptor. Fly faster when retreating after dropping its payload to return home safely.

-Since Silent Eagle is now effective vs everything, Nighthawk is not available. It's gone since it's a stealth unit.

-Super Huey: A modernized version. Replace Blackhawk and Cobra. Scout, transport and tier 1 airborne assault unit. Armed with an MG, a pair of automatic grenade launchers for general purpose attack. Can use rocketpods after upgrade. Have 6 transport slots. Tier 2 unit. Have a radio that can play Ride of the Valkyries for the lol.

-Combat Osprey: Don't have fireports but have a fast firing machinegun to eliminate infantry, drop medical crates to heal nearby infantry and can use PDL and smoke grenades after upgrade. Replace standard Osprey.

-A pack of hover repair+combat drones armed with missiles and MG can be purchased at the airfield. These drones cost power and will crash if you're low on power. 5 drones per purchase.

-No Ambulance.

-No AT drone.

-Since Growler can detect stealth, sentry drone is not available. It's redundant.

-Unnamed unit: This thing is stealth and is a drone. When it reachs the target, will explode violently like a bombtruck but does no harms to infantry units. Cause mechanical failures for super heavy tanks, disable and heavily damage them. Unless repaired, the vehicles cannot move at all, but can still shoot, though with highly reduced ROF.

General's Powers:

Reinforcement purchase: Place a marker on a place you want, then click on it and select the kind of units you want to buy. Once done, the unit you requested will be air dropped in that exact place. Marker stay for several minutes and cannot be targeted or destroyed by anything. Cool down is quite long.

Quick CAS: Call in an Aurora to drop a bunker buster payload at a target. Have short delay but small AOE attack. Clear garrisoned buldings. Good against all unit. Cool down 2.5 minutes.

Drone ambush: 3 Termite drones, 1 sentry drone and 3 AT drones will appear from the selected area.

Carbet bombing replace by Mass Tomahawk strike. Less AOE but more pure damage upon impact.

Emergency power: Use this if you're low on power temporarily. Unlock on default but cost 2000$ per use. Power is needed to operate unmanned units.

WIP...........


MUCH improved and well made, and also many thanks for using/modifing my suggestions for this. I would really try this one out now! C:

Perhaps some other ideas and suggestions:
Super Huey could be named Wild Huey so you have only one airt unit starting with an S. It should have to small calbire miniguns primaly vs infantry, firing periodically the grenades vs strucutres and vehicles.

Combat Osprey could be named Medi-Osprey or EVAC-Osprey

For the assault commanche, it could be instead an new version of the Apache, the Crossbow-Apache i now that would be an no go normally, but perhaps with a heavier, longer cannon that fires single AP-shells and is armed with fragmentary rocket pods to saturate infantry and light vehicles.

The Howitzer could be an truck like vehicle, an HIMARS chassis with an short cannon.

Radical suggestions: The Growler and White Dust could get also benefit from the rocketpid upgrade, giving the Growler an scattering fire ability, whereas the White Dust uses the Rocket Pod to fire at aircraft when pausing with the 40mm and 20mm cannons.

Mass Tomahawk could be a cluster Tomawhawk, releases smaller submunitions hitting enemies.

About the nuclear powerplant: Instead of Mines it could be sentry guns that work like stinger nest infantry, armed with guns but can be temporally destroyed, but after some time theyre replaced.

For the Armadillo, since there so many incendiary missiles, how about a fragmentary or airburst one, because the chinese and russian have so many thermobaric/incendiary weapons.

Posted by: X1Destroy 18 Jul 2014, 16:45

QUOTE
MUCH improved and well made, and also many thanks for using/modifing my suggestions for this. I would really try this one out now! C:


Glad to here that you like it.

QUOTE
Perhaps some other ideas and suggestions:
Super Huey could be named Wild Huey so you have only one airt unit starting with an S. It should have to small calbire miniguns primaly vs infantry, firing periodically the grenades vs strucutres and vehicles.


Sure, already done. But I found general purpose machineguns cooler and will make it much more different from the BlackHawk biggrin.gif

QUOTE
Combat Osprey could be named Medi-Osprey or EVAC-Osprey


Hmm.......I'm not sure about this, as right now that Osprey seems to be more assault oriented rather than EVAC.

QUOTE
For the assault commanche, it could be instead an new version of the Apache, the Crossbow-Apache i now that would be an no go normally, but perhaps with a heavier, longer cannon that fires single AP-shells and is armed with fragmentary rocket pods to saturate infantry and light vehicles.


From what I know, the USA in ROTR don't use Apache that much anymore, as the new Commanche is superior in almost everyway. There is no particular reason to upgrade it. But that is not the main reason, as stated by the devs that there will be a more heavily armed Commanche in the future for the other 2 generals that will function as theirs Apache, while the current Commanche will become stealth and exclusive to Griffon. It will have a different name, but it will be based on the Commanche. I'm waiting to see that while making this in my imagination.
Fragmentary rocket pods are cool, yeah. Will do it.

QUOTE
The Howitzer could be an truck like vehicle, an HIMARS chassis with an short cannon.


Don't think so, as the USA are lacking a MSTA like vehicle. If I would ever make another general I think this thing will be there.

QUOTE
Radical suggestions: The Growler and White Dust could get also benefit from the rocketpid upgrade, giving the Growler an scattering fire ability, whereas the White Dust uses the Rocket Pod to fire at aircraft when pausing with the 40mm and 20mm cannons.


Sound somewhat OP since the 2 units above are already deadly as hell, but let's give it a try!

QUOTE
Mass Tomahawk could be a cluster Tomawhawk, releases smaller submunitions hitting enemies.


Yeah, Cluster Tomahawk sounds much better.

QUOTE
About the nuclear powerplant: Instead of Mines it could be sentry guns that work like stinger nest infantry, armed with guns but can be temporally destroyed, but after some time theyre replaced.


Don't think so. This isn't ECA or GLA. It doesn't matter if the nuclear powerplant is destroyed, your defenses still works with the standard cold fusion reactors. There is no reason to give it the ability to strike back at enemy units. A mine dispender would be enough to prevent some pricks trying for a rush with engineers, or technical with terrorists. The mines will automatically regenerate after being used so it will be helpful.

QUOTE
For the Armadillo, since there so many incendiary missiles, how about a fragmentary or airburst one, because the chinese and russian have so many thermobaric/incendiary weapons.


Yeah, I chose airbust missile. Would be cooler.

Posted by: X1Destroy 18 Jul 2014, 17:02

QUOTE (Bergzak @ 18 Jul 2014, 3:24) *
Basically my version of Jam Hacker's idea

General Zhang Huzhen

Faction: People's Republic of China
Branch: People's Liberation Army
Location: Base Dog, Ulaanbaatar, China (remember: Mongolia at the time of Rise of the Reds is annexed to China)
Tactics: PLA regular units

Features:

-PLA Regular
Replaces Red Guard and Pyro Technician. Not trained in pairs. Equipped with a QBZ-114 assault rifle (which is a successor of the QBZ-95), a flak jacket and a combat helmet. Can be upgraded with grenade launchers used to clear infantry.

-PLA Rocket Soldier
Replaces Tank Hunter. Slightly more expensive than the Tank Hunter. Equipped with a more powerful rocket launcher, a flak jacket and a combat helmet.\

-PLA Officer
Unique Unit to General Zhang. Armed with a pistol for self defense. Has propaganda aura (like that in Zero Hour Reborn) that is somehow less effective than the Speaker Towers. Has 2 abilities:
-Can induce a frenzy (slightly less effective than the Propaganda Airship).
-Can paradrop reserve reinforcements of 4 Red Guards, 3 Tank Hunters, 2 Hoppers and 1 Battlemaster. Has a cost. Requires Line of Sight.

-ZTZ-120
Replaces Battlemaster. More expensive than the Battlemaster. Is less armored and less powerful than the Kodiak and Leopard tank, but more armored and more powerful than the Crusader tank. Tier 1 unit.

-Type 115 Troop Carrier
Replaces Troop Crawler. Carries less infantry, but is more armored, and armed with a light autocannon.

-ZTZ-184
A lighter and cheaper version of the ZTZ-200 Overlord. Is less armored than it, but is faster than it. Is armed with 2 cannons that are less powerful than that of the overlords. Can be upgraded with a single gatling gun for anti-aircraft and anti-infantry defense, a speaker tower that is somewhat less effective than that of the Overlords, or a bunker that carries 2 soldiers.

-J-22 Fighter
Replaces Interceptor MiG. More expensive than the Interceptor MiG. Is tougher than the Interceptor MiG. Armed with more powerful rockets, stronger against aircraft than it is to ground units.

-J-20 Bomber
Replaces MiG bomber. The same as General Mau's, except drops explosive bombs.

-Z-12 Helicopter
General Zhang's helicopter. Armed with a light chain gun, air-to-ground rockets and less powerful air-to-air rockets. Its toughness is in between the Hellion and the Comanche.

-Has access to Volunteer Squad.
-General Powers:
-Rank 1: Reserve Detachment - Sends 2 Y-8 aircraft to paradrop 6 Red Guards, 4 Tank Hunters and 3 Battlemasters. Requires line of sight.
-Rank 3: PLA Reinforcements - Sends Y-9 aircraft to paradrop PLA regular reinforcements. Does not need line of sight.
*Level 1: 3 PLA Regulars, 3 PLA Rocket Soldiers and 1 ZTZ-120 tank; 2 Y-9 aircraft
*Level 2: 6 PLA Regulars, 6 PLA Rocket Soldiers and 2 ZTZ-120 tanks; 3 Y-9 aircraft
*Level 3: 9 PLA Regulars, 9 PLA Rocket Soldiers and 3 ZTZ-120 tanks; 4 Y-9 aircraft


Not to be rude, but even the ZTZ99 is still an experimental vehicle. By the time of ROTR, I don't think China would have been able to mass produce another new generation of MBT. They would be at the very least, using Type 99KM for the regular army.
The ZTZ-184 wouldn't be a possiblity with the changes in doctrine. Would be fine if it only have 1 cannons instead of 2. There are several reasons why the Overlord is no longer in production, and this is one of them.

Reserve Detachment should drop 8 or more Red Guards, I think. Possibly with an IFV included too.

Posted by: V.Metalic 18 Jul 2014, 19:17

Well, mines are something not used by USA whatsoever. Probably because the mines can be really dangerous post-war, killing civilians and all. ECA is using theirs because they are "smart", and can be deactivated, so they will not be harmful. And China dont gives a damn.

Posted by: ComradeCrimson 18 Jul 2014, 19:46

Thoughts on my old faction? Did a little bit of updating to it.


QUOTE (ComradeCrimson @ 14 May 2014, 3:10) *
The "Free" 93rd Mechanized Reserves Battalion, Vukovi's Volks

Led by "Captain" Vukovi Makhnoviv

Stationed: Unknown, but their operations seem to extend from France, Italy, Germany, Czechslovakia and even Northern Spain, being detached from the main Russian force.



"Captain" Makhnoviv was a regular run of the mill conscript; but during the course of the war during offensive operations in France and the subsequent nuclear attacks of the ECA, the liquidation of officers by General Alexsandr; many troops on the frontline became quite distraught and some even deserted.

Makhnoviv lost their commander at the hands of Alexsandr's internal agents "discharging" them and instead of following the orders of a replacement Alexsandr issued them, Makhnoviv, a popular trooper amongst his battallion led a mutiny against his CO. Deposing of him, they declared themselves the "free" 93rd Conscript division, and still loyal to the Federation, operated as a rag tag group of pro Russian paramilitary.

They like to drink, smoke, fart, make love and fight, and generally avoid the wrath of the Shock Divisions and avoid the main Russian army so they do not have access to a constant stream of equipment, but they have both high spirits and the popularity of the common footsoldier on their side.

They also have connections to the Russian Black Market and the many Arms Suppliers also deal under the table to the 93rd and Vukovi's Volks, Vukovi having a built up reputation.


The Free Conscripts have the following:


Increased prices for all vehicles by 40%, except Arms Dealers which are reduced in price by 20% and faction related vehicles are excluded from the price hit.

Industrial plant costs 3500 credits to build.

Cannot build shock troopers or tesla tanks.

Cannot build airfields.

Cannot build Golems or Sentinels.

Does not have access to Topols.

All infantry reduced by 15% in price, and Conscripts themselves only cost 15 credits per.

Has an upgrade that can make Conscripts much tougher by providing flak armour to them, but this will both slow their movement by about 10% and raise their cost to about 50. Upgrade costs about 2000 credits.

Shock Troopers are replaced by Volks, which are the seasoned guerrilla fighters of Vukovi's Volks, or Vukovi's wolves. They are highly experienced and the most well equipped in his army and are armed with looted Felin infantrymen rifles and can plant multiple semtex charges to a total of 3. These can be placed in an area to produce a trap to kill or damage units within an area once detonated, or they can be placed around a structure to help demolish it. They are stealthed except when moving or firing and are benefited by the goggles and expanded ammunition upgrades the normal conscript has access to. Volk's are also famous for what they call their "bundles of joy" which is essentially a pipebomb combined with a thermobaric charge that they managed to salvage from old, obsolete RPG Conscript Thermobaric rockets (that were banned by the Russian military and re-assigned to the Chem divisions) which explode and send red hot nails and other shrapnel within a small radius, with a small thermobaric blast erupting. These grenades are able to clear structures.

Vukovi's Volks cost about 400 in price. In terms of actual strength, they are a bit more tougher then rangers in terms of hitpoints, same amount of damage as a felin rifleman, and move about the same as one. They are weaker then Shock Troopers and can be run over; and are just about as resistant to chem, fire and radioactive weaponry and effects as any other infantryman.

Arms Dealers are both reduced in cost by about 20% and are available once a war factory is built. They are improved and carry a basic machine gun that has to be manned by a conscript; and the machine gun does modest damage. (About the same amount of damage as a US Ranger.)

The 93rd has access to 2 unique vehicles, all modified custom vehicles of the traditional Russian army and looted battlepieces from the ECA.

The Svin'ya, or The Pig, (sometimes nicknamed the Big Pig) which is a replacement for the BDRM and Mishka, and is useless on it's own having no weapons but is fairly well armoured. Rides on drill treads and has 6 garrison slots; can clear mines and costs roughly 1200. Amphibious to boot, about as armoured as a Kodiak. Produced from the war factory.
Produced by essentially scrapping a BDRM and a Mishka and exchanging parts/adding armour. Called the Pig for the grunting the engine makes and the squealing the treads make whenever the run over something. Or someone.

(Note this vehicle is NOT hit by the 40% price increase all other vehicles suffer.)

Khozey Mamonty's

These tanks are essentially stripped down Jagd Mammuts, looted from the battlefield, their armour used either for the Svin'yas or sold to the Arms Dealers for cash, they have reduced armour (reduced by about 40%), painted with Russian Patriotism as they are captured German vehicles and as a result are much much faster both in normal speed and turn speed (turn speed by 20%, speed by about 30%). They retain their damage and their range but the relatively exposed, naked, or "skinned mammoths" are now more vulnerable to enemy fire.

Cost is roughly 20% less then a Jagd Mammut.

(Note this vehicle is NOT hit by the 40% price increase that all other vehicles suffer.)

Their War Trucks also got an ability to carry troops (A total of 6) instead of supplies, making them act as early transports if need be. Absolutely no stat changes to the vehicle itself though.

Unique Hero: Vukovi Makhnoviv, the charismatic conscript leader fights on the ground as he always has, and he is armed with the following:

His trusty assault rifle with a bayonet attached, armed with armour peircing rounds able to do some damage versus vehicles, kill infantry, and his bayonet also provides another way to slaughter infantry instantly without revealing himself.

He is also armed with special little "bundles of joy" he has which can both clear structures, and if he gets close enough, can lodge these into vehicles either through the barrel of a tank or essentially through any opening he can find and it'll erupt in thermobaric burst that cleans out the structure/vehicle, and vehicles will be de-piloted and able to be taken over by your own infantrymen, giving vehicles to your cause.

He is also able to capture buildings, being a conscript himself, by hoisting the flag on a building. His capturing goes much faster as he is able to hoist the flag faster then a typical conscript, years of war honing his skills and his brethren on the field strengthening his fiery, patriotic resolve.

Unique Buildings:

All typical Russian defenses are replaced by essentially a cheaper form of Component towers and ECA bunkers.

Outpost: A blank slate sorta foxhole thing with just a burning barrel to keep people warm and some sandbags, costs about 250, can be garrisoned by 3 infantry to fire out of. (Essentially like a firebase without the gun, can be shot down while inside.)

- Flak Gun outpost: Garrisoned by at least 1 conscript to operate it to a max of 3 (the more the faster it fires) and is a anti air and tank gun, bad versus infantry. Fires at roughly the speed of typical Golem if only manned by one conscript, if fully manned will improve to about that of a BDRM's shell fire rate. Improvement costs about 900 credits.

- Machine Gun Outpost: Pretty self explanatory, can be garrisoned by 3 conscripts, a large machine gun operated by them. The Machine gun does about the same damage as the ECA Guard tower and has about the range of a typical RPG trooper, and if fully manned, fire's about as fast as the guard tower. Cannot fire over other buildings.

Costs about 900 for the improvement. Special note to keep in mind is that the conscripts act as garrisoned, and if upgraded with goggles can still see stealth units.

These defenses are roughly 20% weaker in terms of hitpoints then their Component tower cousins.


Edit: Just as a note; this was originally thought of as a joke for a Drunken Deserter faction but I actually liked the idea; so if some things seem a bit goofy, they are.

On another note to explain the cost of the infantry now; besides gathering recruits from deserters and the like; Vukovi has a fair bit of underground and viral media to get lots of militia's and Eastern Europeans on his side. He's very popular with the locals of those nations and those looking to fight a bit more independently without dealing with the Russian Auxillary detachments find employment in his army. So he's got loadsa volunteers, just equipment is the issue.


Posted by: V.Metalic 18 Jul 2014, 20:33

QUOTE (ComradeCrimson @ 18 Jul 2014, 20:46) *
Thoughts on my old faction? Did a little bit of updating to it.

Errr... I hardly know what he have, only a "Free Conscript" and "Khozey Mamonty's".

Posted by: Bergzak 19 Jul 2014, 3:29

QUOTE (V.Metalic @ 18 Jul 2014, 16:32) *
Officer is speculated to be for General Chen.

General Xing Chen = Red Guard Officer
General Zhang Huzhen = PLA Regular Officer.

Posted by: V.Metalic 19 Jul 2014, 8:37

QUOTE (Bergzak @ 19 Jul 2014, 4:29) *
General Xing Chen = Red Guard Officer
General Zhang Huzhen = PLA Regular Officer.

I see, but personally I think that "Regular Army" for China is de facto the Red Guards, who are the regular force. They are the professional soldiers like Conscripts of Russia and Felins of ECA, if they dont have the same weapons.

Posted by: X1Destroy 19 Jul 2014, 8:54

I don't think so, no regular army of today employ the tactics that the Red Guards uses. The regular PLA would operates just like the USA, but in a bigger scale.

Posted by: MARS 19 Jul 2014, 8:59

QUOTE (V.Metalic @ 19 Jul 2014, 9:37) *
I see, but personally I think that "Regular Army" for China is de facto the Red Guards, who are the regular force. They are the professional soldiers like Conscripts of Russia and Felins of ECA, if they dont have the same weapons.


The nature of the Red Guard and its differences compared to the PLA have been explained http://forums.swr-productions.com/index.php?showtopic=5098. Long story short: The Red Guard is NOT the regular army or even a branch of the PLA, but rather a highly inflated paramilitary force, potentially born out of the ones that already exist in the PRC, but substantially expended and ideologically infused. The PLA operates under a modern combat doctrine and uses modern equipment, but the Red Guard has grown so big that it actually outnumbers it. However, unlike the PLA, the Red Guard is not a full spectrum army and mainly a land-based shock force and auxiliary police. The faction you play in the game is treated as a mixture of PLA and Red Guard units, in the same way as the in-game USA is designed to reflect the part of the US military that is actually geared towards expeditionary operations.

Posted by: V.Metalic 19 Jul 2014, 10:16

Future Weapons General Crawford

Military Analysis
Full Name: Louis "Gadget" Crawford
Allegiance: USA
Branch: US Army, Field Scientific Combat Division
Tactics: Cutting Edge Weaponry

National Information
Class Number: 93557502-HBDT
Stationed: Aberdeen Proving Ground, Maryland
Rank: General 4 Star

Description

Exclusives

Structures & Defenses
Tomahawk Platform (Possibility)
- Tier 2 defense (Firebase replacement).
- Can switch between Cruise and High Speed modes.
- (Possibility) Can be garrisoned by infantry.

Infantry
Minuteman
- Replaces Ranger.
- Special branch of the Rangers, armed with the modernized Heckler & Koch G11 caseless assault rifle.
- Wears modern light-weight prototype armor vest & clothes.
- Fast infantry, decent protection (better than Ranger), hgher rate of fire.
- Requires anti-garrison & capture alternative. Possibility to has attached grenade launcher and Flashbangs.

Vehicles
Avenger
- Tier 0 anti-air.

Ares Laser Tank
- Tier 2 heavy tank
- Armed with high-intensity laser in a "barrel", excellent against armored and infantry units.
- Same level as Golem.
- Very expensive, moderate armor (between Crusader adn Paladin, closer to latter).
- Has M1A4 Paladin (pre-1.85 v.) chassis (Possibility).
- PDL against lasers (Possibility), or other kind of high-tech point defence system.

Longbow
- Tier 2 heavy anti-air (replaces Chaparral).
- Fires the same as Cyclops, only faster and with less power.
- Needs to deploy/undeploy.
- Requires base power to work (less than Cyclops).

Aircraft
F-15 Eagle
- Silent Eagle (Most likely), or new version.
- Replaces Raptor.
- Armed with 4 laser-guided AA missiles and 2-3 laser-guided bombs. Can attack ground and air targets.
- Cheaper than Raptor, but slower (fast as Interceptor MiG).

Comanche replacement
- Same as of Generals Bradley and Thorn, standard gunship.

Super Huey
- Replaces Little Bird. (Possibility, otherwise independent)
- Tier 1 combat transport helicopter. (Tier 0 if replacement)
- Armed with swivel-mounted automatic grenade launchers to clear the landing zone or cover the escape extraction.
- Can be upgraded with Rocket Pods.

- (Possibility) All aerial units may have a second point defense system beside Countermeasures/flare.

Upgrades
Focusing Lasers
- Researched at Strategy Center.
- 15% stronger laser beams
- 30% increase in PDL reload time
- Affects: Avenger, Ares Laser Tank, Longbow, Cyclops

Laser Rangefinders
- Same as of Generals Griffon and Thorn.
- Researched at Strategy Center.

General Powers
Unknown 1-Star Power

Kinetic Bombardment
- Fires from the orbit large rocket-propelled tungsten cylinder which smashes into the target area to damage ground targets. Not point-accurate, but has large blast radius.
- Incremental, 3 levels.
-- Level 1: Launches single cylinder.
-- Level 2: Launches two cylinders.
-- Level 3: Launches three cylinders.

-----------------------------------------------------------------------------------

My 4th Faction Generals
- USA Future Weapons General Crawford
- http://forums.swr-productions.com/index.php?showtopic=4856&st=200&p=89814&#entry89814
- GLA ... General
- http://forums.swr-productions.com/index.php?showtopic=4856&st=100&p=87802&#entry87802
- http://forums.swr-productions.com/index.php?showtopic=4856&st=125&p=88879&#entry88879

-----------------------------------------------------------------------------------

Believe me that coming up with the "Future Weapons General" part was the most difficult one smile.gif The Field Scientific Combat Division was created for the field testing of the weapons, and is part of the United States Army Test and Evaluation Command. But it may be a more normal division, like a new Armored Cavalry Division or, 1st Armored Division or 1st Cavalry Division. This is up to debate. And the note, General Crawford would be an Afro-American. I even considered being a female, but I left him be a man for some reason.

Posted by: X1Destroy 19 Jul 2014, 10:44

Looks OK to me smile.gif

Well, I guess I will also update my old Generals too. They were kinda forgotten due to time.

http://forums.swr-productions.com/index.php?showtopic=4856&view=findpost&p=65290

http://forums.swr-productions.com/index.php?showtopic=4856&view=findpost&p=65945

Posted by: Anubis 19 Jul 2014, 11:37

Well, since this days i have a boredom the size of Russia, i figured i might as well do a 4th general for the lulz.

USA Black Ops.

Name: Steward 'Ironballs' Snowden
Branch: CIA/US Army Secret Projects.
Location: Nevada Desert - Area 51.
Tactics: Advanced Drones and energy weapons.

As the USA felt into it's deepest economic crisis and it was forced to retreat most of it's army back home, the Black Ops division of CIA continued their advanced research into drones technology. Because even if you go hungry, you must still build a secret gun. As the government was prepared to shut down the expensive research, CIA reached an agreement with the US Army to share technology and information in order to secure their secret projects. The joint forces were strong enough to persuade Washington to keep the money flow and everyone was happy ever after.

New Stuff:

Infantry:

Exosuit Infantry: Ranger, Missile Defender and Vanguard - they get 50% more HP and 25% more damage, but also 50% more expensive and a bit longer to train.
Infantry Support Drones: Rangers and Missile Defenders can deploy a drone that will give them some bonuses:
Ranger - Targeting Assistance Drone - increases ranger RoF and Range by 15%.
Missile Defender - Sentinel Drone - increases Missile Defender damage resistance to Gattling, Small_Arms and Comanche_Vulcan damage types by 25%.
Reaper Team: acts as a pathfinder but cannot be garrisoned, has to deploy in order to fire and it's a 2 man team - the gunner and a targeting drone. Can insta-kill any infantry except heroes but has a lower RoF than Pathfinders. Can switch to armor piercing bullets, but fires at a rather low RoF.
Ghost: Stealthed infantry with a rather large LOS and the ability to detect stealth in a small radius. Armed with a silencer gun and the ability to deploy explosive charges on the ground, structures or even on a tank.

Vehicles:

Tier0
Crusader Droid - replaces crusader tank - hover drone tank - has 20% less hitpoints, but 15% more range and damage.
Striker IFV - replaces humvee - starts with a machine gun and 6 transport slots. Can replace the machine gun with a light mortar after Detention Camp.
Avenger Droid - replaces avenger - light hover drone armed with a designator laser and the 2 AA laser guns. NO PDL.
Medical Drone - basically the shockwave one - doesn't need to deploy to heal. Has a smaller healing radius.

Tier1
Acolyte Droid - a modified version of the acolyte tank. Armed with a dual machine gun and 2 ToW missile systems - design wise it would be similar to the russian BMPT Terminator.
Devastator Droid - a slow moving artillery drone armed with a medium sized howitzer. Can switch between AT Guided Shells - destroys vehicles but does shit damage to anything else or Seismic Shells - obliterates infantry and defenses but doesn't do shit to vehicles.
Advanced Repair Drone - replaces current repair drones - the repair aura is 75% larger and can build and deploy smart mines - stealth small mines that can move (think of vulture mines in starcraft).

Tier2
Vindicator Droid - heavy armored drone (similar in design to RA3 future tank) - armed with 2 large missile pods, 1 per arm. It saturates an area with rockets (like tiger gunship). Also equipped with a shoulder mounted PDL and a light auto-cannon for AA/AI purpose.
Archangel Droid - heavy armored droid equipped with a THEL laser that can intercept ballistic missiles or small missiles (can switch like the cyclops). Generates an Aura that increases nearby Drones only damage. Can deploy like vanguards a Stinger Drone that is quite potent vs gunships.
Gargantuan Platform - a large hovering transport platform that has 12 transport slots and can transport both infantry and vehicles. Basically a drone hovercraft. Armed with a ToW missile system and a PDL for defense purpose.

Aircraft:

Tier0
Harpy Drone - a light multi-role air drone armed with a 2 machineguns and 4 AA rockets (basically a little bird - raptor combo).

Tier1
Guardian Drone - a heavy air drone armed with a large caliber vulcan and a LOSAT missile launcher (2 missiles per clip). Can further be upgraded with rocket pods. Has a rather long attack range compared to any other gunship. Can replace the vulcan with a microwave weapon that disables both vehicles and structures. Circles in the air like the shockwave acolyte drone. In short acts like a very small Specter.

Tier2
Shadow Hunter Drone - replaces F117 - basically a X47B Drone - has 25% more speed than F117.

Defenses:

Tier0
Sentinel Turret - replaces firebase - armed with a dual machingun. Can be individually upgraded post Detention Camp with a ToW missile system. Basically a Bradley turret on a metal slab.

Tier1
Seraphim Defense Outpost - can hold 6 infantry inside and is immune to anti-garrison weapons. Armed with a heavy long range microwave array that disables vehicles and burns infantry. Can be upgraded with either - a medical station - generates a healing aura around; a Recon Kit - detects stealth in a medium radius; or a Drone Controller Kit - manually deploys drones that attract enemy fire (like russian smoke grenades).

Buildings:

Tokamak Reactor - replaces Fusion Reactor - generates only 8 power, cannot be upgraded but also has half the size of a fusion reactor.
Heavy Drone Assembly Plant - replaces war factory.

Upgrades:

1. Advanced Production Algorithms - allows the strategy center to build an additional module on top of it, that reduces drones production cost by 15% (requires no upgrade as it's built like the solar reactor modules).
2. Mobile Laser Systems - replaces Acolyte Drone, Harpy Drone and Sentinel Defense machineguns with laser weapons increasing their damage by 25% and making them a bit more useful vs tanks.

Special Powers:

Rank1
Advanced Laser Protocols - allows cyclops turrets to switch to a third fire mode - anti-ground - similar range and damage to a tesla tower. Also allows access to the Mobile Laser Systems upgrade.

Rank3
Drone Swarm - replaces the Carpet Bomb power - a large plane flies over the targeted area dropping multiple W.A.S.P. like drones that hover in that area until destroyed or until they run out of power.
ADTE (Area Denial Tactical Emitter) Drop - replaces leaflet - a plane drops a large capsule with a microwave emitter inside that burns infantry once deployed and disables vehicles and structures. Lasts until destroyed or until it runs out of power.

Shared Units:

- Burton.
- W.A.S.P. Hive.
- Tomahawk.
- Osprey.
- All Drones.

Lacks:

- Javelin Teams
- Comanche/Replacing Gunship.

This faction, unlike all other usa factions plays more like china. Drone technology is cheaper and faster to produce than the average vehicle, but also lacks the ability to gain veterancy. A player of this faction would overwhelm the enemy with tons of drones that are immune to toxins or radiation and easy to replace if destroyed. Also unlike all usa factions it has a smaller airforce. With the exception of the Tomahawk launcher and infantry none of this faction's units can gain veterancy. It also has stronger defenses in order to help in early and mid game, as drones even if spammable will be much weaker than their counterparts.

Posted by: Die Hindenburg 19 Jul 2014, 14:04

QUOTE (Anubis @ 19 Jul 2014, 12:37) *
Well, since this days i have a boredom the size of Russia, i figured i might as well do a 4th general for the lulz.

USA Black Ops.

Name: Steward 'Ironballs' Snowden
Branch: CIA/US Army Secret Projects.
Location: Nevada Desert - Area 51.
Tactics: Advanced Drones and energy weapons.

As the USA felt into it's deepest economic crisis and it was forced to retreat most of it's army back home, the Black Ops division of CIA continued their advanced research into drones technology. Because even if you go hungry, you must still build a secret gun. As the government was prepared to shut down the expensive research, CIA reached an agreement with the US Army to share technology and information in order to secure their secret projects. The joint forces were strong enough to persuade Washington to keep the money flow and everyone was happy ever after.

New Stuff:

Infantry:

Exosuit Infantry: Ranger, Missile Defender and Vanguard - they get 50% more HP and 25% more damage, but also 50% more expensive and a bit longer to train.
Infantry Support Drones: Rangers and Missile Defenders can deploy a drone that will give them some bonuses:
Ranger - Targeting Assistance Drone - increases ranger RoF and Range by 15%.
Missile Defender - Sentinel Drone - increases Missile Defender damage resistance to Gattling, Small_Arms and Comanche_Vulcan damage types by 25%.
Reaper Team: acts as a pathfinder but cannot be garrisoned, has to deploy in order to fire and it's a 2 man team - the gunner and a targeting drone. Can insta-kill any infantry except heroes but has a lower RoF than Pathfinders. Can switch to armor piercing bullets, but fires at a rather low RoF.
Ghost: Stealthed infantry with a rather large LOS and the ability to detect stealth in a small radius. Armed with a silencer gun and the ability to deploy explosive charges on the ground, structures or even on a tank.

Vehicles:

Tier0
Crusader Droid - replaces crusader tank - hover drone tank - has 20% less hitpoints, but 15% more range and damage.
Striker IFV - replaces humvee - starts with a machine gun and 6 transport slots. Can replace the machine gun with a light mortar after Detention Camp.
Avenger Droid - replaces avenger - light hover drone armed with a designator laser and the 2 AA laser guns. NO PDL.
Medical Drone - basically the shockwave one - doesn't need to deploy to heal. Has a smaller healing radius.

Tier1
Acolyte Droid - a modified version of the acolyte tank. Armed with a dual machine gun and 2 ToW missile systems - design wise it would be similar to the russian BMPT Terminator.
Devastator Droid - a slow moving artillery drone armed with a medium sized howitzer. Can switch between AT Guided Shells - destroys vehicles but does shit damage to anything else or Seismic Shells - obliterates infantry and defenses but doesn't do shit to vehicles.
Advanced Repair Drone - replaces current repair drones - the repair aura is 75% larger and can build and deploy smart mines - stealth small mines that can move (think of vulture mines in starcraft).

Tier2
Vindicator Droid - heavy armored drone (similar in design to RA3 future tank) - armed with 2 large missile pods, 1 per arm. It saturates an area with rockets (like tiger gunship). Also equipped with a shoulder mounted PDL and a light auto-cannon for AA/AI purpose.
Archangel Droid - heavy armored droid equipped with a THEL laser that can intercept ballistic missiles or small missiles (can switch like the cyclops). Generates an Aura that increases nearby Drones only damage. Can deploy like vanguards a Stinger Drone that is quite potent vs gunships.
Gargantuan Platform - a large hovering transport platform that has 12 transport slots and can transport both infantry and vehicles. Basically a drone hovercraft. Armed with a ToW missile system and a PDL for defense purpose.

Aircraft:

Tier0
Harpy Drone - a light multi-role air drone armed with a 2 machineguns and 4 AA rockets (basically a little bird - raptor combo).

Tier1
Guardian Drone - a heavy air drone armed with a large caliber vulcan and a LOSAT missile launcher (2 missiles per clip). Can further be upgraded with rocket pods. Has a rather long attack range compared to any other gunship. Can replace the vulcan with a microwave weapon that disables both vehicles and structures. Circles in the air like the shockwave acolyte drone. In short acts like a very small Specter.

Tier2
Shadow Hunter Drone - replaces F117 - basically a X47B Drone - has 25% more speed than F117.

Defenses:

Tier0
Sentinel Turret - replaces firebase - armed with a dual machingun. Can be individually upgraded post Detention Camp with a ToW missile system. Basically a Bradley turret on a metal slab.

Tier1
Seraphim Defense Outpost - can hold 6 infantry inside and is immune to anti-garrison weapons. Armed with a heavy long range microwave array that disables vehicles and burns infantry. Can be upgraded with either - a medical station - generates a healing aura around; a Recon Kit - detects stealth in a medium radius; or a Drone Controller Kit - manually deploys drones that attract enemy fire (like russian smoke grenades).

Buildings:

Tokamak Reactor - replaces Fusion Reactor - generates only 8 power, cannot be upgraded but also has half the size of a fusion reactor.
Heavy Drone Assembly Plant - replaces war factory.

Upgrades:

1. Advanced Production Algorithms - allows the strategy center to build an additional module on top of it, that reduces drones production cost by 15% (requires no upgrade as it's built like the solar reactor modules).
2. Mobile Laser Systems - replaces Acolyte Drone, Harpy Drone and Sentinel Defense machineguns with laser weapons increasing their damage by 25% and making them a bit more useful vs tanks.

Special Powers:

Rank1
Advanced Laser Protocols - allows cyclops turrets to switch to a third fire mode - anti-ground - similar range and damage to a tesla tower. Also allows access to the Mobile Laser Systems upgrade.

Rank3
Drone Swarm - replaces the Carpet Bomb power - a large plane flies over the targeted area dropping multiple W.A.S.P. like drones that hover in that area until destroyed or until they run out of power.
ADTE (Area Denial Tactical Emitter) Drop - replaces leaflet - a plane drops a large capsule with a microwave emitter inside that burns infantry once deployed and disables vehicles and structures. Lasts until destroyed or until it runs out of power.

Shared Units:

- Burton.
- W.A.S.P. Hive.
- Tomahawk.
- Osprey.
- All Drones.

Lacks:

- Javelin Teams
- Comanche/Replacing Gunship.

This faction, unlike all other usa factions plays more like china. Drone technology is cheaper and faster to produce than the average vehicle, but also lacks the ability to gain veterancy. A player of this faction would overwhelm the enemy with tons of drones that are immune to toxins or radiation and easy to replace if destroyed. Also unlike all usa factions it has a smaller airforce. With the exception of the Tomahawk launcher and infantry none of this faction's units can gain veterancy. It also has stronger defenses in order to help in early and mid game, as drones even if spammable will be much weaker than their counterparts.


Well i must say that this one sounds a little bit goofy, espically with the Area 51 and CIA, while having drones and already aviable laser and microwave technology makes this faction more advanced than the US alrady is? It is just using avainle in more unit types. It more sounds like a drone/DEW general then an AREA51/CIA one, which i think would be have elements of Mau's strangeness and Jin's recon abilities,



Posted by: Die Hindenburg 19 Jul 2014, 14:16

QUOTE (X1Destroy @ 18 Jul 2014, 17:45) *
Hmm.......I'm not sure about this, as right now that Osprey seems to be more assault oriented rather than EVAC.
1


Fragmentary rocket pods are cool, yeah. Will do it.
2


Don't think so, as the USA are lacking a MSTA like vehicle. If I would ever make another general I think this thing will be there.
3

Sound somewhat OP since the 2 units above are already deadly as hell, but let's give it a try!
4

Don't think so. This isn't ECA or GLA. It doesn't matter if the nuclear powerplant is destroyed, your defenses still works with the standard cold fusion reactors. There is no reason to give it the ability to strike back at enemy units. A mine dispender would be enough to prevent some pricks trying for a rush with engineers, or technical with terrorists. The mines will automatically regenerate after being used so it will be helpful.
5



1. I just thought it sounded better since it could drop medikits. But labeling with a offence (as in combat) word would mean that its a main combat unit, how about Battle Support Osprey?

2. Many thanks! Fragment and frag warheads could be a minor theme weapon for this general i thought.

3. Ah interested on that, looking forward. C:

4. Oh for the White Dust it replaces the missiles entirely because the Tunguska has already a missile/cannon combi, this one adds a are of effect aa attack.

5.Perhaps well the mines could be something less china like explsoive but either also frag or jumping mines or claymore mines. So that they sound less brutal and and more precision mines.

Posted by: Bergzak 19 Jul 2014, 14:30

General Armand "Huntsman" Graham

Faction: United States of America
Division: United States Army Special Operations Group
Location: Arlington, Virginia
Tactics: Mobility

Features:

-SOG Operative
Replaces Ranger. Slightly faster than the Ranger. Fires more powerful ammo in slightly shorter bursts. Fires flashbangs faster, thanks to it being attached to the Grenade Launcher.

-SOG Missile Soldier
Replaces Missile Defender. Slightly faster than the Missile Defender. Rockets fly faster and harder to intercept than Missile Defender.

-SOG Sniper
Replaces Pathfinder. Fires slightly faster than the Pathfinder. Slightly longer range than Pathfinder. Cannot silence weapon. Can use binoculars.

-SOG Demolisher Squad
Replaces Javelin Team. Slightly faster than the Javelin Team. Armed with long range, Javelin-like version of Carl Gustav M4. Does not need to deploy to fire. Ammo is slightly weaker, but fly faster and is uninterceptable

-Triage Vehicle
Replaces Ambulance. Does not need to deploy to heal. Heals less effectively than Field Hospital. Despite being on an IFV chassis, has as much armor as the ambulance.

-Tomahawk Drone
Replaces Tomahawk. Is more mobile than the Tomahawk. Can fire while moving. Missiles are weaker. Does not gain veterancy.

-FCS IFV
Unique Unit to General Graham. Armed with a light-medium autocannon against vehicles and a drone-guided machine gun against infantry. Moves fast, close to the Scorpion.

-Globetrotter APC
Unique Transport to General Graham. Armed with a light-medium cannon against vehicles. Carries 4 soldiers. Can use hover mode to move faster (albeit slightly slower than the crusader) and cross water, but is unable to fire its main gun. Is slightly less armored than the Crusader Tank.

-THEL Drone
The same with V.Metalic and X1Destroy's LONGBOW. Does not need to deploy to fire, however, fires slower than the LONGBOW. Cannot gain veterancy. Tier 2.

-Kite Drone
Unique Unit to General Graham. A drone that circles the area, much like the Specter Gunship. Armed with heavy machine guns and light cannons, both for ground targets. Can kite units, but is as slow as the Hunter Killer. Is slightly tougher than the Hunter Killer.

-VH-44H Starcrosser
Replaces Starlifter. Moves faster, carries less load.

-General Powers:
-Rank 1: Ammunition Dump: Calls a C-3 Trinity Plane to Dump Ammo, increasing attack damage
-Rank 3: Unknown

Posted by: X1Destroy 19 Jul 2014, 15:05

QUOTE (Bergzak @ 19 Jul 2014, 14:30) *
General Armand "Huntsman" Graham

Faction: United States of America
Division: United States Army Special Operations Group
Location: Arlington, Virginia
Tactics: Tactical Placement and Mobility

Features:

-SOG Operative
Replaces Ranger. Slightly faster than the Ranger. Fires more powerful ammo in slightly shorter bursts. Fires flashbangs faster, thanks to it being attached to the Grenade Launcher.

-SOG Missile Soldier
Replaces Missile Defender. Slightly faster than the Missile Defender. Rockets fly faster and harder to intercept than Missile Defender.

-SOG Sniper
Replaces Pathfinder. Fires slightly faster than the Pathfinder. Slightly longer range than Pathfinder. Cannot silence weapon. Can use binoculars.

-Triage Van
Replaces Ambulance. Does not need to deploy to heal. Heals less effectively than Field Hospital.

-Globetrotter Carrier
Unique Transport to General Graham. Armed with a light cannon. Carries 4 soldiers. Can use hover mode to move faster (albeit slightly slower than the crusader) and cross water, but is unable to fire its main gun. Is slightly less armored than the Crusader Tank.

-THEL Drone
The same with V.Metalic and X1Destroy's LONGBOW. Does not need to deploy to fire, however, fires slower than the LONGBOW. Cannot gain veterancy. Tier 2.

-VH-44H Starcrosser
Replaces Starlifter. Moves faster, carries less load.

-General Powers
-Rank 1: Unknown
-Rank 3: Reinforce Position - Drops forces at a location. Requires Line of Sight.
*Level 1: 2 SOG Operatives, 1 SOG Rocket Soldier, 1 SOG Sniper and 1 Crusader
*Level 2: 4 SOG Operatives, 2 SOG Rocket Soldiers, 2 SOG Snipers and 2 Crusader Tanks
*Level 3: 6 SOG Operatives, 3 SOG Rocket Soldiers, 3 SOG Snipers and 3 Crusader Tanks

Clearly, General Thorn will not obsolete with General Graham. General Thorn is meant for covert operations, while General Graham is meant for mobile assault and tactical positioning, which could supplement General Thorn.


I've seen nothing new with this general, as all he have now are stronger versions of the vanilla units.
More special units that would display his play style would be appreciated.

Posted by: Die Hindenburg 19 Jul 2014, 15:15

QUOTE (X1Destroy @ 19 Jul 2014, 16:05) *
I've seen nothing new with this general, as all he have now are stronger versions of the vanilla units.
More special units that would display his play style would be appreciated.


Agree, this general is a powerup and not anyway interesting... tongue.gif

Posted by: Bergzak 19 Jul 2014, 15:53

QUOTE (Die Hindenburg @ 19 Jul 2014, 15:15) *
QUOTE (X1Destroy @ 19 Jul 2014, 15:05) *

I've seen nothing new with this general, as all he have now are stronger versions of the vanilla units.
More special units that would display his play style would be appreciated.

Agree, this general is a powerup and not anyway interesting... tongue.gif

Edited.

Posted by: Die Hindenburg 19 Jul 2014, 16:03

QUOTE (Bergzak @ 19 Jul 2014, 16:53) *
Agree, this general is a powerup and not anyway interesting... tongue.gif

Edited.


Triage Van sound well but perhaps it could be an medic-able ifv chassis, since vans are not really used in militaries as medic vans. It could have an active ability you can use to instant heal, but needs longer time to reload.

Feels not really different for SOG guys are still an upgrade, but if they supposed to be that way thats fully ok. How about so:

The SOG guys could have contrasting weapons, perhaps the missle dude could have an carl gustav M4 recoilless rifle and the rifle dude could have an Milkor MGL Mk2 Mod 2. So their projectiles are not only faster fired and speedier, also they cannot be intercepted nor evaided.

-VH-44H Starcrosser
Could be an infantry/vehicle transport while the osprey is still an recouse collector, without transport cabality but faster.

Posted by: Anubis 19 Jul 2014, 16:05

QUOTE (Die Hindenburg @ 19 Jul 2014, 16:04) *
Well i must say that this one sounds a little bit goofy, espically with the Area 51 and CIA, while having drones and already aviable laser and microwave technology makes this faction more advanced than the US alrady is? It is just using avainle in more unit types. It more sounds like a drone/DEW general then an AREA51/CIA one, which i think would be have elements of Mau's strangeness and Jin's recon abilities,


Dude, the reason you have Drones today is because CIA started experimenting with the back in the mid 50's, and because even when the US Airforce wanted to cancel the drone program for more funds on their bomber/airforce program, CIA somehow managed to keep it's drone program. There are declassified files and research done on this. One of the places they test this drones is believe it or not - the nevada desert. So it's only goofy for someone who imagines area 51 as the place where muricans ass finger aliens and drain babies of their blood for the reptilian elite.
Drone research today is still part of the US Army black ops - aka the part of military research that's so secret they have covert over covert of covert shit on those projects.
And yeah, my point was giving this faction a more techy feel/design without turning it into lasers and plasma everywhere.

Posted by: Die Hindenburg 19 Jul 2014, 16:18

QUOTE (Anubis @ 19 Jul 2014, 17:05) *
Dude, the reason you have Drones today is because CIA started experimenting with the back in the mid 50's, and because even when the US Airforce wanted to cancel the drone program for more funds on their bomber/airforce program, CIA somehow managed to keep it's drone program. There are declassified files and research done on this. One of the places they test this drones is believe it or not - the nevada desert. So it's only goofy for someone who imagines area 51 as the place where muricans ass finger aliens and drain babies of their blood for the reptilian elite.
Drone research today is still part of the US Army black ops - aka the part of military research that's so secret they have covert over covert of covert shit on those projects.
And yeah, my point was giving this faction a more techy feel/design without turning it into lasers and plasma everywhere.


Ah i see your part, but why not using the OGA as its part, its pratically the army of the CIA.
But drones should be, perhaps for looking cool, have these enclosed VTOL-fans, which make them more silent (not stealth but to show the CIA's way of attacking.
I did not mean they should or could have more DEW, or strange things.

As for the infantry, it should be really the OGA who could represent the loud and less subtile part of the CIA, so the enemies underestimate their tactical and strategic perks. tongue.gif

Posted by: Bergzak 19 Jul 2014, 19:10

QUOTE (Die Hindenburg @ 19 Jul 2014, 17:03) *
Triage Van sound well but perhaps it could be an medic-able ifv chassis, since vans are not really used in militaries as medic vans. It could have an active ability you can use to instant heal, but needs longer time to reload.

Feels not really different for SOG guys are still an upgrade, but if they supposed to be that way thats fully ok. How about so:

The SOG guys could have contrasting weapons, perhaps the missle dude could have an carl gustav M4 recoilless rifle and the rifle dude could have an Milkor MGL Mk2 Mod 2. So their projectiles are not only faster fired and speedier, also they cannot be intercepted nor evaided.

-VH-44H Starcrosser
Could be an infantry/vehicle transport while the osprey is still an recouse collector, without transport cabality but faster.

Triage Van now IFV chassis

The SOG Operative, I shall consider. As for SOG Missile Soldier, he needs a way to target aircraft. But I added a Javelin Soldier replacement.

VH-44 Starcrosser, it can be that way.

Posted by: Die Hindenburg 19 Jul 2014, 19:16

QUOTE (Bergzak @ 19 Jul 2014, 20:10) *
Triage Van now IFV chassis

The SOG Operative, I shall consider. As for SOG Missile Soldier, he needs a way to target aircraft.

VH-44 Starcrosser, it can be that way.


Well many thanks! tongue.gif

Perhaps the SOG could could choose beetween the recoilless and AA-missile launcher. tongue.gif

Posted by: V.Metalic 19 Jul 2014, 20:14

I am thinking about my 4th Chinese General, and I am considering to make it more regular, as MARS said it, but not that every vehicle is changed. The Battlemasters are in service because there is simply endless supply of them. But he would have some more regular (better) weapons, like a Rocket Tank, which I am considering to either replace Gattling Tank or Dragon Tank, or be together with them, independent. Than I dont know about its role.

Posted by: Composite armour 19 Jul 2014, 20:39

Thinking of a US general, but I'm not too sure if the Stryker has been replaced or just scrapped completely in the ROTR universe.
I think the idea of having a base vehicle that can be upgraded to a variety of roles would be interesting.

Posted by: 8igDaddy8lake 19 Jul 2014, 21:30

QUOTE (Composite armour @ 19 Jul 2014, 15:39) *
Thinking of a US general, but I'm not too sure if the Stryker has been replaced or just scrapped completely in the ROTR universe.
I think the idea of having a base vehicle that can be upgraded to a variety of roles would be interesting.


It's still present - the WASP Hive uses a Stryker as a base. Could be some variants, with some interesting other abilities. Like, a mortar Stryker.

Posted by: V.Metalic 19 Jul 2014, 23:28

QUOTE (8igDaddy8lake @ 19 Jul 2014, 22:30) *
It's still present - the WASP Hive uses a Stryker as a base. Could be some variants, with some interesting other abilities. Like, a mortar Stryker.

Or 105mm Gun Stryker biggrin.gif

Posted by: Bergzak 20 Jul 2014, 4:05

QUOTE (Die Hindenburg @ 19 Jul 2014, 20:16) *
Well many thanks! tongue.gif

Perhaps the SOG could could choose beetween the recoilless and AA-missile launcher. tongue.gif


He needs to be mobile. And the need to switch will just hinder him.

Posted by: Knjaz. 21 Jul 2014, 10:26

Remake of that Russian Boss General in a toned down 4 Star version now. Axing alot of unnecessary "omfg" stuff. He still uses some high tech/experimental stuff. Unupgraded Mstas had to be moved to Tier 1 in order to provide at least some Inferno/Buggy counters.
Might polish it further, later on.

============================================================================
General Gennady "Molot" Troshev.
Stationed in Zelenograd, Central Military District, "3rd Moscow Guards Army".
Rank: 4 Star general.

Speciality:
Heavy Armor, Heavy Firepower.

Does not have access to:
Helipads and Helicopters.
Shocktroopers, Tesla Tech.
Buratinos.
Goliath Upgrade, Coalition upgrade, Thermobaric Munitions upgrade.
Any stealth, de-facto.
VDV Drop.
======================
Number of Airfields from AirForce unlock is limited to 1.

Infantry:

Conscripts, RPG Conscripts and Igla Troopers: Built as first rank veterans.
3rd Guards Army is known for rigorous training of it's recruits, compared to most other parts of Russian army. They consider themselves "elites"- though, Orlov's guys would rightfully disagree.

Tier 2:

Storm Trooper - First Russian attempt at weaponized exoskeleton technology. Unlike ECA's, it greatly enhances survivability instead of speed, by putting soldier into a bulky, very simplistic and rough power armor suit, which also greatly limits it's movements due to own imperfection (they're slower than conscripts).

Armed with .50 cal (12.7mm) heavy machineguns, have 200 health and unique armor set receiving nearly equal, reduced damage from bullets, anti-tank and high-explosive weapons (~50%) (with exception of GATTLING and SNIPER, those deal 25% only) - Which, in return, makes them both resistant and vulnerable to anti infantry and anti-tank weapons - in addition to very high resistance against Toxins, Radiation and good resistance against Flame.

Vulnerable to EMP. Takes 2 slots in transports/garrisons.
Can be upgraded with Anti-Tank grenade launcher, that replaces their machinegun. Can only attack ground targets.

(P.S.: Why exoskeletons for Russia, suddenly? Well, certain tech advances make me believe it's entirely possible, even if it won't exist in official RotR setting).

Cyborg "Volkov" - 2000$: One of "black" projects of Russian MoD, continuation of same project from Soviet Era. In past - another heroic conscript that wasn't as lucky as his machinegun wielding comrade, ended up with some of his pieces being blown off by howitzer barrage, and restored in one of motherland's labs. Replaces Boris as a main hero.

Stealthed only while standing still, visible when moving. Has slightly increased movement speed (+10%). Has increased health pool and unique armor stats, making it highly resistance to most damage types, as well as extremely resistant to sniper fire (only 5% damage received from SNIPER). Though, it also makes it less resistant to Armor Piercing and Infantry Missile weapons, unlike normal infantry units - as well as susceptible to EMP. Wears a backpack with a Tesla-charged batteries, to power up the rail gun and ECM field.Since partially human, still gains bonuses from medkit upgrade.

Special Passive abilities:
Stealth Detection.
Higher area than conscripts due to improved optics.
ECM field - has a small ECM field on itself generated by that backpack Tesla battery, completely unable to cover nearby units.
Special Active ability:
Sprint: Click to toggle 5 second long system overload, resulting in 50% increased movement speed. 60 seconds recharge time. Used as an escape mechanism, mainly.

Armament: You do not need to select one weapon loadout, since his cyborg body can endure carrying 2 heavy weapons at once, and running at same time. He has to switch between weapons like Burton does, though.
-Thermobaric RPG Launcher. Less range as Boris's one, but has significant AoE and doesn't home on targets. Deals Flame damage initially. Benefits from High-Explosion Upgrades, as well as Missile Engines upgrade.
-Experimental Railgun: Another technology out of Alex labs. Attempt to create man-portable railgun-rifle. Uses backpack battery to operate, which is too heavy for a normal soldier to carry around. Slow refire, not so great DpS, high range and relatively high damage (not on Viking level, of course). Can attack Air and Ground units, no splash whatsoever. Dmg. Type Armor_Piercing and Sniper. (at same time, if possible code-wise.)


Vehicles:

Tier 0:

Medved Heavily armored Mishka analogue. 20% less speed, 50% more health. Can be upgraded with Kontakt-5. Can fire a burst of small HE munitions around itself (like Arena Tower fires its smokes), that would deal nearly no damage to units (including even angry mobs) but would clear mines. Costs 400$.

Kodiaks built as veterans. Also, they have access to their ATGMs right off the start, though it's refire rate is halved. They get their normal stats after Assault Munitions upgrade.

"Pantsyr" - A replacement for Tunguska. Even slower (30 speed) but has more health. (480 health, same firepower/upgrades as Tunguska). Later also benefits from Kontakt-5, in addition to standard Tunguska upgrades.

Tier 1:

BMPT "Terminator" Tank Support Fighting Vehicle. "Cheap" ("in lore") Tesla "replacement". (in-game costs as much as a Kodiak). Based on Kodiak platform, same mobility, armor and health stats as Kodiak.Armed with 2x30mm autocannons (Small_Arms dmg type), as well as 4 Shmel-trooper missile tubes after Thermobaric munitions upgrade. Fires them in short succession, in pairs.

ClipSize = 2, DelayBetweenShots = 800, ClipReloadTime = 2500
Can attack air targets with it's autocannons, but at very short range (=130). Has a single transport slot for infantry.

"Turtle" - A replacement for MTP, built around Kodiak platform. Nicknamed for it's shape. Has similar health, armor and mobility stats to those of a Kodiak. Benefits from Kontakt-5. Was meant to also be used with Iron Golem tanks, to stay alive in rather horrible environmental conditions they often find themselves in.

Msta-T Heavily armored version of Msta (420 health) that sacrifices DPS for survivability. Does not have access to Coalition upgrade, but can be equipped with Kontakt-5, after which it becomes the only artillery in the game that can't be sniped by a single interceptor. (Since Kontakt-5 ERA also affects Jet_Missiles). Has same range as an upgraded Msta.
Base cost of 1800$.

Tier 2:

Iron Golem Tank Highly valued by Gennady for their survivability, hence he requested Russian MoD to add them into his arsenal. Does not have access to Shtora or Railguns, instead can be equipped with Kontakt-5 ERA and receives all of it's bonuses, making it a very tough nut to crack. (unique armor set.)

(Example: damage from explosions is getting reduced by 0.5 (Golems' base stats) x 0.75 (Upgrade bonus), resulting in total 62.5% resistance to Explosions.)

Pion (2S7) A heavy 203mm Self-propelled gun, dealing devastating blows at high distance, slow refire rate. Costly. Deals less damage/ has less AoE than a Nuclear Cannon, but deploys significantly faster.

Special Ability: Fires an Armor_Piercing/Timed HE Charge (yes, you heard it right) shell at the targeted unit/building, with standard accuracy though, so can easily miss normal small tanks like Scorpions. Deals 200% standard damage upon impact with nearly zero splash (can harm stacked units, though) dmgtype: Stealthjet_Missiles from 1.85, where they're used as dedicated AT damage type, and then another 100% Aurora_Bomb damage detonation on the ground few seconds later(Nighthawk bunker buster mechanic). Long cooldown. (60 seconds).

Black Bear Sentinel Requires "Black Bears" unlock. A Sentinel with unique voices and darker textures, but identical base health/damage/attack range/ROF stats. Built as Rank 1 Veteran, comes with in-built Warden missile system, self-detonates when hijacked, costs 3500$ (~3000$ with Industrial Plant). Can be further upgraded with Arena system. Slightly slower. (20, compared to 22 of normal Sentinel).

Manned by most experienced and brutal Sentinel crews there are, which agreed to implementation of fail-safe security system against hijacking. Upon hijacking attempt a self-destruct mechanism in it's engine gets activated.


Buildings:

Artillery Tower Component: - similar to US firebase, but less dead zone. Your main hope at countering all those insurrections/paradrops and backdoor strikes, due to lack of airforce and mobile units.

Upgrades:


Weapon Bunker Upgrades:
Improved Thermobaric Munitions
Provides 20% AoE increase for Shmel Trooper, BMPT thermobaric missiles and Warden missiles. BMPTs also ungarrisons 5 infantry with a single missile, instead of 3.

Industrial Plant upgrades:
Kontakt 5 - 2500$: Next-generation ERA. Provides increased protection from Armor_Piercing damage type. (20% instead of 10%.)
Also provides 20% damage reduction from Jet Missiles. Damage Resistance from Explosions is reduced from 30 to 25%, though. (Makes Iron Golems more useful).
Mass Production - 1500$: Reduces amount of time required to produce Tier 2 units by 20%.

Tremor AGAS Upgrades:
High-Explosive Munitions - 3500$, 120 seconds to research: (referenced as HEM upgrade)

-Provides 20% AoE (both Primary and Secondary) and 10% damage increase for Msta-T's, Pions, Black Bear Sentinels, Grumbles.
-Iron Golem Tanks start inflicting more damage against buildings and defenses.
-Unlocks special ability for Pions.


General Powers/Unlocks:

"Black Bears" Rank 3 unlock, substitutes Blackout Node. Unlocks Black Bear Sentinels.

"Nuclear Clearance" Topol unlock moved to Rank 5. Only provides access to Mobile Launchers.
Does not substitute anything, acts as a third Rank 5 unlock, located in bottom-right corner of General Power tree. Also allows you to fire Topol missile anywhere on the map once in 3:30 minutes.

Posted by: __CrUsHeR 21 Jul 2014, 11:33

^Think of a general who relies more on brute force to overcome than other Russian generals is something scary ohmy.gif ; there are good ideas in this design as well as 'reserves armor generals' proposed before; maybe a mix between the two concepts could create an optimal perspective for the fourth Russian general.

Aboute e upgrade 'High-Explosive Munitions - 3500$, 120 seconds to research: (referenced as HEM upgrade)' I would say that is a bit overpower due to excessive bonus for almost all units; on this configuration should cost at least 4000-5000 cash.


Posted by: Knjaz. 21 Jul 2014, 11:49

QUOTE (__CrUsHeR @ 21 Jul 2014, 13:33) *
^Think of a general who relies more on brute force to overcome than other Russian generals is something scary ohmy.gif ; there are good ideas in this design as well as 'reserves armor generals' proposed before; maybe a mix between the two concepts could create an optimal perspective for the fourth Russian general.

Aboute e upgrade 'High-Explosive Munitions - 3500$, 120 seconds to research: (referenced as HEM upgrade)' I would say that is a bit overpower due to excessive bonus for almost all units; on this configuration should cost at least 4000-5000 cash.


Possibly. Though, after removal of Akatsiyas (too mobile for him) I realised that in current form it's highly underpowered until either HEM upgrade kicks in or Pions get unlocked - because he has less firepower than 1.85 Russia, while having more health. And Firepower beats Health, as was proved by countless China vs Russia games in 1.802.

Still thinking on what to do with it.

Also, he might look frighteningly, but nearly total lack of Air Support combined with very slow ground force presents some huge opportunities for quicker enemies. He's hard countered by buggy spam in Tier 1, for example. Just look at the unit roster, you won't find a proper counter for that.

Edit: Most likely, it'll be either Pions or Black Bears moved away from SledgeHammer unlock to Tier 2. Likely Pions.
So player will be able to chose between Low Damage/High Armor artillery, and Low Armor/High Damage artillery.

Posted by: __CrUsHeR 21 Jul 2014, 12:16

QUOTE (Knjaz. @ 21 Jul 2014, 7:49) *
Possibly. Though, after removal of Akatsiyas (too mobile for him) I realised that in current form it's highly underpowered until either HEM upgrade kicks in or Pions get unlocked - because he has less firepower than 1.85 Russia, while having more health. And Firepower beats Health, as was proved by countless China vs Russia games in 1.802.

Still thinking on what to do with it.

Also, he might look frighteningly, but nearly total lack of Air Support combined with very slow ground force presents some huge opportunities for quicker enemies. He's hard countered by buggy spam in Tier 1, for example. Just look at the unit roster, you won't find a proper counter for that.

I would say that the durability of this general outweigh the firepower of China 1.82 for example, because you can invest your points in means of repair and the 'Turtle' seems to be quite durable increasing the chances of survivals of vehicles. The firepower does not seem so inferior to the other Russian generals and units with all the upgrades are very powerful - equivalent units of ECA with the protocols - the biggest problem of this general - disadvantages - seems to be the time of production (before the 'Mass Production') and the cost - the speed is not a big problem for Russia - perhaps this general can gain a better supply truck - supply more capacity, better armor - and some benefits related to the second economy; otherwise you will not arrive until the main: "The Sledgehammer". Then you would have a 'big powerhouse' with improved logistic supports - best suplly truck, best mtp, arms dealer etc - but without reserve troops or advantageous air assets - seems to be a valid formula. Another thing would be to remove of the smoke already that their vehicles would not need a curtain to advance. wink.gif

Posted by: Knjaz. 21 Jul 2014, 12:31

QUOTE (__CrUsHeR @ 21 Jul 2014, 14:16) *
I would say that the durability of this general outweigh the firepower of China 1.82 for example, because you can invest your points in means of repair and the 'Turtle' seems to be quite durable increasing the chances of survivals of vehicles. The firepower does not seem so inferior to the other Russian generals and units with all the upgrades are very powerful - equivalent units of ECA with the protocols - the biggest problem of this general - disadvantages - seems to be the time of production and the cost - the speed is not a big problem for Russia - perhaps this general can gain a better supply truck - supply more capacity, better armor - and some benefits related to the second economy; otherwise you will not arrive until the main: "The Sledgehammer". Then you would have a 'big powerhouse' with improved logistic supports - best suplly truck, best mtp, arms dealer etc - but without reserve troops or advantageous air assets - seems to be a valid formula. Another thing would be to remove of the smoke already that their vehicles would not need a curtain to advance. wink.gif


Quite the contrary, the speed is one of the biggest issues for Russia (Map related, ofcourse.). Ever been in situations where a bunch of battlemasters can both outrun and outgun your slow and at same time relatively weaker Kodiaks? (hence the whole ATGM thingie that you could see on last stream). China with Nuclear Engines can literally dance around this gen.
Or when you literally cannot evade incoming Leaflet Drop, and your immense strike force gets disabled for 20 seconds by a 1-point investment Rank 3 GP, which is more than enough to finish off half of it.

Production speed being the second problem, but that applies to all of Russia's. I boosted T2 prod. speed for him since he'd heavily rely on T2 equipment.

Also, 1.802 China would easily annihilate it (in current shape) with Inferno/Nuclear Cannon spam until the Rank 3, even. Esp. since Kontakt doesn't help with Flame damage. Non Coalition Mstas (1.85 version),even if they'd have serious armor, are not frightening at all. And quite expensive at same time - though by having much better survivability they would be able to put up a fight, by being harder to counter with airforce.

HEM upgrade turns the tables, but you gotta survive until that - and it's rather hard to find additional 8500$ in a really intensive game. But yeah, it can use a price increase. Possibly a removal of Sentinel main gun changes, even. Maybe worth dropping it's speed by same 10% as well.


As for the whole Supply Truck/Arms_Dealer thing, my main concern here was that this general was about heavy bruteforce and building up on steam - but not the economy itself. Also the fact that he already got quite alot of unique units. But the Supply Trucks could use more "heaviness" in them, probably.

Posted by: __CrUsHeR 21 Jul 2014, 13:06

QUOTE (Knjaz. @ 21 Jul 2014, 8:31) *
Quite the contrary, the speed is one of the biggest issues for Russia (Map related, ofcourse.). Ever been in situations where a bunch of battlemasters can both outrun and outgun your slow and at same time relatively weaker Kodiaks? (hence the whole ATGM thingie that you could see on last stream). China with Nuclear Engines can literally dance around this gen.
Or when you literally cannot evade incoming Leaflet Drop, and your immense strike force gets disabled for 20 seconds by a 1-point investment Rank 3 GP, which is more than enough to finish off half of it.

Production speed being the second problem, but that applies to all of Russia's. I boosted T2 prod. speed for him since he'd heavily rely on T2 equipment.

Also, 1.802 China would easily annihilate it (in current shape) with Inferno/Nuclear Cannon spam until the Rank 3, even. Esp. since Kontakt doesn't help with Flame damage. Non Coalition Mstas (1.85 version),even if they'd have serious armor, are not frightening at all. And quite expensive at same time - though by having much better survivability they would be able to put up a fight, by being harder to counter with airforce.

HEM upgrade turns the tables, but you gotta survive until that - and it's rather hard to find additional 8500$ in a really intensive game. But yeah, it can use a price increase. Possibly a removal of Sentinel main gun changes, even. Maybe worth dropping it's speed by same 10% as well.


As for the whole Supply Truck/Arms_Dealer thing, my main concern here was that this general was about heavy bruteforce and building up on steam - but not the economy itself. Also the fact that he already got quite alot of unique units. But the Supply Trucks could use more "heaviness" in them, probably.

I agree with you; I referred to the disadvantage of this general in particular - the speed of the units are lower than the other Russian generals - as not really a 'major disadvantage' by the fact that it has become part of the Russian faction - a supposedly slow faction - so be slightly slower and have slightly less firepower does not change things much if you can resist more.

Perhaps the Arms Dealer not really need to get some kind of improvement but the Supply Truck could get the structure of a tank with durability - something quite considerably - and higher load capacity, but with a reduced acceleration and no weapon to defend - (the general actually bet in the durability and load capacity). Later the Supply Truck could receive an additional function.

You could make the supply truck and the turtle became more durable (more points of health and better armor) with a 1ST Gen. Point called "Armored Logistics" which would increase the armor and hit points of the supply truck and turtle by 25%; (vehicles already be a little tougher than normal - and the supply truck carry more cargo - even without this choice).

Posted by: V.Metalic 21 Jul 2014, 13:28

Great canddiate for Russian Boss General. He has access to thigns from Aleksandr, Zhukov and Orlov.

Posted by: Composite armour 21 Jul 2014, 16:31

I'm toying with the idea of a US general, but still very much a WIP.

General James E. Murphy

Faction: USA
Rank: 4 Star General
Branch: US Army
Tactics: Advanced logistics and adaptable units.

Unique units:

Stryker - Tier 0(Replaces the Humvee)

The Stryker built straight out of the War factory is a tougher, slower Humvee armed with a high ROF minigun and 8 troop transport slots. The Stryker can choose an upgrade to permanently change its role on the battlefield.

Stryker upgrades:

Stryker AT - Tier 0
Replaces the minigun with a TOW missile weapon. Retains the troop transport slots.

Stryker Ambulance - Tier 0
Equips the Stryker to heal friendly infantry in the area. Loses all transport slots.

Stryker AA - Tier 0
Equips the Stryker with a powerful AA minigun and AA missiles. Loses all transport slots.

Stryker MGS - Tier 1
The Stryker installs a powerful 105mm cannon, giving it the ability to engage tanks effectively. Loses all transport slots.

Stryker 40mm - Tier 1
Installs a turret armed with a 40mm auto cannon on the Stryker, providing much greater damage to light vehicles. Loses all transport slots.

Stryker PDLS - Tier 1
Mounts a powerful PDL system on the Stryker, allowing it to shoot down enemy rockets and missiles. Loses 4 transport slots.

Stryker Repair vehicle - Tier 1
Allows the Stryker to repair friendly vehicles. Loses all transport slots.

Stryker Microwave vehicle - Tier 2
Mounts a microwave field generator on the Stryker, allowing it to clear a path through a minefield and potential horde of enemy infantry. Loses all transport slots.

Stryker MC - Tier 2
Equips a heavy mortar on the Stryker, allowing it to bombard enemy targets with highly accurate fire from a safe distance. Loses all transport slots.

Stryker Drone carrier - Tier 2
Modifies the Stryker to carry drones into battle and deploy special purpose drones. Loses 5 transport slots. Drones take up 1 slot each.




Stryker Command Vehicle - Tier 2 (Build limit of 1)

The Stryker command vehicle coordinates the actions of all friendly forces in proximity and is capable of calling for reinforcements and air support.

Provides an area buff to all friendly units based on the current strategy

Bombardment bonus - +20% to all damage, + 20% ROF, -20% speed
Hold the Line bonus - +20% armor, +20% range, -20% ROF
Search and Destroy - +20% ROF, +20% Speed, -20% armor

Abilites:
Air Strike - The SCV uses a laser designator to mark a target for a precision Nighthawk strike.
Reinforcements - The SCV can request a Paradrop of 4 rangers and a single Stryker near its location. 2 minute cooldown.




Stryker heavy ammunition carrier - Tier 2

The Stryker is loaded with munitions to be carried straight to the frontline. Provides a buff to all Artillery units in proximity. Explodes violently when destroyed.
Increases the ROF of all friendly artillery units by 30% when in very close proximity.



Advanced Osprey - Tier 0(Replaces Osprey)
These Ospreys are a more efficient model, capable of carrying more supplies.
Can carry $800 worth of supplies instead of $600



Advanced Starlifter - Tier 2(Replaces Starlifter)
These Starlifters are ready to be upgraded with experimental defense capabilities.




Combat Engineer - Tier 1(Replaces Vanguard)
The Combat Engineer is a vital man behind the scenes. Equally at home in building bridges as well as destroying them, his skillset is important in keeping an army supplied and moving forward.
Armed with a shotgun that does more damage then a Ranger, but has a shorter range. Can switch to rubber slugs to capture enemy infantry. Has better armour then the ranger.
Can clear mines.
Can deploy an explosive charge that requires time to set up but deals heavy damage.



Support Ranger - Tier 1
The Support Ranger is armed with a high ROF LMG, allowing him to suppress enemy infantry in a small area, reducing their effectiveness in fighting back.
Equipped with a SAW that can be used to devastate single targets or suppress an area.
Can suppress an area with inaccurate fire, which slows enemy infantrys speed by 15% and reduces their ROF and range by 10%.




Unique buildings:

Stryker position - Tier 1 defense

A fortified position for a Stryker to take a defensive stance.

When occupied by a Stryker, boosts the armor by 50%, Range by 30% and the RoF by 15%
Auto-repairs the Stryker when occupied.



Airstrip - Tier 2 building(Replaces the Strategy center)

The airstrip is the backbone of any US military effort, delivering vital equipment, supplies and troops at an impressive rate.

Retains all the functions of the strategy center. Has enough health to survive two superweapon strikes.
Functions as a secondary economy building.
Largest structure in the game, requiring a large area to build.
Functions as a supply depot

Every 3 minutes, a cargo plane will arrive to drop off 3 Strykers, 16 Rangers and 10k worth of supplies to be added to the pool. These supplies must be collected by gatherers and delivered to supply centers.
Upgrades increase the value of supplies delivered and the veterancy of the units delivered.




Unique Upgrades:

Air-burst grenades - Tier-0(Replaces Flashbangs)
Allows rangers to fire air-burst rounds, which damage enemy infantry in a large radius and can clear buildings.



High quality rations - Tier-2
The quality of the rations being delivered to the frontline troops increases their morale, which makes them fight harder.
Increases damage by 15%
Increases RoF as health decreases.
When a friendly infantry unit dies in close proximity, all infantry lose the morale bonus for 5 seconds.



Spare parts - Tier-2
The abundance of high quality spare parts available allows vehicles to be deployed into battle in top condition.
Increases the speed on all vehicles by 10%
Increase the health of all vehicles by 15%
Effect is lost when vehicle goes below 60% health.



Starlifter defense system - Tier-2
All Starlifters are outfitted with an improved defense system in addition to standard countermeasures.
Equips Starlifters with a PDL.
Increases Starlifter health and speed by 5%.




Added some infantry and upgrades

Posted by: Die Hindenburg 21 Jul 2014, 18:41

QUOTE (Composite armour @ 21 Jul 2014, 17:31) *
I'm toying with the idea of a US general, but still very much a WIP.

General James E. Murphy

Faction: USA
Rank: 4 Star General
Branch: US Army
Tactics: Advanced logistics and adaptable units.

Unique units:

Stryker - Tier 0(Replaces the Humvee)

The Stryker built straight out of the War factory is a tougher, slower Humvee armed with a high ROF minigun and 8 troop transport slots. The Stryker can choose an upgrade to permanently change its role on the battlefield.

Stryker upgrades:

Stryker AT - Tier 0
Replaces the minigun with a TOW missile weapon. Retains the troop transport slots.

Stryker Ambulance - Tier 0
Equips the Stryker to heal friendly infantry in the area. Loses all transport slots.

Stryker AA - Tier 0
Equips the Stryker with a powerful AA minigun and AA missiles. Loses all transport slots.

Stryker MGS - Tier 1
The Stryker installs a powerful 105mm cannon, giving it the ability to engage tanks effectively. Loses all transport slots.

Stryker 40mm - Tier 1
Installs a turret armed with a 40mm auto cannon on the Stryker, providing much greater damage to light vehicles. Loses all transport slots.

Stryker PDLS - Tier 1
Mounts a powerful PDL system on the Stryker, allowing it to shoot down enemy rockets and missiles. Loses 4 transport slots.

Stryker Repair vehicle - Tier 1
Allows the Stryker to repair friendly vehicles. Loses all transport slots.

Stryker Microwave vehicle - Tier 2
Mounts a microwave field generator on the Stryker, allowing it to clear a path through a minefield and potential horde of enemy infantry. Loses all transport slots.

Stryker MC - Tier 2
Equips a heavy mortar on the Stryker, allowing it to bombard enemy targets with highly accurate fire from a safe distance. Loses all transport slots.

Stryker Drone carrier - Tier 2
Modifies the Stryker to carry drones into battle and deploy special purpose drones. Loses 5 transport slots. Drones take up 1 slot each.




Stryker Command Vehicle - Tier 2 (Build limit of 1)

The Stryker command vehicle coordinates the actions of all friendly forces in proximity and is capable of calling for reinforcements and air support.

Provides an area buff to all friendly units based on the current strategy

Bombardment bonus - +20% to all damage, + 20% ROF, -20% speed
Hold the Line bonus - +20% armor, +20% range, -20% ROF
Search and Destroy - +20% ROF, +20% Speed, -20% armor

Abilites:
Air Strike - The SCV uses a laser designator to mark a target for a precision Nighthawk strike.
Reinforcements - The SCV can request a Paradrop of 4 rangers and a single Stryker near its location. 2 minute cooldown.




Stryker heavy ammunition carrier - Tier 2

The Stryker is loaded with munitions to be carried straight to the frontline. Provides a buff to all Artillery units in proximity. Explodes violently when destroyed.
Increases the ROF of all friendly artillery units by 30% when in very close proximity.



Advanced Osprey - Tier 0(Replaces Osprey)
These Ospreys are a more efficient model, capable of carrying more supplies.
Can carry $800 worth of supplies instead of $600



Advanced Starlifter - Tier 2(Replaces Starlifter)
These Starlifters are ready to be upgraded with experimental defense capabilities.




Unique buildings:

Airstrip - Tier 2 building(Replaces the Strategy center)

The airstrip is the backbone of any US military effort, delivering vital equipment, supplies and troops at an impressive rate.

Retains all the functions of the strategy center. Has enough health to survive two superweapon strikes.
Functions as a secondary economy building.
Largest structure in the game, requiring a large area to build.
Functions as a supply depot

Every 3 minutes, a cargo plane will arrive to drop off 3 Strykers, 16 Rangers and 10k worth of supplies to be added to the pool. These supplies must be collected by gatherers and delivered to supply centers.
Upgrades increase the value of supplies delivered and the veterancy of the units delivered.



That's pretty much it so far, I've still got to think of unique infantry, upgrades and general powers.



Why not calling him Stryker general?
I find this altrough nicely detailed, also a bit lacking clarity, the vehicles should show massive differences or atleast highly visible, perhaps an fx or even modified chassis. Like a taller top or new addons like rangefinders for offensive roles and tenths for support roles.

Posted by: V.Metalic 21 Jul 2014, 23:27

What are your thoughts on the possible Chinese 4th General's strategy and specialty? More regular (better trained and equipped) troops and some vehicles, more aggression like automatic shotguns, more rocketry to his arsenal? I would like to hear your thoughts on it smile.gif It can work with the "regular force", hmm.

Posted by: MARS 22 Jul 2014, 6:30

I feel that a 'Regular PLA' General would seem like the most logical thing to try, but in practice, it would actually turn out quite difficult, mainly because all three Generals are already designed to incorporate both Red Guard -and- PLA units, even though they're never clearly identified as such. Plus, all three of them technically cover the themes that such a General could have, with Chen providing brute force, Mau having the high-tech options and Jin engaging in all sorts of tacticool trickery. Here's a brief breakdown of what I would assume for 1.85:

Dozer: PLA Ground Force
Listening Outpost: Ministry of State Security
Supply Truck: PLA Ground Force

Red Guard: Red Guard
Tank Hunter: Red Guard / PLA Ground Force
Pyro Technician: Red Guard
Volunteer Squad: Red Guard / PLA Militia
Disruptor Team: PLA Ground Force
Minigun Team: PLA Ground Force
Nukeneer: PLA Second Artillery Corps
Hacker: Ministry of State Security
Black Lotus: Ministry of State Security

Troop Crawler: PLA Ground Force
Gattling Tank: PLA Ground Force
Hopper Tank: Red Guard
Battlemaster: Red Guard / PLA Ground Force secondary elements
Dragon Tank: PLA Ground Force
Inferno Cannon: PLA Ground Force
Twin Fang: PLA Ground Force
Overlord: PLA Ground Force
Shenlong: PLA Ground Force
Nuke Cannon: PLA Second Artillery Corps
ECM Tank: PLA Ground Force

MiG Fighter: PLA Air Force
Hellfire MiG: PLA Air Force secondary elements
Han Gunship: Not sure if the PLA attack helicopters like the RL WZ-10 would be attached to PLA Ground Force aviation as in most Western countries or the actual PLA Air Force
Propaganda Airship: Ministry of State Security

Quite a surprise that, when you think about it, most of the in-game faction actually -is- representative of the PLA. 8Isov.gif

Posted by: X1Destroy 22 Jul 2014, 7:33

I think I can make a proper PLA regular general, but his play style will be highly different even compared to the base faction. Don't be suprise if you think it look like a USA clone or something.

The closet thing to a PLA regular general is the Special Weapon general in Shockwave IMO.

Posted by: V.Metalic 22 Jul 2014, 10:42

QUOTE (MARS @ 22 Jul 2014, 7:30) *
Han Gunship: Not sure if the PLA attack helicopters like the RL WZ-10 would be attached to PLA Ground Force aviation as in most Western countries or the actual PLA Air Force

Helicopters are used by both the Army and Air Force (or Marine Corps if you are American).

Well, I had in mind that pretty much most of the Red Guard units would be replaced by PLA Ground Force units, like a Battlemaster with a newer, more modern tank, but maybe still not on par with Crusader or Kodiak. Or yes, depends. Think of this tank as a "improved Battlemaster", or ShW Warmaster without the rockets. Than replace the Red Guard and Pyro with a "Regulars" and "Pyro Expert", respectively. And adding in some interesting "modern" technologies which wont fall into Special Weapons category.

By "brute force" I must specify it. Chen's brute force is that "crush the enemy under our weight", I meant that his units will be attacking more fiercely and bloody, but is smaller numbers. Maybe he would have some units start as veterans, either right from the start or via GP. I take the inspiration from General Beast.

EDIT: X1Destroy, I dont agree with you. Leang was the most irregular of the four ShW Chinese Generals. Kwai and Fai were the regular force, Tao and Leang were special division elements.

Posted by: X1Destroy 22 Jul 2014, 10:57

QUOTE
X1Destroy, I dont agree with you. Leang was the most irregular of the four ShW Chinese Generals. Kwai and Fai were the regular force, Tao and Leang were special division elements.


By regular I meant the equipments and tactics. Those are much more modern+futuristic army alike compared to the rest of them.

Both Kwai and Fai still utilise nationalism, red guards and battlemasters spam while Leang employed a more tactical combat doctrine with heavy artillery bombardment and EMP Phoenix bombers supporting tough but expensive battle tanks. She don't even use Propaganda. Leang maybe the most irregular lorewise, but in tactics she is a proper modern regular PLA general.

Tao was just a powered up vanilla China.

Posted by: MARS 22 Jul 2014, 12:01

For a Regular PLA General, I would actually consider keeping the Battlemaster, since the tank itself and the features that revolve around it make it a cornerstone of any Chinese tech-tree. Instead, I would suggest adding a more modern tank as a T2 Overlord/Shenlong equivalent, however, said tank would be more akin to a Paladin in the sense that it's more of an advanced MBT with well-rounded stats instead of a heavy tank. For infantry, I would suggest a rifleman with a modern weapon and an Anti-Garrison Weapons upgrade which would allow him to fire 35mm incendiary grenades from an underbarrel launcher, thus merging the function of a souped-up rifleman with that of the Pyro while also making it 'safer' to use in the process. Furthermore, you could have a global upgrade which adds stationary stealth capabilities to his infantry units, thus representing a more multi-dimensional approach to combat by letting this infantry units engage in ambushes and infiltration tactics.

Posted by: V.Metalic 22 Jul 2014, 13:06

QUOTE (MARS @ 22 Jul 2014, 13:01) *
For a Regular PLA General, I would actually consider keeping the Battlemaster, since the tank itself and the features that revolve around it make it a cornerstone of any Chinese tech-tree. Instead, I would suggest adding a more modern tank as a T2 Overlord/Shenlong equivalent, however, said tank would be more akin to a Paladin in the sense that it's more of an advanced MBT with well-rounded stats instead of a heavy tank. For infantry, I would suggest a rifleman with a modern weapon and an Anti-Garrison Weapons upgrade which would allow him to fire 35mm incendiary grenades from an underbarrel launcher, thus merging the function of a souped-up rifleman with that of the Pyro while also making it 'safer' to use in the process. Furthermore, you could have a global upgrade which adds stationary stealth capabilities to his infantry units, thus representing a more multi-dimensional approach to combat by letting this infantry units engage in ambushes and infiltration tactics.

Yes, Battlemaster is simply too iconic to be replaced by completely new vehicle biggrin.gif The AMBT as T2 sounds good, a tank which is comparable to the other nation's heavy tanks and other AMBTs. That sounds good.

The regular infantry fulfilling the role of Red Guard and Pyro... hmm, that can do. Thought I am not sure about the stealth, but can be an interesting asset to the China who are using the doctrine of large assaults.

I would like to incorporate the heavier infantry that would wear something akin to the http://imgs.inkfrog.com/pix/kmmotosports/Live_By_The_Sword_Protection_Vest_2.jpg?i=1369248276407, probably T1 or T2 infantry, that can wreck havoc on enemy units, an elite force like the GLA Mercenary, ECA Grenadiers and Heavy Sniper, Russian Shock Troopers (not that insane and strong) and USA Delta Force, SEAL and Pathfinder. An elite infantry in comparison with the para-military Red Guard and professional "Regulars".

Than also some sort of Rocket Tank, which uses napalm rockets as well as AT rockets, but not sure how to justify this. Hmm... or some rocket artillery, either AA or ground support (normal rocket artillery). And some combat helicopter?

Posted by: X1Destroy 22 Jul 2014, 13:28

Note: Just testing. Don't be too serious.

General: Undecided. I'm not familliar with Chinese names.
Branch: PLA
Rank: AAA
Tactics: Undecided.

Units:
-Assault Rifleman: PLA regular armed with a fully automatic QBZ-95. Have TnT charges, can be planted on vehicles and buildings like Tank Hunter. More durable than Red Guards. Upgrade allow the Assault Rifleman to drop TnT charges on the field when killed by bullets. Tank rounds and other stuffs will not trigger this.

-Beast Hunter: Lose TnT charges, but can now switch to grenade launcher with white prosperous rounds to clear garrisoned buildings and target open infantry. Have longer range but more expensive.

-Radio Operator: Tier 2 Support infantry. Boost hitpoint and regeneration of nearby infantry units. Can call in a Z10 from off map to attack a certain targets. The helicopter is not controllable, and the ability cost money to use. Long cool down time.

-Minigun team is still available but Disruptor team is out. They should be able to target aircrafts, since that will make them more useful for this general. Stealth when not moving and attacking after upgrade.

-Mortar specialist: Replaced Nukeneer. Need to deploy to fire. Ammo are more effective against vehicles and base defense but weak against buildings and infantry. Small AOE. Shells are guided. Stealth when not moving and attacking after upgrade.

-Type 63 variants (ingame name undecided): Replaced Battlemaster and Hopper. Is amphibious. A bit weaker than Battlemaster but much faster speed. Cheaper also. (Don't want to break the rules but to be honest, I want something more than having "Battlemasters for everyone!".)

-Rocket Dragon: Fire a burst of 3 anti-material rockets. Good against everything, fast, can clear garrisoned buildings but is quite vulnerable. Replaced Dragon tank.

-Type 99 variants (ingame name undecided): Took Overlord's place but does not require a GP point. Have ERA on default and is more resistance to missile-base weapons. Armed with a single 152mm cannon and a twin-linked minigun on top of the turret (smaller and weaker version of Overlord's gattling cannon). Not affected by horde bonus. Twin-linked minigun can attack aircrafts but damage against air unit is kinda weak. Have a mine plow so it can be treated as immuned to mines. Is as fast as Paladin.

-Attack crawler don't have speaker tower but can still support friendlies with medical packs and repair kits. In exchange, have an automatic grenade launcher for offensive purpose. Come with 3 Assault Riflemen and 1 Beast Hunter.

-Master Gattling tank can fire in short but powerful bursts with a delay via switching ability. Have twin barrels.

-Inferno Cannon can fire in burst of 3 rounds but have a very long reload time to compensate.

-Z9 variants: Scout and transport helicopter. Armed with miniguns like Littlebirds. Can hold 6 infantry units.

-Z10 buildable variants: Tier 2 attack helicopter. Fire EMP missiles at vehicles to slowly disable them. Have an autocannon to shoot at enemies while rearming missiles.

WIP...............

Posted by: Die Hindenburg 22 Jul 2014, 16:10

QUOTE (MARS @ 22 Jul 2014, 13:01) *
For a Regular PLA General, I would actually consider keeping the Battlemaster, since the tank itself and the features that revolve around it make it a cornerstone of any Chinese tech-tree. Instead, I would suggest adding a more modern tank as a T2 Overlord/Shenlong equivalent, however, said tank would be more akin to a Paladin in the sense that it's more of an advanced MBT with well-rounded stats instead of a heavy tank. For infantry, I would suggest a rifleman with a modern weapon and an Anti-Garrison Weapons upgrade which would allow him to fire 35mm incendiary grenades from an underbarrel launcher, thus merging the function of a souped-up rifleman with that of the Pyro while also making it 'safer' to use in the process. Furthermore, you could have a global upgrade which adds stationary stealth capabilities to his infantry units, thus representing a more multi-dimensional approach to combat by letting this infantry units engage in ambushes and infiltration tactics.



QUOTE (X1Destroy @ 22 Jul 2014, 14:28) *
Note: Just testing. Don't be too serious.

General: Undecided. I'm not familliar with Chinese names.
Branch: PLA
Rank: AAA
Tactics: Undecided.

Units:
-Assault Rifleman: PLA regular armed with a fully automatic QBZ-95. Have TnT charges, can be planted on vehicles and buildings like Tank Hunter. More durable than Red Guards. Upgrade allow the Assault Rifleman to drop TnT charges on the field when killed by bullets. Tank rounds and other stuffs will not trigger this.

-Beast Hunter: Lose TnT charges, but can now switch to grenade launcher with white prosperous rounds to clear garrisoned buildings and target open infantry. Have longer range but more expensive.

-Radio Operator: Tier 2 Support infantry. Boost hitpoint and regeneration of nearby infantry units. Can call in a Z10 from off map to attack a certain targets. The helicopter is not controllable, and the ability cost money to use. Long cool down time.

-Minigun team is still available but Disruptor team is out. They should be able to target aircrafts, since that will make them more useful for this general. Stealth when not moving and attacking after upgrade.

-Mortar specialist: Replaced Nukeneer. Need to deploy to fire. Ammo are more effective against vehicles and base defense but weak against buildings and infantry. Small AOE. Shells are guided. Stealth when not moving and attacking after upgrade.

-Type 63 variants (ingame name undecided): Replaced Battlemaster and Hopper. Is amphibious. A bit weaker than Battlemaster but much faster speed. Cheaper also. (Don't want to break the rules but to be honest, I want something more than having "Battlemasters for everyone!".)

-Rocket Dragon: Fire a burst of 3 anti-material rockets. Good against everything, fast, can clear garrisoned buildings but is quite vulnerable. Replaced Dragon tank.

-Type 99 variants (ingame name undecided): Took Overlord's place but does not require a GP point. Have ERA on default and is more resistance to missile-base weapons. Armed with a single 152mm cannon and a twin-linked minigun on top of the turret (smaller and weaker version of Overlord's gattling cannon). Not affected by horde bonus. Twin-linked minigun can attack aircrafts but damage against air unit is kinda weak. Have a mine plow so it can be treated as immuned to mines. Is as fast as Paladin.

-Attack crawler don't have speaker tower but can still support friendlies with medical packs and repair kits. In exchange, have an automatic grenade launcher for offensive purpose. Come with 3 Assault Riflemen and 1 Beast Hunter.

-Master Gattling tank can fire in short but powerful bursts with a delay via switching ability. Have twin barrels.

-Inferno Cannon can fire in burst of 3 rounds but have a very long reload time to compensate.

-Z9 variants: Scout and transport helicopter. Armed with miniguns like Littlebirds. Can hold 6 infantry units.

-Z10 buildable variants: Tier 2 attack helicopter. Fire EMP missiles at vehicles to slowly disable them. Have an autocannon to shoot at enemies while rearming missiles.

WIP...............




Some tipps, read first and get mad later:

The PLA would be a mix of sort of Russias high individual fire power but also the fragility of the GLA/Nod, but has large area of effect and damage over time. They have elements of Mau, Jin and Chen combined
I REALLY would give the PLA modified version of their real life vehicles and equipment BUT weirder;
i now things like the Inferno Cannon and Gatling Tank are iconic, but i would imagine things like these:

-The type 95/x3 is nicknamed Fireworker, it has 6x or even 8x 23mm incendiary AAA, the individual barrels fire slow buts its the only tech-1 AA with a damage over time and has the largest area of effect, despite its weak firepower

-The Battlemaster of the ACTUAL PLA would be named Warmaster get double barrels, instead of being just the mainline version. This version also fires unavoidable flack shells, so now way to evade them. High firepower but weak armor.

-The Han and Helix would be general specific units while the PLA has an survialllence/attack attack helicopter but not gunship, its like an Huey crossoverd with an levianthan ship, really weird but it would still look realistic just a bit fat and cuter looking, as are the other chinese aircraft.

-The mainline infantry, the Warrior instead of having bolt-action rifles, have Type-03 rifles (replacing the type-95 because they dont fit the ROTRS PLA design so much as an oldstyle assault rifle, and that rifle is actually more favoired and newer than the type95) but still bajonetts, which they use automatically when infantry units are to near. They could trow fragment grenades (because theyre too many anti-garrison weapons that are incendiary) but no laucnher that would be too cliche.
They are like the main infantry of the US in generals, but use lethal force when grenading and are not as well armored.

-The heacy AA would be a large Gatling Cannon plattform, having two gattling cannons. Like other PLA, high firepower but low armor. Can fire on up to two targets or a single one for huge damage over time. No area of effect. tongue.gif

-Their light artillery would be wheeled and an howitzer firing incendiary or EMP rockets while the heavy unit is an nuclear based MRLS, firing the Hans nuclear rockets. Both explode violently even without upgrade, so they arent frontline units.

All PLA units are cheap and smaller sized and also fast and efficent, but all of them have special armor types that reduces resistance to their weaknesses but keeps their high resistance to their strenghs.
For example the Warmaster would be almost immune to bullet and NBC damage, but will loose to even a 1-on-1 scorpion easily when it fired, so you must amass the PLA units (which is easily to do because theyre cheap and fast produced, even by standards)
None of their upgrades would improve survilbility or firing range but instead firepower, speed and firerate. BUT the PLA would be the only faction that repairs vehicles without any upgrade or even propaganda.
The Horde Bonus works differently: It improves armour and resistance, but not anything else. Propaganda is the same. Special: Every destroyed chinese vehicle leaves an Warrior who is always also an crew member.

BTW,
-Instead of an Overlord, it would be an light and small sized but powerful tank tank, but it would still have three single upgrades like the Sentinel but these are a single AA-flack gun, and 2x fire ports bunker and a ECM array. It would be an weird Tech-2 "heavy tank"

-The MIG is replaced by an fighter that is visually similar to the J-20 but mixed with 3 generation fighters. It uses a flack cannon instead of missiles. Called Jadeblade.

-THE MOST AWESOME: An airmobile barrack Airship! Which even can drop minefields and AA-Ballon Mines.

They are as well trained as the US, so they actually have almost as awesome stats like speed and sight range and accuracy, even their area of effect weapons (all PLA artillery can swap from barrage to accurate fire), but they still get easily destroyed, because they would be totally overpowered.

Upgrades would make the tank shells radioactive, MIGs outfitted with ECM and gives progaganda an debuffing effect to enemy units. Gatling upgrades replace all normal machineguns with gatlings, while incendiary flack shells gives damage over time.

In well effect, this makes them a fast moving electric, nuclear firestorm that can be as easily entigushed, but can destroy any forets, in contrast to the slow moving tornado that is Russia.

I know that sounds like vanilla china, but making them a elite army would be a bit too similar to the US.

Posted by: X1Destroy 22 Jul 2014, 16:55

QUOTE
For example the Warmaster would be almost immune to bullet and NBC damage, but will loose to even a 1-on-1 scorpion


This is the dumbest part both gameplay wise and realism wise. Otherwise, your oppinions are OK.

QUOTE
I know that sounds like vanilla china, but making them a elite army would be a bit too similar to the US.


Because they're supposed to be similar.........China is the world's most powerful Superpower in ROTR after all..........

Posted by: V.Metalic 22 Jul 2014, 18:06

Umm... I think that you described here a new faction, not a branch of China. From how I understood RotR Generals, it is that each faction has its set strategy, tactics and playstyle. Generals are only affecting the "direction of your strategy" than the whole strategy. This is not ShW, where each USA General had an unique and distinctive playstyle, but here the Air Force General does not forbid the ground forces, but he has more specialization of air forces.

Your ideas sounds interesting, but not for the China. While it is possible to be doing the spams, it changes the gameplay from other generals more than the others. Mau and Jin are both capable of the spams like Chen, just that they use nuclear, napalm and EMP weapons, or supports troops with ECM and jammers, respectively. Chen has a boost to the production of the units, and some more hard-hitting units like Overlord.

Hate this or not, but thats how I see it, Hindenburg.

Posted by: Composite armour 22 Jul 2014, 19:28

Added some infantry and upgrades to mine, still clueless on what to come up with for a Rank 3 gen power though.

Posted by: __CrUsHeR 23 Jul 2014, 0:06

QUOTE (V.Metalic @ 22 Jul 2014, 14:06) *
Umm... I think that you described here a new faction, not a branch of China. From how I understood RotR Generals, it is that each faction has its set strategy, tactics and playstyle. Generals are only affecting the "direction of your strategy" than the whole strategy. This is not ShW, where each USA General had an unique and distinctive playstyle, but here the Air Force General does not forbid the ground forces, but he has more specialization of air forces.

Your ideas sounds interesting, but not for the China. While it is possible to be doing the spams, it changes the gameplay from other generals more than the others. Mau and Jin are both capable of the spams like Chen, just that they use nuclear, napalm and EMP weapons, or supports troops with ECM and jammers, respectively. Chen has a boost to the production of the units, and some more hard-hitting units like Overlord.

Hate this or not, but thats how I see it, Hindenburg.

I agree with your point about China and its segments.

Although MARS has made ​​a great job in terms of lore to justify the Red Guard as a parallel army on the Generals the PLA indeed is another faction that retains very few elements related to the Red Guard presented on the Generals and ROTR; and for more than MARS is good in to associate fiction with reality we can not ignore the fact that China's 21st Century has several divisions of ZTZs, the latest generation fighters and hypersonic missiles in clear arms race with Russia, ECA and USA. Even if the China may not have involved the PLA so far in wars whose which is inserted - most against the GLA which is an irregular army - but in case of a war against a superpower like Russia for example arguably some of the PLA's General enter on action, because 60s cannon fodder versus technology of last generation makes no sense.

If the history of ROTR had approached China from a point view with more shades of gray - a communist country closed to the world along the lines of NK - would be more plausible the end of the PLA and the rise of the Red Guard as the sole army to China; on the contrary was shown that China has become an even stronger, richer and modern, indeed an Asian empire, then became the contradictory the existence of the Red Guard, but the MARS' efforts has justified things; but I admit that practically nothing in the Red Guard is present in the the PLA 21 century - which is a modern army for an conventional war against a military power, any justification in this sense makes things get too far from logic. I would like to say that I love the Red Guard on the Generals and ROTR that follows the 'rule of cool', but I face the Red Guard as a paper tiger. tongue.gif

Posted by: V.Metalic 23 Jul 2014, 0:51

QUOTE (__CrUsHeR @ 23 Jul 2014, 1:06) *
I agree with your point about China and its segments.

Although MARS has made ​​a great job in terms of lore to justify the Red Guard as a parallel army on the Generals the PLA indeed is another faction that retains very few elements related to the Red Guard presented on the Generals and ROTR; and for more than MARS is good in to associate fiction with reality we can not ignore the fact that China's 21st Century has several divisions of ZTZs, the latest generation fighters and hypersonic missiles in clear arms race with Russia, ECA and USA. Even if the China may not have involved the PLA so far in wars whose which is inserted - most against the GLA which is an irregular army - but in case of a war against a superpower like Russia for example arguably some of the PLA's General enter on action, because 60s cannon fodder versus technology of last generation makes no sense.

If the history of ROTR had approached China from a point view with more shades of gray - a communist country closed to the world along the lines of NK - would be more plausible the end of the PLA and the rise of the Red Guard as the sole army to China; on the contrary was shown that China has become an even stronger, richer and modern, indeed an Asian empire, then became the contradictory the existence of the Red Guard, but the MARS' efforts has justified things; but I admit that practically nothing in the Red Guard is present in the the PLA 21 century - which is a modern army for an conventional war against a military power, any justification in this sense makes things get too far from logic. I would like to say that I love the Red Guard on the Generals and ROTR that follows the 'rule of cool', but I face the Red Guard as a paper tiger. tongue.gif

I am not sure what you just tried to say.

Posted by: __CrUsHeR 23 Jul 2014, 1:13

QUOTE (V.Metalic @ 22 Jul 2014, 20:51) *
I am not sure what you just tried to say.

In short: the PLA must exist in the ROTR's universe and indeed should not have practically no relation with the Red Guard Army; would be another army within China.

Posted by: ComradeCrimson 23 Jul 2014, 6:11

Here's my entry for a Chinese faction, also, please give your thoughts on my Free Conscript division. It describes the units and backstory in the segments, you just got to look. Page 4 if you want to look at that.

General Yi Shang




Branch: PLA
Rank: AAA
Tactics: Fire, Diversions, Aerial bombardment and area control.



Backstory:
A man who is a firm believer in Chinese Legalist philosophy and hard lining authoritarian loyalty to the military and state, Shang was sent to Central Asia after a local commander suffered a humiliating blow where an entire Dam was blown up by GLA insurgents which flooded an entire area, drowning out Chinese forces and civilians alike. He sparked his ruthless reputation here where he began to eradicate GLA sympathizers and GLA forces within the area, using tactics of literally burning out GLA forces and hideouts using age old techniques of using fire to his command, setting up stalwart outposts, lethal amounts of mines to deny mobility on the battlefield as well as using carefully setup ambushes and traps to lure in his opponents, only to close in on them and exterminate their raids utilizing fire and napalm based weaponry.

He eventually made his way to Europe and General Shang was one of the generals responsible for driving out the GLA, his forces scorching out entire GLA controlled settlements and sympathizing rebels without qualms. He was detested by local European civilians for his rather harsh, brutal regimens when it came to searches and security measures he imposed, but he managed to get his assigned tasks and objectives completed.

Now that a new age of war wages, General Shang awaits orders on where his next operation leads...

Infantry:

General Shang gets the regular red guards, flak troopers and pyros, hackers, Lotus and disruptor team, however he does not get nukeneers or volunteer squads, or minigunner teams.

Instead he gets Napalm teams, which are a replacement for minigunners. They do more anti-vehicle damage and kill infantry, and can do an area denial sweep with their flameguns, which will spew out a wall of flame to cover an area. They also have more range then Pyros and are beefier overall, but slower of movement and have to deploy.

General Shang can get fire resistant uniforms/suits, that outfit his Red Guards, Flak Troopers, Pyros and his Disruptor and Napalm teams with flame retardant suits that also help against toxins and radiation, reducing the damage against them and also giving them a bit of a visual change.

Vehicles (Land):

Shang has access to most of the standard vehicles of China, and has access to Shenlongs- with the exception of Hopper and Gatling tanks. Instead of Gatling tanks, Shang gets Flak Tracks, which are essentially slower firing equivalents who do more damage to air and vehicles, and are equivalent in armour to a battlemaster. They also can fire up some ECM flares to disrupt enemy missiles and anti air gunfire, but due to this they cost more- about 900 credits. They do not do as much damage versus infantry.

Shang also begins with the Black Napalm upgrade, and he can research White Napalm- which is an even more potent, longer burning napalm.

Aircraft:

Shang has access to Hellfire MiG bombers, and has access to MiG interceptors. He has access to the typical Chinese aircraft upgrades. He does not have access to Hans, nor does he have access to airships- however he has the Shājiāng helicopter, which is essentially a small helicopter based roughly off of a fictional version of the Z-9 helicopter with a small adjustable mortar situated on the side of the aircraft that fires between small incendiary shells and EMP burst shells. This helicopter outranges the majority of defenses (including anti air installments) but not tier 2 anti air units like the Wotan or Twinfang. It's armour is not great, and the unit costs roughly 2000 credits, but it serves as an aerial artillery that in groups can create a firestorm, disable vehicles and slightly damage them with the EMP and kill infantry fairly well.
The Shājiāng can also drop Chinese mines that cover a small patch on the ground, allowing these helicopters to serve as an aerial mine layer. They have no anti air capabilities of their own and are very vulnerable to enemy aircraft themselves, as well as anti air on the ground.

Edit:In terms of how weak the helicopter is- its comparable to a technical health and armour wise, its fairly slow for a helicopter (It would be equivalent to how the Helix was, perhaps) and it requires a breeder reactor to be built. It also needs to stop to fire, it cannot fire on the move as it requires the helicopter to stabilize for the shot. (This does not mean it deploys, only stops and fires.)
Also, mechanics wise the helicopter fires like if it were a tank with an inferno HE shell- its a lobbed shell cannon rather then an upward trajectory howitzer. So you avoid self damage issues and other nonsense that way.
And the Shājiāng damage wise would take roughly 2 shells to kill a typical red guard infantryman with the napalm variant shells, and for EMP shells they would do 5% damage for the battlemasters, the Napalm shells also not very powerful until they create a firestorm.- though the EMP shells do disable the vehicles like disruptor teams.
There is also a deadzone where the Shājiāng cannot fire- so if a unit closes in too close they can exploit that, though the Shājiāng can drop mines to counteract this.
Buildings:

Shang has access to all of the standard Chinese buildings as one would expect, however his defenses and propaganda speakers all come with mines already researched for free.
His gatling turret is replaced by a Security turret as it is so called, which has a purely air focused flak turret and a ground based flame gun that spurts out flames like a dragon tank focused solely on the ground. Both are independent of each other.

Technologies/Upgrades:

For those who missed it in the text- he gets Black Napalm free/already researched, He gets Incendiary shells for free/already researched, and he has access to White Napalm, which upgrades fires to be longer burning and even more potent. He can research Flame Retardant Suits/Uniforms, which make his Red Guards, Flak Troopers, Pyros, Disruptor and Napalm Teams more resistant to fire and slightly more resistant to Toxins and Radiation.
He does not get Gatling gun upgrades.

Note: There has been edits and will be ones in the future, most likely.

Posted by: teslashark 23 Jul 2014, 7:15

QUOTE (ComradeCrimson @ 22 Jul 2014, 21:11) *
Here's my entry for a Chinese faction, also, please give your thoughts on my Free Conscript division. It describes the units and backstory in the segments, you just got to look. Page 4 if you want to look at that.

General Yi Shang




Branch: PLA
Rank: AAA
Tactics: Fire, Diversions, Aerial bombardment and area control.



Backstory:
A man who is a firm believer in Chinese Legalist philosophy and hard lining authoritarian loyalty to the military and state, Shang was sent to Central Asia after a local commander suffered a humiliating blow where an entire Dam was blown up by GLA insurgents which flooded an entire area, drowning out Chinese forces and civilians alike. He sparked his ruthless reputation here where he began to eradicate GLA sympathizers and GLA forces within the area, using tactics of literally burning out GLA forces and hideouts using age old techniques of using fire to his command, setting up stalwart outposts, lethal amounts of mines to deny mobility on the battlefield as well as using carefully setup ambushes and traps to lure in his opponents, only to close in on them and exterminate their raids utilizing fire and napalm based weaponry.

He eventually made his way to Europe and General Shang was one of the generals responsible for driving out the GLA, his forces scorching out entire GLA controlled settlements and sympathizing rebels without qualms. He was detested by local European civilians for his rather harsh, brutal regimens when it came to searches and security measures he imposed, but he managed to get his assigned tasks and objectives completed.

Now that a new age of war wages, General Shang awaits orders on where his next operation leads...

Infantry:

General Shang gets the regular red guards, flak troopers and pyros, hackers, Lotus and disruptor team, however he does not get nukeneers or volunteer squads, or minigunner teams.

Instead he gets Napalm teams, which are a replacement for minigunners. They do more anti-vehicle damage and kill infantry, and can do an area denial sweep with their flameguns, which will spew out a wall of flame to cover an area. They also have more range then Pyros and are beefier overall, but slower of movement and have to deploy.

General Shang can get fire resistant uniforms/suits, that outfit his Red Guards, Flak Troopers, Pyros and his Disruptor and Napalm teams with flame retardant suits that also help against toxins and radiation, nullifying the damage against them and also giving them a bit of a visual change.

Vehicles (Land):

Shang has access to most of the standard vehicles of China, and has access to Shenlongs- with the exception of Hopper and Gatling tanks. Instead of Gatling tanks, Shang gets Flak Tracks, which are essentially slower firing equivalents who do more damage to air and vehicles, and are equivalent in armour to a battlemaster. They also can fire up some ECM flares to disrupt enemy missiles and anti air gunfire, but due to this they cost more- about 900 credits. They do not do as much damage versus infantry.

Shang also begins with the Black Napalm upgrade, and he can research White Napalm- which is an even more potent, longer burning napalm.

Aircraft:

Shang has access to Hellfire MiG bombers, and has access to MiG interceptors. He has access to the typical Chinese aircraft upgrades. He does not have access to Hans, nor does he have access to airships- however he has the Shājiāng helicopter, which is essentially a small helicopter based roughly off of a fictional version of the Z-9 helicopter with a small adjustable mortar situated on the side of the aircraft that fires between small incendiary shells and EMP burst shells. This helicopter outranges the majority of defenses (including anti air installments) but not tier 2 anti air units like the Wotan or Twinfang. It's armour is not great, and the unit costs roughly 1400 credits, but it serves as an aerial artillery that in groups can create a firestorm, disable vehicles and slightly damage them with the EMP and kill infantry fairly well.
The Shājiāng can also drop Chinese mines that cover a small patch on the ground, allowing these helicopters to serve as an aerial mine layer. They have no anti air capabilities of their own and are very vulnerable to enemy aircraft themselves, as well as anti air on the ground.

Buildings:

Shang has access to all of the standard Chinese buildings as one would expect, however his defenses and propaganda speakers all come with mines already researched for free.
His gatling turret is replaced by a Security turret as it is so called, which has a purely air focused flak turret and a ground based flame gun that spurts out flames like a dragon tank focused solely on the ground. Both are independent of each other.

Technologies/Upgrades:

For those who missed it in the text- he gets Black Napalm free/already researched, He gets Incendiary shells for free/already researched, and he has access to White Napalm, which upgrades fires to be longer burning and even more potent. He can research Flame Retardant Suits/Uniforms, which make his Red Guards, Flak Troopers, Pyros, Disruptor and Napalm Teams more resistant to fire and slightly more resistant to Toxins and Radiation.
He does not get Gatling gun upgrades.

Pretty decent and sustainable! Though, I thought mines does not go well with his defenses as they tend to get detonated by the fire...

Posted by: ComradeCrimson 23 Jul 2014, 7:32

QUOTE (teslashark @ 23 Jul 2014, 7:15) *
Pretty decent and sustainable! Though, I thought mines does not go well with his defenses as they tend to get detonated by the fire...


I might make it where his mines don't explode via fire or some sort of mechanic. Not sure, will have to think that one through.

Edit: Also, while you folks are at it, please review the 93rd biggrin.gif
http://forums.swr-productions.com/index.php?showtopic=4856&st=75

I didn't see any feedback on it :C

Posted by: V.Metalic 23 Jul 2014, 10:13

QUOTE (ComradeCrimson @ 23 Jul 2014, 7:11) *
General Yi Shang




Branch: PLA
Rank: AAA
Tactics: Fire, Diversions, Aerial bombardment and area control.

You have here some interesting ideas, like the Shājiāng and its mortars, making it a "light artillery helicopter" smile.gif And as for that other "general", I already commented on it, saying that "I have no idea what he is supposed to be". Like, is he Russian "general", or ECA (Polish)? And sorry, but reading through that wall of text to read what changes and units he has in arsenal I really dont like.

And in general I want to ask, why are you all writing that "this General dont has access to Overlord, Miltigunner/Disruptor Team, Nuke Cannon" and all? These are unique units of the General, why write it down when it applies to all other Generals? When you say "this General has access to Firebase as Thorn", than fine, he has it, but I really dont see much point in stating the evident unless said otherwise. Just a thing that I marveled here about.

Posted by: ComradeCrimson 23 Jul 2014, 10:35

QUOTE (V.Metalic @ 23 Jul 2014, 10:13) *
You have here some interesting ideas, like the Shājiāng and its mortars, making it a "light artillery helicopter" smile.gif And as for that other "general", I already commented on it, saying that "I have no idea what he is supposed to be". Like, is he Russian "general", or ECA (Polish)? And sorry, but reading through that wall of text to read what changes and units he has in arsenal I really dont like.

And in general I want to ask, why are you all writing that "this General dont has access to Overlord, Miltigunner/Disruptor Team, Nuke Cannon" and all? These are unique units of the General, why write it down when it applies to all other Generals? When you say "this General has access to Firebase as Thorn", than fine, he has it, but I really dont see much point in stating the evident unless said otherwise. Just a thing that I marveled here about.



I write it just to clarify it for people who don't know, and because he may share some special units. And because lots of people on here have wrote generals that have completely different unit tree's and such so I feel the need to clarify.

As for the 93rd its a division made up of both Russians and Eastern European volunteers for the most part sympathetic to the Federation's cause-

its like a paramilitary in a sense that formed from a deserters movement due to the megalomania of Alexsandr. They are still loyal to the Russian Federation, and they still fight the ECA, its one of their biggest enemies is the Shock Divisions and Alexsandr, so its a bit of a rogue aspect of the Russians. It relies on its manpower and it has LOOTED ECA units, like it looted ECA Jagd mammuts (which are stripped down and called skinned mammoths) and other stuff and refurbished and modified it, and the Svinya's or pigs are like a beefier version of the Mishkas in a sense, the equivalent of the GLA battle bus in function in some regards just with mine clearing abilities like that of the Mishka.

It follows the brute aspect of Russian light units and infantry strategies, staying in favour of the overall theme of Russia itself- steamrolling assault faction.

I admit its not a clean format like this recent one but keep in mind I wrote it as a joke originally and then said, lets make something serious of it.

Thanks for your thoughts though, if others got any they are welcome too.

Posted by: V.Metalic 23 Jul 2014, 12:02

It does sound nice, but by me not for the game. For the lore purposes yes, but ingame it seems to me to too much deviate from the general Russian gameplay of "steamroll". I think that you are a Russian pro player, no?

When I am trying my takes on the new Generals, I try to keep in mind if it does not affect the faction's gameplay style too much. My Foreign Legion General is quite on the edge, but he is still the turtle-player. Only when he gets into offensive he is faster and more mobile than Wolfgang, but not as armored. And can do some sabotages with the Partisans (name will be needed to be changed, because of GLA's Partisan infantry).

Posted by: teslashark 23 Jul 2014, 13:18

My idea of a "just in it for the money" GLA general from Mexico.

QUOTE
General "Malverde" Almodovar - GLA Black Market and Infiltration General
Originally an obscure arms dealer on the border between California and Mexico, Almodovar provided transport and weapons to Jarman Kell and his band of thives because he does not ask customers any questions. When GLA expanded into Latin America more than a decade later and the survivors of the thieves returned as prominent figures of the movement, they are glad to find their old business partner alive and prosperous. Today, he is in charge of both the GLA in Latin America and the GLA smuggling operation inside the United State, but prefers to keep a distance with mainstream GLA leaders outside business meetings.
Branch: Unknown
Rank: Most Wanted Top 30
Tactics: Quasi-military operations

Infantry:
Crackshooter - Replaces RPG Trooper; attacks armor and low-flying aircrafts with an anti material rifle.
Black Market AT/AA Missle - a one man AT/AA missle launcher unit that needs to deploy to fire. Pay a small amount of credits (like the Topol) to launch a stolen special round that not even the operator knows what it is, may be HE, toxic, EMP, nuclear, thermobaric, teargas, smoke, or nervegas.
No Terrorists and Angry Mobs.

Vehicle:
Armored Technical - Replaces Technical; gets a second MG when loaded with its first passenger.
Black Market Patton Tank - Replaces Marauder Tank; can activate second mode to detect stealth.
Dana Mobile Artilery - Replaces Grad; can fire a stolen special round for a fee per shot, or a spotter round that reveals fog of war.
Demoralization Truck - A truck that loops GLA propaganda against the rest of the world. Demoralizes enemy like a mobile teargas.
No Bomb Trucks.

Aircraft:
Tweet Attack Aircraft - Replaces Interceptor; Armed with 2 AT guns; can drop a toxin bomb on target to contaminate.
Black Marcket Little Bird - Replaces Gazelle; Armed with AT/AA machineguns and AT missles.

Building:
Broker House - Replaces Chemical Lab; Gains 1 AT machinegun and 1 AA missle after garrisoning, upgrade to generate income at 10 credits per second.
No Demo Traps.

Upgrades:
Discount Fuel - Light vehicles 20% faster and does not lose speed when damaged; 10% lower resistance against fire.
American Weapons - Replaces AP Ammo; 30% more damage for infantry, light vehicles and Black Market Patton Tank.
Commercial GPS - 10% sight increase for vehicles, 5% less resistant to ECM and hacking.
Commercial Digital Infrastructure - Replaces Fortified Structures; buildings 20% more resistant to fire, toxin and radiation, 10% faster rebuild; 25% less resistant to Microwave and hacking.
Workers already have shoes.

GPs:
Discipline - Order a Tweet Attack Aircraft to fire at the ground indiscriminately, shortly increasing friendly rate of fire and speed in the AOE.
Under-the-Table Export - Replaces Sabotage Production; sell drugs to the enemy, increase income by 5%, 10%, 15% while increasing enemy production time by 5%, 10%, 15%.
No Insurrection.

Posted by: Die Hindenburg 23 Jul 2014, 15:18

8ani5.gif mindfuck.gif My suggestions were without background thought thanks for the critic and responses, sometimes i really overdo things, i rather modify existing things than creating them. tongue.gif

Posted by: Admiral*Alex 23 Jul 2014, 18:03

QUOTE (ComradeCrimson @ 23 Jul 2014, 2:32) *
I might make it where his mines don't explode via fire or some sort of mechanic. Not sure, will have to think that one through.

Edit: Also, while you folks are at it, please review the 93rd biggrin.gif
http://forums.swr-productions.com/index.php?showtopic=4856&st=75

I didn't see any feedback on it :C


#93 was a response to an idea which at the time I didn't know it was a joke.

Posted by: V.Metalic 23 Jul 2014, 19:51

May I post the preliminary sheet for my 4th Chinese General, which you can help fill out? So far I dont know how to name him by his strategy, as it has to contain two words, and I dont know what to put beside "Regular" unsure.gif

Posted by: Admiral*Alex 23 Jul 2014, 20:22

QUOTE (V.Metalic @ 23 Jul 2014, 14:51) *
May I post the preliminary sheet for my 4th Chinese General, which you can help fill out? So far I dont know how to name him by his strategy, as it has to contain two words, and I dont know what to put beside "Regular" unsure.gif


Please post, I'll try to help.

Posted by: V.Metalic 23 Jul 2014, 22:21

Shock Tactics General Zhang

Military Analysis
Full Name: Zhang Man Li
Allegiance: People's Republic of China
Branch: PLA Ground Force, Nanjing Military Region
Tactics: Modern Combat Doctrine, Experience

National Information
Class Number: 2060-495833-8
Stationed: Base "Dog" Nanjing
Rank: Shang Jiang

Description

Exclusives

Structures & Defenses

Infantry
Regular (Soldier)
- Replaces Red Guard.
- Trained alone (not in pairs).
- Armed with an automatic rifle with a underslung 35mm grenade launcher which can launch flame grenades to clear garrisons.

PLA Marine
- Tier 1/2 elite infantry.
- Armed with automatic shotguns (like AA-12), experts at dealing with infantries in the open field and in garrisons where they have to swarm it and kill the occupants (hopefully possible to code).
- Wears armored vests with shoulder and neck guards, and possibly without a helmet.
- Possibility to be stealthed when not moving or attacking.
-- (Possibility) When stealthed, PLA Marines can use throwing knifes to kill enemy without revealing their position, thought the target must be close. (Ideal to deal with GLA Workers)

Vehicles
- (Possibility) Hopper Tank is not available.

Mantis Rocket Tank
- Tier 1 anti-armor tank.
- Armed with two rocket launchers on the sides of the dome-shaped turret, with radar and sensor array on the back. Higher fire range than most main battle tanks, good against all armored targets.
- Can fire napalm missiles against garrisoned buildings to clear them out (Ability, or ).

ZTZ-129 Warlord Tank
- Tier 2 advanced main battle tank (Overlord equivalent).
- Equipped with 125mm smoothbore gun and commander's remote-controlled dual machine gun that can target infantry and air targets alike. New spaced armour technology was used on this tank to decrease the penetration speed of the incoming missiles and shells, decreasing the damage dealt by around 20-30% (This means its more durable than Battlemaster, but not more than Golem). Equipped with improved aiming system, can quickly turn the turret and with the autoloader can fire in swift order (equivalent to Paladin Tank).
-- (Possible option) Outer layer of spaced armour type may contain heavy element (possibly depleted uranium) inside.
-- (Possible option) Or the spaced armour is made from special ceramic armor.
- Appearance is based on Type 99 MBT, and possibly on ZTZ-104 from Contra (minor, so that it isnt accused of "stealing from other mod again").

Aircraft
Z-10 Ming Attack Helicopter
- Han Gunship equivalent.
- Tier 1 attack helicopter, maneuverable with decent speed.
- Armed with four 4-rocket launchers that deal with armored targets the most. On the chin is located a 30mm grenade launcher against infantry. Rockets are fired one at a time, with a time delay of 1 second.

Upgrades


General Powers
Advanced Training Regime
- 1-Star General Power.
- All combat infantry units gains Veteran status when recruited.
- Possibility to change it into it to 3-Star General Power, with each level increasing the category of units affected (infantry, vehicles, aircraft).

-----------------------------------------------------------------------------------

My 4th Faction Generals
- http://forums.swr-productions.com/index.php?showtopic=4856&st=150&p=89587&#entry89587
- China Shock Tactics General Zhang
- GLA ... General
- http://forums.swr-productions.com/index.php?showtopic=4856&st=100&p=87802&#entry87802
- http://forums.swr-productions.com/index.php?showtopic=4856&st=125&p=88879&#entry88879

-----------------------------------------------------------------------------------

Initially I thought to name him "Xiao Ri", full name of APA Taskmaster, but than I dismissed it, and went with a new name smile.gif I added the "Li" between them, because "Zhang Man" sounded like some callname of a superhero biggrin.gif

Okay, so I would need to help with coming up with the General's title. I am thinking about a "Regular Force General", but I am not sure about it.

Than I dont know how to name the elite infantry, who are urban warfare specialists (and are quite merciless, but nothing compared to Shock Troopers, they respect the "medics and priests are untouchable"), the possible (proper) light tank that replaces Hopper, and the helicopter ComradeCrimson suggested. And the ideas for GP powers. I am considering the global stealth upgrade for infantry, but some upgrade for other units would be needed too, like for the vehicles, a better protection maybe?

Posted by: DarkyPwnz 24 Jul 2014, 7:57

Zhang Li Man, Zhang Li Man,
Does whatever things China can,
Sends elite units,
Any size,
Destroys GLA,
Just like flies,
Here comes the Zhang Li Maaaan.

Posted by: V.Metalic 24 Jul 2014, 9:33

QUOTE (DarkyPwnz @ 24 Jul 2014, 8:57) *
Zhang Li Man, Zhang Li Man,
Does whatever things China can,
Sends elite units,
Any size,
Destroys GLA,
Just like flies,
Here comes the Zhang Li Maaaan.

laugh.gif laugh.gif laugh.gif Nicely done indeed biggrin.gif We have a Chinese superhero now! biggrin.gif

Posted by: ComradeCrimson 25 Jul 2014, 5:21

QUOTE (V.Metalic @ 23 Jul 2014, 22:21) *
... General Zhang


Aircraft
"mortar helicopter"
- Tier 1 light artillery helicopter (Han equivalent).
- Armed with mortars on its sides,



Not that this thread has any importance, but do I spy a wee bit of copying ere?

;3

Posted by: SoraZ 25 Jul 2014, 5:28

I think this looks somewhat familiar.

Posted by: V.Metalic 25 Jul 2014, 9:42

QUOTE (V.Metalic @ 23 Jul 2014, 23:21) *
Than I dont know how to name the elite infantry, who are urban warfare specialists (and are quite merciless, but nothing compared to Shock Troopers, they respect the "medics and priests are untouchable"), the possible (proper) light tank that replaces Hopper, and the helicopter ComradeCrimson suggested. And the ideas for GP powers. I am considering the global stealth upgrade for infantry, but some upgrade for other units would be needed too, like for the vehicles, a better protection maybe?

I can remove it if you want, its not a big deal. Thought it isnt exactly specified what this helicopter will do, other than firing on enemies from a moderate distance.

Posted by: V.Metalic 27 Jul 2014, 9:39

I wonder what kind of power I have, that when I post something serious and asks "help me with this", no one responds... I am like an DDT (insecticide), just on humans. sad.gif

Posted by: DarkyPwnz 27 Jul 2014, 10:35

QUOTE (V.Metalic @ 27 Jul 2014, 10:39) *
I wonder what kind of power I have, that when I post something serious and asks "help me with this", no one responds... I am like an DDT (insecticide), just on humans. sad.gif


I even wrote a theme song for your general. You're ungrateful and you hurt my feelings. sad.gif

Posted by: V.Metalic 27 Jul 2014, 12:58

QUOTE (DarkyPwnz @ 27 Jul 2014, 11:35) *
I even wrote a theme song for your general. You're ungrateful and you hurt my feelings. sad.gif

I like it, but theme songs are not present in the game for the generals. At least, there is no indication for them atm.

Posted by: Die Hindenburg 27 Jul 2014, 13:35

QUOTE (V.Metalic @ 27 Jul 2014, 13:58) *
I like it, but theme songs are not present in the game for the generals. At least, there is no indication for them atm.

Dont make it a drama again ok?

4th factions should ONLY then deviate so much if their overall design themes are still the same. Like china having still brick and mortar strucutres and automated turrets as defences, while their units are either weird or cold war design based.
The shockwave armour general was a borderline beetween new faction and general, if he would have these traits:

No drones or something that replaced them
Different power usage and more speciliased strucutres, like a sole upgrade center and a tactical center for the three strategic options (which would be then different then the old us-strategy center ones)
Much more different airforce, consiting of VTOLs and heavy helicopters.

Posted by: Admiral*Alex 27 Jul 2014, 16:20

QUOTE (V.Metalic @ 23 Jul 2014, 17:21) *
... General Zhang

Military Analysis
Full Name: Zhang Li Man
Allegiance: People's Republic of China
Branch: PLA Ground Force, Nanjing Military Region
Tactics: Modern Combat Doctrine, Experience

National Information
Class Number: 2060-495833-8
Stationed: Base "Dog" Nanjing
Rank: Shang Jiang

Exclusives

Structures & Defenses

Infantry
Regular (Soldier)
- Replaces Red Guard.
- Trained alone (not in pairs).
- Armed with an automatic rifle with a underslung 35mm grenade launcher which can launch flame grenades to clear garrisons.

"elite infantry"
- Tier 1/2 elite infantry.
- Armed with automatic shotguns (like AA-12), experts at dealing with infantries in the open field and in garrisons where they have to swarm it and kill the occupants (hopefully possible to code).
- Wears armored vests with shoulder and neck guards, and possibly without a helmet.
- Possibility to be stealthed when not moving or attacking.
-- (Possibility) When stealthed, "elite infantry" can use throwing knifes to kill enemy without revealing their position, thought the target must be close. (Ideal to deal with GLA Workers)

Vehicles
... Light Tank/AFV
- Replaces Hopper Tank.
- Trained alone (not in pairs).
- Armed with light gun

- (Possibility) Hopper Tank is not available.

ZTZ-109 Warlord Tank
- Tier 2 advanced main battle tank (Overlord equivalent).
- Equipped with 125mm smoothbore gun
- Appearance is based on Type 99 MBT, and possibly on ZTZ-104 from Contra (minor, so that it isnt accused of "stealing from other mod again").

Aircraft
"mortar helicopter"
- Tier 1 light artillery helicopter (Han equivalent).
- Armed with mortars on its sides,

Upgrades


General Powers
Advanced Training Regime
- 1-Star General Power.
- All combat infantry units gains Veteran status when recruited.
- Possibility to change it into it to 3-Star General Power, with each level increasing the category of units affected (infantry, vehicles, aircraft).

-----------------------------------------------------------------------------------

My 4th Faction Generals
- http://forums.swr-productions.com/index.php?showtopic=4856&st=150&p=89587&#entry89587
- China ... General Zhang
- GLA ... General
- http://forums.swr-productions.com/index.php?showtopic=4856&st=100&p=87802&#entry87802
- http://forums.swr-productions.com/index.php?showtopic=4856&st=125&p=88879&#entry88879

-----------------------------------------------------------------------------------

Initially I thought to name him "Xiao Ri", full name of APA Taskmaster, but than I dismissed it, and went with a new name smile.gif I added the "Li" between them, because "Zhang Man" sounded like some callname of a superhero biggrin.gif

Okay, so I would need to help with coming up with the General's title. I am thinking about a "Regular Force General", but I am not sure about it.

Than I dont know how to name the elite infantry, who are urban warfare specialists (and are quite merciless, but nothing compared to Shock Troopers, they respect the "medics and priests are untouchable"), the possible (proper) light tank that replaces Hopper, and the helicopter ComradeCrimson suggested. And the ideas for GP powers. I am considering the global stealth upgrade for infantry, but some upgrade for other units would be needed too, like for the vehicles, a better protection maybe?



To be frank I thought I already said this, Bad Computer Bad.
This is really great, similar to the US from Vanilla Zero hour which fits if a Chinese generals was going to 'play nice'. Though I think this general needs some kind of unique Tier 2 Anti-Air system(like a S-75 Dvina (Russian: С-75; NATO name SA-2 Guideline), maybe a unique fighter bomber like the J-20 (http://www.moddb.com/mods/the-end-of-days/images/china-j-20#imagebox), maybe a viper/Comanche hybrid for china like the Z-10 (http://www.moddb.com/mods/the-end-of-days/images/z-10), and finally I was thinking a couple of A-SAT weapons (Anti-Satellite weapons).
Edit: Maybe a 'clean' powerplant

Posted by: V.Metalic 27 Jul 2014, 20:22

QUOTE (Admiral*Alex @ 27 Jul 2014, 17:20) *
To be frank I thought I already said this, Bad Computer Bad.
This is really great, similar to the US from Vanilla Zero hour which fits if a Chinese generals was going to 'play nice'. Though I think this general needs some kind of unique Tier 2 Anti-Air system(like a S-75 Dvina (Russian: С-75; NATO name SA-2 Guideline), maybe a unique fighter bomber like the J-20 (http://www.moddb.com/mods/the-end-of-days/images/china-j-20#imagebox), maybe a viper/Comanche hybrid for china like the Z-10 (http://www.moddb.com/mods/the-end-of-days/images/z-10), and finally I was thinking a couple of A-SAT weapons (Anti-Satellite weapons).
Edit: Maybe a 'clean' powerplant

Despite being "cleaner" than other generals, Zhang is still a "Chinese general", and thus he is still dirty. In fact, he is probably more brutal, but using it efficiently, not just "throw all guns and men to do a mess", but "aim on the enemy, and than do the mess", with a big of psychological warfare (napalm). The Volunteer Squad (which I read will be available to all Generals, only with individual variations) will be available to Zhang, but they will somehow benefit from his "more professional personnel". Like some grenade launchers, rocket launchers, medic support, I dont know. It depends on the "official" variations.

Unique Tier 2 AA... I dont know, Twin Fang does seem to me to be all fine. It needs only few moments to set up and can immediately fire. And is doing damage immediately, which is quite strong. Seen 4 Fangs taking down Blackjack with one magazine. Giving it a missile system... it will make it a near copy of either Chaparral or Grumble when I will use the strong Chinese AAM system of now, HQ-9 (pretty much Grumble). Twin Fang is a solid weapon which is an accepted weapon system of the People's Liberation Army Ground Forces. If the unique AAA unit would be made for Zhang, I think it should be some flak weapon, which is different in some way to Twin Fang but has no-time-delay damage potential.

A fighter-bomber... again, MiG is an accepted official plane of the PLA Air Force, which operates quite nicely in its role. But Hellfire MiG may be replaced by something, that one seems to be... not "precise" and "modern", just throwing the bombs and hope it hits the target. Maybe based on Nanchang Q-5 with a more precise munition.

I did thought about the new gunship for him, most likely the Z-10, there I agree with you. The other helicopter with mortars can be removed, not a problem.

What role would the A-SAT hold? Anti-air weapons?

Posted by: V.Metalic 6 Aug 2014, 23:23

Sorry for double post.

Made some changes to General Zhang. I gave him his "role", Shock Tactics General, and changed his name to "Zhang Man Li", it sounds better for the tongue.

Also gave a name to his elite infantry, "PLA Marine" (they are the best troops of IRL PLA), replaced Light Tank for a Mantis Rocket Tank and added some description to all. And, repalced the "mortar helicopter" with Z-10 "Ming" attack helicopter. The upgrade is still pending.

Comments & critique are welcomed and appreciated, good or bad smile.gif

Posted by: Mcbob 11 Aug 2014, 19:10

I'm sure this was already mentioned, but I'd love an unmanned or robotic-based advanced weapons General who fields a diverse number of advanced drones with niche and special abilities in support of heavier Metal Gear-type weapons that are within reason (small-medium sized, less vulnerable legs) such as the Gekko.


Posted by: Maelstrom 15 Aug 2014, 22:08

Brutal Assault General Koslov

Rank: General
Branch: Russian Regular Forces
Stationed: Volgograd, Russia
Tactics: Field Invasion & Scorched Earth

-- Infantry --
Rioting conscript
Tier 1/2 (need war factory)
Cost: $250
Replaces Shmel Trooper
Armed with Moltov Cocktails
Can clear garnison
Can use a war cry to inspire nearby infantry
War cry gives same effect than "camaraderie"

-- Vehicles --
Grizzly Transport
Tier 0
Cost: $650
Replaces BMP
Unarmed
Amphibious
Can transport 10 units
Infantry inside and around healed
If destroyed, all infantry around gain "camaraderie" bonus

Mobile Outpost
Tier 1
Cost: $1200
Replaces MTP Vehicle
Unarmed, but has fireports for 2 units
Repairs vehicles around it
Can be deployed by destroying its wheels (impossible to un-deploy)
On deployement, creates an incendiary burst in a small radius.
Once deployed, repair radius increased, armor restored, and can have 2 more units inside.

Rampage Tank
Tier 2
Cost: $3000
Replaces Sentinel
Armed with dual 125mm cannon
Can fire incendiary rockets to infantry
Can be upgraded with ERA

-- Aircraft --
Demo Hunchback
Tier 1
Cost: $1000
Armed with a fuel dispenser
Units and buildings covered with fuel ignite and get massive damage if they are hit by

incendiary weapon.
Can transport 6 units

-- Upgrades --
Light the fuse!
Tier 1
Cost: $1500
Increases damage done by Rioting Conscripts
Increases damage and burn time of Hunchback fuel

War Treasures
Tier 1
Cost: $2500
Increases the capacity of supply trucks by 50%

Unleash the beast
Tier 2
Cost: $2500
Rampage tank can now use Overcharge
Overcharge increases speed, turret rotation speed and rate of fire for 7 seconds, but

Rampage tank takes damage.

-- General Powers --
Rank 1: Beluga Strike
Calls a Su-27 to strike ground units with a powerful BLG-66 "Beluga" cluster bomb
Beluga bomb is effective against defenses and ground units
Su-27 is fragile and can be easily be shot down, but quite fast.
Requires Helipad or Airfield

Rank 3: Prepare for Invasion
Increases production speed of target building
Level 1: +25% for 60 seconds
Level 2: +35% for 90 seconds
Level 3: +50% for 150 seconds

Posted by: ComradeCrimson 16 Aug 2014, 1:22

QUOTE (Maelstrom @ 15 Aug 2014, 22:08) *
Brutal Assault General Koslov

Rank: General
Branch: Russian Regular Forces
Stationed: Volgograd, Russia
Tactics: Field Invasion & Scorched Earth

-- Infantry --
Rioting conscript
Tier 1/2 (need war factory)
Cost: $250
Replaces Shmel Trooper
Armed with Moltov Cocktails
Can clear garnison
Can use a war cry to inspire nearby infantry
War cry gives same effect than "camaraderie"

-- Vehicles --
Grizzly Transport
Tier 0
Cost: $650
Replaces BMP
Unarmed
Amphibious
Can transport 10 units
Infantry inside and around healed
If destroyed, all infantry around gain "camaraderie" bonus

Mobile Outpost
Tier 1
Cost: $1200
Replaces MTP Vehicle
Unarmed, but has fireports for 2 units
Repairs vehicles around it
Can be deployed by destroying its wheels (impossible to un-deploy)
On deployement, creates an incendiary burst in a small radius.
Once deployed, repair radius increased, armor restored, and can have 2 more units inside.

Rampage Tank
Tier 2
Cost: $3000
Replaces Sentinel
Armed with dual 125mm cannon
Can fire incendiary rockets to infantry
Can be upgraded with ERA

-- Aircraft --
Demo Hunchback
Tier 1
Cost: $1000
Armed with a fuel dispenser
Units and buildings covered with fuel ignite and get massive damage if they are hit by

incendiary weapon.
Can transport 6 units

-- Upgrades --
Light the fuse!
Tier 1
Cost: $1500
Increases damage done by Rioting Conscripts
Increases damage and burn time of Hunchback fuel

War Treasures
Tier 1
Cost: $2500
Increases the capacity of supply trucks by 50%

Unleash the beast
Tier 2
Cost: $2500
Rampage tank can now use Overcharge
Overcharge increases speed, turret rotation speed and rate of fire for 7 seconds, but

Rampage tank takes damage.

-- General Powers --
Rank 1: Beluga Strike
Calls a Su-27 to strike ground units with a powerful BLG-66 "Beluga" cluster bomb
Beluga bomb is effective against defenses and ground units
Su-27 is fragile and can be easily be shot down, but quite fast.
Requires Helipad or Airfield

Rank 3: Prepare for Invasion
Increases production speed of target building
Level 1: +25% for 60 seconds
Level 2: +35% for 90 seconds
Level 3: +50% for 150 seconds


You know the Prepare for invasion power seems like a really neat feature- But maybe have it for all buildings and have it operate like oil sabotage. A sort of mass mobilization power... could have some interesting gameplay things.



Posted by: teslashark 16 Aug 2014, 3:24

QUOTE (Maelstrom @ 15 Aug 2014, 13:08) *
Brutal Assault General Koslov

Rank: General
Branch: Russian Regular Forces
Stationed: Volgograd, Russia
Tactics: Field Invasion & Scorched Earth

-- Infantry --
Rioting conscript
Tier 1/2 (need war factory)
Cost: $250
Replaces Shmel Trooper
Armed with Moltov Cocktails
Can clear garnison
Can use a war cry to inspire nearby infantry
War cry gives same effect than "camaraderie"

-- Vehicles --
Grizzly Transport
Tier 0
Cost: $650
Replaces BMP
Unarmed
Amphibious
Can transport 10 units
Infantry inside and around healed
If destroyed, all infantry around gain "camaraderie" bonus

Mobile Outpost
Tier 1
Cost: $1200
Replaces MTP Vehicle
Unarmed, but has fireports for 2 units
Repairs vehicles around it
Can be deployed by destroying its wheels (impossible to un-deploy)
On deployement, creates an incendiary burst in a small radius.
Once deployed, repair radius increased, armor restored, and can have 2 more units inside.

Rampage Tank
Tier 2
Cost: $3000
Replaces Sentinel
Armed with dual 125mm cannon
Can fire incendiary rockets to infantry
Can be upgraded with ERA

-- Aircraft --
Demo Hunchback
Tier 1
Cost: $1000
Armed with a fuel dispenser
Units and buildings covered with fuel ignite and get massive damage if they are hit by

incendiary weapon.
Can transport 6 units

-- Upgrades --
Light the fuse!
Tier 1
Cost: $1500
Increases damage done by Rioting Conscripts
Increases damage and burn time of Hunchback fuel

War Treasures
Tier 1
Cost: $2500
Increases the capacity of supply trucks by 50%

Unleash the beast
Tier 2
Cost: $2500
Rampage tank can now use Overcharge
Overcharge increases speed, turret rotation speed and rate of fire for 7 seconds, but

Rampage tank takes damage.

-- General Powers --
Rank 1: Beluga Strike
Calls a Su-27 to strike ground units with a powerful BLG-66 "Beluga" cluster bomb
Beluga bomb is effective against defenses and ground units
Su-27 is fragile and can be easily be shot down, but quite fast.
Requires Helipad or Airfield

Rank 3: Prepare for Invasion
Increases production speed of target building
Level 1: +25% for 60 seconds
Level 2: +35% for 90 seconds
Level 3: +50% for 150 seconds


Lumpen mobs of the world, unite!
This is both extremely entertaining and good to try out in the game.

Posted by: V.Metalic 16 Aug 2014, 11:41

QUOTE (Maelstrom @ 15 Aug 2014, 23:08) *
Brutal Assault General Koslov

Rank: General
Branch: Russian Regular Forces
Stationed: Volgograd, Russia
Tactics: Field Invasion & Scorched Earth

Just a technicality, Russia has "Russian Armed Forces", or as the ground-based army, "Russian Ground Forces", not "Regular".

In a way he fits to the Russian tactics of "scorched earth", thought with the lore this tactic isnt that widely applied by Russian commanders, but why not. If the situation demands it smile.gif

I am not sure why Rioting Conscript is replacing Shmel Trooper, when in terms of "burning the enemy" he is inferior. The Molotov cocktails are slower and less accurate than thermobaric rocket, which is also stronger. The only factor which makes him more useful is the War Cry ability. A version of Shmel Trooper that has the War Cry, or simply not with the Molotovs, can be a better option.

The Grizzly transport having the Camaraderie "trait" is a great idea, thought the number of transported infantry, when compared to other transport vehicles, would make it a large vehicle. Just saying. The mobile Outpost, it can have infantry inside, or vehicles? Its not clear from that description. But as the support vehicle that can help the Russia keep the ground they took sounds good. How does it creates the incendiary burst around itself when it deploys? It ahs the grenade dispensers loaded with incendiary/thermobaric grenades/charges that are fired in the radius around itself?

The Rampage Tank does sound like a modern Mammoth Tank, which I greatly appreciate! A large tank that can deliver tons of damage and withstand the incoming attacks rather easily. Thought my question would be, why this tank isnt used by all Russians instead of Sentinel, or that it isnt used by Aleksandr, the advanced weapons researcher.

Demo Hunchback (thought it isnt using demolitions at all)... hmm... to make his attack option working you will have to work in tandem with other units that can set the fuel ablaze. The thermobarics, which the Russians in RotR use extensively, works in similar way. The fuel is dispersed, and than detonated, whcih creates a strong concussive force as well as a vacuum. That Hunchback requires another unit to make it work is a great idea, maybe a Havoc with a incendiary payload, as that is the only thing which can have it and can keep up with Hunchback's mobility.

All 3 upgrades sounds great, nothing to comment on them.

The Beluga Strike sounds like a great idea, thought not sure if being 1-star GP is a good idea, since from the few that are known, none of them are directly offensive. Either unlock of some great weapons, or some other form of support power. And while I would love to see Su-27/37 in the game, maybe a Frogfoot can be delivering the Beluga bomb?

Prepare for Invasion is, like others before me said, an interesting feature which will give a great advantage to the Russian player when he gets to rank 5, just little worried if the numbers are not too much. That the percentage of efficiency is increased is fine, but also the duration? The difference between level 1 and 3 is like 400%, which is a giant jump. ComradeCrimson's note sounds good, just to play with the numbers so it isnt "certain win" GP.

-----------------

On another note, what specialty will you give the fourth GLA general? They are the most difficult, as pretty much all aspects have been taken by the official three, and there isnt much more angels to follow. The only one I can imagine is something about salvaging, but there goes the problem, what sort of aspect of... "criminal actions" he can embody. Sulaymaan embodies the warlords of the Africa and Middle East, who use the force to keep their power, and also the arms dealing. Yusuuf is the terrorism of the modern time, using bombs to cause all sorts of terror, or using the fundamentalism and anger of people to cause as much pain and destruction to the enemy as possible. And Ibrahiim is the drug dealing, making all sorts of drugs to gain money for the GLA, and the use of biological and chemical weapons, thing which is common in this area of the world. The question is, what other thing can the fourth general embody?

Posted by: DarkyPwnz 16 Aug 2014, 13:32

QUOTE (V.Metalic @ 16 Aug 2014, 12:41) *
Just a technicality, Russia has "Russian Armed Forces", or as the ground-based army, "Russian Ground Forces", not "Regular".

In a way he fits to the Russian tactics of "scorched earth", thought with the lore this tactic isnt that widely applied by Russian commanders, but why not. If the situation demands it smile.gif

I am not sure why Rioting Conscript is replacing Shmel Trooper, when in terms of "burning the enemy" he is inferior. The Molotov cocktails are slower and less accurate than thermobaric rocket, which is also stronger. The only factor which makes him more useful is the War Cry ability. A version of Shmel Trooper that has the War Cry, or simply not with the Molotovs, can be a better option.

The Grizzly transport having the Camaraderie "trait" is a great idea, thought the number of transported infantry, when compared to other transport vehicles, would make it a large vehicle. Just saying. The mobile Outpost, it can have infantry inside, or vehicles? Its not clear from that description. But as the support vehicle that can help the Russia keep the ground they took sounds good. How does it creates the incendiary burst around itself when it deploys? It ahs the grenade dispensers loaded with incendiary/thermobaric grenades/charges that are fired in the radius around itself?

The Rampage Tank does sound like a modern Mammoth Tank, which I greatly appreciate! A large tank that can deliver tons of damage and withstand the incoming attacks rather easily. Thought my question would be, why this tank isnt used by all Russians instead of Sentinel, or that it isnt used by Aleksandr, the advanced weapons researcher.

Demo Hunchback (thought it isnt using demolitions at all)... hmm... to make his attack option working you will have to work in tandem with other units that can set the fuel ablaze. The thermobarics, which the Russians in RotR use extensively, works in similar way. The fuel is dispersed, and than detonated, whcih creates a strong concussive force as well as a vacuum. That Hunchback requires another unit to make it work is a great idea, maybe a Havoc with a incendiary payload, as that is the only thing which can have it and can keep up with Hunchback's mobility.

All 3 upgrades sounds great, nothing to comment on them.

The Beluga Strike sounds like a great idea, thought not sure if being 1-star GP is a good idea, since from the few that are known, none of them are directly offensive. Either unlock of some great weapons, or some other form of support power. And while I would love to see Su-27/37 in the game, maybe a Frogfoot can be delivering the Beluga bomb?

Prepare for Invasion is, like others before me said, an interesting feature which will give a great advantage to the Russian player when he gets to rank 5, just little worried if the numbers are not too much. That the percentage of efficiency is increased is fine, but also the duration? The difference between level 1 and 3 is like 400%, which is a giant jump. ComradeCrimson's note sounds good, just to play with the numbers so it isnt "certain win" GP.

-----------------

On another note, what specialty will you give the fourth GLA general? They are the most difficult, as pretty much all aspects have been taken by the official three, and there isnt much more angels to follow. The only one I can imagine is something about salvaging, but there goes the problem, what sort of aspect of... "criminal actions" he can embody. Sulaymaan embodies the warlords of the Africa and Middle East, who use the force to keep their power, and also the arms dealing. Yusuuf is the terrorism of the modern time, using bombs to cause all sorts of terror, or using the fundamentalism and anger of people to cause as much pain and destruction to the enemy as possible. And Ibrahiim is the drug dealing, making all sorts of drugs to gain money for the GLA, and the use of biological and chemical weapons, thing which is common in this area of the world. The question is, what other thing can the fourth general embody?


Slave trafficking, prostitution, rare animal trafficking

So some sort of general with high mobility and a more nomadic, more disposable base with faster, cheaper, less durable buildings.

Posted by: Maelstrom 16 Aug 2014, 14:17

QUOTE (V.Metalic @ 16 Aug 2014, 12:41) *
Just a technicality, Russia has "Russian Armed Forces", or as the ground-based army, "Russian Ground Forces", not "Regular".

In a way he fits to the Russian tactics of "scorched earth", thought with the lore this tactic isnt that widely applied by Russian commanders, but why not. If the situation demands it smile.gif

I am not sure why Rioting Conscript is replacing Shmel Trooper, when in terms of "burning the enemy" he is inferior. The Molotov cocktails are slower and less accurate than thermobaric rocket, which is also stronger. The only factor which makes him more useful is the War Cry ability. A version of Shmel Trooper that has the War Cry, or simply not with the Molotovs, can be a better option.

The Grizzly transport having the Camaraderie "trait" is a great idea, thought the number of transported infantry, when compared to other transport vehicles, would make it a large vehicle. Just saying. The mobile Outpost, it can have infantry inside, or vehicles? Its not clear from that description. But as the support vehicle that can help the Russia keep the ground they took sounds good. How does it creates the incendiary burst around itself when it deploys? It ahs the grenade dispensers loaded with incendiary/thermobaric grenades/charges that are fired in the radius around itself?

The Rampage Tank does sound like a modern Mammoth Tank, which I greatly appreciate! A large tank that can deliver tons of damage and withstand the incoming attacks rather easily. Thought my question would be, why this tank isnt used by all Russians instead of Sentinel, or that it isnt used by Aleksandr, the advanced weapons researcher.

Demo Hunchback (thought it isnt using demolitions at all)... hmm... to make his attack option working you will have to work in tandem with other units that can set the fuel ablaze. The thermobarics, which the Russians in RotR use extensively, works in similar way. The fuel is dispersed, and than detonated, whcih creates a strong concussive force as well as a vacuum. That Hunchback requires another unit to make it work is a great idea, maybe a Havoc with a incendiary payload, as that is the only thing which can have it and can keep up with Hunchback's mobility.

All 3 upgrades sounds great, nothing to comment on them.

The Beluga Strike sounds like a great idea, thought not sure if being 1-star GP is a good idea, since from the few that are known, none of them are directly offensive. Either unlock of some great weapons, or some other form of support power. And while I would love to see Su-27/37 in the game, maybe a Frogfoot can be delivering the Beluga bomb?

Prepare for Invasion is, like others before me said, an interesting feature which will give a great advantage to the Russian player when he gets to rank 5, just little worried if the numbers are not too much. That the percentage of efficiency is increased is fine, but also the duration? The difference between level 1 and 3 is like 400%, which is a giant jump. ComradeCrimson's note sounds good, just to play with the numbers so it isnt "certain win" GP.

-----------------

On another note, what specialty will you give the fourth GLA general? They are the most difficult, as pretty much all aspects have been taken by the official three, and there isnt much more angels to follow. The only one I can imagine is something about salvaging, but there goes the problem, what sort of aspect of... "criminal actions" he can embody. Sulaymaan embodies the warlords of the Africa and Middle East, who use the force to keep their power, and also the arms dealing. Yusuuf is the terrorism of the modern time, using bombs to cause all sorts of terror, or using the fundamentalism and anger of people to cause as much pain and destruction to the enemy as possible. And Ibrahiim is the drug dealing, making all sorts of drugs to gain money for the GLA, and the use of biological and chemical weapons, thing which is common in this area of the world. The question is, what other thing can the fourth general embody?


To answer your questions:

Rioting Conscript are designed to be cheaper than Shmel, to be more spammable
Mobile Outpost can only carry infantry.
The incendiary burst works as you said, a burst of grenades (here incendiary ones) are launched all around the vehicle. I took inspiration with French Galix System (used by Leclerc Tank)
About the Hunchback, it acts more like a support weapon, in order to give a damage bonus, which can be useful against large groups.

Talking about Beluga Bomb, I wanted to do something effective to open breaches in ennemies defenses. It is effective against defenses, but not big buildings. It also has limited AoE.
About the "Prepare for Invasion" power, maybe it needs adjustment to be less OP, I agree.

And for 4th General of GLA and China, I haven't found their specialty. I'm working on it. But first, I think I will correct General Koslov.

Thanks for your remarks ^^

Posted by: 8igDaddy8lake 16 Aug 2014, 15:10


How about, for a fourth GLA general -

Not based in Africa, more undercover in various grey areas, with exact whereabouts unknown.

Focuses more on insurgency, and manipulating other nations to fight for the GLA.

Main income (in lore) would be from voluntary (though secretive) support and donations, perhaps a few ponzi schemes.

Weaponry would be mostly inherited from disenfranchised states - his main tanks would be a hodge-podge of various Cold War designs, like Centurions mixed with T-55s and M60 Pattons. Less of a focus on cobbled-together vehicles, more focus on modified normal production vehicles - sort of like Salvage General from Shockwave, but more normalized - think ZSU-57-2 (or similar) for Igla replacer, which would not need to deploy and be immune to anti-missile countermeasures. Something like an oversize Flak 88 as a Stinger Site replacer, with an explosive shell useful for AA and AT. His Rebels would be more organized and use machine guns, giving them a small anti-aircraft ability and higher damage, but less speed. His Tunnel Defenders would use LAWs, which would do more damage than RPGs, but be unable to attack aircraft. As a special infantry, he could have a deployable recoilless rifle (two-man, like the M67), which would be stealthed until it fired or moved.

He would have a more respectable air force than the other GLA states, using Mirages armed with three multi-purpose missiles, and Mi-4 Hounds as a buffed-up Gazelle with no AA capability, but would be more armored and use several wire-guided missiles (like, firing 4 at a time instead of 2). Perhaps also a specialized ground attack aircraft with slow speed and high damage attack (something like a Frogfoot, but only using bombs, and a bit slower).

For General Powers, he might have something where a few Mig-29s are called in and provide air support for a while over an area - firing missiles and flying in a sort of guard formation. Maybe a paradrop of vehicle reinforcements?

Also for the lulz, a special heavy vehicle that would basically be a WWI Mark IV tank, which would move slowly, but be able to cross all terrain and carry infantry inside that fire their weapons - maybe this could be a battle bus replacer?

On the downside, his units would be a bit more expensive as they are a more regular fighting force, and he might be lacking some toxins or other unusual equipment.

Posted by: V.Metalic 16 Aug 2014, 15:17

QUOTE (DarkyPwnz @ 16 Aug 2014, 14:32) *
Slave trafficking, prostitution, rare animal trafficking

So some sort of general with high mobility and a more nomadic, more disposable base with faster, cheaper, less durable buildings.

Prostitution is not that interesting for GLA, just for entertainment, and some small money. But the slave trading and trafficking, that sounds more promising. Maybe some poor infantry whore are slaves and unwilling to fight. General that is damn fast, but damn vulnerable that even others have more durability. That could work, thanks DarkyPwnz smile.gif

Maelstrom: happy.gif Not a problem.

8igDaddy8lake: In a way you have a point with the more sneaky guy that can gain support from other sources. But as I always say here, in RotR the generals dont differ from one another to the point of having completely different play style. The Tunnel Defenders can stay as they are, and more units. GLA, from what was revealed so far, has the minimum of exclusive units from all other factions. That goes to what was revealed of them so far, I may be wrong. The put-together normal production vehicles sounds interesting, yes. Its something that you can think of.

Posted by: 8igDaddy8lake 16 Aug 2014, 23:37

QUOTE (V.Metalic @ 16 Aug 2014, 10:17) *
8igDaddy8lake: In a way you have a point with the more sneaky guy that can gain support from other sources. But as I always say here, in RotR the generals dont differ from one another to the point of having completely different play style. The Tunnel Defenders can stay as they are, and more units. GLA, from what was revealed so far, has the minimum of exclusive units from all other factions. That goes to what was revealed of them so far, I may be wrong. The put-together normal production vehicles sounds interesting, yes. Its something that you can think of.


The way I was trying to make it is not like making it another faction, but enough differences for people to want to play it. Basically, it would be a GLA for people who can diversify their forces well, and it would offer less frail units for use, making them better for holding ground instead of just playing hide and seek.

Posted by: V.Metalic 17 Aug 2014, 10:13

QUOTE (8igDaddy8lake @ 17 Aug 2014, 0:37) *
The way I was trying to make it is not like making it another faction, but enough differences for people to want to play it. Basically, it would be a GLA for people who can diversify their forces well, and it would offer less frail units for use, making them better for holding ground instead of just playing hide and seek.

Than its not a GLA at all. smile.gif GLA is frail for use that does hide and seek and hit-&-run tactics biggrin.gif

I was thinking, for the fun, how would a Japan look like as another faction in Generals ZH, either 4th for regular or 6th for RotR (fan all, of course), maybe even mixed with Korean as their closest ally. But the problem is I never came up with the gameplay strategy for them, so I never got past that biggrin.gif The aethetics would be they have either orange or pink color (after sakura cherry trees) as faction color, and their units are colored a mix of beige, green and on pieces white. Buildigns are mostly whtie walls and the green/beige roofs and all. Just wanted to put that up here, because, why not biggrin.gif

Posted by: 8igDaddy8lake 17 Aug 2014, 23:12

QUOTE (V.Metalic @ 17 Aug 2014, 5:13) *
Than its not a GLA at all. smile.gif GLA is frail for use that does hide and seek and hit-&-run tactics biggrin.gif

I was thinking, for the fun, how would a Japan look like as another faction in Generals ZH, either 4th for regular or 6th for RotR (fan all, of course), maybe even mixed with Korean as their closest ally. But the problem is I never came up with the gameplay strategy for them, so I never got past that biggrin.gif The aethetics would be they have either orange or pink color (after sakura cherry trees) as faction color, and their units are colored a mix of beige, green and on pieces white. Buildigns are mostly whtie walls and the green/beige roofs and all. Just wanted to put that up here, because, why not biggrin.gif


I said less frail, as they would still be outdated designs. They would still have the other tactics, but more options for simply holding their ground.

There were some threads on that a while back, with some interesting ideas thrown out there. I think they would be more reserved in their technology use than the USA and ECA's protocols, but would still have some interesting (and unique) weapons available. They would have some low quality, cheap cost units, mainly to initially swamp an enemy, and then a second level of more powerful "elite" units. Like, Reservists as a base infantry, armed with a simple rifle and rocket launcher (dual-purpose AT and main infantry, but weaker at both than similar units) and then a better (but much more expensive) sort of Heavy Infantry, which would have a better rifle, under-barrel grenade launcher, and would be able to capture buildings. Basically, a sort of double-faction, with two widely varying types of units. Faction colors might be a white-blue or white-red mix, judging from past and present color schemes of their military.





Posted by: V.Metalic 18 Aug 2014, 17:01

QUOTE (8igDaddy8lake @ 18 Aug 2014, 0:12) *
I said less frail, as they would still be outdated designs. They would still have the other tactics, but more options for simply holding their ground.

There were some threads on that a while back, with some interesting ideas thrown out there. I think they would be more reserved in their technology use than the USA and ECA's protocols, but would still have some interesting (and unique) weapons available. They would have some low quality, cheap cost units, mainly to initially swamp an enemy, and then a second level of more powerful "elite" units. Like, Reservists as a base infantry, armed with a simple rifle and rocket launcher (dual-purpose AT and main infantry, but weaker at both than similar units) and then a better (but much more expensive) sort of Heavy Infantry, which would have a better rifle, under-barrel grenade launcher, and would be able to capture buildings. Basically, a sort of double-faction, with two widely varying types of units. Faction colors might be a white-blue or white-red mix, judging from past and present color schemes of their military.

Not sure how would that go with the Japan to accommodate two levels of army, one made up from "weaker reservists" and other "highly-trained elite", when there is China right over the sea with endless hordes of infantries and innumerable number of tanks. The thing is other 5 factions kinda occupies all major gameplay styles.

Posted by: X1Destroy 18 Aug 2014, 20:55

Well there were several threads about Japan as a new faction before, and to be honest it is highly difficult to make it different from either USA, ECA or Russia.

A navy heavy faction would be a cool thing to have, but not in Generals.


Posted by: Admiral*Alex 18 Aug 2014, 20:56

QUOTE (V.Metalic @ 18 Aug 2014, 12:01) *
Not sure how would that go with the Japan to accommodate two levels of army, one made up from "weaker reservists" and other "highly-trained elite", when there is China right over the sea with endless hordes of infantries and innumerable number of tanks. The thing is other 5 factions kinda occupies all major gameplay styles.


You could combine styles of gameplay like High-Tech and Hit-and-Run or your choice of the Five.
Or you could pick on of the five styles of gameplay then have a favorite tactic/tool.

Posted by: V.Metalic 18 Aug 2014, 21:53

Hmm, maybe... what about precision strikes, and mobility (but not as fast as GLA), with some amphibious elements and transportation options.

Posted by: The_Hunter 27 Aug 2014, 20:45

On pupulair demand here by give you all a blank version of the meet the generals template that we have used for ours:


Posted by: V.Metalic 27 Aug 2014, 21:19

What is the font used? smile.gif

Posted by: Admiral*Alex 28 Aug 2014, 2:48

QUOTE (The_Hunter @ 27 Aug 2014, 15:45) *
On pupulair demand here by give you all a blank version of the meet the generals template that we have used for ours:



Thanks Hunter, the community will defiantly use this (Fourth General Topic) very much.

Posted by: Drury 16 Sep 2014, 17:04

Nicknames: "The Enigma" "Chameleon" "Chaos General"
Real name: N/A
Branch: Cobra Cell (?)
Affiliation: GLA
Tactics: Deception, diversion

Not fully trusted even by the Liberation Army, The Enigma's life story and true motives are wrapped in mystery, although it is believed he/she comes from the remnants of the Cobra Cell. They're nonetheless a valuable asset for the faction, being the one true master of vehicle disguise technology that is normally only being used on the Army's bomb trucks, combined with strict stealth training of all infantry (except workers) allowing them to stay hidden while stationary even without camouflage, at the cost of not being able to booby trap friendly buildings, carry molotov cocktails or explode when crushed. Instead, Enigma's soldiers are skilled saboteurs, being able to disable enemy buildings, provided they are driven or deployed via ambush close enough as they cannot stay hidden on the move. They can also be armed with deliriant grenades in the place of molotov cocktails, which cause enemy infantry to burst into violent frenzy, killing friends and foes alike, albeit not being very efficient against garrisoned infantry. Chameleon's anti-vehicle infantry uses salvaged soviet (sorry about that) PTRD-41 anti-tank rifles to great effect due to their stealth training and a rather long range as well as decent damage of the weapon, albeit with the rifle's infamous poor accuracy, killing infantry is a tremendous task and on top of that they are useless against aircraft at large, relying on Jarmen Kell and his Stinger. They can be trained at barracks to remain hidden at all times though, somewhat making up for their shortcomings and making larger groups of these guys a real nightmare to any mechanized squadron without stealth detection of any kind. Angry Mob are hesitant to join The Chaos General's ranks, as well as Hijackers. The Chameleon doesn't employ Terrorists for whatever mysterious reasons.

The Enigma has equipped all of his/her vehicles with the mysterious disguise projector technology, leaving his opponents to guess as to what exactly is coming their way and in some cases even question their own units. Provided The Chameleon manages to distract his opponent for long enough, he/she might be able to silently breach his base with a larger strike force and start wreaking havoc. Among Chaos General's diverse arsenal can be found the Deliriant Tractor, which, unlike grenades of the same recipe, can clean garrisons as well as contaminate area with deliriant gas. In the place of Observation Van's GPS Scrambler ability is the Enigma Flash, which allows for even more mobility on the battlefield, as well as a quick positioning advantage in fights. This mysterious technology allows "flashing" units between stealthed observation vans on the battlefield. During this process, units within area of effect of a single observation van, instead of receiving stealth buff, get one-time "flashed" to area of effect of another selected observation van, accompanied with the iconic mysterious white flash, momentarily blinding any observer and making it difficult to determine what the hell actually happened. There is a timer restricting frequent use of this ability, similar to radar scan, albeit applying to all observation vans at once.

Chaos General's artillery is lackluster, albeit their close-range units are more powerful than typical GLA ones. The Enigma does have some great anti-air vehicles.

The anthrax bomb gets replaced by advanced deliriant strike, which causes all units to target each other, including vehicles.

Insurrection is replaced by Fake Flash - works just like the real flash, except allows flashing units from anywhere to any visible location on the map, and the units flashed in are actually harmless decoy copies of the original units that can still be controlled and used to attack the enemy, but do no damage and disappear after while.

As for buildings, The Chameleon is able to build a special cheap Disguise Projector building instead of Scrambler Station, which can then be instantly upgraded into any type of fake building for free. Fake buildings could or could not be then upgraded into real ones. Chemical Lab isn't present; AP Rockets and AP ammo are now researched at the Black Market in the place of Camouflage and Arm the Mob, Rocket Buggy Ammo and toxin upgrades aren't available due to no buggies/purposedly weak buggies and no toxin attacks.

Demo trap is replaced by advanced deliriant trap - you know the drill. Stinger sites are now PTRD sites and as such, they have a much greater range at the cost of no anti-air capability, making Dushka nests the only Enigma's anti-air base defense.

Now I don't know exactly what is and isn't doable, I'm fairly certain infantry can not be disguised like bomb trucks, not sure if actual battle vehicles can be disguised in the manner, unsure if other stuff like deliriants or flash is doable. Just pitching the crude idea here, everything would require playtests and such (although yes, this thread is just a mind experiment). I guess overall this general can be a nice alternative to Kassad with some fun tactics without reliance on pure invisibility-type stealth.

Posted by: teslashark 17 Sep 2014, 8:00

QUOTE (MARS @ 22 Jul 2014, 4:01) *
For a Regular PLA General, I would actually consider keeping the Battlemaster, since the tank itself and the features that revolve around it make it a cornerstone of any Chinese tech-tree. Instead, I would suggest adding a more modern tank as a T2 Overlord/Shenlong equivalent, however, said tank would be more akin to a Paladin in the sense that it's more of an advanced MBT with well-rounded stats instead of a heavy tank. For infantry, I would suggest a rifleman with a modern weapon and an Anti-Garrison Weapons upgrade which would allow him to fire 35mm incendiary grenades from an underbarrel launcher, thus merging the function of a souped-up rifleman with that of the Pyro while also making it 'safer' to use in the process. Furthermore, you could have a global upgrade which adds stationary stealth capabilities to his infantry units, thus representing a more multi-dimensional approach to combat by letting this infantry units engage in ambushes and infiltration tactics.


Okay, here's my Heavy Response, i.e. "Bigger Stick" CHN general. Sort of modeled after a Chinese veteran I know who also writes fanfiction about... the world of fanfiction writing. Overall, some of his T2 units will be more expensive, though not really at RUS level.

QUOTE
General "Toastmaster" Yao - CHN
General Yao Qiong is a veteran of the first GWOT who operated mostly inside Chinese borders. He is known for extensive use of heavy vehicles and upgunning his units at every chance, sometimes with captured or salvaged equipments. After the war, he earned a position as an OpFor specialist, each year testing other PLA and RG commanders' abilities against possible foes from the other major powers, at the same time also keeping an account of how to react in case anyone goes rogue. Despite conspiracy theories, he is a close friend to the three other well known Chinese generals.
Branch: Beijing Garrison Area, 18th Mobile Field Division
Rank: AAA
Tactics: Heavy Response

Infantry:
Red Guard Patrol - Fires slower but has slightly longer range.
Mechanized Infantry - T2 heavy infantry but also available in T1 as 4 comes with each Troop Crawler, armed with close-range Type 95B SBR.
Mec Launcher Team - 4-man squad with heavy missle launcher; when mobile, 2 members are armed with SBRs; upgrade individually to fire EMP or Nuclear round.
Mec Minigun Team - 4-man team with minigun; when mobile, 2 members are armed with SBRs.
No Pyro Technitian and any other exclusive units.

Vehicle:
Dragon Tank - T1 light/medium tank.
Mec Troop Crawler - T1 transport, detects stealth, comes with 4 Mechanized Infantry troopers; can upgrade to gain Propaganda Tower, uograde individually to plant mines.
Battlemaster Tank - T2 medium tank.
Mec ECM Tank - Gains a vehicle jammer when garrisoned with Hacker or Black Lotus.
Inferno Cannon Custom - Must deploy to fire, higher shell damage.
Twin Fang Custom - T3 Antiair vehicle; can upgrade to turn radar off and fire on ground targets on order.
Mec Overlord Tank - T3 super heavy tank; can upgrade to use tank shock ability to slow enemy infantry movement speed down.
No Hopper Tanks and any other exclusive units.

Aircraft:
Mec Assualt Helix - T3 heavy aircraft; can be upgraded with cannons; upgrade individually for speaker, miniguns or bunker.

Building:
Internet Center - Gains vehicle jammer when garrisoned with Hacker.

Upgrades:
HESH Rounds - 10% higher damage for Tank Hunter, Battlemaster, Overlord, Twin Fang, Mec Assualt Helix cannon upgrade and Mig.
Troop Crawler Support Module - Adds speakers to Troop Crawlers.
Tank Shock - Allow Mec Overlord Tanks to slow enemy infantry movement in perimeter.
Leadership Messaging - Replaces Subliminal Messaging, speaker components on T3 units are 10% more effective.
No Depleted Uranium Shells.

GPs:
Reserve Provisions - Drop 2 Small Resource Piles on target location.
VIP Maintainence - T2 and T3 vehicles gain an instant AOE repair.


Still WIP...

Posted by: MPGM 8 Feb 2015, 14:02

Name: General Irons
Rank: General
Faction: USA
Branch: USA Ground forces
Tactics: Advanced Warfare and Technologies

Command Center

- Hover dozer
- Aerial Recon Drone

Barracks

Terminator (T0)
- Basic Infantry
- Replaces Ranger
- Moves faster
- Armed with an assault rifle that has high rate of fire
- Can use boost jump to climb small cliffs
- Can use Exo Stim to heal himself (Can be used multiple times, but needs to recharge)
- Can use smart grenades which tracks enemy infantries, Also clears garisoned buildings (He only has 2 smart grenades)
- Exo Cloak (Makes this soldier stealthed for 45 secs, Rechargable, Cooldown: 30 secs) (Upgrade needed)
- Costs 250 each

Stinger Trooper (T0)
- AT infantry
- Replaces missile defender
- Moves faster
- Can not use boost jump
- Armed with an Advanced Stinger to engage aircraft, vehicles and structures, and a pistol to engage infantry
- Can use Exo Stim (Same as Terminator)
- Costs 300 each

Specialist (T1)
- Weapon specialist soldier
- Replaces Vanguard
- Moves faster
- Armed with a Shotgun and Sniper rifle (The second one is a railgun with low rate of fire)
- Can not use boost jump
- Can use sonic pulses to reduce speed of enemy infantries and ROF around it, but he can't fire while using sonic pulse (Upgrade needed)
- Can place remote turrets
- Can use Exo Stim (Same as Terminator)
- Can use Exo Ping to reveal stealth units Upgrade needed)
- Costs 400 each

Beammer (T1)
- Elite infantry
- Armed with a Laser gun with 2 firing modes (1. Fires a beam of laser 2. Semi automatic mode)
- Moves normally
- Can not use boost jump
- Can use Exo Shield to block enemy bullets for a short time (Deploying shield makes him vulnerable to missiles and tank guns, also he can't fire while using shield)
- Can use Exo Stim (Same as Terminator)
- Can use EMP grenades (2 grenades needed to disable light vehicles, 3 for tanks, 5 for structures and he only has 2 EMP grenades)
- Costs 500 each

Juggernaut (T2)
- Heavy elite infantry
- Armed with a heavy chaingun and a semi - automatic Grenade launcher (The second one has long range, But has long reload time)
- Moves slowly (Like Shock Trooper)
- Can not use boost jump
- Can use smoke grenades to confuse enemy troops and defenses
- Can use Exo Shield to block enemy bullets for a short time (Same as Beammer)
- Can not be crushed by vehicles
- Can not enter fire ports (Transportable but can not enter structures and fire ports, Every Juggernaut takes 2 sit places)
- Costs 800 each

Demolisher (T2)
- Infiltrator infantry
- Can plant demo charges
- Uses Exo Cloak by default
- Moves fast
- Can deploy mine fields
- If revealed, He will become stealthed after 8 secs
- Costs 600 each

Colonel Burton (T2)
- Hero unit
- Has an advanced Exo suit that capable of holding 4 Exo abilities:
1. Exo Cloak (Not the same as Demolisher, If revealed he cloaks himself immediatly)
2. Exo Hover (He can fly for a short time, Flies fast)
3. Exo Overclock (Increases movement speed)
4. Exo Stim (Same as Terminator)
- Can climb cliffs
- Can plant demo charges
- Can plant Mute charges (It silences everything in the area of effect, Causes stealth units fire without revealing themselves, Silent time: 20 secs, Cooldown: 30 secs)

Warfactory

Crusader Tank (T1)
- Armed with a single cannon
- Cannon can be upgraded into railgun
- Can use hover mode to move on water and rough terrain
- EMP resistance
- Can be upgraded with Trophy system
- Costs 1300 each

Heavy transport Humvee (T0)
- Tracked version of original humvee
- Unarmed but has heavy armor
- Can transport 10 infantry
- Infantry inside will lose 75% of their health if the humvee get destroyed
- Can be upgraded with Trophy system
- EMP resistance
- Costs 1050 each

Vulcan tank (T0)
- Anti air vehicle
- Armed with a pair of vulcan cannons that engages both air and ground units (Doesn't need time to spin up to cannons)
- Needs to cool down after having fired for some time
- Vulnerable to EMP
- Costs 1200 each

Mammoth Tank (T2)
- Heavy double barreld tank
- Can be upgraded with missile pods
- Cannons can be upgraded into railguns
- EMP resistance
- Can be upgraded with Trophy system
- Costs 2700 each

Havoc tank (T2)
- Super heavy tank
- Has large missile pods on the sides to engage infantry and vehicles
- Has a long range rotating cannon that fires deadly HE shells into the target area
- Heavily armord but moves very slow
- Can be upgraded with Trophy system
- Costs 4000 each

Trojan Tank (T1)
- Light and fast tank with missile pods
- Fires a barrage of missile on the target at long range
- Steathed when not attacking
- Can send spy drones to scan the area around it
- Costs 900 each

Shatterer (T2)
- Advanced medium spider tank (Has 4 foot, Can climb cliffs)
- Fires powerful soinc waves that dameges multiple units in a line, but has long reload time
- Costs 1900 each

Tiger Shark (T2)
- Heavy AA unit
- Armed with a pair of High calibre gattling cannons and a pair of laser cannons (Gattling cannons fire non stop and deals a lot of damage and the laser acts as same as cyclops with less firepower)
- Costs 1800 each

XS1 Goliath (T0)
- A power-armor suit that can be manned by any Advanced Warfare General's soldier
- Weapon systems will change depending on what kind of soldier is using it
- Can be upgraded with Trophy system
- Costs 400 each

Air Field

Black Widow (T0)
Just like Ironside's Black widow but with a different look

Warbird (T1)
- Advanced Helicopter with 2 rotors
- Armed with a pair of high calibre gattling cannons & 4 missiles
- Vulnerable to EMP and AA missiles (resistance to bullets and AA cannons such as Twin fang)
- Costs 1500 each

Firehawk (T2)
- Armed with 2 HE bombs (Bombs can be upgraded with bunker busters)
- Can use super sonic move for 4 secs which makes it invulnerable to any AA weapon (Upgrade needed)
- Costs 2500 each

Venom (T0)
- Unarmed helicopter
- Can reveal a large area around it
- Can land to deploy into an Outpost (Can not undeploy)
- Becomes stealth when deployed
- Can be upgraded with Trophy system (Deploy needed to active Trophy system)
- Costs 600 each

Drone carrier (T2)
- Large carrier that carries 6 drones on each side
- Drones leave platform for attack
- Destroyed drones will be replaced automaticly and for free
- Drones are armed with 2 machine guns and 2 missile pods
- Costs 3000 each

Tech center (T1 building - Replaces Detention camp)
- Unlocks T1 units
- Unlocks important upgrades
- Produces XS1 A.S.Ts

Upgrades
Same upgrades as Detention Camp in ROTR. But with these upgrades:

- Advanced Exo suits (Unlocks Exo Cloak for Terminator, Sonic pulse for specialist, Exo ping for A.S.T and Specialist, Exo shield for Beammer and Juggernaut) Costs 2000

- Advanced Exo Battery (Increases duration of Exo abilities by 35%) Costs 1800

Units

XS1 A.S.T (T2)
- Super heavy elite soldier
- Armed with 2 high calibre instant spin chainguns and 2 Missile in the hands, and 2 Swarm rocket pods on the shoulders (Targets for Swarm rockets must manualy selected, 8 swarm rockets are in each pod) (Chainguns need a short cooldown after firing for sometime)
- Can engage Everything Except for Jets and Air planes (Can engage Helicopters)
- Can be upgraded with Trophy System
- Can use Exo ping (Upgrade needed)
- Heavily armord but Moves very slow, Can run for faster movement but he can't fire while running
- EMP resistance
- Costs 3500 each

Strategy center
- Unlocks T2 units
- Unlocks important upgrades

Upgrades
Same upgrades as Strategy center in ROTR. But with these upgrades:

- Trophy System (Units that benefit from this upgrade get an active shield that blocks enemy projectiles, Units that benefit from this upgrade can shut down nearby missiles and also get increased armor, Increases Armor by 40% against missiles, 10% against any other damage types) Costs 3500

- Railgun (Units that benefit from this upgrade get additional damage and range, Increases damage by 15%, Increases range by 10%) Costs 2000

- Super sonic engines (Firehawks are able to use super sonic move for 4 secs) Costs 1500

- Advanced Exo Skeletons (Infantries get better armor and faster movement speed, Increases Infantries' health by 20%, Increases infantry movement speed by 10%) Costs 2000

Weapon Armory
- Upgrades GPs

Note: You need to unlock one of the UAV, Manticore or Missile strike GPs to unlock this building, Only unlocked GPs can be upgraded

Upgrades

1. Missile strike upgrades:

- Extra missile (Adds another missile for missile strike, Lv. 1 Costs 2000 and increases cooldown time by 30 secs and Lv. 2 Costs 4000 and increases cooldown time by 30 secs)

- Cluster missile (First missile or the primary missile splits into multiple spiraling for concentrated area damage, Increases cooldown time by 1.10 mins) Costs 3500

- Hellfire missile (First missile or primary missile splits into multiple targeting missiles, Increases cooldown time by 1:20) Costs 5000

- Nano Swarm (First missile or primary missile leaves behind a swarm of nanobots in a large area, Damages every ground unit within the area and increases cooldown time by by 1:30) Costs 6500

Note: Only one of the Cluster, Hell Fire and Nano Swarm upgrades can be researched and can be changed byt you have to pay for them every time, Extra missiles are normal missiles with no ability and they come after the primary missile and don't target the center

2. Manticore bomb Upgrades:

- Extra bomb (Calls an additional bomber to drop another manticore bomb, Increases cooldown time by 1:00) Costs 2000

- Hydrogen bomb (Converts the manticore into Hydrogen bomb, which highly damages ground units, But it damages friendly units too, Research time for this upgrade is 3 mins, Doesn't increase cooldown time) Costs 5000

3. UAV Upgrades:

- Cloak (UAV gains ability to cloak its self to hide from enemy) Costs 2000

- Scrambler (UAV gains ability to jam units under the UAV and make them unselectable while UAV scouts that area, Increases cooldown time by 1:00) Costs 3000

- Turbo engine (UAV moves faster) Costs 4000

Defences
- Ironside's defenses, but Guardian AT defense benefits from railgun upgrade

Drone assembly plant
- Same as USA DAP in 1.85 (Doesn't need to be unlocked from GP menu)

Advanced cold fusion reactor
- Provides power
- Has different look (It's not as same as other cold fusion reactors, completly has different look)
- Power supplies: 5
- Can be upgraded with Advanced control rods to produce 300% more power

Suplly drop zone
- As same as suplly drop zone in ROTR

XS1 Vulcan caller
- General Iron's superweapon
- Calls a satallite to fire a movable laser beam
- Laser beam can be upgraded
- Cooldown: 3:00

Note: The normal beam has less fire power than PCU in other US Generals, Upgrades Makes it more powerful than PCU but increases cooldown time, Upgrades effect on all superweapons

Upgrades:

1. Overcharge: Increases AOF by 30%, Costs 2000, Increases cooldown time by 1:00

2. Triple barreld laser cannon: Upgrade the cannon with a triple barreld cannon which deals more damage, Increases damege by 10%, Costs 2000, Increases cooldown time by 1:00

3. Plasma cooling system: Increases fire duration by 20%, Costs 2000, Increases cooldown time by 1:00

General powers

Rank 1

- UAV (Acts like spy plane in ROTR) Countdown: 1 min

- Armord Assault (Unlocks XS1 A.S.T and Juggernaut)

Rank 3

- Missile Strike (a HE Missile launched from space satellites, Strong vs. Group of infantry or light vehicles) Countdown: 3 mins [This GP requires 2 general points]

- Manticore bomb (a chemical bomb that only kills enemy infantries. Doesn't kill vehicle crews. Doesn't harm friendly infrantries) Countdown: 4 mins [This GP requires 2 GP points]

- Bombing run (Calls an advanced A10 to carpet bomb the area. Lv. 1: 1 A10 Bomber, Lv. 2: 2 A10 Bombers, Lv. 3: 3 A10 Bombers) Countdown: 5 mins

- HALO Drop (Deploys airborne troops at the designated area. It's out of reach of AA units and can not get shut down. Lv. 1: 5 Terminators & 2 Stinger troopers, Lv. 2: 10 Terminators & 4 Stinger troopers, Lv. 3: 20 Terminators & 8 Stinger troopers) Countdown: 5 mins

- Emergency Repair (Same as emergency repair in ROTR)

- Nano bots (Deploys nano bots on a friendly vehicle, nano bots repair parent vehicle and nearby vehicles. Lv. 1: 2 mins, Lv. 2: 3 mins, Lv. 3: 4 mins) Countdown: 5:00 mins

Rank 5

- Paladin Gunship (Spectre gunship replacement, Armaments are the same)

- Guardian Angel (Same as Guardian Angel in 1.85)

- XS2 Breakthrough Group (Drops 5 XS2 A.S.Ts in 5 copsules from the space. XS2 versions have more fire power, More movement speed and Tougher armor and Have different look) [This GP requires 4 general points] Countdown: 5:00 mins

Posted by: Neo3602 8 Feb 2015, 16:14

@MPGM Interesting ideas though I do think that the basic infantry should cost a bit more.

Posted by: MPGM 8 Feb 2015, 17:15

QUOTE (Neo3602 @ 8 Feb 2015, 18:44) *
@MPGM Interesting ideas though I do think that the basic infantry should cost a bit more.

Ok smile.gif

Posted by: Miglanz 9 Apr 2015, 14:00

Name: Brock Obomber

Faction: USA

Branch: False Flag Operations

Tactics: Staging attacks on own/allied units, then putting the blame on the Russians in order to get double support (=more money and cheaper units) while at the same time also getting support(=money and troops) from their allies (especially ECA). With a chance that the enemy suffers a morale loss resulting in more expensive units and less income from supplies.
Special units: Special Agents to pull off False Flag Operations causing unrest within the enemies units/structures (resulting in less money from supplies, higher cost for units) with a chance to completely disable buildings for a certain period of time/with a chance that units will reject orders for a certain period of time.
Special abilities: Units (infantry and vehicles and even planes) can disguise themselves as civilians (or civilian vehicles/planes) or as units from the current fought faction; Upgraded Leaflet drop (= dropping off copies of the Presidents' Nobel Prize for Peace which act similar to the leaflet drop but in contrast not resulting in just freezing the units, but making them rolling on the ground laughing, thus being unable to attack/defend themselves.)


Having this General in the game would make the game sooo much more realistic gun8.gif

But I'm not sure if these dirty tactics actually fits the heroic and benevolent image of the mighty USA I8.gif

... av-7.gif

Real life is a real bitch, isn't it? aw2.gif

Posted by: ComradeCrimson 9 Apr 2015, 18:28

QUOTE (Miglanz @ 9 Apr 2015, 15:00) *
Name: Brock Obomber

Faction: USA

Branch: False Flag Operations

Tactics: Staging attacks on own/allied units, then putting the blame on the Russians in order to get double support (=more money and cheaper units) while at the same time also getting support(=money and troops) from their allies (especially ECA). With a chance that the enemy suffers a morale loss resulting in more expensive units and less income from supplies.
Special units: Special Agents to pull off False Flag Operations causing unrest within the enemies units/structures (resulting in less money from supplies, higher cost for units) with a chance to completely disable buildings for a certain period of time/with a chance that units will reject orders for a certain period of time.
Special abilities: Units (infantry and vehicles and even planes) can disguise themselves as civilians (or civilian vehicles/planes) or as units from the current fought faction; Upgraded Leaflet drop (= dropping off copies of the Presidents' Nobel Prize for Peace which act similar to the leaflet drop but in contrast not resulting in just freezing the units, but making them rolling on the ground laughing, thus being unable to attack/defend themselves.)


Having this General in the game would make the game sooo much more realistic gun8.gif

But I'm not sure if these dirty tactics actually fits the heroic and benevolent image of the mighty USA I8.gif

... av-7.gif

Real life is a real bitch, isn't it? aw2.gif





Posted by: Miglanz 9 Apr 2015, 18:37

QUOTE (ComradeCrimson @ 9 Apr 2015, 19:28) *


What do you want to implicate with this? I don't exactly understand (for real, btw).

Do you think I'm too hard with Mr. Obomber? Or do you think it is better to hide the truth in order to keep up the illusion?

ROTR lore has exactly the same bias as US propaganda, so it might be harder to distinguish facts from (US) fiction.

Posted by: Shockwavelover84 9 Apr 2015, 19:27

Don't see the need for suggesting a 4th General, especially when we haven't even seen the 3 planned Generals yet.

I don't agree with the mentality of "let's add MORE... because MORE is better" - it's really not better half the time, and leads to redundancy and lack of polish more than anything.

Mods like Contra are a good example of what I mean (ex. Air Force General has 13 different planes, but you only need to use about 3 of them).

Posted by: X1Destroy 9 Apr 2015, 19:36

It is not a suggestion thread, never was.

Just throwing a bunch of interesting ideas. Well, you know that it doesn't matter how awesome the 15 generals will be, you still want to have your own custom faction.

QUOTE
ROTR lore has exactly the same bias as US propaganda, so it might be harder to distinguish facts from (US) fiction.


How is that even related to this topic anyway?

Posted by: Miglanz 9 Apr 2015, 19:46

QUOTE (X1Destroy @ 9 Apr 2015, 20:36) *
How is that even related to this topic anyway?


Above post implied that Crimson believed in the benevolent image of the USA, thus it is related to at least General Brock Obomber's topic.

Posted by: Shockwavelover84 9 Apr 2015, 19:52

QUOTE (Miglanz @ 9 Apr 2015, 13:46) *
Above post implied that Crimson believed in the benevolent image of the USA, thus it is related to at least General Brock Obomber's topic.

Don't see the point in injecting politics into a game which isn't meant to be taken seriously.

Also keep in mind that like it or not, the original ZH was made with a "Team America vs. The World" theme, and the ROTR team is keeping fairly true to the original game's spirit.

So as unrealistic as it might be to see modern China liberally using nukes and napalm, and calling their infantry "Red Guards", if a person can't get over the fact that it's a just a cheesy game, they'd be better off making their own mod or playing a different game altogether.

Posted by: Miglanz 9 Apr 2015, 20:11

I DO get over the fact that it's just a game. I am more worried about others that don't.

And btw 'just being a game' does not justify multiplying dangerous propaganda, that's all I say. And if you ever manage to look into the news (maybe during the breaks from gaming) then you'd realize how manifest the danger of a devastating world war in real life Europe actually is. And to me multiplying aforementioned propaganda in such a tense geopolitical situation is nothing else than adding fuel to a fire.

And I am not talking about adults that already have a settled view of the world (although that doesn't protect you at all) but about minors and young adults that do get influenced by stuff like this. Or do you want to seriously tell me that constantly playing games where the good Amercian is chasing the evil Muslims/Russians has no effect on people's minds? If so then I recommend the lecture of some books on brainwashing warmly to you.

Posted by: X1Destroy 9 Apr 2015, 20:24

Does it matter now?
Every country use propaganda for its own benefits.
Thinking more about this is useless anyway. What do you want to do? Tell people to stop playing games about real nations fighting eachothers and choose ones fictional starwars settings instead?
I'd rather be brainwashed then.

Posted by: Miglanz 9 Apr 2015, 20:36

You're right here, but
1) the fact that every country uses propaganda for its own benefits doesn't make it a good thing(!), so your attitude is quite fatalistic and not constructive at all. If we let the 'others' make the decisions for us we'll get fucked eventually and then the crying will be very loud.
We as humans do have responsibility and especially we have to take personal responsibility which starts in every day life, which starts now. So just saying "It doesn't matter, I can't do anything anyway, thinking about this is useless" is actually quite immature.
Especially Europeans will get fucked so bad if we allow the goings-on to happen like they happen right now.

2) I am just trying to raise awareness here. People should be aware of the fact that brainwashing happens everywhere and all the time and DOES influence behaviour/decisions etc. even if "it's just a cheesy game".
I am not adressing anyone particularly here, just saying.

Posted by: X1Destroy 9 Apr 2015, 20:59

QUOTE
"If we let the 'others' make the decisions for us we'll get fucked eventually and then the crying will be very loud. "


We've been fucked for over 40 years already and not a damn thing have ever changed since then. It's nothing new here. Thank you.

As for Europe, I don't know much about the situations over there. Shit happened?

If they can't realize the differences between fiction and reality, it's theirs own fault and no one else.

Posted by: Miglanz 9 Apr 2015, 21:06

I don't know where you come from (I am from Europe) but if you call the goings-on of the last 40 years "getting fucked" (you're right about this nevertheless), then, begad, you'll get the shock of your life when they really start to fuck us.


QUOTE (X1Destroy @ 9 Apr 2015, 21:59) *
If they can't realize the differences between fiction and reality, it's theirs own fault and no one else.


You sound like you'd stand above all this, but guess what: you do not. So this is your own fault and no one else's. Does this sound correct to you?

Posted by: Shockwavelover84 9 Apr 2015, 22:10

EDIT - duplicate post

Posted by: Shockwavelover84 9 Apr 2015, 22:10

QUOTE (Miglanz @ 9 Apr 2015, 14:11) *
I DO get over the fact that it's just a game. I am more worried about others that don't.

And btw 'just being a game' does not justify multiplying dangerous propaganda, that's all I say. And if you ever manage to look into the news (maybe during the breaks from gaming) then you'd realize how manifest the danger of a devastating world war in real life Europe actually is. And to me multiplying aforementioned propaganda in such a tense geopolitical situation is nothing else than adding fuel to a fire.

And I am not talking about adults that already have a settled view of the world (although that doesn't protect you at all) but about minors and young adults that do get influenced by stuff like this. Or do you want to seriously tell me that constantly playing games where the good Amercian is chasing the evil Muslims/Russians has no effect on people's minds? If so then I recommend the lecture of some books on brainwashing warmly to you.

Most studies show that games and media entertainment don't lead to violence - no one's forcing any parent to let their kid play the game though if they think it's not appropriate.

I honestly would not have a problem if Russians made a video game featuring the US as a the 'bad guy' - in fact I'd find it a refreshing change and enjoy it rather than just dissing it out of some jingoistic impulse.

(For example, I had an idea for an 'alternate history' mod for Zero Hour - where the US succumbed to a coup detat during the "business" plot and became a fascist state which eventually invades Europe and Asia).

QUOTE (Miglanz @ 9 Apr 2015, 14:36) *
You're right here, but
1) the fact that every country uses propaganda for its own benefits doesn't make it a good thing(!), so your attitude is quite fatalistic and not constructive at all. If we let the 'others' make the decisions for us we'll get fucked eventually and then the crying will be very loud.
We as humans do have responsibility and especially we have to take personal responsibility which starts in every day life, which starts now. So just saying "It doesn't matter, I can't do anything anyway, thinking about this is useless" is actually quite immature.
Especially Europeans will get fucked so bad if we allow the goings-on to happen like they happen right now.

2) I am just trying to raise awareness here. People should be aware of the fact that brainwashing happens everywhere and all the time and DOES influence behaviour/decisions etc. even if "it's just a cheesy game".
I am not adressing anyone particularly here, just saying.

I disagree that Patriotism is automatically equated with harmful propaganda - the trendy thing for kids to do nowadays is to adopt an anarchist "fuck the system!" attitude, but there's a lot of studies showing that healthy patriotism is good for societies - equating all of it with Nazi style propaganda is just guilt by association.

Plus this is a forum for discussing the mod anyway, not really a soapbox for views on 'brainwashing', 'American propaganda', etc - and again you should lay more blame to EA than ROTR, since they created the game with it's slightly satirical "America Fuck Yeah!" theme to begin with.

No one's stopping anyone from making a mod with America as the Bad Guy - I know that Russians developed mods like Contra and could've done this if they'd wanted, but they never touched on it. Hell I even left a cool idea for a game plot where America's the evil empire if anyone needs an inspiration for a mod.

Posted by: Miglanz 9 Apr 2015, 22:17

QUOTE (Shockwavelover84 @ 9 Apr 2015, 23:10) *
Most studies show that games and media entertainment don't lead to violence


I did not say they lead to violence, I say they lead to ignorance and unawareness. Apart from that 'most studies' are sponsored by lobbies who pay for certain results, so they are not as meaningful as they seem.

Posted by: Adoge 10 Apr 2015, 4:51

[Note: This faction is somewhat of a joke, so balance and adhering strictly to faction principles sort of goes out the window]
The idea of a faction that draws in Drones, Cyborgs and Metal Gears lead by an AI slowly corrupting the USA's computer infrastructure appealed to me.

Name: H.Y.D.R.A
Rank: N/A
Faction: USA
Branch: AI Warfare
Tactics: Drones

Special Features
- All enemy units killed drop remains
- No units can gain veterancy
- Infantry are not immediately killed by toxins, radiation, microwaves and napalm but will die from over-exposure

Command Centre:

- Hover Drone (Constructor)
- Eye in the Sky (Drone resembling eye-ball)
- Harvester (This unit functions similarly to a Recycler. All infantry units killed by H.Y.D.R.A. drop remains, which the Harvester can collect, this allows it to, after collecting enough remains, spawn groups of Cyborgs in the field.)

Assimilation Plant (Replaces Barracks)

Husk
- Basic Infantry
- Replaces Ranger
- Can be upgraded with Nanite Swarm for repairs
- is slower than a Ranger
- Is rumoured to be the remains of American and enemy soldiers
- Costs 300 Each
- Cannot gain veterancy

Annihilator
- Armed with a shoulder mounted rocket launcher
- Can be upgraded with Nanite Swarm for repairs
-Functions the same as a missile defender
- Costs 350

Needler
- Replaces Pathfinder- requires unlock
- Armed with a sniper rifle
- Can be upgraded with Nanite Swarm for repairs
- Shot passes through multiple units
- Can deploy a needle grenade which explodes killing all infantry in the immediate area
- This grenade can clear garrisons if deployed on buildings
- costs 750

Storm Trooper
- Armed with a gauss cannon and mini gun
- T1 unit designed to combat light vehicles
- Costs 650

Reaver
- Powerful T2 Infantry unit
- Anti-Structure and Vehicle unit
- Armed with shoulder mounted missiles and heavy (experimental) laser cannon
- Can be upgraded with Nanite Swarm for repairs
- Can pinpoint a target and unleash a volley of missiles on this target
- Costs 1500
- Cannot be crushed

"IT"
- Replaces Colonel Burton
- Kills infantry with its claws
- Can disguise as enemy infantry
- Places explosives on structures
- Can disable power plants + defences
- Costs 1750

Drone Assembly Plant

- All Drones can be upgraded with nanite swarms for repairs

Guard
- Four legged robot
- Can burrow and attack
- Has single machine gun
- Costs: 150

Controller
- Replaces Mule Drone
- Increases movement and attacks speed of all units around it
- Is a floating construct

War Factory

Raven
- Replaces Humvee
- Fast attack unit
- Can be upgraded with a nanite swarm for repairs

Blocker
- Is a four legged mech that carries two massive shields in front of it
- Blocks fire from enemies in front of it and protects convoys behind it
- Can activate magnetic shield that draws all fire to it
- Can be upgraded with a nanite swarm for repairs
- Costs 2000

Cobalt
- Replaces Crusader
- Six legged robot tank
- Can be upgraded with a nanite swarm for repairs
-Armed with a single barrel

Ambulance, Avenger removed

Microwave tank, WASP Hive and Tomahawk drone controlled

Exterminator
-inspired by the Futuretech Tank and X-1 Robot Tank
- Replaces Paladin
- Has a PDL in its single eye good against Missiles and Aircraft
- Two cannon on either side of its chassis are lasers
- Costs 2500
- Requires Robot Armour Unlock

Air Field

Hunter Killer Unchanged

X15
- Replaces Comanche
- Armed with Miniguns
- Can deploy a swarm of WASP drones to support it
- Costs 1000

Z-40
- Replaces Nighthawk
- Can stealth and Un-stealth at will
- Drops five bombs
- Costs 1500

Buildings

Hive
- Replaces firebase
- Deploys four drones that protect part of the base
- Only available after the building of a Detention Camp
- Costs 1250

Security Fence
- H.Y.D.R.A installations across the NAU are protected by Laser Security Fences
- The Data in these installations is too important to lose or be leaked to the press
- It fries infantry and does heavy damage to vehicles
- Functions similar to Tank Trap Barricade

Generals Powers

Rank 1
Robotic Armour: Allows for the Production of Blockers and Exterminators
Drone Aircraft: Allows for the Production of the X15 and Z-40


Rank 3
Hatch: A group of metallic eggs hatch a swarm of Guards
Gekko Drop: Replaces Acolyte drop, drops a group of all purpose Gekko Unmanned combat units.
Ghosts: Replaces the Airborne Raid General Power, this manifests several Ghosts, who are armed with either a gauss rifle or a needle cannon.

GP Units

Gauss Ghosts
- Anti Vehicle
- Stealthed when not moving

Needle Ghosts
- Anti Infantry
- Can throw timed charge that explodes

Gekko
- Two legged Drone unit
- Armed with twin autocannons and rocket pods
- Anti-all ground units

A note on H.Y.D.R.A:
It is an AI system that is being developed by the US to command drones in the field and adapt to battlefield command.
However it has a more evil side in that its cyborgs are utilising dead bodies as their tissue matter and H.Y.D.R.A is slowly taking over the US digital infrastructure
It is also based upon jokes such as 'Skynet Online' often associated with the US.

Posted by: ComradeCrimson 10 Apr 2015, 7:45

QUOTE (Miglanz @ 9 Apr 2015, 18:37) *
What do you want to implicate with this? I don't exactly understand (for real, btw).

Do you think I'm too hard with Mr. Obomber? Or do you think it is better to hide the truth in order to keep up the illusion?

ROTR lore has exactly the same bias as US propaganda, so it might be harder to distinguish facts from (US) fiction.



I think you are trying too hard with the joke to the point where it doesn't seem funny and just seems like awkward political bias yo.

I'm not defending the current American president as much as pointing that out.


Posted by: Adoge 19 Apr 2015, 3:17

Hey guys,
I was just wondering if I could get some critique on my general so i know how best to design one next time
Thanks

Posted by: ComradeCrimson 19 Apr 2015, 3:44

QUOTE (Adoge @ 19 Apr 2015, 4:17) *
Hey guys,
I was just wondering if I could get some critique on my general so i know how best to design one next time
Thanks

Link for him por favor?

Posted by: Adoge 19 Apr 2015, 3:58

QUOTE (ComradeCrimson @ 19 Apr 2015, 12:44) *
Link for him por favor?


[Note: This faction is somewhat of a joke, so balance and adhering strictly to faction principles sort of goes out the window]
The idea of a faction that draws in Drones, Cyborgs and Metal Gears lead by an AI slowly corrupting the USA's computer infrastructure appealed to me.

Name: H.Y.D.R.A
Rank: N/A
Faction: USA
Branch: AI Warfare
Tactics: Drones

Special Features
- All enemy units killed drop remains
- No units can gain veterancy
- Infantry are not immediately killed by toxins, radiation, microwaves and napalm but will die from over-exposure

Command Centre:

- Hover Drone (Constructor)
- Eye in the Sky (Drone resembling eye-ball)
- Harvester (This unit functions similarly to a Recycler. All infantry units killed by H.Y.D.R.A. drop remains, which the Harvester can collect, this allows it to, after collecting enough remains, spawn groups of Cyborgs in the field.)

Assimilation Plant (Replaces Barracks)

Husk
- Basic Infantry
- Replaces Ranger
- Can be upgraded with Nanite Swarm for repairs
- is slower than a Ranger
- Is rumoured to be the remains of American and enemy soldiers
- Costs 300 Each
- Cannot gain veterancy

Annihilator
- Armed with a shoulder mounted rocket launcher
- Can be upgraded with Nanite Swarm for repairs
-Functions the same as a missile defender
- Costs 350

Needler
- Replaces Pathfinder- requires unlock
- Armed with a sniper rifle
- Can be upgraded with Nanite Swarm for repairs
- Shot passes through multiple units
- Can deploy a needle grenade which explodes killing all infantry in the immediate area
- This grenade can clear garrisons if deployed on buildings
- costs 750

Storm Trooper
- Armed with a gauss cannon and mini gun
- T1 unit designed to combat light vehicles
- Costs 650

Reaver
- Powerful T2 Infantry unit
- Anti-Structure and Vehicle unit
- Armed with shoulder mounted missiles and heavy (experimental) laser cannon
- Can be upgraded with Nanite Swarm for repairs
- Can pinpoint a target and unleash a volley of missiles on this target
- Costs 1500
- Cannot be crushed

"IT"
- Replaces Colonel Burton
- Kills infantry with its claws
- Can disguise as enemy infantry
- Places explosives on structures
- Can disable power plants + defences
- Costs 1750

Drone Assembly Plant

- All Drones can be upgraded with nanite swarms for repairs

Guard
- Four legged robot
- Can burrow and attack
- Has single machine gun
- Costs: 150

Controller
- Replaces Mule Drone
- Increases movement and attacks speed of all units around it
- Is a floating construct

War Factory

Raven
- Replaces Humvee
- Fast attack unit
- Can be upgraded with a nanite swarm for repairs

Blocker
- Is a four legged mech that carries two massive shields in front of it
- Blocks fire from enemies in front of it and protects convoys behind it
- Can activate magnetic shield that draws all fire to it
- Can be upgraded with a nanite swarm for repairs
- Costs 2000

Cobalt
- Replaces Crusader
- Six legged robot tank
- Can be upgraded with a nanite swarm for repairs
-Armed with a single barrel

Ambulance, Avenger removed

Microwave tank, WASP Hive and Tomahawk drone controlled

Exterminator
-inspired by the Futuretech Tank and X-1 Robot Tank
- Replaces Paladin
- Has a PDL in its single eye good against Missiles and Aircraft
- Two cannon on either side of its chassis are lasers
- Costs 2500
- Requires Robot Armour Unlock

Air Field

Hunter Killer Unchanged

X15
- Replaces Comanche
- Armed with Miniguns
- Can deploy a swarm of WASP drones to support it
- Costs 1000

Z-40
- Replaces Nighthawk
- Can stealth and Un-stealth at will
- Drops five bombs
- Costs 1500

Buildings

Hive
- Replaces firebase
- Deploys four drones that protect part of the base
- Only available after the building of a Detention Camp
- Costs 1250

Security Fence
- H.Y.D.R.A installations across the NAU are protected by Laser Security Fences
- The Data in these installations is too important to lose or be leaked to the press
- It fries infantry and does heavy damage to vehicles
- Functions similar to Tank Trap Barricade

Generals Powers

Rank 1
Robotic Armour: Allows for the Production of Blockers and Exterminators
Drone Aircraft: Allows for the Production of the X15 and Z-40


Rank 3
Hatch: A group of metallic eggs hatch a swarm of Guards
Gekko Drop: Replaces Acolyte drop, drops a group of all purpose Gekko Unmanned combat units.
Ghosts: Replaces the Airborne Raid General Power, this manifests several Ghosts, who are armed with either a gauss rifle or a needle cannon.

GP Units

Gauss Ghosts
- Anti Vehicle
- Stealthed when not moving

Needle Ghosts
- Anti Infantry
- Can throw timed charge that explodes

Gekko
- Two legged Drone unit
- Armed with twin autocannons and rocket pods
- Anti-all ground units

A note on H.Y.D.R.A:
It is an AI system that is being developed by the US to command drones in the field and adapt to battlefield command.
However it has a more evil side in that its cyborgs are utilising dead bodies as their tissue matter and H.Y.D.R.A is slowly taking over the US digital infrastructure
It is also based upon jokes such as 'Skynet Online' often associated with th

Posted by: ComradeCrimson 19 Apr 2015, 4:40

QUOTE (Adoge @ 19 Apr 2015, 4:58) *
[Note: This faction is somewhat of a joke, so balance and adhering strictly to faction principles sort of goes out the window]
The idea of a faction that draws in Drones, Cyborgs and Metal Gears lead by an AI slowly corrupting the USA's computer infrastructure appealed to me.

Name: H.Y.D.R.A
Rank: N/A
Faction: USA
Branch: AI Warfare
Tactics: Drones

Special Features
- All enemy units killed drop remains
- No units can gain veterancy
- Infantry are not immediately killed by toxins, radiation, microwaves and napalm but will die from over-exposure

Command Centre:

- Hover Drone (Constructor)
- Eye in the Sky (Drone resembling eye-ball)
- Harvester (This unit functions similarly to a Recycler. All infantry units killed by H.Y.D.R.A. drop remains, which the Harvester can collect, this allows it to, after collecting enough remains, spawn groups of Cyborgs in the field.)

Assimilation Plant (Replaces Barracks)

Husk
- Basic Infantry
- Replaces Ranger
- Can be upgraded with Nanite Swarm for repairs
- is slower than a Ranger
- Is rumoured to be the remains of American and enemy soldiers
- Costs 300 Each
- Cannot gain veterancy

Annihilator
- Armed with a shoulder mounted rocket launcher
- Can be upgraded with Nanite Swarm for repairs
-Functions the same as a missile defender
- Costs 350

Needler
- Replaces Pathfinder- requires unlock
- Armed with a sniper rifle
- Can be upgraded with Nanite Swarm for repairs
- Shot passes through multiple units
- Can deploy a needle grenade which explodes killing all infantry in the immediate area
- This grenade can clear garrisons if deployed on buildings
- costs 750

Storm Trooper
- Armed with a gauss cannon and mini gun
- T1 unit designed to combat light vehicles
- Costs 650

Reaver
- Powerful T2 Infantry unit
- Anti-Structure and Vehicle unit
- Armed with shoulder mounted missiles and heavy (experimental) laser cannon
- Can be upgraded with Nanite Swarm for repairs
- Can pinpoint a target and unleash a volley of missiles on this target
- Costs 1500
- Cannot be crushed

"IT"
- Replaces Colonel Burton
- Kills infantry with its claws
- Can disguise as enemy infantry
- Places explosives on structures
- Can disable power plants + defences
- Costs 1750

Drone Assembly Plant

- All Drones can be upgraded with nanite swarms for repairs

Guard
- Four legged robot
- Can burrow and attack
- Has single machine gun
- Costs: 150

Controller
- Replaces Mule Drone
- Increases movement and attacks speed of all units around it
- Is a floating construct

War Factory

Raven
- Replaces Humvee
- Fast attack unit
- Can be upgraded with a nanite swarm for repairs

Blocker
- Is a four legged mech that carries two massive shields in front of it
- Blocks fire from enemies in front of it and protects convoys behind it
- Can activate magnetic shield that draws all fire to it
- Can be upgraded with a nanite swarm for repairs
- Costs 2000

Cobalt
- Replaces Crusader
- Six legged robot tank
- Can be upgraded with a nanite swarm for repairs
-Armed with a single barrel

Ambulance, Avenger removed

Microwave tank, WASP Hive and Tomahawk drone controlled

Exterminator
-inspired by the Futuretech Tank and X-1 Robot Tank
- Replaces Paladin
- Has a PDL in its single eye good against Missiles and Aircraft
- Two cannon on either side of its chassis are lasers
- Costs 2500
- Requires Robot Armour Unlock

Air Field

Hunter Killer Unchanged

X15
- Replaces Comanche
- Armed with Miniguns
- Can deploy a swarm of WASP drones to support it
- Costs 1000

Z-40
- Replaces Nighthawk
- Can stealth and Un-stealth at will
- Drops five bombs
- Costs 1500

Buildings

Hive
- Replaces firebase
- Deploys four drones that protect part of the base
- Only available after the building of a Detention Camp
- Costs 1250

Security Fence
- H.Y.D.R.A installations across the NAU are protected by Laser Security Fences
- The Data in these installations is too important to lose or be leaked to the press
- It fries infantry and does heavy damage to vehicles
- Functions similar to Tank Trap Barricade

Generals Powers

Rank 1
Robotic Armour: Allows for the Production of Blockers and Exterminators
Drone Aircraft: Allows for the Production of the X15 and Z-40


Rank 3
Hatch: A group of metallic eggs hatch a swarm of Guards
Gekko Drop: Replaces Acolyte drop, drops a group of all purpose Gekko Unmanned combat units.
Ghosts: Replaces the Airborne Raid General Power, this manifests several Ghosts, who are armed with either a gauss rifle or a needle cannon.

GP Units

Gauss Ghosts
- Anti Vehicle
- Stealthed when not moving

Needle Ghosts
- Anti Infantry
- Can throw timed charge that explodes

Gekko
- Two legged Drone unit
- Armed with twin autocannons and rocket pods
- Anti-all ground units

A note on H.Y.D.R.A:
It is an AI system that is being developed by the US to command drones in the field and adapt to battlefield command.
However it has a more evil side in that its cyborgs are utilising dead bodies as their tissue matter and H.Y.D.R.A is slowly taking over the US digital infrastructure
It is also based upon jokes such as 'Skynet Online' often associated with th


There is definitely some cool ideas with this but the problems im finding is that balance and pricing is... a bit off key to say the least on some units, such as the flying aerial unit that can deploy WASP like drones for example.

Some backstory to it would also be nice. It does work kind of well for a sinister US faction but a bit more detailing on its storyline and other stuff would be prime.

It also reminds me a lot of CABAL from Tiberian Sun.

And as sinister as the infantry harvesting mechanic sounds, it could be a nice RTS concept. And one that is codeable in SAGE. Of course; its not very fitting with the lore we presently have unfortunately.

The expensive route this faction takes for a lot of units with the self repair sounds fairly novel, but yeah; lotta balance issues with that mechanic. Would boost the price or explain how much the repair rates are.




Posted by: Adoge 19 Apr 2015, 4:45

QUOTE (ComradeCrimson @ 19 Apr 2015, 13:40) *
There is definitely some cool ideas with this but the problems im finding is that balance and pricing is... a bit off key to say the least on some units, such as the flying aerial unit that can deploy WASP like drones for example.

Some backstory to it would also be nice. It does work kind of well for a sinister US faction but a bit more detailing on its storyline and other stuff would be prime.

It also reminds me a lot of CABAL from Tiberian Sun.

And as sinister as the infantry harvesting mechanic sounds, it could be a nice RTS concept. And one that is codeable in SAGE. Of course; its not very fitting with the lore we presently have unfortunately.

The expensive route this faction takes for a lot of units with the self repair sounds fairly novel, but yeah; lotta balance issues with that mechanic. Would boost the price or explain how much the repair rates are.


Thanks man for this, of course the Harvesting is a bit out of the lore, however it is more of a hidden element not revealed yet
I'l repost it with a bit more lore soon
Thanks

Posted by: Adoge 19 Apr 2015, 6:55

Any Feedback Welcome
[Note: This faction is somewhat of a joke, so balance and adhering strictly to faction principles sort of goes out the window]
The idea of a faction that draws in Drones, Cyborgs and Metal Gears lead by an AI slowly corrupting the USA's computer infrastructure appealed to me.


Name: H.Y.D.R.A
Rank: N/A
Faction: USA
Branch: AI Warfare
Tactics: Drones

Lore
H.Y.D.R.A was initially concepted in the late 2030's to control a large drone force without the need of Human interaction. The project was code-named- I.T. developed by DARPA in conjunction with Drone manufacturers. The first test, an A.I called W.A.N.D.A. failed miserably. The drones under its control failed to move or attack and instead rebooted and remained still. Following this expensive failure, a second Prototype, H.Y.D.R.A was developed, from 3 years. Instead of simply controlling the drones, DARPA sought to create an AI that could assess the battlefield situation and even develop new units in the field to counter the opposition. Since its debut in 2039, H.Y.D.R.A is now a powerful A.I with a large number of prototype units under its command. It operates out of three secret bases, one in Washington State, another in the Nevada Desert and a third near Roswell in New Mexico.

All three bases operate autonomously under the control of H.Y.D.R.A, there are very few, if any, Human Personnel on the bases. Indeed if humans were to see what goes on inside these facilities, a full pre-emptive strike would be required. H.Y.D.R.A, utilising dead bodies and human tissue matter grown in test tubes, is building an army of Cyborg infantry backed up by its prototype drone units. Its harvesters scour in the night, abducting unwitting civilians and raiding grave yards, gathering an army of Cyborgs. However, H.Y.D.R.A is still relatively untested with no actual combat recorded on DARPA records. Simply designed as an A.I embedded in Drone Assembly Plants to assist local U.S commanders. However, off-record, H.Y.D.R.A has been involved in a small engagement with hunters on the U.S-Canadian border. Five of it Husks terminated a group of more than 15 Hunters during a brief fire-fight that to this day dwells on conspiracy websites as a government cover-up. The bodies were taken y harvesters to fill H.Y.D.R.A's ranks and all that remained was a cache of weapons.

Despite a relatively small amount of combat experience, H.Y.D.R.A was, however, involved in a pitched battle between its forces and a community of Doomsday preppers in the Nevada. The community, which had existed since the early days of the U.S. depression, were testing out their latest EMP device designed to counter U.S. drones, attached . They stumbled upon, by chance, a Harvester and its Raven escorts. Disabling the Robots, they managed, by chance, to locate the source of the signal controlling the now dead machines. Rallying their militia and preparing their battle-buses and kill-dozers they set out to attack the base. The battle, which damaged some of the infrastructure at the base, ended with the communities makeshift town eliminated by Exterminators and Cobalts and the preppers assimilated into the ranks of H.Y.D.R.A's metallic monstrosities.

Despite the horrors that are among H.Y.D.R.A's forces, little attention is payed to its development (DARPA prefers not to interfere with its gathering of information). As such, H.Y.D.R.A has accessed many elements of the U.S. digital infrastructure unimpeded. Trains, Planes and even nuclear missiles can easily be taken over by H.Y.D.R.A. should it choose to attack. Indeed, there are rumblings in the Top Brass of the Pentagon and calls for 'Drones all the way to Moscow'. However, should H.Y.D.R.A.ever engage in conflict, the prospect of the extermination of Human kind grows ever closer.

Special Features
- All enemy units killed drop remains
- No units can gain veterancy
- Infantry are not immediately killed by toxins, radiation, microwaves and napalm but will die from over-exposure

Command Centre:

- Hover Drone (Constructor)
- Eye in the Sky (Drone resembling eye-ball)
- Harvester (This unit functions similarly to a Recycler. All infantry units killed by H.Y.D.R.A. drop remains, which the Harvester can collect, this allows it to, after collecting enough remains, spawn groups of Cyborgs in the field.)

Assimilation Plant (Replaces Barracks)

Husk
- Basic Infantry
- Replaces Ranger
- Can be upgraded with Nanite Swarm for repairs
- is slower than a Ranger
- Is rumoured to be the remains of American and enemy soldiers
- Costs 300 Each
- Cannot gain veterancy

Annihilator
- Armed with a shoulder mounted rocket launcher
- Can be upgraded with Nanite Swarm for repairs
-Functions the same as a missile defender
- Costs 350

Needler
- Replaces Pathfinder- requires unlock
- Armed with a sniper rifle
- Can be upgraded with Nanite Swarm for repairs
- Shot passes through multiple units
- Can deploy a needle grenade which explodes killing all infantry in the immediate area
- This grenade can clear garrisons if deployed on buildings
- costs 750

Storm Trooper
- Armed with a gauss cannon and mini gun
- T1 unit designed to combat light vehicles
- Costs 650

Reaver
- Powerful T2 Infantry unit
- Anti-Structure and Vehicle unit
- Armed with shoulder mounted missiles and heavy (experimental) laser cannon
- Can be upgraded with Nanite Swarm for repairs
- Can pinpoint a target and unleash a volley of missiles on this target
- Costs 1500
- Cannot be crushed

"IT"
- Replaces Colonel Burton
- Kills infantry with its claws
- Can disguise as enemy infantry
- Places explosives on structures
- Can disable power plants + defences
- Costs 1750

Drone Assembly Plant

- All Drones can be upgraded with nanite swarms for repairs

Guard
- Four legged robot
- Can burrow and attack
- Has single machine gun
- Costs: 150

Controller
- Replaces Mule Drone
- Increases movement and attacks speed of all units around it
- Is a floating construct

War Factory

Raven
- Replaces Humvee
- Fast attack unit
- Can be upgraded with a nanite swarm for repairs

Blocker
- Is a four legged mech that carries two massive shields in front of it
- Blocks fire from enemies in front of it and protects convoys behind it
- Can activate magnetic shield that draws all fire to it
- Can be upgraded with a nanite swarm for repairs
- Costs 2000

Cobalt
- Replaces Crusader
- Six legged robot tank
- Can be upgraded with a nanite swarm for repairs
-Armed with a single barrel

Ambulance, Avenger removed

Microwave tank, WASP Hive and Tomahawk drone controlled

Exterminator
-inspired by the Futuretech Tank and X-1 Robot Tank
- Replaces Paladin
- Has a PDL in its single eye good against Missiles and Aircraft
- Two cannon on either side of its chassis are lasers
- Costs 2500
- Requires Robot Armour Unlock

Air Field

Hunter Killer Unchanged

X15
- Replaces Comanche
- Armed with Miniguns
- Can deploy a swarm of WASP drones to support it
- Costs 1000

Z-40
- Replaces Nighthawk
- Can stealth and Un-stealth at will
- Drops five bombs
- Costs 1500

Buildings

Hive
- Replaces firebase
- Deploys four drones that protect part of the base
- Only available after the building of a Detention Camp
- Costs 1250

Security Fence
- H.Y.D.R.A installations across the NAU are protected by Laser Security Fences
- The Data in these installations is too important to lose or be leaked to the press
- It fries infantry and does heavy damage to vehicles
- Functions similar to Tank Trap Barricade

Generals Powers

Rank 1
Robotic Armour: Allows for the Production of Blockers and Exterminators
Drone Aircraft: Allows for the Production of the X15 and Z-40


Rank 3
Hatch: A group of metallic eggs hatch a swarm of Guards
Gekko Drop: Replaces Acolyte drop, drops a group of all purpose Gekko Unmanned combat units.
Ghosts: Replaces the Airborne Raid General Power, this manifests several Ghosts, who are armed with a gauss rifle, and several Slashers, who are armed with Talons.

GP Units

Gauss Ghosts
- Anti Vehicle
- Stealthed when not moving

Slasher
- Anti Infantry
- Melee
- Has two massive talons that it slices enemies apart with

Gekko
- Two legged Drone unit
- Armed with twin autocannons and rocket pods
- Anti-all ground units

A note on H.Y.D.R.A:
It is an AI system that is being developed by the US to command drones in the field and adapt to battlefield command.
However it has a more evil side in that its cyborgs are utilising dead bodies as their tissue matter and H.Y.D.R.A is slowly taking over the US digital infrastructure
It is also based upon jokes such as 'Skynet Online' often associated with the US.

Similarly, I had images of a mix of C.A.B.A.L, Legion (From Kane's Wrath), SHODAN, the Electrical Protectorate from the Paradox mod and ofc Skynet.

I had an image of story where H.Y.D.R.A is now at war with all 5 of the factions across the world, Africa is destroyed in a Nuclear Holocaust, China locked in deadly battle with H.Y.D.R.A, Russia overwhelmed and the E.C.A holding out desperately in Scandinavia and Britain. The story would focus on Colonel Burton, Thorn and his squad as they attempt to survive in a Washington D.C. wiped out by H.Y.D.R.A's Particle Cannon strikes.

Posted by: Adoge 19 Apr 2015, 7:14

QUOTE (ComradeCrimson @ 19 Apr 2015, 13:40) *
There is definitely some cool ideas with this but the problems im finding is that balance and pricing is... a bit off key to say the least on some units, such as the flying aerial unit that can deploy WASP like drones for example.

Some backstory to it would also be nice. It does work kind of well for a sinister US faction but a bit more detailing on its storyline and other stuff would be prime.

It also reminds me a lot of CABAL from Tiberian Sun.

And as sinister as the infantry harvesting mechanic sounds, it could be a nice RTS concept. And one that is codeable in SAGE. Of course; its not very fitting with the lore we presently have unfortunately.

The expensive route this faction takes for a lot of units with the self repair sounds fairly novel, but yeah; lotta balance issues with that mechanic. Would boost the price or explain how much the repair rates are.


Hey Comrade, I was just wondering if you had any suggestions in term of balance specifically
I'm no balance extraordinaire

Posted by: Warzone 21 Apr 2015, 4:07

Damn, you really put your mind to this one, and im genuinely interested in seening this in put in play. Perhaps not to such a huge scale, but as a Drone commander of sorts for the US. There is no need to replace ALL of the basic units, but im all for the cyborg theme body harvesting and such.

For example instead of having to produce a whole different model which would take awhile and in time may be plausible just simply modifying the existsing units essentially "assimilating" them. For example commanche pilot cabin being adapted to serve as a housing unit for wasp drones since there is no real need for pilots because of the AI being in control. Then proceeding to replace the commanche once a proper X15 model has been produced and simply on the note that the commanche experiment was a success and a proper successor has been constructed etc.


Merely a suggestion to keep things sort of viable for application to RotR, even though the chances of it happening are miniscule.

Also atm i dont see an advantage to everbeeing unstealthed with the nighthawk replacement and eye in the sky is basically a recon drone which us allready has.

Posted by: Adoge 21 Apr 2015, 7:43

QUOTE (Warzone @ 21 Apr 2015, 13:07) *
Damn, you really put your mind to this one, and im genuinely interested in seening this in put in play. Perhaps not to such a huge scale, but as a Drone commander of sorts for the US. There is no need to replace ALL of the basic units, but im all for the cyborg theme body harvesting and such.

For example instead of having to produce a whole different model which would take awhile and in time may be plausible just simply modifying the existsing units essentially "assimilating" them. For example commanche pilot cabin being adapted to serve as a housing unit for wasp drones since there is no real need for pilots because of the AI being in control. Then proceeding to replace the commanche once a proper X15 model has been produced and simply on the note that the commanche experiment was a success and a proper successor has been constructed etc.


Merely a suggestion to keep things sort of viable for application to RotR, even though the chances of it happening are miniscule.

Also atm i dont see an advantage to everbeeing unstealthed with the nighthawk replacement and eye in the sky is basically a recon drone which us allready has.


Thanks man,

First of all thank you for taking the time to critique, despite this sounding cliche it actually does help quite a bit.
Secondly, it wasn't a joke faction but it was more of an over the top faction. Your right, its moving too much into a 6th faction sort of idea and becoming a generalist Russia. Given that I couldn't really think of any new generals I put this here.
See the problem is most niches are taken.
USA- Drones are viable as is a sort of Shock and Awe general who combines Armour and Air
China- All bases covered not really much to do here
GLA- a few possibilities
ECA- I guess you could go infantry or air force but they're already pretty much taken and the ECA's strength is less so focused on infantry to win games
Russia- A reservist or Brutal assault general sounds good, but they'd have to work around Bradley, Alexsandr and Chen.

Anyway, I hope this topic doesn't die.

Posted by: Adoge 21 Apr 2015, 9:33

QUOTE (Warzone @ 21 Apr 2015, 13:07) *
Damn, you really put your mind to this one, and im genuinely interested in seening this in put in play. Perhaps not to such a huge scale, but as a Drone commander of sorts for the US. There is no need to replace ALL of the basic units, but im all for the cyborg theme body harvesting and such.

For example instead of having to produce a whole different model which would take awhile and in time may be plausible just simply modifying the existsing units essentially "assimilating" them. For example commanche pilot cabin being adapted to serve as a housing unit for wasp drones since there is no real need for pilots because of the AI being in control. Then proceeding to replace the commanche once a proper X15 model has been produced and simply on the note that the commanche experiment was a success and a proper successor has been constructed etc.


Merely a suggestion to keep things sort of viable for application to RotR, even though the chances of it happening are miniscule.

Also atm i dont see an advantage to everbeeing unstealthed with the nighthawk replacement and eye in the sky is basically a recon drone which us allready has.


Another thing I forgot to add,

A problem would exist in terms of 'assimilating' every unit into drone versions, which sort of clashes with ROTR's design style that units shouldn't always just be 'upgraded' versions of their previous self like they were in ZH's generals.
But I really appreciate the feedback.

Posted by: Warzone 21 Apr 2015, 20:38

Well asimilating the units in a way that changes their entire purpose and MO is a very different way to upgrade them to what happened in ZH. An assimilated commanche would perform very differently than his predecesor by deploying wasp drones instead of showering the area with missiles. It can basically do whatever you want it to do it doesnt have to have guns or missiles and rely on wasps alone it could be whatever you imagine it to be. The assimilated commanche wouldnt be to a normal one what a king raptor was to a raptor wihch is just a much more powerfull unit straight up.


The idea of drone commander to the US is a very viable option imo. Employing cyborgs instead of normal infantry, combined with very powerfull walkers to serve as a replacement to tanks, a commander with a main line of cyborgs and walkers supported by hive gunships and hunter killers.

Posted by: Adoge 22 Apr 2015, 0:36

QUOTE (Warzone @ 22 Apr 2015, 5:38) *
Well asimilating the units in a way that changes their entire purpose and MO is a very different way to upgrade them to what happened in ZH. An assimilated commanche would perform very differently than his predecesor by deploying wasp drones instead of showering the area with missiles. It can basically do whatever you want it to do it doesnt have to have guns or missiles and rely on wasps alone it could be whatever you imagine it to be. The assimilated commanche wouldnt be to a normal one what a king raptor was to a raptor wihch is just a much more powerfull unit straight up.


The idea of drone commander to the US is a very viable option imo. Employing cyborgs instead of normal infantry, combined with very powerfull walkers to serve as a replacement to tanks, a commander with a main line of cyborgs and walkers supported by hive gunships and hunter killers.


yeh that's what i had in mind as a more serious faction. However, Cyborgs is probably a bit far-fetched in the ROTRverse

Posted by: Adoge 30 Apr 2015, 8:04

I had a thought of a shadowy group with strangely advanced weapons that is affiliated with the GLA. It would make an interesting idea of them being sort of a secret cadre of Military-Industrial, Private military contractors or strange power cabals. Perhaps some deposed EU people. IDK this is bit more of a joke than a serious Fourth General.

Posted by: V.Metalic 17 May 2015, 18:14

Want to ask on your opinions, but what do you think a 4th GLA general would have been specializing on that is not already used by the other three? Any ideas, or interest in discussing it?

Posted by: Battle Bee 17 May 2015, 18:28

QUOTE (V.Metalic @ 17 May 2015, 20:14) *
Want to ask on your opinions, but what do you think a 4th GLA general would have been specializing on that is not already used by the other three? Any ideas, or interest in discussing it?

Long range harassment and fast movement.

AKA ROCKETSROCKETSROCKETSROCKETS.


Posted by: re_simeone 17 May 2015, 23:41

QUOTE (Battle Bee @ 17 May 2015, 19:28) *
Long range harassment and fast movement.

AKA ROCKETSROCKETSROCKETSROCKETS.

In other words terrorizing,while whole GLA faction is about terrorism,Yusuuf is one that pushes it to the limits,
while I don't say Yusuuf will be "ROCKETSROCKETSROCKETSROCKETS" General,I am pointing out how that
is more of a his branch than actual separate one.

Posted by: V.Metalic 18 May 2015, 17:14

Yeah, terrorism is specialty of Yusuuf, but the fast movement doesnt sound half bad. Yusuuf had Demo Trucks that are fast, and Battle Buses are meant to drive-by and fire on everything, but are not precisely that combat-oriented, and Sulaymaan on the other hand is slower in his approach, at least from what we know of him so far (quite a surprise Grad is no longer just Sulaymaan's exclusive). And Ibrahiim, he is all about chemicals and toxins and doesnt matter to him how fast its delivered.

But simply "being fast" is not enough. There is also that each GLA General holds one virtue, an aspect of the "breaking law and committing terrorism". Sulaymaan sells weapons, Ibrahiim makes drugs (and sells them) and uses chemical and biological weapons that are banned by the rest of the world, and Yusuuf is terrorism incarnate, using bombings and fundamentalists to cause chaos. My previous thought was that it may be an African warlord who trains and brainwashes young soldiers (young, not kids. Over 18-21) that are absolutely devoted to him, but I was not sure if that would be appreciated. Now I am thinking that maybe selling diamonds.

Posted by: Giveaway412 18 May 2015, 17:22

QUOTE (V.Metalic @ 17 May 2015, 13:14) *
Want to ask on your opinions, but what do you think a 4th GLA general would have been specializing on that is not already used by the other three? Any ideas, or interest in discussing it?

Perhaps a "pure stealth" general, similar to Kassad?

That might be Yusuuf, but I always saw him as being more demolitions oriented.

Posted by: ComradeCrimson 19 May 2015, 11:35

QUOTE (Giveaway412 @ 18 May 2015, 17:22) *
Perhaps a "pure stealth" general, similar to Kassad?

That might be Yusuuf, but I always saw him as being more demolitions oriented.



Yusuuf is the lovechild of Juhziz and Kassad.

Stealthy insurgents and fundamentalists with large boomy stuff and other things.

Sulaayman is your African warlord guy with Mercs and Marauders, fairly beefy,

and Ibraahim has some cool toxin stuff and a number of few other cool things about him.


Posted by: Adoge 19 May 2015, 13:04

Yeh looking back my secret high-tech GLA general just wouldn't cut it.

Posted by: V.Metalic 19 May 2015, 18:05

The problem is that GLA both adapted the stealth from Kassad to themselves, and also they dont bother with keeping low profile anymore. They are now fairly sitting in the Central Africa and not unless the whole world jumps on them in cooperation they cant take them out. With this level of free space they can do whatever they want.

Its really problematic to think of some kind of fighting style that fits the GLA but is not used already. MARS may have some ideas, as he had for the China.

Posted by: Battle Bee 19 May 2015, 18:11

Then how about a GLA general focused on using Generals' Powers and micromanagement? GLA is already focused on micro, but this guy would take it to the extreme, with his units subpar, but abilities and Generals' Powers deadly.

I have no idea how you could represent this playstyle as a general's personality, though.

Posted by: Giveaway412 19 May 2015, 19:18

QUOTE (ComradeCrimson @ 19 May 2015, 6:35) *
Yusuuf is the lovechild of Juhziz and Kassad.

Stealthy insurgents and fundamentalists with large boomy stuff and other things.

Sulaayman is your African warlord guy with Mercs and Marauders, fairly beefy,

and Ibraahim has some cool toxin stuff and a number of few other cool things about him.

Like I say, I'm not really seeing it.

Plenty of demolitions with the Bomb Truck and Demo Truck, and some nice strike tools with the Angry Mob and Battle Bus, but I fail to see any dedicated "stealth" units.

Perhaps re-implement the Saboteur for him?

Posted by: re_simeone 19 May 2015, 19:21

QUOTE (Giveaway412 @ 19 May 2015, 20:18) *
Like I say, I'm not really seeing it.

Plenty of demolitions with the Bomb Truck and Demo Truck, and some nice strike tools with the Angry Mob and Battle Bus, but I fail to see any dedicated "stealth" units.

Perhaps re-implement the Saboteur for him?

Perhaps maybe they didn't revealed it yet ? Perhaps.

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