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SAP Arsenal and Game mechanics, Put your ideas as well if you like. Generals will follow
Die Hindenburg
post 15 Dec 2016, 17:36
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Gameplay mechanics
-------------------------
Tier mechanic
Upgrade the HQ, both tiers are upgrades that improve the HQs stats and add defences to it and other structiures. T1 is avaible early but at high price

Construction
The Jaraca Constructor is unique as its armed with a heavy MG, it can fend of enemy infantry, if little else, and has the lowest armour of all constructors except workers
http://www.military-today.com/apc/ee_3_jararaca.htm

Power mechanic
The HQ provies 20 power, but powered building require power upgrades that cover their own consumption, extra power is only gained by upgrading the HQ.

Special traits
Helicopters are vbuild from the Warfactory as soon as you hit T2, SAP units gain buffs when detecting enemy cloaked units and destroying units. Destroyed SAP vehicles slightly repair other SAP vehicles in close range

Upgrades
General upgrades are centralized, while quick to resarch youre in a bottleneck for some time, as only the HQ has the upgrades, which are unlocked by other structures
Infantry upgrades are global but only increase stats. Vehicle upgrades add new abilities, and must be applied per unit, but cost less and are installed quickly.


Units
Infantry
---------
SAP Infantry are simple but strong in their role, specialised but heavily armoured yet fast, lack of versitality means you need to deploy them in mixed groups to counter forces

Soldato
Armed with the IMBEL A5 battle rifle, he is essentialy a red guard with the armour 75% of that of an Ranger, and rate of fire of an conscript. Heals much faster though, espically at heroric rank, making them bullet sponges..

Alcotan Infantry
The only rocket armed unit in the SAP, carries Peru's C-100P Alcotan that launches shaped charge rockets. Fast fire rate but shorter range and AOE. AA only works on helicopters and is harshly accurate.

HMG Crew
Two guys carrying a Brazil Mekanika-12,7, which is a 12,7mm variant of the Mekanika Uipuru, effective at anti-air and infantry killing, but much less against vehicles and structrures, has a short lockon time before firing

Urban Combat Specialist
The Peregino .50 support fire rifle from Uruguay he slungs arround fires armour piercing explosive ammo, great to intercept light fast vehicles and purge garrisons, without a scope he lacks range however

Infiltrator
Armed with suppressed FAMAE S.A.F. submachineguns from Chile, can infiltrate defences and vehicles to debuff them, and deactivate structures. Can plant timed charges on defences and vehicles. Stealthed but vurnable.

Hunter
Equipped with Cuban made Alejandro sniper rifles, they either fire tranquilizer rounds to capture enemies (gives a short global buff to all SAP units or a cash bonus) and is stealthed when not firing.

Skywatch
The only SAP unit with missile type weapon. An Argentine FMK-5D carbine defends him until he deploys the Astral MANPADS, where he can blast most aircraft with less then 4 hits, thanks to its large warhead. Though this requires a long lockon, and the missile is slow moving and cumbersome, though its armour often helps to punch though PDL, Arena and even ECM/Chaff/Flares. An infantry heavy AA for T2.

Maya
The female commando of the SAP, armed with her Colombian made but modified Saturn SMG. She fought as an anti-american guerilla for over 20 years, only to be recruited by the SAP due to her experince later.
She can repair and heal friendly units, and is the only unit for the south american army that can do that, as their barracks and warfactories are unable to repair nor heal, on service pads
Maya can call in her own company of experienced warriors. She is of indegen descent. Stealthed of course, she can defend herself against vehicles with the BALESTRA, a derivative of the german Amrbrust ATW, which does not give away a muzze flash and backblast, the special shell can easily burn through enemy armour. Her abilities revolve around healing and buffing friendly units, and when she detryos vehicles she gain a bit of cash.


Vehicles
------------
What to say? Armed, armoured, speedy but lacking versatility, just like their infantry.

Engese Supply Truck
http://www.military-today.com/trucks/engesa_ee_25.htm
Collector halftracked truck, can deploy into a outpost that can garrison infantry and buff nearby anti air systems


Gaucho Armoured Recon Car
http://www.military-today.com/trucks/gaucho.htm
Armed with an Mekanika Uipuru, and a LAG-MX Grenade MG. Must stand still for the grenade MG
Deploys a controlable Nostromo UAV to detect enemy units, costs money to construct each time
Can transport 2 infantry units, no fireports and low survivalbility for passengers when destroyed
The UAV cant be shotdown, and is stealthed, but moves slow and sight radius is smaller then detection radius


Urutu APC
http://www.military-today.com/apc/ee11_urutu.htm combines elements of http://www.military-today.com/apc/vbtp_mr.htm http://www.military-today.com/apc/ee_3_jararaca.htm
Only a light MG turret, but heavily armoured and can withstand bullets and tank shells equally well
6x seats, high survivalbility and is also fast for its armour class. Dont really expect it to survive a tank or IFV fight


Cascavela Tank Destroyer
Turret http://www.military-today.com/apc/ee_9_cascavel.htm
chassis http://www.military-today.com/artillery/ee_18_sucuri.htm
Gun http://www.military-today.com/artillery/centauro_2.htm
A 6x6 wheeled armoured car, it carries a 90mm autocannon with a medium rate of fire
Can fire a disabling shot as ability to stun a vehicle or defence for some seconds, slow recharge.


Sidam Air Defence System
http://www.military-today.com/artillery/sidam.htm turret
http://www.military-today.com/apc/chaimite_v200.htm body
While Italy had sold the designs to the SAP in the 2040s, some modifications made it a much more effective anti aircraft vehicle
6x 14,5mm heavy machineguns sweep the skies from airborne threats, while its fire control system can paint enemy aircraft to see them from the fog of war


Jupito-V Artillery Truck
http://www.military-today.com/artillery/jupiter_5.htm with a 84mm mortar
From Cuba, this artillery truck, when moving can fire its mediocre 84mm mortar to some effect, but when deployed the 152mm howitzer can quickly rampage defences and buildings alike, but its minimum range does hamper its close range effectiveness. Both lack AOE but are accurate and deal equal damage to all ground targets with much less penality when enganging heavy armour, T1, howitzer unlocks on T2


Dracon SPAAG
http://www.military-today.com/artillery/draco.htm ten wheels
76mm, the largest caliber for a SPAAG, it fires guided dart like shells that devastate aircraft of any class. Also it can as the only heavy AAA, target ground targets. The only things that are not affected are structures which shrug off these projectiles like small bullets. Its minimum range is close enough to target even close threats. The shells move fast but are not hitscan, but good luck intercepting them. T2


Tiuana Light AT Vehicle
http://www.military-today.com/trucks/tiuna.htm
Despite its demunitive apperance, it is a T2 assault vehicle, that can provide fireports for 4 infantry, and is armed with an large, sniper rifle like Recoilless Gun versus tanks, and a camo-net to manually stealth it. Can repair itself without upgrades.


Alacran Halftrack (GP unlock)
http://www.military-today.com/apc/alacran.htm
Can deploy to uitilize its large defence turret, effective vs ground targets, and it can deploy mannable turrets for defensive tactics, which the SAP places second to offensive assaults. Radar invisible, and can move through mines unharmed. Can crush smaller vehicles smaller then tanks. A true bullet T0 sponge akin to the Grizzly, but vurnable to rockets


Astra Multiple RPG Launch System (GP unlock)
http://www.military-today.com/artillery/astros_iii.htm
An ASTROS MRLS heavily refitted to start oversized RPG projectiles, whose FAE warheads cause delayed explosions to wipe out structures and blobs of still standing units. Very low fire rate and projectile speed, but can move while firing. The projectiles can be intercepted but will still explode violently. T1, must be deployed.


Alpha-Osorio (GP Unlock) MBT
http://www.military-today.com/tanks/osorio.htm http://www.military-today.com/tanks/mb3_tamoyo.htm
Combining the Tamoyo and Osorio into one tank, armed with a 125mm KE gun, can disable vehciles for longer and is armed with an manned 14,5mm HMG, an 40mm co-axial grenade launcher and can launch decoy grenades to confuse missiles and advanced target systems. T2. Slow turning rate.


Cavalier/Ceasar/Coloss (Coloss is GP)
Ceasar http://www.military-today.com/helicopters/hh101a_caesar.htm
Cavalier size http://www.military-today.com/helicopters/...uper_frelon.htm
Coloss size http://www.military-today.com/helicopters/mil_mi26_halo.htm 25% largen than a Halo
The Ceasar is the only normal buildable (and more strangely, from the warfactory) SAP Aircraft, a large transport helicopter initially. upgrades enlarge it. Fast and self repairs.

As Cavalier, it gains buffing abilities, and can fire decoys to confuse missiles and heavy AA, it loses its transport ability thogh as at its native repair and moving speed.

Finally morphing into the Coloss, it gains a large rotary 125mm gun, and can trains paratroopers that it drops with parachutes. It losses the previous abilties though, but gains tougher armour and ECM like protection. Superslow and slow turning.


Tucano
http://www.military-today.com/aircraft/emb..._312_tucano.htm
Called with a non GP Power, a specific GP increases the numbers of Tucanos per use
It functions like a Stormrider from TW, with a grenade mg/heavy mg turret, light armour, medium speed. Lacks the decoy ability, but can heavy AA cannot target it. Vurnable to any other AA though. Explodes violently, damaing other Tucanos in close range when destroying. Effective against most targets on the ground, espically defences, infantry and light vehicles.

Augusta
https://de.m.wikipedia.org/wiki/Agusta_A129
Called with a non GP Power, a specific GP increases the numbers of Augustas per use
Armed with an 20mm autocannon, and two .50 HMG Pods with 2 barrels each
it can deploy a sensor pulse to detect cloaked enemies.

Embraer
http://www.military-today.com/aircraft/embraer_kc390.htm
GP reinforcement and support aircraft

Puraca COIN Aircraft
https://en.m.wikipedia.org/wiki/FMA_IA_58_Pucar%C3%A1
Assault GP aircraft

Aermachhi-X Strike Aircraft
http://www.military-today.com/aircraft/amx...ational_amx.htm
GP anti ground and anti air unit aircaft

Aviocar Transport Plane
https://en.m.wikipedia.org/wiki/CASA_C-212_Aviocar
Reinforcement Aircraft when Maya calls in her compatriots


Common GP
--------------
3 levels

Siege Airstrike
1, 3, 5 Purucas attack structures with gliding bombs which gain at level 2 gain incendiary, and level 3, microwave warheads. Level 3 warheads stun and damage buildings for a short time, with a intial stun pulse, and following explosion that leaves lingering damage.

Air support
A single AMX attacks any ground target it sees with two 23mm gunpods
At level 2, it gains a 27mm autocannon to target aircraft
Level III adds explosive ammunition for more damage and area of effect
Works like Overwatch

Parakabineri
A Embraer drops 1x Assault Tiauna (improved in most ways) without Passengers
Level two drops 2x Assault Tiaunas with 2x Passengers each
Level three drops a trio of Tiuanas, fully loaded

2 levels
Recon Sweep/AWACS Support Sweep
Recon Helicopter flies a area from a to b, to reveal shroud, no detection, but it cannot be shot down, drops a flare to linger the revealed location
AWACS Embraer a modified Embraer detects stealth and soaps up damage, cannot be destroyed normally as its has tons of health which regenerates fast. Lingers around, and paints targets for increased damage

Normal GP unlocks
SAP Tank Divisions
Unlocks Alpha-Osorio
Increases AT damage of Cascavela, Alacotan Infantry and Maya
Gives Cascavela and Osorio the GP Full Power, which vastly powers up the next shot, but deactivates the unit for a short time, works like propaganda spotlight

SAP Artillery Divisons
Unlocks Astra
Artillery shells move faster and farther, passive
Grants a mortar strike ability to Maya, it works like the Spotlight GP as its also a GP ability. when maya is retained, the ability still must recharge on its own.

Defence Tactics
Unlocks Alacran
Unlocks defences ready upgrade
Grants a ROF increasing GP ability to defences

Protective Ablative Armour
Decreases stun duration and effectiveness of enemy units
Decreases DEW damage of enemy units
Both are passive

Soldato Experta Progamm
Passive, increases bonus from Veterancy
Soldatos and Infiltrator get exp faster, passive also.

Advanced Airforce Command
Increases numbers of Tucanos and Augustas gained with each use of the Airforce Command power.

FAE Shell
Launches a large FAE shell, that will stay when hitting the ground. It leaks aersol, that when attacked, explodes with largew force, the longer it lingers, the more damaga and aoe it can cause when exploded.

Upgrades
-----------
HQ Tier 1 upgrade
Improves HQ and other buidlings with minor defences, comperable to duskha nests, and increases prkmary income by 5%, unlocks Tier 1

HQ Tier 2 upgrade
https://en.m.wikipedia.org/wiki/File:CH-7B.jpg the HQ gains that small heli that brings secondary income, its carry weight is like a chinese supply truck, but does not deplete, cannot be shotdown, small sight radius
Defences gain damage and armour increasements. HQ hp doubles.
Each upgrade provides 25 power in addition to the starting 25 that serve for emergencies

Solar/Wind Generator
Covers the energy consumption of the the selected building, per structure upgrade.

Urban Tactics
Infantry gain stealth in garrisons. Or increased range, sight, rate of fire, damage, depending on how it would be implemented, Global upgrade

Defences ready
Garrisons and defences become resistant to garrison clearing, and defences, including the Alacran, gain short ranged detection when deployed. Adds HP to all buildings, GP unlock

Soldato Futura
Upgrades all infantry, a flat stat boost to range, speed, armour, ROF, power, health and sight. Global upgrade, affects all infantry including Maya. Increase depends on stat, not unit.

Lightweight Materials
Reduces weight of vehicles which enable them to be carried by the Ceasar, must be unlocked by GP, global upgrade, affects all vehicles except Alpha-Osorio and Alacran Halftrack

Rotary Cannon Mount
Upgrades for Sidam, Osorio and Coloss as well as Urutus, their cannons retain their intial ROF but also increase it like chinese gattlings, though it takes it a bit longer, per unit upgrade. Also increases damage done by their weapons.

Earthquake Warheads
Can be installed on every artillery unit including the Alacran. Artillery projecitles and grenades cause a delayed secondary explosion for more damage. Increases also range by 5%

Dual-Shot Loader
Cascavelas, Dracons and Tiuanas also Gauchos grenade mg gain two shot bursts, doubling damage done, ROF remains the same.

Death Hand
Installs the SAP superweapon to that building, when limited superweapons, only one can be installed. This makes the SAP#s superweapon suprisingly "Mobile" Costs energy and money, and takes some time to get, but you can apply it to any building except defences.

Combined Arms
Infantry slightly improve vehicle's ROF, vehicles do the same to infantry, and aircraft increase damage of both, global upgrade

Economic Advantage
Increases secondary economy capablities by 25%, both in speed and money gained. Normal income is not affected. Reduces prices of Enegese trucks.


Structures
most of them self explaintory except baracks and warfactories cannot heal or repair
warfactories provide helicopters
---------
HQ T0, T1, T2, enables the respective tiers
Command Post (For general powers)
Barracks
Supply Block
Communications Station, provides Radar
Warfactory
Airforce Tower, calls in Tucanos, unlock Ceasar
Arsenal/Armour (upgrades with tiers)
Service Pad that repairs vehicles
Hospital heals infatry
Workshop functions as secondary economy, but cannot be upgraded with generators and are unaffected by the economic advante upgrade. Require power, limiting their numbers.

SAP defences are actually upgrades for each building, adding machineguns, recoilless rifles and in the HQ, a mortar pit.

Edit, how i can add pools? I wantd to add but not appeared.._.. Help?
SAP pools, just tell:
SAP Superweapon
1.Cruise Missile
2.A squadron of Death Hand units, Fremen style attack
3. Strategic Bomber
4. Your Idea

SAP vehicle camo
1. Blackish grey
2. Dark green/yellow stripes
3. Reddish black lines with low red
4. Dark orange/black urban camo
5. Your idea

Generals
1. Exotic, divergancing
2. Sticking to SAP theme
3. Mix of both
4. or what you have as suggestion´

This post has been edited by Die Hindenburg: 15 Dec 2016, 17:46
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Die Hindenburg
post 20 Dec 2016, 6:32
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Revisions:
Alcotan rockets are ground only weapons. Does higher damage to vehicles and defences. Armoured rocket means they survive one or more PDL/Arena intercepts.

HMG crew now is one single soldier with the Mekanika Uipuru, lower damage, faster set up, lock-on and firerate. Can only fire at helicopters.

Urban Combat Specialist has a thermal scope for asthetic purposes. Rounds explode after short delay but still clear garrisons 1 by 1 with each shot. The after explosion is more of use vs stuctures and defences.

Maya and other SAP infantry gain self heal at veteran, camoflague (active when still standing and not firing) at elite and a extra weapon through heroic rank.

Cascavela disabling shot ability fires a salvo of five much weaker but faster shells, with the last one stunning the vehicle.

Jupito-V mortar is used when the Jupito-V is mobile, and when deployed, it instead uses its more powerful 152mm howitzer. Can fire the earth quake shells only as howitzer, but mortar profits from doube loader.

The Sidam replaces radar painter with special target location ability that covers a large area.

Now a deployed Alacran uses a Sidam like turret that mounts heavier weapons, the manned turrets are a heavy mg, a recoilless rifle, mortar and a single-use buff ammo crate.

Targeting systems is now a global upgrade. Adds target painters to anti-air and guided shells for artillery and 10% sight range for vehicles and aircraft.
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XAOC-RU-
post 22 Dec 2016, 6:13
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My idea for SAP SW. Shaman battle centre. Builings that looks like big bunker with big antenna. Battle shamans use their psychopower and increase it through retranslator antenna to diable all units and buildings in certain area for several seconds (7-8). Need 3 minutes recharge to use again. Cannot be disabled. And do not need power for operate. Air units like helis will land on ground. Jets will return to the airfield. So this will be purely disable SW.
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XAOC-RU-
post 22 Dec 2016, 6:16
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SAP vehicle camo. Black with medium orange stripes. Looking like tiger camo.
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Die Hindenburg
post 22 Dec 2016, 20:31
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Thanks the camo looking like tiger stripes is good!
though the SW sounds too magical, i thought of an more guerilla style one.
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Shockfan42
post 23 Dec 2016, 3:39
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Too much RL units. ROTR too need love from cool units that can be explained scientifically although the laws of physics are crying in the corner. Look in this examples, are a old post with some scattered thoughts (the new list is better.)
Too, the tiger camo is good, but the SAGE have problems with black, in case someone wanted to put another faction in the game. White or gray and orange are the official colours, how the EU from the cancelled generals 2.
And fom SW the Hurricane Station. Unfortunately only __Crusher know how to work exactly. The most correct theory to date is that it uses microwaves or radio waves to heat points in the atmosphere. The use of these beyond normal capacity destabilizes air currents, which descend suddenly and create a tornado in an attempt to balance. It's amazing but explainable, plus your can put the SW in overcharge and create a more powerful tornado. (The overcharge damage the building, use with caution). Not a guerrilla, the actual SAP is capable from this feature for adapt a civilian technology to military use (y too is part of lore/design or gimmicks).


--------------------
EMPEROR OF SQUIRRELKIND
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Die Hindenburg
post 23 Dec 2016, 12:33
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The tiger stripe could still work if dark, blackish grey is used. The generals 2 EU looks too much like the US one.
The SW sounds like the Syndicate from RA3 one. But it could work, perhaps by a other means.
But yeah i could requrie ideas for some new units.
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__CrUsHeR
post 23 Dec 2016, 17:18
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QUOTE (Shockfan42 @ 23 Dec 2016, 0:39) *
And fom SW the Hurricane Station. Unfortunately only __Crusher know how to work exactly. The most correct theory to date is that it uses microwaves or radio waves to heat points in the atmosphere. The use of these beyond normal capacity destabilizes air currents, which descend suddenly and create a tornado in an attempt to balance. It's amazing but explainable, plus your can put the SW in overcharge and create a more powerful tornado. (The overcharge damage the building, use with caution). Not a guerrilla, the actual SAP is capable from this feature for adapt a civilian technology to military use (y too is part of lore/design or gimmicks).

When I planned this I actually took into consideration the US designs in Cold War times like in the Operation Popeye. However it has occasionally been found that a HAARP-like system could be used as an "Climatic Weapon".

The SAP's SW would work from one or both principles (chemtrails or high-frequency radio waves). Both methods would have been efficient both for civilian and military use in South America.


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

You already imagined how would be SAP in the ROTR's universe? Check out this fan-fiction: South American Pact Introduction
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Die Hindenburg
post 23 Dec 2016, 20:40
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QUOTE (__CrUsHeR @ 23 Dec 2016, 17:18) *
When I planned this I actually took into consideration the US designs in Cold War times like in the Operation Popeye. However it has occasionally been found that a HAARP-like system could be used as an "Climatic Weapon".

The SAP's SW would work from one or both principles (chemtrails or high-frequency radio waves). Both methods would have been efficient both for civilian and military use in South America.


Chemtrail/HF radio wave mix to maximaze, but it would be interesting as Level 5 GP,
My superweapon works like fremen attack from Dune rts.
You select an area, then a perma-stealth, nearly unkillable death squadron, a completely silent SW to shockstrike your enemy.
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