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Faction, World and RTS Game ideas, A place where you can post all your RTS game, Faction and World ideas
Adoge
post 30 May 2015, 11:57
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So my idea was that the turn of the century brought Y2K, yes I know someone's gonna be like- but Y2K would never have happened. Essentially, Y2K caused a collapse in order, a collapse in the financial markets and the loss of billions of files of data.

Chaos engulfed the globe and riots broke out in many cities. As society broke down, a strange new metallic yet fluid element began to grow across the globe. Morphing over the ground, buildings and flora it began to spread. Believed to have grown out of some sort of technological holocuast caused at the break down of Y2K. As the Crystalline plague grew, it was referred to as Critherium.

A new group, the Acolytes emerged out of this Chaos. Claiming that Critherium was the answer to all of humanity's problems. They appeared changed and mutated by Critherium. Many of their body parts glowed blue and their eyes nothing but blue. Within their armies were mutated creatures, changed by the Crystal. Some were grown in the vats of Critherium, others mutated by the spreading plague. The Acolytes spread to many parts of the world and built cities on once infected fields and began to spread their ideology.

But elsewhere, outside of the control of the Acolytes, the Critherium was still spreading. Out of the shadows stepped the Order; a secretive group that commanded PMCs, governmental agencies and national armies. They secured many of the impoverished cities that had not fallen to the Crystal. Spreading supplies and soldiers across the world. Their armies secured the peoples from the Acolytes and their forces.

The Order and Acolytes were locked in conflict, their troops fought and secured many territories.

However, another force appeared, the Phantoms. In communities across the world, isolated and angry. They did not wish for technology to return and anything beyond Radio was considered to be an abomination.

As such, the 3 Factions now wage war for control of the Earth and its destiny.

The Order's forces, covered in Black Armour operate on a very powerhouse-based playstyle. Their units are a mix of modern weapon systems such as the Buratino, Gepard (I know its being phased out), and M109 with futuristic prototypes and uber tanks. Their Chinooks deploy thumpers which cause the Critherium to recede and force it to the surface.

The Acolytes are a mix of human soldiers (albeit mutated) with mutants that focus on strength in numbers. Their vehicles are Critherium constructs and often pilotes by an Acolyte or mentally controlled. They can build a single shrine on top of a Critherium field, which spreads it further and generates resources. They can also build their buildings on top of Critherium, but only a single shrine can be built per field. They focus more on ranged and horde warfare.

The Phantoms utilise old weaponry, particularly from WW2 and the Early Cold War. This includes Goliath Tracked mines, Chafees and their epic unit the Maus. The Maus is a reward for Phantom players who utilise hit and run tactics early to mid game. This allows them to build up to the Penultimate unit the Maus, which helps break through the enemy. They build Combine harvesters which are piloted by workers in Hazmat suits. These Combine Harvesters deploy their gathered resource at the Refinery which destroys it.


--------------------
A place where I posted my idea about a possible take on the Post-Red Alert 2 Command and Conquer universe: Reimagining Post Red Alert 2

If you wish to share your faction and RTS game ideas and provide constructive criticism on others', come and join us in this thread: Faction, World and RTS Game ideas

My Ideas: (Criticism appreciated)

Directorate vs Remnant, Backstory Part 1, Backstory Part 2, Characters and groups of the Directorate and Remnant

Basilisk vs Echelon, Unit and General List

Cataclysm: Embers of Hope (an RTS) (This where I will post most of my idea for Cataclysm.)

Global Chaos (Working Title)
___________________

My current Fourth General(s):
USA: H.Y.D.R.A, General Schwarzkopf (under development)

GLA: Colonel Abis
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nikitazero678
post 31 May 2015, 4:27
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I already made the concept of factions, worlds and Hero units for a ZH mod I might develop in the future. It can be seen here.
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Adoge
post 7 Jun 2015, 1:10
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QUOTE (nikitazero678 @ 31 May 2015, 13:27) *
I already made the concept of factions, worlds and Hero units for a ZH mod I might develop in the future. It can be seen here.


I must say it is certainly very detailed.


On that I had some more design ideas for my Second Depression Idea.

GLADIUS- Greys and Blacks, very totalitarian, powerhouse, RIOT police on steroids sort of feel. Early game units include MRAPs, Riot soldiers etc. later units include flying Drone Carriers, Landship-like tanks and Exoskeletons. Their tanks and vehicles are sleek looking and they have powerful support aircraft.

Syndicate- Green is main colour, various gas masks, punkish haircuts, lots of bright fluro and neon colours. Some also wear Orange Jumpsuit pants. Mutants range from Junkies, who are affected by the various street drugs, to hulking Behemoths. This Mutants are your answer to heavier units along with RPG armed gangers. These guys lack any vehicles except for attack bikes.

The Patriots- Lots of Red, White and Blue painted on their vehicles. Their units have American stars and striped painted on them in various parts. Flak jackets and Baseball caps are common sights among these guys. Their vehicles are buses, bulldozers and cars along with other vehicles all converted into weapons of war. There are also Patton tanks available at later levels.

The New World Army is the one I'm having the most trouble designing. They'll have hackers and crossbow armed snipers. Suicide bombers and Remote-controlled cars armed with explosives are also part. They also use various swords etc. Their main unifying look is their hoodies and general anarchist design.


--------------------
A place where I posted my idea about a possible take on the Post-Red Alert 2 Command and Conquer universe: Reimagining Post Red Alert 2

If you wish to share your faction and RTS game ideas and provide constructive criticism on others', come and join us in this thread: Faction, World and RTS Game ideas

My Ideas: (Criticism appreciated)

Directorate vs Remnant, Backstory Part 1, Backstory Part 2, Characters and groups of the Directorate and Remnant

Basilisk vs Echelon, Unit and General List

Cataclysm: Embers of Hope (an RTS) (This where I will post most of my idea for Cataclysm.)

Global Chaos (Working Title)
___________________

My current Fourth General(s):
USA: H.Y.D.R.A, General Schwarzkopf (under development)

GLA: Colonel Abis
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Adoge
post 11 Sep 2015, 11:25
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Just bringing back this thread after I had another idea.
This one channels a bit of Tiberian Dawn mixed with a near-future setting between the World Order, Globalist GCN and the fundamentalist, mysterious Advent.

The Financial uncertainty of the 2016-2018 period saw a fluctuating market and a nervous World Order as the economic powerhouses of the world looked nervously at the Developing World’s growth and economic instability spread across the Atlantic and Pacific Oceans. As China’s stock market struggled and the Eurozone faced almost certain collapse, the failure of the UN to mediate crises disillusioned many of the powerful nations of the World. As the close of 2017 drew near Australia, Canada, US, UK, Germany, Nigeria, South Africa, France, Russia, China, Brazil, India, Switzerland and Japan met in Geneva to form a new summit, the Global Council of Nations, which accounted for the economic and military superpowers of current world order.


The GCN essentially allowed the Council Nations to dictate to the developing world their terms, and established a GCN monopoly on natural resources, opening Africa, South America and the Middle East to GCN country corporations. Rising anti-Globalist sentiments in the Developing World coupled with the emergence of the Advent religion, an ideology dedicated to the overthrowing of the World Order and the ascendance of humanity through the usage of new energy sources and the destruction of the Capitalist system. The GCN developed its own military force, capable of projecting a GCN mandate and staffed by GCN nation troops and PMCs, called Task Force Olympus equipped with the latest technology, vehicles, weapons, ships and aircraft from their member states. The equipment includes the Russian Kamov KA-52 Stealth Helicopter, the Canadian/German Leopard A7 MBT, the American M109A7, the Chinese Z-10, the Russian PAK-FA, the American M1A2SEP Abrams and the Fennek.
Task Force Olympus was designated as a top priority, and large amounts of funding and equipment as well as manpower was directed towards it. The aim is to have the capability to deploy from Forward Operating Bases in any member state and currently the infrastructure is in place in all countries but France, Canada and Japan. The GCN’s first real threat came in Pakistan in 2019. Populist leader Emarn Khan ascended to Pakistan’s Presidency and declared a new age of Secularism and democracy, hoping for entry into the GCN. However Hardliners within the ISI and military as well as Tribal and Terrorist militias unleashed a campaign of violence across the country which culminated in the detonation of a dirty bomb in the Capital Islamabad. Following the deaths of many of Pakistan’s legislators, the Rebels seized key towns, highways, cities and refineries and it was feared the Loyalist forces protecting Nuclear weapons would fall quickly. The instability saw the GCN vote 14-0 to intervene in Pakistan from FOBs in Afghanistan and India, in order to ensure a stable Pakistan. The pincer movement routed the rebels and besieged Islamabad capturing Tribal and ISI leaders who attempted to flee the city. The GCN’s successful involvement saw Task Force Olympus expanded and split into several different Task Forces’ all under the umbrella of the GCN. These included Task Forces Olympus, Manticore and Osiris as well as others. However, the rise of the Advent on the horizon foreshadowed the clash of the Titans for control of the word.

The rise of Advent was all due to the successes of one man, Zachary Solomon. A former Climate Scientist, Solomon saw the rise of the GCN as the triumph of capitalism and the Fossil Fuel corporations, and a defeat for alternative energy. So he quit his job within the prestigious Science Academies of the World and travelled across the developing countries speaking of an “Advent” for humanity. An age where the “Rotting Carcasses of Globalist Capitalism and Oil Cartels are torn down and alternative energy and equality prevails”. His fiery declarations attracted many and made him the target of several assassination attempts, the most public a failed GCN drone strike which ironically struck an Oil Plant, the very edifice that Solomon was trying to strike down, causing a conflagration and killing over 300. As Solomon continued to spread the idea of Advent, many flocked to his side. Advent communities, powered by Suncatchers among other power generators began to grow in the developing world, prompting the GCN to deploy its troops into Libya, Tunisia and Egypt to stop Advent gaining a foothold in Northern Africa. The Advent have become governor in many developing nations Solomon, now presented as a Messiah had gathered two forces around him- The Faithful, who were comprised of Advent militias, armed with T-54s, Technicals, Rocket Buggies, Kaytushas and other light equipment, and the Inducted, who are armed with High tech weapons and equipment, including Magnetic rifles. Solomon’s forces are a mix of Anti-Globalists/Capitalists, Advent Zealots, downtrodden peoples, anarchists, echo-terrorists and African, Latin and Balkan Mercenaries, all fighting to defeat the GCN’s and Corporations Hegemony

An Advent attack on the GCN HQ in Africa in Johannesburg set the flames alight and unleashed war between the two forces. At present the GCN is making strong headway into the Balkans, toppling Advent governments and devastating their militias as well as pushing into Central Africa in a blitzkrieg. Advent has launched attacks at the European and Asian continents as well as established a sizeable presence in Mexico on the US border whilst rallying support from the populations of the US, EU and China.

Note: I didn’t really want to make either faction the good guys. As such whilst the GCN mostly represent the capitalist and secular countries (China and Russia excluded), they are exercising Hegemony over the world and utilising their monopoly over the world to strip the developing world of its resources. In contrast the Advent want alternative energy, human enlightenment and equality, but are also a conglomerate of disparate groups and should they win would most likely descend into civil war.

The Factions each have two subfactions which are as follows:
GCN (Heavier armour and firepower- Powerhouse faction):
Armour Command- Focusing on heavy armour, including experimental vehicles along with lots of helicopter CAS.
Tactical Operations- Mobility and special operations, this SF focuses on mobile firepower, Special Forces infantry and dominating air power.

Advent (More specialised guerrilla force, with weak stopgap Faithful units coupled with the Glass Cannon and high tech Inducted- lots of stealth and mobility):
TBA

This post has been edited by Adoge: 11 Sep 2015, 11:26


--------------------
A place where I posted my idea about a possible take on the Post-Red Alert 2 Command and Conquer universe: Reimagining Post Red Alert 2

If you wish to share your faction and RTS game ideas and provide constructive criticism on others', come and join us in this thread: Faction, World and RTS Game ideas

My Ideas: (Criticism appreciated)

Directorate vs Remnant, Backstory Part 1, Backstory Part 2, Characters and groups of the Directorate and Remnant

Basilisk vs Echelon, Unit and General List

Cataclysm: Embers of Hope (an RTS) (This where I will post most of my idea for Cataclysm.)

Global Chaos (Working Title)
___________________

My current Fourth General(s):
USA: H.Y.D.R.A, General Schwarzkopf (under development)

GLA: Colonel Abis
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TheCrimsonCaster
post 22 Jun 2017, 16:46
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Here's one I'm currently working on.

Year 2100, ten superpowers engaged in the new World War. Before the Third World War, however, many events fell into place.

The ten factions are as follows(Suggest tech trees and strategies for each faction!):

Dragon Empire(China, NK): Number-based faction. Uses incendiaries as lower tier weapons.
Eurasian Unitary Alliance(Former Soviet Union Nations): Uses nukes later game.
European Reich(Nazi Germany with Renaissance-era goals, with Occupied France and most of mainland Europe): Has homing plasma weapons as a sort of tech.
Indian Empire(India-led nations of South Asia): IDK yet.
Pacific Consortium(An alliance between South Korea and Japan with nations in SEA): Empire-esque units like mecha and drones.
World Confederacy(US, UK, ANZAC, Scandinavia, French Resistance(basically WWII Allies)): Use space weapons and also drones.
Imperial Republic of Israel(Biblical nations): They will mix Brotherhood of Nod with Order of the Talon. Militant Christians, explicitly. Powerful yet limited units.
Pan-Islamic States(Middle East): GLA-like, only more high-tech looking. Still uses chem warfare.
African Federation(Africa): Later gains Microwave tech given by the US before the war.
South American Liberation Force(South America): Somewhat terrorist-like, except more organized.

Then 5 bonus factions! (Happens approximately 50 years affter the Third World War)
The Technocracy(An international technologically advanced society): Uses the best tech. Earth based. Has really powerful units and weapons that allow it to stand against the 4 magical factions.
The Cult of the Apocalypse: One of the four magic factions. Ritualists instigating the apocalypse.
The Echelon of the Holy Will: One of the four magic factions. The Forces of Heaven invading Earth.
The Legion of Torment: One of the four magic factions. The Forces of Hell invading Earth.
The Ancient Alliance: One of the four magic factions. Ancient pagan alliance based on ancient myths.


--------------------
AKA jfftjlv12345 in moddb and cnclabs. I like disintegrating my enemies to oblivion. You shall soon know me...........

JOIN ME, IN MY RIGHTFUL CRUSADE OF BRINGING HUMANITY TO TOTAL UNIVERSAL DOMINATION, AND TO WIPE OUT OUR OPPONENTS WHO DARE THREATEN OUR EXISTENCE. TODAY, MAN STANDS AS ONE, MAN STANDS ALONE! WHEN THE GODS FALL, HUMANITY SHALL RISE!

ALL HAIL HUMANITY!

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TheCrimsonCaster
post 22 Jun 2017, 16:50
Post #106


A Mech More Powerful Than An Executioner
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Here's one I'm currently working on.

Year 2100, ten superpowers engaged in the new World War. Before the Third World War, however, many events fell into place.

The ten factions are as follows(Suggest tech trees and strategies for each faction!):

Dragon Empire(China, NK): Number-based faction. Uses incendiaries as lower tier weapons.
Eurasian Unitary Alliance(Former Soviet Union Nations): Uses nukes later game.
European Reich(Nazi Germany with Renaissance-era goals, with Occupied France and most of mainland Europe): Has homing plasma weapons as a sort of tech.
Indian Empire(India-led nations of South Asia): IDK yet.
Pacific Consortium(An alliance between South Korea and Japan with nations in SEA): Empire-esque units like mecha and drones.
World Confederacy(US, UK, ANZAC, Scandinavia, French Resistance(basically WWII Allies)): Use space weapons and also drones.
Imperial Republic of Israel(Biblical nations): They will mix Brotherhood of Nod with Order of the Talon. Militant Christians, explicitly. Powerful yet limited units.
Pan-Islamic States(Middle East): GLA-like, only more high-tech looking. Still uses chem warfare.
African Federation(Africa): Later gains Microwave tech given by the US before the war.
South American Liberation Force(South America): Somewhat terrorist-like, except more organized.

Then 5 bonus factions! (Happens approximately 50 years affter the Third World War)
The Technocracy(An international technologically advanced society): Uses the best tech. Earth based. Has really powerful units and weapons that allow it to stand against the 4 magical factions.
The Cult of the Apocalypse: One of the four magic factions. Ritualists instigating the apocalypse.
The Echelon of the Holy Will: One of the four magic factions. The Forces of Heaven invading Earth.
The Legion of Torment: One of the four magic factions. The Forces of Hell invading Earth.
The Ancient Alliance: One of the four magic factions. Ancient pagan alliance based on ancient myths.


--------------------
AKA jfftjlv12345 in moddb and cnclabs. I like disintegrating my enemies to oblivion. You shall soon know me...........

JOIN ME, IN MY RIGHTFUL CRUSADE OF BRINGING HUMANITY TO TOTAL UNIVERSAL DOMINATION, AND TO WIPE OUT OUR OPPONENTS WHO DARE THREATEN OUR EXISTENCE. TODAY, MAN STANDS AS ONE, MAN STANDS ALONE! WHEN THE GODS FALL, HUMANITY SHALL RISE!

ALL HAIL HUMANITY!

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TheCrimsonCaster
post 22 Jun 2017, 16:58
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Sorry, triple post.

This post has been edited by TheCrimsonCaster: 22 Jun 2017, 17:02


--------------------
AKA jfftjlv12345 in moddb and cnclabs. I like disintegrating my enemies to oblivion. You shall soon know me...........

JOIN ME, IN MY RIGHTFUL CRUSADE OF BRINGING HUMANITY TO TOTAL UNIVERSAL DOMINATION, AND TO WIPE OUT OUR OPPONENTS WHO DARE THREATEN OUR EXISTENCE. TODAY, MAN STANDS AS ONE, MAN STANDS ALONE! WHEN THE GODS FALL, HUMANITY SHALL RISE!

ALL HAIL HUMANITY!

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OrikoMikuni
post 12 Feb 2019, 3:15
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An old idea of me from reddit long ago: https://www.reddit.com/r/commandandconquer/...3_more/dx086vb/

It's about a RTS idea which follow CoH formula with some C&C style and some new mechanic in it.

Lore: The story take place in 1929 where the economic downfall ruined everything inside USA. Many group of secret Cultist started to wage a war against human as they see this is a perfect opportunity to test their doomsday device - The Eldritch End Device.

It's rather long so I would separate it into a few post.

This post has been edited by OrikoMikuni: 12 Feb 2019, 3:15
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OrikoMikuni
post 12 Feb 2019, 3:15
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Part 1

-Idea: My mod idea took place at America in 1929 during the Great Depression. A group of Lovecraftian cultist use the chaotic society as their advantage, they try to recruit as many people as possible but the government started to took notice by many reports from the investigator, polices, soldiers. Realizing they are hunting for any Cultist they decided to attack first in order to distract them in order to have enough time to activate a dangerous device that turn a large population of the Earth into eldritch abominations.
Mechanic:

+Line of Sight: http://www.ultimategeneral.com/blog/the-in...e-line-of-sight. The line of sight provide a lot of potential such as scouting, flanking, create more advantage at sneak attack. My mod idea also using this, each unit will have a very different line of sight shape and range.

Ex: Sniper have a very long sight range when deployed but their vision arc is less wider than other. Watch tower shine their light at a single spot, that's mean you cannot cover a wide area with just one tower and the enemy can get close to you without being notice since your.

+Melee Combat: DOW series use this but my idea require it as the Cultist faction relies heavily on melee combat while the human faction relies on long range bombardment and heavy firepower.

-Faction:

+Human(Powerhouse): The human consist of investigator, police and military. On tier 1 you have investigator, police and when you reach to tier 2, 3 you will have a full WWI military along with a few pre WW2 technology and some high tech weapon(supported by the Yithian alien). The human are very tough and heavy but only their frontal armor are strong, if the cultist flank or sneak attack you it will be very fatal since they can dish out high damage easily. Every units of this faction are very specialized, you have many individual upgrade to change their specialization but once you upgrade you cannot change their role again. It require you understand the situation in order to use the right upgrade.

+Cultist(Subversive): The cultist consist of cultist, alien and abomination. They have higher sight range than the human, deal more damage when flanking and they are extremly fast, the cultist use ranged weapon in the lower tier while on the higher tier they are very melee oriented but they will have more health and speed to compensate for this. On tier 1 you will have cultist, criminal, civilian vehicle. On tier 2 and 3 you will have alien technology and eldritch abomination with heavy resistance. The main advantage of the Cultist is their psychological war, some these unit are able to cause fear to the enemy and reduce their stat.

-Human Subfaction:

+Aegis Pact: After the attack of cultist on America the other cultist groups around the world also join in. Every part of the world under their attack. This situation force America, Japan, Britain, France, Germany, Russia to make an alliance in order to repel them. Each members must contribute some of their force in order to support the member countries when the situation become dire.
This subfaction are mainly infantry based. You will have more options for your infantry. You will gain access to the foreign unit like:

.British Trapper(a mine planter unit who have a lot of experience during WW1): This upgrade is for the Worker, turn the worker into the specialized unit. They worked like the COH British Sapper. Accessible at Tier 2.

.French Colonial Troop (veteran soldiers who fight at Indochina and African colonies): Upgrade the normal soldier into a better version with more health and damage. They also have the ability to swap into Bayonet Charge. This ability give them more movement speed and attack speed. Accessible at Tier 2.

.Naval Bombardment(Japanese ships support): An ability for the officer. They are able to call naval bombarment at any destination in a wide area around them. Accessible at Tier 3.

.Commissar (Soviet officers who join the Russian Civil War in 1917-1921): An upgrade for officer. Increase more health and morale to the surrounding infantries. Accessible at Tier 3.

.Mauser 1918 T-Gewehr: Anti tank rifle made from Germany upgrade for Weapon Specialist. Since I don't want to overlap with grenade rifle and sniper rifle role so I decided to make them as the pure AT weapon. You have a longer range than grenade but your soldier can only shoot at the vehicle unit(or heavy abomination if the Cultist reach Tier 2-3). Accessible at Tier 2.

-Iron Hammer: When the Cultist bring out many big and heavy abomination capable of destroying vehicle like nothing the government started to realise this threat are on the scale of an civil war. They decided to use many vehicles as they have to deal with those threat.
This subfaction use a lot of vehicles in order to brute force their way to victory. In my idea they would have:

.Mark VIII: A heavy tank with a cannon and machine gun. Can only called by support power. They are somewhat like the Epic Unit from C&C. Can only fielded with 2 tanks most of the time. Accessible at Tier 3.

.M1918: A light anti infantry tank. Very light armored. Armed with a single machine gun to mow down infantry. Accessible at Tier 2.

.M1918 240 mm howitzer: Heavy artillery. Require Deploy. Accessible at Tier 3.

-Experimental Division: In order to find out the cultist weakness the government have spend a lot of money to hire many expert who have the knowledge of those Lovecraftian threat. One of those person was Thomas Stone, a scientist and a professor at the Miskatonic University. He is one of the few people who got mind swapped by the Yith. During his mind swap he is able to study in the Yithian Great Library under their watch. During his service in the government he had provide many different technologies that is very effective at dealing with the alien. One of his greatest invention is the Yithian Thunder Device, a powerful device capable of creating an electronic vortex that disable everything from a very far range.
This subfaction give you many cool technologies and a lot of firepower but those device are immobile, that's mean positioning are very important when playing this subfaction.

.Thunder Cannon: A long range cannon that burst out a powerful electronic charge at the enemy but it have a very high coldown. Accessible at Tier 3.

.Teleporter Beacon: Require 2 beacon. Can only work with infantry. Accessible at Tier 3.

.Hallucination Sprayer: Upgrade bunker with chemical sprayer. This chemical are based from the Yithian research on human and other aliens. Any biological unit(infantry, abomination, alien) who caught in the spray are immobile for a short moment. Accessible at Tier 3.

-Unit:

The symbol describe how the ability goes:

+: Individual Upgrade

-: Ability

- Human

Infantry

Infanry Global Upgrade: You can only choose one of these two.

+Medic: Add 1 Medic into the squad. Auto heal when not moving.

+Nun: Add 1 Nun into the squad. This nun provide the attack damage boost for the whole squad. She is basically a morale buffer for your troop.

T1

Investigator: 1 men per squad. Weapon: Pistol. Dectect stealth and disguise. He can only choose one of these upgrade.
+Thompson SMG: More firepower.
+Shotgun: Close range more damage.

Police: 3 men per squad. Weapon: Pistol.
+Rifle: Gain more firepower.
+Lamplight: Increase sight range
-Fear Aura: The cultist and criminal are often afraid of the presence of the police. Slow the surrounding enemy attack speed and increase all units movement speed including enemy units.

Worker: Weaponless. Build and repair structure.

T2

Soldier: 3 men per squad. Weapon: Rifle. They are able to build Trench and normal Bunker.
+Additional Men: Add 2 more into the squad.
+Grenade Rifle: Deal high damage to vehicle and structure.

Weapon Specialist: 2 men per squad. 1 carry rifle and 1 carry machine gun. Require deploy to fire. When you upgrade only the one who carry machine gun change the weapon.
+Sniper Gun: Require deploy to fire.
+Flamethrower
+Mortar: Require deploy to fire.

T3
Officer: 1 men per squad. Weapon: Pistol. Increase the nearby unit accuracy and attack range.
Trench Brawler: Used to fight inside the trench during WW1. 3 men per squad. Weapon: Shotgun. Exceed in close range combat since they are the veteran at fighting inside the trench.
-Smoke Grenade
-Throw Grenade
-Explosive: Demolish structure

Vehicle

T1

Car: 3 slot. A cheap transport unit. Unit cannot fire outside. Infantry inside the car are more safe than the truck since they are not open topped.
Truck: 6 slot. Can fire outside, infantry are very vunerable when they in the truck since the truck is open topped. When you upgrade the truck it will lose the ability to transport.
+Medical equipment: Heal aura
+Research equipment: Provide information about enemy weakness. Attack damage aura.

T2

3-inch Gun M1918: AA gun

3-inch M1902: Light Artillery.

T3

M1917: Light tank. Armed with a light cannon and machine gun.

Chemical Sprayer: Spray gas. Reduce sight range and slow down the enemy. Deal damage over time.

Guard Truck: Use a light to reveal a large radius. Can only reveal at one direction.

Defense

Watch tower: Use a light to reveal a large radius. Can only reveal at one spot.

-Spin light: Spin the light in circle slowly.

Trench

Wire Trap: Stop infantry and any heavy abomination from moving.

Bunker: Normal Bunker, 6 slot. Change weapon based on the upgrade, lose the ability to contain troop if upgraded.
+Machine gun
+Flamethrower

AA Turret: Use the M1918 gun for defense.

Superweapon

Comunication Tower: Focus air strike, artillery barrage, mortar fire, naval bombardment into a single spot through coordination.

Yithian Thunder Device: Create a electrical vortex. Stun every unit inside the radius.

End of Part 1

This post has been edited by OrikoMikuni: 12 Feb 2019, 3:28
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OrikoMikuni
post 12 Feb 2019, 3:39
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Part 2

Cultist Subfaction:

1.Mafia: In order to protect their own hideout they decided to make a deal with many big criminal gangs. The cultist would pay the criminal group with many rare and valuable relics or they can kidnap people and handle it to the criminal for ransom while the mafia provide them with some thugs to protect territory or if they have a big situation they will provide more men if the cultist pay more money. This subfaction are mainly infantry based. You will have an economy advantage due to Bank which boost economy constantly.

.Criminal Boss: 1 per squad. Weapon: Thompson. Increase nearby infantry attack speed and movement speed. Accessible at Tier 2.
-Throw Grenade
-Call Reinforcement: Summon 1 Car with a Criminal squad inside it. The car will be called off map.
-Suppressing Fire: Fire the whole magazine at the target vehicle and immobile the vehicle while he is standing there spraying his bullet.

.Hire Mercenary: An upgrade for Criminal Boss. Gain ability to hire a group of veteran Soldier from WWI. They basically the Soldier squad from the Human faction. Summon 1 Car with a Soldier squad inside it. The car will be called off map. Accessible at Tier 2.

.Weapon Dealer: An upgrade for Cultist, Eldritch Priest and Brainwasher Cleric. Armed the whole squad with Thompson provided by the Mafia support. Accessible at Tier 2.

.Bank: This structure provide a steady income of ammo and fuel every second. Build Limit: 1. Accessible at Tier 3.

2.Cultist of Apocalypse: A combination of many different cults. With the increasing resistance of humanity many leader of different cults realize if they don’t put their rival to the past they will lose this fight to the human. The result was the fragile alliance of many cults. Each cult will send their representative every time a grand meeting happen.
Each cult must send their force to help each other when they are losing their war against the human attack.
This faction focusing on cultist and abomination. This subfaction use a lot of abominations to cause fear and destruction to the enemy.

.Black Brotherhood: An upgrade for the Cultist. A large group of cultist who Worship the Great Old One. They have made some political assassination all over the world. This upgrade give more health, more movement speed and damage. Also, they are resistance to suppression. Accessible at Tier 2.

.Nyarlathotep: Epic unit. You are only able to have 1 at the time. Very high health and deal a lot damage. Can only be called off map by using support power. Accessible at Tier 3.
-Disguise: Shapeshift Nyarla into the enemy infantry.
-Horrible Reveal: Reveal it’s true form and make their enemy suicide because of the mental breakdown and trauma. Target infantry squad will randomly choose 3 men then those men will die instantly.

.Statue of R’lyeh: A special statue that turn the enemy unit into your by infiltrating their brain and manipulate them. You can only control 1 squad or 1 vehicle at the time. The brainwashing process will took a short moment. Build Limit: 4. Accessible at Tier 3.

.Necronomicon: An upgrade for Brainwasher Cleric and Eldritch Priest. Give them the Fear Aura(Reduce the attack damage and attack speed of the nearby enemy unit). Also, they are able to cast their ability at the longer range. Accessible at Tier 3.

.Elder Thing: Epic flyer unit. You are only able to have 1 at the time. Very high health and cannot attack. Can only be called off map by using support power. Accessible at Tier 3.
-Summon Shoggoth: Call 1 Shoggoth off map.

3.Technomage Army: With the help of alien technology and some dark eldritch powers some of the cultist are able to perform many magical like ability while some of the other are able to use exotic alien weapon with powerful effect. This faction focusing on technology and gimmicky abilities. This faction main trait is gimmick ability, able to do many weird trick without any specialization.

.Yithian Thunder Gun: An upgrade for Cultist. Armed with a powerful Thunder Gun that deal high damage to any kind of unit. Slow reload time but long range. Accessible at Tier 3.

.Brain Cylinder: An upgrade for Cultist, Eldrtich Priest and Brainwasher Cleric. Took off the brains of the whole squad from your friendly squad and put it to the cylinder then put it back. During that period every human in the squad are able to learn things beyond the Earth with the use of Mi-Go technology which help their brain go to Yuggoth while their body remain on Earth. After the effect the whole squad will gain more movement and attack speed and are able to ignore suppression as they are either feeling enlightened or too insane to live. Accessible at Tier 3.

.Brain Breaker Turret: Based from Mi-Go research about brain surgical, the Cultist scientist are able to develop a new device that cause a major brain damage to the human. This device will shoot a powerful sonic wave at the target unit and stun them for a short moment. Build Limit: 1, this is a mini superweapon. Accessible at Tier 3.

.Mutation Device: A powerful device that turn any infantry squad in a large radius into a horde of horrible abomination by releasing an energy wave at the target location. This weapon is much weaker than the device I mentioned in the earlier story. Accessible at Tier 3.

.Dark Mage: Based on Asenath Waite and Garibella Maldonado. There are human who have many dark magics through study and practice. The Cultist have either kidnap or blackmail them to their service. 1 per squad and weaponless. Accessible at Tier 3.
-Conjure Thunderstorm: Call a rain of thunders that hit randomly at the target area. They acted like a MRLS, random hit everywhere.
-Possession: Sacrifice Dark Mage and took control of the whole infantry squad. This ability is costly. Doesn’t work on vehicle.

1) Infantry

Global Upgrade:

+Haste: Gain movement speed for a few second but you will be slowed after the effect expire.

T1

Cultist: 3 per squad. Weapon: Pistol. Detect stealth and disguise.
-Knife: swap weapon. Very lethal in close range.

Criminal: 3 per squad. Weapon: Pistol.
+Thompson
-Club: swap weapon. High damage in close range. Increase attack speed and movement speed.
-Rage: Increase attack speed and movement speed for a short time but reduce armor.

Worker: Weaponless. Build and repair.

T2

Yithian: 3 per squad. Weapon: Thunder gun.
+Electrical blast: Delay for a short moment for a single powerful blast. Deal splash damage.
-Teleport: Teleport back to the strategic point, require a high delay and immobile. Vulnerable while teleporting. You will have to manually choose the position.

Eldritch Priest: Weapon: Tentacle.
-Panic: Reveal their face to the enemy. Stun enemy infantry for a short moment by causing fear and panic. Don’t work with tank.

Rat Pack: 5 rat per squad. The alien found out a way to brainwash them and turn them into an useful scout. Weapon: Bite. Very fast and small. Can evade enemy fire easily due to their size but they deal very low damage.

T3

Deep one: 3 per squad. Weapon: Claw. High health and run fast. Deal a lot of damage and they can deal a small damage to tier 1-2 vehicle, against tier 3 vehicle they are useless.
-Hijack: Hijack Tier 1 and Tier 2 vehicle.

Brainwasher Cleric: 1 per squad. Weapon: Knife.
-Brainwash: Brainwash the whole infantry squad as long as Brainwasher Cleric remain alive.
-Madness: Turn the whole squad into madness and attack everyone nearby for a short moment. Also, that squad gain attack speed and damage.

2) Vehicle

T1
Car: 3 slot. More expensive than the Human one since this is the criminal car loaded with weapon.
-Throw grenade.

Truck: 6 slot. Can fire outside. When you upgrade the truck it will lose the ability to transport.
+Light mortar
+Machine gun
+Supply Steal: Drain the supply like the Vampire truck from COH Panzer Elite.

T2

Dark Young: Weapon: Tentacle. Very high health. Can punch vehicle really hard.
+Fear: Gain the ability to fear. Every enemy infantry around them will gain movement speed but their damage and attack speed will be reduced.
-Gone mad: Target infantry squad went mad due to mental breakdown and attack anything nearby and they gain attack speed and damage.
-Devour: Eat randomly one men in an infantry squad and gain health.

Mi-Go: Flyer. Weaponless.
-Capture: Capture randomly 1 men in the infantry squad and kill them.
-Lure: Mimic the human speech to lure them close to them. Worked with infantry squad. Once you cast on them the enemy player cannot control that squad. Mi-Go will be immobile while using this but they will have a very long casting range to compensate for this.

3-inch Gun M1918: AA gun. The Cultist have hijack these vehicle or pay a lot of money to take over some of the weapon facilities around America.

T3

Shoggoth: Very hight health and high damage but run slow. Deal a lot of damage to vehicle.
-Reshape: Reshape itself and become invisible when not moving.

Hound of Tindalos: Very fast and deal a lot damage but they are fragile and they can only attack infantry.
-Materialize: Instantly teleport Tindalos to everywhere on the map as long as you have the vision of that place.

3) Defense

Trench

Bunker: Normal Bunker, 6 slot. Change weapon based on the upgrade, lose the ability to contain troop if upgraded.
+Machine gun
+Flamethrower
+Rifle Grenade: Since the Cultist is lacking the ability of long range AT capability I decided to add them.

Wire Trap

AA Gun: Use the 120mm M1 gun. The cultist have spend a lot of money to bride the weapon manufacturer to sell it to them.

Trapezohedron Stone: A stone that turn any enemy nearby into madness and attack everyone nearby, if there are no unit nearby they will attack the stone instead. Those units gain more attack speed and attack damage. Build limit: 3.

Cosmic Portal: Only Build 1 at a time.
-Dimensional Rift: create a dimensional rift at any location on the map for a long moment. Enter the cosmic portal then appear at the end of the dimmensional rift or you can do the opposite. Beware that your enemy can do the same.

4) Superweapon

Ancient Obelisk: This alien device are capable of driving everyone into madness. When you activate this device every units of the enemy will lose their control and attack anything nearby for a short duration. Those units gain more attack speed and attack damage.

Meteor Caller: A special device that create a wormhole and an meteor will fall into the location and cause devastating damage. Inspired from The color out of space. This meteor are extremely poisonous and dangerous. Any infantry who caught around the crash will die instantly.

5) Final Weapon

Eldritch End: A powerful device that turn a large population on the Earth into an army horde of horrible abomination by releasing an energy wave over the whole Earth.

End of part 2

This post has been edited by OrikoMikuni: 12 Feb 2019, 3:51
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OrikoMikuni
post 14 Feb 2019, 11:13
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Another idea of mine is a weird scenario if WW2 never happened in 1939 but yet we still got 3 big sides: Nazis, Soviet, Allies (with Facist Japan as the new member for anti-Soviet purpose). My idea is that the Nazis and Soviet constantly annexing the Eastern Europe in an limited expansion without waging a total war with the Allies and with the case of Poland instead of a warning of intervention from the UK and France the Nazis and Soviet just freely devour them with a very fast blitzkrieg and the UK with France just stand there doing nothing except for building a bigger defense wall against the enemy.

After Soviet expanding to Asia and Nazis keep expanding on Africa without caring about the Western Europe a big tension happened between three sides as their colony constantly clash with the other. With the fear of Russia and China combined together to create a very strong threat which may threat America security in the future and they decided to make a temporary deal with Japan as Japan also facing a hard time dealing with Soviet in Asia. A new kind of Cold War slowly building up with Allies (UK, France, USA, Japan and the rest of Western Europe countries), Nazis (Italy, Spain, Nazis and any other Facist country in Europe), Soviet (USSR, China and the rest of Eastern Europe countries who is under Soviet control).

About their doctrine it will be very different from the common C&C doctrine we saw.

The Allies will be a combination of trench war on the defense with chemical gas, artillery, trench, fortification, machine gun, heavy infantry tank and on the offensive side it is fast cavalry tank with air force. Their playstyle would be turtling with heavy defense and keep bombarding the enemy with artillery until they get enough mobile offensive force and keep harassing the enemy until they surrender.

The Nazis will focus on blitzkrieg doctrine with fast tank, air force and mechanized infantry instead of elite infantry and heavy tank like CoH Axis. Their strategy is to wipe out both Allies and Soviet with the same old tactics before America arrived with the reinforcement and sign a peace treaty after that which allow them to control Europe continent completely without calling out America giant to crush them as they know they got less resource to wage a long termed war with the Allies. That's mean they will get no heavy tank even if they reached to the highest tier.

The Soviet focused on horde tactic and guerilla warfare which focused on geography advantage along with massing tank with medicore stat. Their victory come from overwhelming with tank spam with massed infantry.

All of the three faction will have some weird and gimmick technology since I liked the idea of RA1 with serious tone but still have some crazy invention along with it. Allies will have a wide range of chemical weapon, Nazis will follow a weird GLA tactic with stealing and looting supply from the enemy along with some technology like missile and jet, Soviet will have flame weapon and use the harsh weather as their advantage.

As for the mechanic it will follow CoH combat and cover system but with many different things. You cannot build any unit or structure and you must call them off map, all of the upgrade and tech tree are upgraded from your interface only. Also, it will have a very simplified form of supply line, special unit called Supply Truck will automatically build without money and follow in a group and automatically chase your army group. Due to the fact you can only field a very limited amount of infantry team and vehicles with the very low population cap you will have a very big problem to protect the Supply Truck as they are very slow and become an easy prey to the enemy guerilla tactics. All of the unit in this game will automatically lose hp, firepower and other stat every seconds you need to get the Supply Truck to provide the healing aura to your army asap or otherwise your army will starved to death pretty fast.

Your victory come from capturing all of the strategic point on the map and those strategic point also heal very slowly any unit inside the area but you still need the Supply Truck as the heal is still very low which is only enough for a small group of units. Although there are plenty of supply crate across the map which heal a decent of amount of stat to your unit but they are very limited and it encourage you to use your fast unit to steal it from the enemy before they reached there first.

As for the other mechanics it will have some mechanics which affect the weather and weather resistance which reduce the debuff from the weather like snowstorm (slow unit and deal damage to infantry, Soviet have better resistance to winter), rain (reduce vision), sandstorm (slow the unit down to a snail pace).

This post has been edited by OrikoMikuni: 14 Feb 2019, 11:23
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X1Destroy
post 18 Feb 2019, 17:25
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Armageddon is here..............



I thought this thread died 2 years ago huh.gif

But great ideas. A later WW2 where all 3 sides have gained lots of advantage in a 3 ways coldwar is something new.

I really wonder if they last till the 60s, how far would German tech have progress. Probably gonna be even more ridiculous than in RA.


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OrikoMikuni
post 19 Feb 2019, 4:06
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QUOTE (X1Destroy @ 18 Feb 2019, 23:25) *
I thought this thread died 2 years ago huh.gif

But great ideas. A later WW2 where all 3 sides have gained lots of advantage in a 3 ways coldwar is something new.

I really wonder if they last till the 60s, how far would German tech have progress. Probably gonna be even more ridiculous than in RA.


Maybe? If the period before WW1 teach me anything it's that nations can hold themselves long enough before they run out of colony and turned back to the European conflict instead of extending more. As my idea is to make Hitler satisfy with conquering the Eastern Europe while consuming more colony on the Africa and Middle East from the weakened France and Britain from WW1 while Stalin turned his view on Asian and steal the colony from the hand of the Japan. It would delay the bigger war a little longer since everyone is busy extending without facing each other directly on the European soil.

But since WW2 never happened Einstein will get his nuke faster while the Nazis and the Soviet will find some kind of way to steal that nuclear technology for their own use. By the time they get into a bigger tension all of them may either afraid of nuke with their nuclear testing and make prevent an all out war like NATO vs Soviet case or maybe they will went into a war and test their nuke and create a nuclear apocalypse from that point.

As for the Germany Wunderwaffe I can see how far their technology going on. Jet, rocket and other weird stuff maybe slowly creep into Nazis arsenal as there is no need to rush it into the production fast if there is no big war to push them to do it.

As for the Japan I decided to group them with the Allies since Japan don't have much chance to survive against Soviet or America industrial advantage so they either have to make a choice either by allying with America or the Soviet or get crushed instead. Since Japan and America have the naval and airforce advantage along with the use of lighter and faster tank I can see they are fitting well with each other doctrine.





This post has been edited by OrikoMikuni: 19 Feb 2019, 4:18
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X1Destroy
post 19 Feb 2019, 13:31
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Armageddon is here..............



Nice. How about making Hitler die just after rebuilding his nation? The Germans would revere him as a god, yet wouldn't lose easily due to the mistakes he made during the war.

I think that this war if ever end wouldn't result in complete removal of nazi Germany even if it was defeated. They have a much longer time to indoctrinate the people this time.

This post has been edited by X1Destroy: 19 Feb 2019, 13:32


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OrikoMikuni
post 19 Feb 2019, 16:18
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QUOTE (X1Destroy @ 19 Feb 2019, 19:31) *
Nice. How about making Hitler die just after rebuilding his nation? The Germans would revere him as a god, yet wouldn't lose easily due to the mistakes he made during the war.

I think that this war if ever end wouldn't result in complete removal of nazi Germany even if it was defeated. They have a much longer time to indoctrinate the people this time.


Thanks for the suggestion. By the time Hitler die he died his legacy would remain rather than having a total defeat and lose the Fascist status. beer1.gif

Anyway, time to throw out a very simple idea but fairly unique in term of theme: Gothic Horror Fantasy.

There are only 3 factions: Bloodhunt Empire, Eldritch Kingdom and Necropolis.

Bloodhunt Empire (Subversive): An empire ruled by the Vampire family who worship the Demon while the rest of the citizen are werewolf, cultist and other kind of living horrors who hunt human for blood or flesh. Their main mechanic revolve around life drain, paying their own health to use powerful ability and eating human prey to increase their life. They are basically predator who hunt for the living prey. They are very fast due to their hunger and their thirst for blood but very fragile as they got a bad habit of paying their own life or the need of going melee to drain blood and eat flesh.

Eldritch Kingdom (Cannon/Turtle): The human worship the Eldritch One, the human here is actually very insane as they are either lose their sanity when they worship their god or they are crazy alchemist/scientist with dangerous creation like Jekyll & Hyde, Invisible Man or some nasty weapon like flamethrower which killed the user by accident. Their technology are varied but unreliable and they are the only good thing which protect them. The human which worshiped the Eldritch God are get powerful magic but at the cost of their sanity, the ruler of the kingdom are master of those magic but they can easily went mad if they use too much magic and kill their own ally in accident. Their main advantage lies from their long range firepower with gun, flamethrower, eldritch magic or in some case they are also good at going melee if they are Hyde but they are very slow and fragile. Basically you need to turtle and defense your fortress with like the ECA.

Necropolis (Powerhouse): The undead city who are ruled by necromancer and on the lower level of the society are scientist who use Frankenstein technique to create an undead abomination and the puppet crafter who make creepy puppet inspired from the dead person. This city main form of army are zombie who are soldier and ghost who are spy and harasser. Their tactic are simple, spam zombie, puppet and Frankenstein while using some ghost for harassment.

The story is simple: A dark Victorian fictional world inspired by Mtg Innistrad and Bloodborne theme, the special thing about this place is that there is only night and three moon cycle: White moon, Blue moon and Red moon. White moon buff the Human various stat, red moon make Bloodhunt become very bloodthirsty, blue moon make the Undead become more tanky. Each of the three factions are fighting for a different target: Bloodhunt wanted to satisfy their hunger, Human wanted to convert more follower for their Eldritch One, the Necropolis wanted more corpse for their slave and labor.

The real unique thing here is the mechanic: you have to get your money by hunting prey or gathering corpse. There are three kind of resources: money, living units/prey (aka neutral civilian and animal) and corpse. Each side need one different kind of resources to generate money.

Bloodhunt need to kill living units/prey to get money, everyone of them are the 'harvester', each time any of their units killed a prey or enemy living unit they will get money, this allow them to keep hunting and eating. Some of their unit also drain blood which doubled as a money source and a walking heal for you.

Necropolis wanted corpse, corpse only appeared after a prey is dead or any kind of living unit is dead. Many of their units can harvest corpse while some of their units interact with the corpse like necromancer and ghost which revive the dead instead.

Human convert the civilian to follow their eldritch faith. It basically you got a Priest who do a job of a harvester, you meet a civilian then that civilian will follow the Priest to the church and you get money.

Note: Some of they prey can fight and it will attack you if you attack them. So good luck killing them while getting a few wound from them. cool.gif

This post has been edited by OrikoMikuni: 19 Feb 2019, 16:21
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OrikoMikuni
post 13 Mar 2019, 1:09
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My next idea is the four factions continue from the Yuri's Revenge story which have a very clear playstyle just like Rotr:

-EU (Turtle): Western Europe and their colonies. Trait: Kinetic based weapon, Railgun, long range weapon, EMP and Force Shield. They rely on long range and static defense to protect themselves. They are extremely specialized but their firepower are massive and long range but it come with the cost of being fragile. Many of their weapon are pragmatic feel as they are purely kinetic based from gun to artillery.

-Allied (Subversive): USA, Latin America, Japan along with other Pacific countries. Trait: Laser, Prism, Orbital Strike, Chrono, Weather technology, Psionic tech, Stealth technology. Their unit are extremely fast with Chrono tech, amphibious and full of air support. Their favorite tactic is precision strike with energy based weapon like laser, prism and orbital strike along with stealth for maximum efficency. And since they are able to learn the psionic tech of Yuri prisoner they are able to make a small psionic army leading with Yuriko Omega.

-GLA (Horde): Middle East and Africa. Trait: Chemical weapon, scavenging, hijacking, stolen technology, stealth, bio tech (by scavenging the Yuri left over technology). They are extremely cheap and fast but fragile as well, like the Generals GLA they got no air force except for the support power as they are lacking technology. They also got a boost in form of hijacking, virus and mutation by scavenging the remaining of Yuri left over tech in Africa.

-Soviet (Powerhouse): China, USSR, India along with other Eastern Europe and Asian countries. Trait: Nuclear, Tesla, Flame Weapon, Cyborg. They are basically brute force with cheap infantry on low tier and heavy tank on the higher tier.

Story:

EU: After the defeat of Yuri army the Allied went into a bad relationship. West European colonial power disliked the idea of letting America ‘liberating’ their colonies which basically mean stealing the control of it to America hand. Europe decided to split themselves out after the negotiation failed and created the EU for themselves which making an agreement to protect their own interest and keeping a firm control over their colonies. Fearing that the Soviet might come after them again they decided to build a strong defense at their front to keep the enemy at bay. Although they don’t have the technology advantage of the Allied they are still able to build up their own technology for themselves which focused heavily on defense in order to protect themselves and their colonies.

Allied: Without the good relationship with Europe, America decided to change their view point into the Far East instead. After defeating Japan many of the countries in the Pacific are afraid of the rise of the new China with more power and influence over the Pacific. In the thirst for keeping the superpower status the Allied started to expand to the Pacific and the Asia before the China does. With Einstein staying in America and the event of pulling back most of the important technology from the previous war the Allied are still able to keep the Prism and Chrono technology for themselves. By scavenging the left over technology from the Yuri they continue the research of the psionic tech which leads to some limited result.

Soviet: After suffering a major blow before Yuri army was defeated Russia need to recover for a long period. Meanwhile China becomes the rising power in the Asia which is facing the America along their way. In order to deal with both the Allied and EU, Russia and China make an alliance in order to keep them away from their influence zone. By interfering into India they broke free from British and becoming a part of the Soviet alliance.

GLA: While the other three factions are busy doing their arm race the rest of the colonies are preparing their global revolution to liberate themselves from their master. The GLA was the result of years of oppression and colonization. Even though there are many other revolutionary branch they are completely different, their goal and their siding are different as well. The GLA is the most extreme branch among them, they are filled with extremist and religious zealot and they hate all of the three sides and they are willing to use any kind of tactics no matter how much immoral it is. Chemical, sabotage, hijacking, scavenging, the GLA do all of it. With the addition of scavenging the remaining of the Yuri technology they are able to recreate the bio technology along with the virus weapon.

This post has been edited by OrikoMikuni: 13 Mar 2019, 1:16
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OrikoMikuni
post 13 Mar 2019, 3:24
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Btw I forgot to talk about their doctrine branch as well. Each of the factions got 2 doctrines like how the sub-faction is.

Allied
-Rapid Deployment: Put the mobility theme to the extreme.
-Experimental: Use the gimmick technology like cryogenic, hacking and magnetic for various purposes (they also use the magnetic tech from the Yuri).

EU
-Fire Support: Utilize the long range advantage of the army.
-Fortification: Heavy defense and fortification.

GLA
-Scavenger: Use the looting tactics and recycle destroyed vehicle to overwhelm the enemy.
-Terrorism: Use bio weapon, mutation chemical and suicidal tactic to cripple the enemy moral.

Soviet
-Hammer: Utilize the heavy tank and heavy infantry.
-Sickle: Use infantry horde tactic along with propaganda.
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OrikoMikuni
post 7 Apr 2019, 4:34
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Another part of mine idea is a futuristic war which have two faction: UN and World Revolt.

Lore: Long into the future the Earth become a united government with UN become the sole leader of the whole world. Even though plenty of people never like this idea many of times the UN already suppress any kind of objection with military oppression and beating up any kind of riot on the street (You can say they are very totalitarian). And due to the amount of poverty due to the globalization a new unified faction were created as the same as Generals GLA - the World Revolt.

Normally the super power got a habit of doing 'divide and conquer' tactic to keep tier potential enemy distracted from them but this time there is an unknown organization who keep unifying and manipulating this Revolt army. This army is not just a normal bunch of ragtag terrorist but they are also backed with high technology stolen from the other developed country. Some of the conspiracy theory said there are many multi-cooperation who pour the money into this army and bribe the government to their manipulation for those technology.

Factions: Each of the factions got 3 sub-factions with 3 different doctrines and their own hero as well. (Since I haven't think of their name so I will only said their purpose and role).

UN:

-Rapid Reaction Force (Subversive): An army that make use heavily on air force, amphibious vehicle and special force. Their job is to quickly deploy their army into the designed target and complete their task as fast as possible. They are the highest mobility of all UN branches but they are also fragile and costly as their special force and air force are made for mobility purpose not frontal combat purpose.
Technology: Aviation, hover tech, aircraft stealth material and personal cloaking device (for special forces).
Hero: A flying jetpack hero armed with a missile launcher and a laser painter to call in orbital strike.

-Thunder Roar Division (Powerhouse): The frontal army of the UN force, they are 100% brute force. They field the heaviest tank, devastating support power with air strike and area denial weapon. The only problem with them is that they are slow and costly, they also extremely specialized and lack of a strong air force.
Technology: Vehicle armor material, heavy exo suit.
Hero: A cyborg with heavy armor armed with a cannon and a machine gun for anti-ground purpose but he is extremely slow and fragile against the air force.

-Eden Protector (Turtle): This faction make use of heavy fortification and artillery along with orbital strike to stop the enemy from afar. They are the faction with the worst mobility of all factions and they can be rushed very easily.
Technology: Orbital technology (orbital kinetic strike, orbital drop, satellite scan), nano tech (for healing purpose).
Hero: A heavy sniper who require himself to deploy to use, can one hit infantry and vehicle but he cannot escape from his death if the enemy found his position because he is too slow to move.

World Revolt:

-Global Insurgent (Horde): This sub-faction hold the highest quantity among all branches of the World Revolt. It is a combination of many terrorist groups and mercenaries around the world. Due to their large number and a huge support from the poor people of the poor region they don't have to rely too much on guerrilla warfare anymore. Instead they can field more number and massed cheap and outdated weapon for frontal combat (but they still need some good micro and harassment).
Technology: Technology acquired from hijacking and stealing, chemical weapon (virus, toxin, illusion gas, acid which reduce vehicle armor).
Hero: A terrorist who use a toxin RPG from a defected scientist who developed many of dangerous chemical weapon, this RPG can fire a different kind of chemical round.

-Geist Division (Cannon): An army who use stolen technology from other countries through blackmailing and bribery. It said they are rumoured to cause many assassination and hacking around the world. Their army have nuclear weapon stolen from other countries (the UN don't use much nuclear weapon anymore since they realized orbital strike are much effective and it doesn't cause any of radiation problem). Although they look like subversive but they make a heavy use of railgun and nuclear weapon which give them a lot of firepower for frontal combat.
Technology: Stealth, hacking, spying, railgun and nuclear weapon.
Hero: A young female hacker expert who got a huge bounty from the UN as she stole many of UN technology to support the Giest Division army. She is armed with a personal cloaking device stolen from the UN and she can also temporary disable the enemy vehicle and structure along with stealing the money from the enemy structure. Basically she is a Black Lotus.

-Psionic Army (Technical): Although the UN government used to think of an idea of psionic army but the blueprint and the related data was stolen before the story even started. Turn out it was the Geist Division who developing them in the hidden facility in Antarctica with the use of various chemical to enhance their power. This psionic army are very fragile and lack of mobility as they are experimental psionic infantry. You will have to rely heavily on their special ability from mind control, levitation and mind reading to defeat the enemy as they lack a direct damage unit.
Technology: Psionic infantry, psionic weapon (Mind control, levitation, pryokinetic)
Hero: A female psionic who are able to mind control many person at once due to her powerful gifted psionic power. Geist Division are afraid of her as they keep an eye on her in case she might rebel and mind control the whole facility and turn it against them.

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X1Destroy
post 7 Apr 2019, 7:44
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Armageddon is here..............



How about a game where:

- 1 faction is the traditional balance that build base and troops to attack and are able to grow stronger the longer they last without any artificial cap, but with strict pop limit. So yeah, an infantry could beat a tank easily if you let it live too long and kill too many of your stuffs. And god helps you if it's a veteran super heavy tank, as they will get range, AA and ROF bonus. Units gains exp even without active combat, abeit slowly. Upgrades to get better bonus and faster veterancy.
- Another is about getting better units, and bigger pop, faster, more efficient production the more powerful your enemy become, and is play through micro skill alone as all theirs production buildings have onboard defenses, and no need to build extras.Theirs units is all about fucking theirs opponent strategy up in team games, but bad in straight forward equal battles.
-A faction who have no limit on numbers but are hardpressed by lack of resources. Theirs play is not about beating the enemy head to head but accumulating lots of cash while holding the line to throw in "General's powers". Which destroy armies and lock down theirs production capabilities. To balance it out, they can't destroy enemy base with GP spam but can stop them from doing anything. No artillery or mortars, but base defenses have long range by default.

I haven't decide the theme for this one yet, but alternated WWII or something like RA should be neat. There is hardly any game that went for complete asymmetrical playstyle, and the ones that are aren't my taste.

This post has been edited by X1Destroy: 7 Apr 2019, 7:56


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OrikoMikuni
post 7 Apr 2019, 9:58
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I used to think an idea where there are only 2 factions which are turtle in the different style like ECA and Russia. Basically both of them are able to scale into the late game easily buth the main different is the Turtle scale a little better. My idea was to make both factions suit heavily for casual play as it allow them to turtle both factions from start to end. Although you got some fast unit but they are very limited in number and only good for harassment and you cannot build a whole army of fast unit as they sit on the higher tier and somewhat costly to make.

-Turtle factions: Low health but high firepower and long range and strong static defense but weak when attack as they are slow and low health. Weak early game as they are slow to produce unit and they have to rely on static defense which can be exploited easily when opponent can slip through the crack of your defense and defeat you from inside. But once you cover all your defense and opponent are unable to find any weak spot in your defense they will get bombarded to death with artillery and long range weapon.

-Powerhouse faction: Come with big tank and heavy infantry later on but cheaper infantry in the early and can beat the Turtle faction early as the whole building defense part took plenty of time which open some big hole to let you slip in with an army and crush everything inside.

The best scenario for this is WW2 British vs Naxis are CoH Brit got Turtle style while Naxis got heavy tank. The setting will be a battlefield where America doesn't participate in that campaign.

This post has been edited by OrikoMikuni: 7 Apr 2019, 10:03
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X1Destroy
post 7 Apr 2019, 11:20
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Armageddon is here..............



Speaking of turtle, ECA in ROTR used to be winning via defenses crawling alone and was changed because that didn't work well for ZH.

However, an entire game about turtling, harrassment and stunt locking is a neat idea if do well. We can have both factions as turtlers but they works in completely different ways.

For example. building trenches and have an upgrade that add infantry and AT gun in them. Then the other faction get to use the turret of a damaged tank into a makeshift fortified cannon. One faction can air drop construction materials from the air to build stuffs anywhere why the others can just scrap any of theirs unit, pay some extra and deploy it into a permanent base defense as a desperation move. Maybe with a mechanic where you can capture your enemy unit, and put them to work as material and labor force.

On the siege department, energy shield is generic and boring. So how about having some kind of improvised defenses that bounce and deflect the shots back? I know it's unrealistic, but should be fun.

1 faction can dig tunnels to get in close with the enemy and crack the walls with a battering ram type of unit and supress defenders with some kind armor debuff weapons. The other will defeat them in a different way. Logistic. By going around denying theirs money and infiltrations. The aim is to delay theirs ability to get anything like a nuke out, but it will also backfire on you if fail. The money you need to shut your opponent off could have gone to your army, so think twice before doing that.

To counter it, that one faction will have a late game upgrade that will make them completely self sufficient and deny the terrain and map advantage. The result is a very slow, costly but assured victory for the patience.

Base crawling is nice, but using every units to make base anywhere on the map is even better.

This post has been edited by X1Destroy: 7 Apr 2019, 11:22


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OrikoMikuni
post 7 Apr 2019, 13:11
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QUOTE (X1Destroy @ 7 Apr 2019, 17:20) *
Speaking of turtle, ECA in ROTR used to be winning via defenses crawling alone and was changed because that didn't work well for ZH.

However, an entire game about turtling, harrassment and stunt locking is a neat idea if do well. We can have both factions as turtlers but they works in completely different ways.

For example. building trenches and have an upgrade that add infantry and AT gun in them. Then the other faction get to use the turret of a damaged tank into a makeshift fortified cannon. One faction can air drop construction materials from the air to build stuffs anywhere why the others can just scrap any of theirs unit, pay some extra and deploy it into a permanent base defense as a desperation move. Maybe with a mechanic where you can capture your enemy unit, and put them to work as material and labor force.

On the siege department, energy shield is generic and boring. So how about having some kind of improvised defenses that bounce and deflect the shots back? I know it's unrealistic, but should be fun.

1 faction can dig tunnels to get in close with the enemy and crack the walls with a battering ram type of unit and supress defenders with some kind armor debuff weapons. The other will defeat them in a different way. Logistic. By going around denying theirs money and infiltrations. The aim is to delay theirs ability to get anything like a nuke out, but it will also backfire on you if fail. The money you need to shut your opponent off could have gone to your army, so think twice before doing that.

To counter it, that one faction will have a late game upgrade that will make them completely self sufficient and deny the terrain and map advantage. The result is a very slow, costly but assured victory for the patience.

Base crawling is nice, but using every units to make base anywhere on the map is even better.


Trench war on crack sound fun. ani8(1).gif beer1.gif
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GuardianTempest
post 8 Apr 2019, 16:14
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I'm planning a mod that's essentially Rise of the Reds except it's put into the blender with Crazy Mod, this fanfic's mood, Mental Omega, and anime. The ridiculous setting gives me a lot of leeway for implementing stuff without caring too much about the background reasoning of it.

Anyway, aside from the main five factions, there are seven more I have in mind. Three of those are time travelers from the future, time travelers from the past, and time travelers from a different present—the last of which I'll elaborate on as I've recently figured out a neat gimmick for them.

Their army is mostly subpar without much compensation compared to GLA which has salvage and China with horde bonus. Instead all of their usual units refund 120% of their costs upon death. You might think that they're supposed to snowball in recursive size and end up overwhelming the enemy with sheer numbers, but a decent player could put up enough of a defense to ignore the pathetic army. No, I only said that their arsenal is mostly subpar. All that extra cash goes to funding powerful, expensive and grandiose super units. The higher your rank becomes, the stronger and more expensive ones become available to you. Of course, the lame 90% of the army still has its use as cannon fodder and gap-filler while your megatank/superbomber/living legend breaks through the defense line and allow your army to flow into the enemy base.

Think of the Rebel Army from Metal Slug, they have tons of cannon fodder you annihilate relatively quickly then get thrown against powerful machines of war as boss fights. This faction is inspired by the Contra mod, where players have their tech tree limited by rank and have access to superweapons and almost game-ending epic units by Rank 5.

EDIT: Wow my account is older than I thought.

This post has been edited by GuardianTempest: 8 Apr 2019, 16:15


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OrikoMikuni
post 9 Apr 2019, 7:44
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Call me a filthy weeb but I used to find a good world building setting to support my fetish of Japan. This idea is a space scifi but it make thing very conventional like Battlefield 2142 technology design with no energy weapon but a lot of kinetic weapon due to the lore of this story.

Factions:
-Japan (Turtle)
-Russia (Powerhouse)

Lore: Long into the future the humanity found out about the warping technology which allows them to jump from a far distance but it is somewhat unreliable as it can send them into a wrong place if the accident happened. Some of the nations started to test that theory but sometime accident happened, two of those are a Russian and a Japanese ship.
Both of them arrived onto an unknown space which forced them to rebuild their society from what they have on their own space ship. After a long time both side started to go into a fight for the sake of colony and expansion.

The Russian are the one who come first to this unknown galaxy since their warping accident happened first. Their data bank inside their space ship hold many old knowledge about weapon technology including the nuclear weapon (except for the fact the amount of uranium in this universe is very low so they have to expand a lot). Their government are pretty unstable as their government are currently stuck in a struggle between 2 sides: Capitalism and Neo Communism. Their weapon technology got some new tech like Tesla , EMP, cyborg and super heavy tank prototype as they existed inside the data bank along with older weapon like chemical weapon, nuclear and flame weapon. Their doctrine are mostly the same as RA2: Brute force with massed infantry and heavy armored unit along with those special weapon to support their army as their colony terrain are often wide open which don't support static defense but a mobile army is a much better defense. Their super weapon is nuclear missile but they are build with a small number as the uranium in the galaxy is very low so they need to be careful with it and their rocket technology is still limited with the amount of resource around their colony. Although some of their unit use depleted uranium weapon but it is costly and they can use it because their is no fear of nuclear World War 3 scenario like the Cold War problem happen here as the Japan never hold the nuclear technology here.

Meanwhile the Japan ship come later but with some more high tech and among their population there is a descendant of the royal bloodline from Japan (but the constitutional monarchy already got replaced with the republic long ago). When they first build up their new government they put him as the new Emperor but he is only used as a symbol as the country as he only hold a small friction of power inside the government. But soon a new political side are willing to give the royal more power which clashed with the other party who wanted to remove the royal as it is a bad idea to repeat the past. With the colonization they got enough resource to build some of their technology inside their data bank while the other is still out of their reach as they are still a long road far from it. Their technology are drone, railgun, stealth and nano heal technology. And the last technology are feasible in here are psionic tech due to the fact they found a rare natural chemical on a planet which can mutate people with psionic power. Although that chemical is somewhat unreliable as it can kill people if using too much but the government are willing to use it after their exploring army clashed with the old Russian by accident. After seeing the existence of Russia in this galaxy they realized they are not alone, after many failed attempt to steal the nuclear technology they designed their own super weapon instead - Kinetic Orbital Satellite which can bombard an area with tungsten rod from the space. Their doctrine favor defense because they know they can't face frontal against the Russian tank and their colony terrain favor narrow path and choke point defense their army become a mix mash of long range defense and mobile stealth unit for harassment.

This post has been edited by OrikoMikuni: 9 Apr 2019, 7:47
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OrikoMikuni
post 9 Apr 2019, 8:28
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Note: My idea exclude mech walker since I never was a fan of walker unit no matter if it is Tiberian Sun or Gundam or anything else. It feel weird for my own taste. There will be no space samurai as well but there will be ninja with personal cloaking device because I feel it fitting for a special unit version like Spetnaz while being pratical to some small degree. As for robotic unit it will be like drone of Rotr USA. My design aim for scifi with more conventional and more realistic and serious feel with the unit. Although anime waifu existed but it will be like Mental Omega where psionic individual as the experimental unit special force. My idea for Japan heroin will be a psionic sniper like SC2 Nova with mind control and the ability to call Orbital Strike like Tatical Nuke since Japan only have Kinetic Orbital weapon while the Russian hero will be a cyborg and call Nuclear Missile strike since he got the authority to call for it.

This post has been edited by OrikoMikuni: 9 Apr 2019, 8:41
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