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4th General For Each Faction, Have anyone thought about it ?
X1Destroy
post 19 Jun 2014, 6:15
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QUOTE (Admiral*Alex @ 18 Jun 2014, 22:28) *
I've had this idea in my head sense the end of the Zero Hour Campaign: A Rouge US General, Defecting to Europe (In this case the ECA) because Europe needs US protection

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

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

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

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

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

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

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

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

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

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

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

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

Dog Kennel
:
Dog 0

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

USA Power plant


ECA Supply Center:
Supply Trucks

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

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

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

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

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

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

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

Edit: Forgot Generals Powers

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

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

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

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


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

This post has been edited by X1Destroy: 19 Jun 2014, 6:17


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MARS
post 19 Jun 2014, 7:47
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That gave me an idea as well. Mostly for the lols, but I'll share it anyway.

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

Special features:

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

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

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

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

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

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

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

- King Raptor
The uncut, high-performance model of the F-22. Much more expensive than the regular 'economy Raptor' you can also build, but it packs more missiles which are fired in the same fashion as on the Sokol/HK which allows you to micro them onto different targets. Also equipped with a PDL and actual stealth capabilities. Cannot gain veterancy (the idea being that these are only reserved to the most elite of pilots anyway)

- Broken Arrow (Ability)
An ability that can be activated from any Airfield, running off the same, relatively long countdown. Once activated, all aircraft will re-arm and repair much faster, allowing you to drop an extra amount of firepower on critical targets for a short period of time.

- National Energy Reserve (Upgrade) (T2)
Command Centers produce a noticeable amount of power on their own. Adds a few seconds of delay between the destruction of a power-generating structure and the actual loss of its power input, making it harder to disable defences and superweapons.

- War Economy (Upgrade) (T2)
Replaces Supply Lines. Supply Centers become passive fund generators on their own, deliveries contain more funds and selling structures gives you a greater percentage of the refund.

General Powers:

Rank 1:
Hammer Down Protocol
Unlocks Cruise Missile Battery and Peacemaker ICBM Silo for construction at T2.

Rank 3:
NAU Relief Force -> NAU Combat Force -> NAU Counterattack Force
Designates a large LZ. During the following period of time, C130s and Globemasters will continually drop allied reinforcements into the marked area. These consist of rifle and AT infantry at first, assisted by Humvees and IFVs at the second and Crusader I tanks and light artillery units at the third level. Each use of the power is randomised in that the units may be of Mexican or Canadian origin, which is mostly aesthetical. Mexican units have a tan colour scheme, Canadians are dark green, different cameos, voices, etc.
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Neo3602
post 19 Jun 2014, 7:56
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@Mars I really like your Idea to bad Sage has an 128 upgrade limit or some of the ideas in this thread could make it into ROTR.


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__CrUsHeR
post 19 Jun 2014, 12:48
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Very cool your idea MARS would like a general guardian of the American homeland - a sort of 'last man' - another interesting general was proposed by Bergzak: Field Logistics and Defense, General Konstantin Yevtushenko; addresses an interesting topic, different from the others and extremely useful for Russia - both in terms of the game and lore.

This post has been edited by __CrUsHeR: 19 Jun 2014, 12:57


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Karpet
post 19 Jun 2014, 13:46
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Yeah, MARS, your idea is pretty great, it gives that feeling of "oh shit we need the reserves or we'll all die".


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Admiral*Alex
post 19 Jun 2014, 15:00
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QUOTE (X1Destroy @ 19 Jun 2014, 1:15) *
Kinda like this one the most. A mix of European and American technology, resulted in being the best faction ever. I see it as having almost no weakness at all.


Except the faction would have a major price increase for almost all the units and upgrades (Because of Balance) and the Faction would be like the Boss of ROTR. If they release 1.85 during the summer I could start work on it. (Yes, I'm going to make this or at least try)

This post has been edited by Admiral*Alex: 19 Jun 2014, 15:15


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Cracky
post 19 Jun 2014, 21:03
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General Steffen Traugott
Faction: ECA
Tactics: Experimental and Mobile heavy weapons.

Utilizes Solar and Cryo and other weapons more than other generals do.

Protocol benefitz awbot.gif

Picking Pandora protocol allows your gun turrets to switch to cryo beam mode heavily slowing down units while arty bombards them.
Solar reactor can also have cryo turrets on their 3 ends. Also allows your Solaris Relay to Switch to cryobeam mode depiloting vehicles and killing infantry or disable structures for some time. Gives Leopards and Mammuts a 300$ add-on for Cryo shells that slow units but decreased damage by 20%

Venom Protocol allows you to have the Experimental Kavallerist, A Unit carrying a particle Distintegrating ray gun in a suit, think of zone troopers.
This replaces the valkyrie and venom. The Experimental kavallerist does not have AA.

Manticore protocol gives a small number of 3 nanobots on every vehicle but only repairs it's master. The Manticore's nanobots have a small cryo blaster, slowing units around it.

END OF PROTOCOL BENEFITS.

Solaris relay cost decreased by 1500$ or 1000$

UNITS! 8Isov.gif

Helios Solar cannon platform
1700$ Requires R&D Compound.
Can either switch to precision blast for vehicles or Area for infantry.

Portable Grenadier
950$ Does not need to deploy.

Solar Blaster weapon team.
1000$
Same with Helios but weaker dmg and smaller Aoe.

Heavy Mortar Track.
1800$
Fires 2x faster than normal one and comes with BN.

Mole Minelayer Can lay Phantom mines which deal more damage than moles. Can lay Cryo mine clusters for 1200$ upgrade.
1200$ more expensive.

ArticMammut has no Gas ignition upgrade but has small cryo turret upgrade 2200$, (affects leopards as well) slows the escape of enemy vehicles and their attack speed.

Telecom van
Replaces Telecom tower
1950$ Mobile and detects stealth too.

Cryo Jaeger
1850$
Normal but has cryo sniper rifle which has charge shot ability to depilot vehicles.

GEN POWERZ! boom8.gif

Cryo Quake upgrade purchased at R&D Compound for 1500$
This enchances the GSB. IT sends two planes, one drops a cryo bomb while other drops the GSB Making the very ground shatter. Not only obliterating structures but infantry and vehicles as well.

All out.
All Vehicles in the selected area fire 45>50>60 Faster but shutsdown for 25 seconds after 25 seconds.

PROS smile.gif
-Devastating late game
-Powerful and Durable units.
-With proper positioning comes total pwnage.

CONS sad.gif
-Units are more expensive than their original counterparts.
-Needs proper positioning.
-Needs alot of money.

This post has been edited by Crackerjack17: 19 Jun 2014, 21:14


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V.Metalic
post 20 Jun 2014, 10:37
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When I was thinking about this, I realized that SWR actually managed to fill in all the key strategy elements of their factions, and thinking of the fourth general for them is not an easy task unless you dont want to overlap with the existing ones.

The USA is more or less done. The Air Force is their unquestioned domain, Special Forces are a great part of the US Armed Forces, and the Tank Command, while little unexpected since the ZH USA didnt put that much emphasis on the armour units. But it is fine. The only good candidate for this would be the use of the high-tech weaponry like lasers, microwaves and all this. But you will have to differentiate him from Aleksandr, who is fielding the advanced weapons of his faction. Lore-wise you will have to solve how can this General power all of the experimental weapons he/she has so that it fits the "cheap military". And another candidate, which is however much weaker, would be the use of naval and amphibious units, but I dont see it as strong enough to stand on tis own beside others. And robotics and drones are not enough for standalone general either. Drones are a big part of American armed forces, being fielded by all fo them. General that forbids the living soldiers is not a way.

China is pretty much done, if not even little expanded. The former Tank and Infantry Generals have merged into Red Army, if not having the "advanced weapons" like the Emperor and Minigunner. This aspec along with the Nukes has been given to the Special Weapons along with the napalm, simply all of the "advanced tech of China" have been given to the Mao. And enhanced propaganda of Fai has been given to the Secret Police, which is fitting, as the Secret polcie are the most loyal to the party and watch over the rest to protect the party and China. Also the ECM, which was not that much used by ZH China, has been expanded fuhrer, giving it much more to the electronic warfare, as well as the hackers and hacking. The fourth Chinese general, I have absolutely no idea. The only possible routes would be if I will take inspiration from the Generals 2, which would be either a specialization on the rockets, which would be little dull as both ZH and RotR China does not use the rockets that much, RotR even less, or the urban warfare, in other words the specialization in close quarters, mostly using flamethrowers (not to the level of Shenlong) and shotguns, which would be interesting. Possibly there would be incorporated more of the "experienced" units, but still the emphasis on the spam will be incorporated, like that this "Urban Warfare Specialist" will have more experienced soldiers than others.

GLA... there it is more or less as in the ZH. The toxin general Bio Command is pretty much the same, just with some more chemicals in his disposal. The explosions and bombs was given to the Terror Cell that also gained something from the Stealth, and Warlord is more unique in the GLA, having the "most modern" and regular troops and weapons of the GLA. And the Stealth has been equally distributed among whole GLA, being more stealthier now. Fourth general would probably have to rely on the aspect of the GLA not that much touched by the others, and that would probably be again inspired by Generals 2, namely Junkyard (Salvage) and Kitbash (Engineer) to have more improvised and modified vehicles, but make him distinctive from Sulaymaan.

With the Russia it is not so easy, as it is a new faction so there cant be done some comparisons. Rapid Deployment, mostly made up from Spetsnaz and VDV, are also specialized on the close air support in the form of helicopters. Advanced Weapons are using all of the top weapons with a little mix of Red Alert Soviets (Tesla Coils), and Tactical Ballistics is all about the artillery and long range fire support. The tactical nukes launched by Topols and Silos, upgrades of the rockets (which are considerable in Russia), artillery defense and possibly an alternative of Grumble in the form of Tor (whatever it will have game-wise). Choosing here for the fourth in the party is tough, but maybe there is one good candidate. I would call it "Strategic Reserves". This general will be more or less the most "vanilla Russia" as of now, with access to less advanced weapons but a little better "mass production potential". For example the Kodiak may be replaced by little weaker but easily made T-72, which are in great supply in Russian reserves, Berkut probably replaced by Flanker. Simply this general would have little weaker units than others but can produce more to compensate, but not into the level of China. His units would still be better than Chinese counterparts. If he would be using Sentinels... not sure about it. If Orlov can, probably this one could as well. Giving him his own heavy tank in comparison to Aleksandr's Golem doesnt appeal me that much.

And the last one is ECA. This is probably the hardest right after the China. The armored units goes to German Mechanized Assault, the defenses goes to Dutch Royal Guard, and the artillery and air force is of British Fire Support. Thats pretty much all aspects of what makes ECA the ECA. For the fourth I have no idea. If we will go all ballistics and stretch it, than probably it would be bigger aerial support from Spain, where the Air Force was not so much touched, but will defile the play style of the faction, or go for the use of the solar energy and other experimental weapons little bit more, but this doesnt appeal me either. With ECA, despite being my probably most faved RotR faction with Russia right behind, I cant think of anything that could be used for the fourth general.

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

This is my analysis of the viable possibilities. I know this is meant as for fun, and I take it like so. Writing and thinking this over was really entertaining smile.gif

This post has been edited by V.Metalic: 20 Jun 2014, 10:39


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Admiral*Alex
post 20 Jun 2014, 14:44
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QUOTE (V.Metalic @ 20 Jun 2014, 5:37) *
When I was thinking about this, I realized that SWR actually managed to fill in all the key strategy elements of their factions, and thinking of the fourth general for them is not an easy task unless you dont want to overlap with the existing ones.

The USA is more or less done. The Air Force is their unquestioned domain, Special Forces are a great part of the US Armed Forces, and the Tank Command, while little unexpected since the ZH USA didnt put that much emphasis on the armour units. But it is fine. The only good candidate for this would be the use of the high-tech weaponry like lasers, microwaves and all this. But you will have to differentiate him from Aleksandr, who is fielding the advanced weapons of his faction. Lore-wise you will have to solve how can this General power all of the experimental weapons he/she has so that it fits the "cheap military". And another candidate, which is however much weaker, would be the use of naval and amphibious units, but I dont see it as strong enough to stand on tis own beside others. And robotics and drones are not enough for standalone general either. Drones are a big part of American armed forces, being fielded by all fo them. General that forbids the living soldiers is not a way.

China is pretty much done, if not even little expanded. The former Tank and Infantry Generals have merged into Red Army, if not having the "advanced weapons" like the Emperor and Minigunner. This aspec along with the Nukes has been given to the Special Weapons along with the napalm, simply all of the "advanced tech of China" have been given to the Mao. And enhanced propaganda of Fai has been given to the Secret Police, which is fitting, as the Secret polcie are the most loyal to the party and watch over the rest to protect the party and China. Also the ECM, which was not that much used by ZH China, has been expanded fuhrer, giving it much more to the electronic warfare, as well as the hackers and hacking. The fourth Chinese general, I have absolutely no idea. The only possible routes would be if I will take inspiration from the Generals 2, which would be either a specialization on the rockets, which would be little dull as both ZH and RotR China does not use the rockets that much, RotR even less, or the urban warfare, in other words the specialization in close quarters, mostly using flamethrowers (not to the level of Shenlong) and shotguns, which would be interesting. Possibly there would be incorporated more of the "experienced" units, but still the emphasis on the spam will be incorporated, like that this "Urban Warfare Specialist" will have more experienced soldiers than others.

GLA... there it is more or less as in the ZH. The toxin general Bio Command is pretty much the same, just with some more chemicals in his disposal. The explosions and bombs was given to the Terror Cell that also gained something from the Stealth, and Warlord is more unique in the GLA, having the "most modern" and regular troops and weapons of the GLA. And the Stealth has been equally distributed among whole GLA, being more stealthier now. Fourth general would probably have to rely on the aspect of the GLA not that much touched by the others, and that would probably be again inspired by Generals 2, namely Junkyard (Salvage) and Kitbash (Engineer) to have more improvised and modified vehicles, but make him distinctive from Sulaymaan.

With the Russia it is not so easy, as it is a new faction so there cant be done some comparisons. Rapid Deployment, mostly made up from Spetsnaz and VDV, are also specialized on the close air support in the form of helicopters. Advanced Weapons are using all of the top weapons with a little mix of Red Alert Soviets (Tesla Coils), and Tactical Ballistics is all about the artillery and long range fire support. The tactical nukes launched by Topols and Silos, upgrades of the rockets (which are considerable in Russia), artillery defense and possibly an alternative of Grumble in the form of Tor (whatever it will have game-wise). Choosing here for the fourth in the party is tough, but maybe there is one good candidate. I would call it "Strategic Reserves". This general will be more or less the most "vanilla Russia" as of now, with access to less advanced weapons but a little better "mass production potential". For example the Kodiak may be replaced by little weaker but easily made T-72, which are in great supply in Russian reserves, Berkut probably replaced by Flanker. Simply this general would have little weaker units than others but can produce more to compensate, but not into the level of China. His units would still be better than Chinese counterparts. If he would be using Sentinels... not sure about it. If Orlov can, probably this one could as well. Giving him his own heavy tank in comparison to Aleksandr's Golem doesnt appeal me that much.

And the last one is ECA. This is probably the hardest right after the China. The armored units goes to German Mechanized Assault, the defenses goes to Dutch Royal Guard, and the artillery and air force is of British Fire Support. Thats pretty much all aspects of what makes ECA the ECA. For the fourth I have no idea. If we will go all ballistics and stretch it, than probably it would be bigger aerial support from Spain, where the Air Force was not so much touched, but will defile the play style of the faction, or go for the use of the solar energy and other experimental weapons little bit more, but this doesnt appeal me either. With ECA, despite being my probably most faved RotR faction with Russia right behind, I cant think of anything that could be used for the fourth general.

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

This is my analysis of the viable possibilities. I know this is meant as for fun, and I take it like so. Writing and thinking this over was really entertaining smile.gif


You should had seen the some of the first ones people created, they had created the same Generals you talked about.


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Composite armour
post 20 Jun 2014, 16:27
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A fourth ECA general could focus on the resistance groups. Though it would probably end up as a GLA playstyle rather then an ECA one.


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V.Metalic
post 20 Jun 2014, 18:27
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QUOTE (Admiral*Alex @ 20 Jun 2014, 15:44) *
You should had seen the some of the first ones people created, they had created the same Generals you talked about.

I looked over all the pages (but not reading every word, only looking over it), and I found some interesting things.

As it was said, the ECA fourth general could be the resistance. It is a logical choice, but difficult to make out of this reason. To be a true resistance, you must stay hidden, and without the big weapons so as to not reveal yourself. Also you cant maintain a direct supply lines, so your combat efficiency is reduced fuhrer. But I liked the idea of the Foreign Legion.

I would imagine the Foreign Legion as a task force made up of various weapon systems and equipment from now-occupied states like the Poland, Czech and Slovak Republics. The equipment is in their possession because when the Russia invaded, and it was evident they cant halt them fast enough, it was decided to evacuate as many valuable weapons as possible (but not all, there was still needed some for slowing down the Russians). And this task force is led by French General, thus some French-exclusive units may be in play as well.

The Foreign Legion would be capable of the turtling like all other generals, its the basic strategy for all ECA, not just Willem, artillery use (so Howitzer is available), but the units will be made more for the mobile lighter combat, as opposed to Wolfgang's heavier mechanized assault. FL will have some unique infantries, lighter combat vehicles (I am even thinking of reintroducing improved AMX-13, or some derivate of it) and a mild aerial transports (helicopters) with use of partisans. The resistance is not a bad idea for this. As Gen 3/5 unlock you can create a Resistance Lair, which can produce some partisan-style units. FL thus can be seen as a "special force" of the ECA generals, in a sense. I can think this a little more and put it here in some proper format if you want.

Same for the Russian, where I see that people are keen for the Reserves kind, having older (weaker) equipment but be able to make more of them, and with some more economical boost to field more forces (something what Knjaz would love to biggrin.gif). Thought I was not so keen on some of the suggested content for them, such as of that Mongolia-hailing "old guard" who was ruthless nearly on the level of Aleksandr. The Generals shouldnt be changing the gamestyle and strategy of the faction, but little more specialize on one style but not neglect the other. Thats something what I want to keep in mind.

This post has been edited by V.Metalic: 20 Jun 2014, 18:33


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Admiral*Alex
post 20 Jun 2014, 20:46
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QUOTE (V.Metalic @ 20 Jun 2014, 13:27) *
I looked over all the pages (but not reading every word, only looking over it), and I found some interesting things.

As it was said, the ECA fourth general could be the resistance. It is a logical choice, but difficult to make out of this reason. To be a true resistance, you must stay hidden, and without the big weapons so as to not reveal yourself. Also you cant maintain a direct supply lines, so your combat efficiency is reduced fuhrer. But I liked the idea of the Foreign Legion.

I would imagine the Foreign Legion as a task force made up of various weapon systems and equipment from now-occupied states like the Poland, Czech and Slovak Republics. The equipment is in their possession because when the Russia invaded, and it was evident they cant halt them fast enough, it was decided to evacuate as many valuable weapons as possible (but not all, there was still needed some for slowing down the Russians). And this task force is led by French General, thus some French-exclusive units may be in play as well.

The Foreign Legion would be capable of the turtling like all other generals, its the basic strategy for all ECA, not just Willem, artillery use (so Howitzer is available), but the units will be made more for the mobile lighter combat, as opposed to Wolfgang's heavier mechanized assault. FL will have some unique infantries, lighter combat vehicles (I am even thinking of reintroducing improved AMX-13, or some derivate of it) and a mild aerial transports (helicopters) with use of partisans. The resistance is not a bad idea for this. As Gen 3/5 unlock you can create a Resistance Lair, which can produce some partisan-style units. FL thus can be seen as a "special force" of the ECA generals, in a sense. I can think this a little more and put it here in some proper format if you want.

Same for the Russian, where I see that people are keen for the Reserves kind, having older (weaker) equipment but be able to make more of them, and with some more economical boost to field more forces (something what Knjaz would love to biggrin.gif). Thought I was not so keen on some of the suggested content for them, such as of that Mongolia-hailing "old guard" who was ruthless nearly on the level of Aleksandr. The Generals shouldnt be changing the gamestyle and strategy of the faction, but little more specialize on one style but not neglect the other. Thats something what I want to keep in mind.


I do ament so so the idea were kind of bad ,but most of them were real ideas.


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V.Metalic
post 20 Jun 2014, 22:46
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QUOTE (Admiral*Alex @ 20 Jun 2014, 21:46) *
I do ament so so the idea were kind of bad ,but most of them were real ideas.

Not sure how you mean it.


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Admiral*Alex
post 20 Jun 2014, 23:03
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QUOTE (V.Metalic @ 20 Jun 2014, 17:46) *
Not sure how you mean it.


i mean the ideas fer really great, one was an ECA airforce that teh way that person balanced it you could have miss taken it for a polished idea of a ROTR sub-faction


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V.Metalic
post 21 Jun 2014, 15:40
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Strategic Reserves General Zima

Military Analysis
Full Name: Vsevolod Konstantinovich Zima
Allegiance: Russian Federation
Branch: Ground Forces, 41st Army
Tactics: Armed & Economy Reserves

National Information
Class Number: F4127K-582
Stationed: Novosibirsk, Russia
Rank: 4-star General

Description

Exclusives

Infantry
RPG Conscript may be armed with re-loadable RPG-29 launcher. Faster rate of fire, lower firepower.

Machine Gunner (Possibility)
- Armed with PKP "Pecheneg" machine gun. Excellent against infantry, and light vehicles.
- Can deploy for more steady fire but becomes immobile.

Vehicles
Supply Wartruck is cheaper.

BMP-3 may be possible to be equipped with rockets as an upgrade. (Possibility)

Shilka (Possibility)
- Replaces Tungaska.
- Good against aerial targets and infantry.
- Possibly the same as the General Power vehicle.

T-72 "Bear"
- Replaces Kodiak Tank.
- Weaker than Kodiak, but is also cheaper, being able to be easily mass-produced. Equipped with meager MG on commander's cupola or coaxial to the main gun, against infantry (requiring turret to turn against the infantry target).
- Benefits from ERA Armour upgrade. Equipped with Smoke grenades.
- Has the "armoured skirt" on the lower edge of front armor, like T-80.

Buk/Gadfly AA System
- Replaces Grumble.
- Shorter fire range, but higher rate of fire. Needs to deploy to fire.
- Slightly more armored (and slower), but still defenseless against ground units.

Arms Supplier generates +5$. Industrial Plant has two more slots for Arms Suppliers.

Sentinel Tank is not available.

Aircraft
Flanker
- Replaces Berkut.
- Cheaper than Berkut. Armed with missiles and autocannon (like Berkut).
- Lacks the Barrel Roll ability, may have another ability to evade incoming fire (flares)
- Possibility for engaging ground targets, mostly armour units. Replacing Sokol.

Sokol may (or not) not be available, replaced by Flanker's multirole. (Possibility)

Havoc is standard battle helicopter.

Mi-17 Hip
- Replaces Hunchback. (Possibility)
- Transports 7-8 infantry.
- Armed with rocket launchers for ground bombardment. Supplementing Sokol as close air support. (Possibility)

General Powers
1-Star Power that can increase the economical input, either affecting the Supply Wartrucks, Arms Suppliers and Supply Warehouses, or power that affects all production buildings.

Conscript Drop has two Mi-26 Halo helicopters, delivering double the men.

Armored Reserves each deliver plus one more vehicle of each type (Level 1 delivers 2+2+2, Level 2 delivers 3+3+3, Level 3 delivers 4+4+4)

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

My 4th Faction Generals
- USA Future Weapons General Crawford
- China Shock Tactics General Zhang
- GLA ... General
- Russia Strategic Reserves General Zima
- ECA Foreign Legion General Jean-Claude

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

For General Zima's background, I think it would be an old general like Zhukov, who is mostly the expert on logistics, keeping the supply lines to the battlefield running and sending his units, armed with some older weapons, where they are needed by Aleksandr. He isnt that much of a strong personality, so he isnt defying Aleksandr as Zhukov and Orlov, but isnt a boot-lick. He is a great manager for logistics and supplying, and quite a good strategist, but not as the others (well, probably little better than Aleksandr, definitely not as ruthless).

The "Possibiltiy" is meant as something that may or not be done, such as the RPG Conscript, which just replaces a weapon, which may not be needed at all. Everything is a subject to change.

And his name "Zima" is a play on "General Zima (Winter)", the best weapon Russia had to defeat all invasions that went into Russia, by Napoleon and Hitler, ho were halted and defeated only because of Russian winter biggrin.gif

This post has been edited by V.Metalic: 16 Aug 2014, 0:35


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Maelstrom
post 22 Jun 2014, 22:08
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Peacekeeping Louis Loiselle

Rank: General
Branch: French National Police
Stationed: Bièvres, Essone, France
Tactics: Elite Infantry & Anti-riot weapons


-- Infantry --

GIGN - Assault
Tier 1
Cost: $500
Stealth
Armed with Benelli M3 Shotgun
Equipped with foldable ram, which can be used to breach garnisonned structures and clear them
The Assault GIGN is revealed a short instant before breaching a structure

GIGN - Recon
Tier 1
Cost $500
Stealth
Armed with P90 PDW
Can place beacons to guide artillery strikes at long range

RAID - Shotgun (not trainable)
Armed with Saiga-12 automatic shotgun
Has gas mask: immune to tear gas, CS Gas, smoke grenades

RAID - Grenade Launcher (not trainable)
Armed with M32 Grenade Launcher
Has gas mask
Can clear garnison (tear gas grenades)
Can switch between AP and Tear gas grenades

RAID - Shield (not trainable)
Armed with Shield + Desert Eagle
Has gas mask
Extremely Resistant (still 1 shot by snipers)
Improves defense of all infantry in a small radius
Has C4 charges against tanks and structures

Grenadier is not available


-- Vehicles --

Intervention truck
Tier 0
Cost $450
Replaces Lynx APC
Can hold 5 infantry
Very fast
Can ram light vehicule
Medium armor

Anti-riot IFV
Tier 1
Cost: $900
Replaces Pandur
Armed with grenade launcher
Cannot change weapon
Can switch between AP and Tear Gas
can clear garnisons with tear gas grenades
Medium armor

Peacekeeper Artillery
Tier 2
Cost: $1750
Long range howitzer
Can fire HE or tear gas shells
Has place for 1 infantry
If infantry inside, has a 7,62 MG to defend itself
Can fire at extremely long range if guided by Bloodhound FAC or GIGN Recon
Light armor


-- Aircraft --

Transport Helicopter
Tier 1
Cost:$1000
Can hold 8 infantry
Can drop a wall of tear gas grenades in front of him


-- Defenses --

Grenade Turret
Tier 1
Cost: $1000
Automatic Grenade launcher
Can switch between AP and Tear gas
Fire rate increases over time


-- Generals powers --

Rank 1: Assault Planification
Reveals every defensive structure on the map for 30 seconds
Does not work with mines and demo traps

Rank 3: RAID Air drop
Level 1: 12 RAID troopers, all armed with shotguns
Level 2: 12 RAID troopers, 8 with shotguns, 4 with grenade launchers
Level 3: 12 RAID troopers, 7 with shotguns, 3 with grenade launchers, 2 with shields


-- Upgrades --

Advanced Chevrotine
Tier 1
Cost: $2000
Replaces Revolver Cannons
Increase Damage of canister weapons by 15%

High Impact Grenades
Tier 2
Cost: $3000
AP Grenades do 10% more damage
Tear Gas Clouds from RAID, Anti-Riots IFVs and Grenade Turrets last longer
Does not work with tear gas walls
Works with CS Gas

Emergency Evacuation
Tier 1
Cost: $1000
Intervention trucks become able to pick up wounded infantry
Infantry inside Emergency trucks are healed

Do you want a handkerchief?
Tier 2
Cost: $1500
Anti-riots IFVs, Grenade Turrets and Transport Helicopters become able to create walls of tear gas
Must be manually activated

Pandora protocol
Nerve Gas is replaced by CS Gas
CS Gas slows every unit which travels through it
Inflicts damage to infantry over time
Grenade RAID troopers can use CS Gas
Peacekeeper Artillery can use CS Gas


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Admiral*Alex
post 22 Jun 2014, 22:40
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QUOTE (Maelstrom @ 22 Jun 2014, 17:08) *
Peacekeeping Louis Loiselle


One of the most unique ideas I've seen


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HoneyBee
post 22 Jun 2014, 23:56
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QUOTE (Admiral*Alex @ 22 Jun 2014, 22:40) *
One of the most unique ideas I've seen

I second that. Love the idea very much. Really interesting.


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X1Destroy
post 23 Jun 2014, 15:14
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Armageddon is here..............



Angry mobs beware.


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teslashark
post 23 Jun 2014, 17:17
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A whole merdeton of debuffing, though pretty low on AA units.


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And then...
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deverill
post 26 Jun 2014, 22:45
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I'd like to see a proper British General.
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V.Metalic
post 27 Jun 2014, 0:09
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QUOTE (deverill @ 26 Jun 2014, 23:45) *
I'd like to see a proper British General.

Whats bad on General Charles Cutting, Fire Support General?

This post has been edited by V.Metalic: 27 Jun 2014, 8:49


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GeneralCamo
post 27 Jun 2014, 3:21
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General Zhans
The Overrated General

You think General Richard Johnson is powerful? Then try this general:

Units:

Aurora Bomber: Plane armed with a MOAB bomb that it can launch, but doesn't actually launch it, and just crashes into a target. Completely invulnerable before crashing.

Crusader Tank: An excellent unit.. until you factor in every single other unit in the game.

Laser Crusader Tank: Armed with a heavy laser cannon. Requires power, as it takes power with 400 mile long extension cords

Ranger: The most elite infantry unit in the world, can lose to a poorly trained Red Guard. It is also more expensive.

Minigunner: An extremely elite infantry that somehow manages to accurately fire a minigun at airplanes without dislocating their shoulder. Cheaper than a Ranger.

Avenger: Wait, these exist?

Paladin: I had no idea this was here.

TOW-Rockvee: Main battle tank. Serves to support your Carpet bombings and aurora runs.

Stealth Fighter: The perfect base defense killer. If only people actually used them.

Buildings:
Particle Cannon: Nothing different from the original Particle cannon.. except it costs 2500 instead of 5000. Spam these to your hearts content.

Supply Drop Zone: Instantly gives out money when built, saving you time from exploiting it yourself!

EMP Patriot: Absolutely awesome... until you realize that the missiles are terrible and can disable itself if infantry get too close.

Special Power:
Carpet Bomb: Immediately available upon starting the game, use this to make your attacks needlessly broken.

This post has been edited by Generalcamo: 28 Jun 2014, 4:40
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Maelstrom
post 28 Jun 2014, 11:39
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Cybernetics General Jacob Keyes

Rank: General
Branch: US Experimental Research Center
Stationed: Area 51, Nevada, US
Tactics: Advanced Drones & AI-Assisted Weapons


-- Infantry --
Ghost
Replaces Javelin Soldier
Tier 1
Cost: $1000
Stealth
Equipped with Experimental Assault Rifle and shoulder-mounted mini-rockets
Mini-rockets can fire like Javelin over long range, but have long reload time
3 mini-rockets, each dealing 50% of normal Javelin, all on 1 target or on 3 differents in a small area
Manual mini-rocket launch

-- Vehicles --
Jericho Tank
Replaces Crusader
Tier 1
Cost: $900
Armed with 105mm cannon
Can use hover mode
When in hover mode, deploys a 7,62mm machine gun
Machine gun is AI-controlled (cannot target manually) and can only fire at ground targets
Can fire AI-Assisted Shells (upgrade)

Hydra Tank
Tier 2
Cost: $1600
Armed with 125mm cannon, 12,7mm machine gun, 70mm rocket launcher
MG and RL launcher can fire at ground and air targets
Can give control of MG and RL to an AI
Desactivated AI: MG and RL fire in the same direction than main gun
Activated AI: MG and RL become able to fire in different directions than main gun
If infantry is near, MG will deal with it
If vehicles or aircraft, RL will get them
If AI is activated, MG ignores aircraft.
Main cannon can use AI-Assisted Shells

Vertigo Launcher
Tier 2
Cost: $1750
Launches a missile at long range
Can launch standard missile: HE Impact, massive damage on 1 point, medium AoE, unguided
Can launch AI-Assisted MIRV: Must be manually launched
If MIRV detects a minimum of 3 ennemies in a small radius, self-destructs and releases 9 AI-Controlled warheads which seeks ennemy and detonates with little AoE.
If not enough target, do moderate damage at designed point. Little AoE, and less damage than standard, but longer range.

-- Drones --
Spider Drone
Not trainable
Armed with AP special machine gun (1200 rpm)
Very fast
Very weak

Mosquito Drone
Replaces Nighthawk
Tier 1
Cost: $1200
Not stealth, but a little faster than Nighthawk
After upgrade, cannot be targeted by T2 AA
Armed with a single bomb
Can be upgraded with Bunker Buster

S.H.I.E.L.D. Drone
Super Heavy Interception of Explosive and Lead-based Devices Drone
Tier 2
Cost: $1500
Extremely resistant
Attracts Missiles, bullets which are directed to nearby units.
Cannot attract shells, but decreases the damage they deal
No effect on artillery
Direct fire on the SHIELD do more damage

Mangoon Drone
Tier 2
Cost: $1400
Quite fast
Armed with long range AA missiles
Can fire while moving

-- Upgrades --
Interceptor drone
Vehicle-attached drone
Cost: $350
Armed with anti-missile laser
Can fire 3 times in a short time before reloading
Can destroy air-to-ground missiles
Cannot destroy artillery missiles (like scud or grad's rockets)

Class C AIs
Tier 1
Cost: $1000
Unlocks Ghost's ability to target 3 ennemies at once
Must manually select target area
Automatically selects the most dangerous ennemies in target area

Class B AIs
Tier 2
Cost: $2000
Unlocks AI-Assisted Shells
AI-Assisted Shells are directed to ennemies' weak points, which deal 20% more damage than standard shells and slows permanently target.
Must be targeted manually
Each shell costs $50

Signature reduction
Tier 2
Cost: $3000
Recon Drones become stealthed
Hunter Killers and Mosquitos become untargetable by T2 AA
HK and Mosquitos are 25% more expensive

-- General Powers --
Rank 1:
AI Hijack
Implants an AI in an ennemy vehicle
Designated vehicle attacks nearest friends for 30 seconds
If no other ennemy, weapons desactivated.
Enemy general still can move it normally

Rank 3:
Drone Swarm
A B-52 drops pods which contains 15>20>25 Spider Drones
Spider Drones connot be manually controlled
They attack everything in target area and then self-destruct
Maximum autonomy: 45 seconds
Spider Drones can be destroyed by ennemy


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Banisher of Hope
post 3 Jul 2014, 17:55
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So here is my idea, basically a "Black" section of the USA. A section that doesn't even exist.

Here is a start, but not complete.


Special Agent W
Faction: United States of America
Branch: Classified
Stationed: Classified
Focus: Precision target elimination

Special features:

- Hive Base (T1)
The base offers the precision of drones over the sloppy overkill of a howitzer. The bases no longer have room for more than 2 infantry but also houses 4 WASP drones. Aside from that, the Cyclops, Protector and the yet-to-be-revealed standard USA T0 defense are also available.

- Small Arms Agent “Specter” (T0)

Highly skilled in the arts of infiltration these elite infantry are the most powerful in the game. 20% more powerful than a Ranger, 10% faster, and 10% increased range. There only down side is that they cost twice as much as Rangers and have 15% less armor. They also do not have the ability to perform the “combat drop” that Rangers are famed for. The decreased armor is to make room for the latest tech including the “cloud”. Although they are technically referred to as Small Arms Agents, due to their ability to “disappear” those who work with them have taken to calling them Specters.
Cloud Ability – Become stealthed for 10 seconds, even when firing. (2 minute cooldown.)
Flash-Bang Grenades – no change from ranger ability.

- Light Weapons Agent “Ifrit” (T0)

Ifrits are the replacement units for the Missile Defender. These units have the same “Cloud” ability as the Specters, but pack a slightly bigger punch. Using a very small launcher with scalable explosives these units can “tune” their explosives to trade damage for range. On the very edge of their range the missle have very little punch remaining, but in close they are deadly. Indeed these Ifrits have tamed their fire and can make it dance for them, and are as ruthless as their namesake.
Cloud Ability – Become stealthed for 10 seconds, even when firing. (2 minute cooldown.)

- Insertion vehicle (T0)

Replaces the Humvee. Smaller and faster than the Humvee this vehicle can easily climb cliffs. To bring the weight down all weapons are left off the main vehicle, and only 3 seats remain. It can, however, still build drones. And also has the stealthy “cloud” ability
Cloud Ability – Become stealthed for 10 seconds, even when firing. (2 minute cooldown.)

- Acolyte Sentry Drone (T1)

Replacing the ground based Sentry with a slightly more expensive flying version. It trades its ability to detect stealth to instead become stealthed permanently.

- Intel Drone (T1)
An additional Drone that can be constructed by vehicles. This costly drone is purely about information. Its moderate sight radius and stealth detection ability make it a valuable asset to any vehicle. If information is power, this is the most powerful drone you can purchase.

- X-44 “Manta” (T1)

Mantas replaces the Hunter killer Drone. Based on F-22 this unique craft has no tail and gets all its maneuverability from its direct-able exhaust. Given that it has never officially entered battle it retains its experimental designation. With less equipment for flight control Mantas are now able to carry a unique weapons loadout. This loadout consists of 7 intelligent decoys and 1 lethal missile. All 8 projectiles leave the craft in rapid succession and relay to each other about threats so that the decoys missiles are hit first. If the deadly missile makes it to the vehicle it is almost certainly destroyed; only the legendary manticore is known to be able to survive.

This post has been edited by Banisher of Hope: 3 Jul 2014, 22:08
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