Crazy Ideas
#1121
Posted 09 September 2007 - 06:50 PM
Ruler of the waves!
92% of teens have moved onto rap. If you are part of the 8% that still listen to real music, copy and paste this into your signature.
#1122
Posted 13 January 2008 - 08:25 PM
Remember! If you smoke weed you’ll get high, if you smoke a reed you would die
Apparently Donkeys kill more people every year than air-plane crashes
#1124
Posted 26 February 2008 - 09:27 PM
Desert Legends RPG C&C's ONLY
Desert Doorway Defenders
Desert Corps.
BattleTanx
Operation: The Dragon's Den
Construct additional pylons. No, seriously. The power's out. Those power lines are overloaded. WE NEED MOAR PYLONS!
#1125
Posted 02 March 2008 - 05:27 PM
Ever stop to think and forget to start again?
There are 10 kinds of people in this world: Those who understand binary and those who don't.
FZM and Vort don't do tag wrestling...but if they did, they'd probably be the worst tag-wrestlers in the world.
Oh for fuck's sake!
#1126
Posted 09 March 2008 - 07:39 PM
#1127
Posted 25 May 2008 - 12:05 PM
On a side note, what we REALLY need is a super battlesuit called the Spartan Suit. Don't make it like Halo. Just... make it like the Spartans in 300. Except with a gun. And grenades. And just to be sure it's REALLY awesome, he needs to yell out "THIS IS SPARTA" when he is ordered to attack. That is all.
Desert Legends RPG C&C's ONLY
Desert Doorway Defenders
Desert Corps.
BattleTanx
Operation: The Dragon's Den
Construct additional pylons. No, seriously. The power's out. Those power lines are overloaded. WE NEED MOAR PYLONS!
#1128
Posted 30 July 2008 - 08:07 PM
USA
Units:
1. Transport ship: This vessel has 10 slot for vehicles or Landing craft. Unarmed, this unit is best hadled in a convoy. If vehicles are loaded (not landing craft), docks are required to bring the vehicles in.
2. B1-R: While others have sugested it, I am pretty sre this aircraft is being designed as a missle platform. Carries 20 air to air missles (realativly inaccurate to help balance). Unstealed (You'll see the importance of this later)
3. Stryker APC. Armed with a double-barreled machine gun (each can be indavidually upgraded with a tow launcher as replacement). Carries 4 men. Comes with on board medic (can leave unit, but can heal men inside the Stryker)
4. Combat engineer: Armed with a AR-7 Survival rifle, this unit also has a shovel. Ideal for building light defenses like trenches. (that will get explained later too.). Buildable by all sides.
China
Units:
1. Transport ship: Has 2 decks (deck can be switched by the button that vangaurds put in for high tech units and structures). Each deck carries 10 veicles or transports. (Fits to china cramming stuff into stuff).
2. SU-37 Superflanker: Russian made stealth jet. Has thrust vectoring engine, but is not as manuverable as the raptor. Stealth not very strong.
3. SU-47 Brekut (correct me if i'm wrong) Russian made air supiriority fighter designed to outclass the F-22. Has thrust vectoring, radar resistant material, forward-swept wings, and advanced countermeasures. Very fast, very strong, stealthed. Enough of these can overwhelm and defeat any American opposition like (2-3 SU-47's to an F-22).
GLA
Units:
1. VC: Old rebels from Veitnam that are very experienced. (can climb cliffs, has all the weapons of a Spec. Op., but weaker. Also slower in their old age.)
2. Demolition trooper: lays IED's (disguised as civillian material, ie. supply piles, dumpsters, cars, etc.)
Structures:
1. Helipad: A landing zone for helicopters. Has 5 landing pads with a control tower (same size as a regular airfeild). No power requirement. USA and China
2. Garage: A cheap repair pad type-thing that can repair up to 3 units at once. Can also build mechanics (mechanics can repair vehicles in the feild). (this structurecan be built by anyone)
3. Radio Mast: Raidio masts allow you to listen in on certain raidio frequencies to veiw enemy postitions (some units ie. stealthed units operate on different frequency=no veiwing stealthed units). (built by any side, GLA's can be broken down into a radio van. Radio van's can montior the frequencies continuosly, but at a massivly shorter range)
4. quarry: Builds sandbags (to be exlained). Sandbags are built when engineers are garrisoned in the building. each engineer garrisond in the quarry cut building time of a sandbag in halve. Build times go a sand bag every: 60 second if one engineer garrisons, 30 sec. if 2 men, 15 sec. if 3, 7 sec. if 4, and 5 sec. if 5.
Explanations (the moment you've all been waiting for):
1. Stealthed aircraft: the reason for the stealth is that missles should be turned to 1 hit 1 kill. The stealth prevents that from happening as well as making dogfights more interesting. Sealth can be overcome by extended periods of time on the opponents 6 o'clock (or tail for people who don't know). Stealth can also be overcome by ground radar staions, but they take time and should be upgraded (upgrades come next).
2. Sandbgs: Sandbags are made at the quarry as a secondary resource (this will probably throw you off). Sandbags are used to make trenches, machine gun nests, reinforce garrisnoned structures, build simple bunkers, and other things. Sand bags are exclusivly used by combat engineers.
3. Civillian towns: I haven't mentioned these, but areas that are classified as a town have a new town center. All the structures in the town are classifed as such (using an area of influence as a guide). Each town has a town center, but has at least one warehouse. Ware houses are like supply depots execpt they refill automaticly. The resources can only be taken by the player who controls the town. (encouraging capture and control of towns). Other structures that can be in a town that aid you are:
A. Civillian airport: Has landing space for 5 aircraft and can build transport planes to carry up to 8 infantry or a vehicle that takes up 3 slots (like a chinook, but faster). troops can go into the terminal and get paradroppend anywhere on the map for a fee.
B. Civillian Harbor: This is more of an area with a drydock and docks. The docks are for transport ships to off-load vehicles, the drydock handles repairs to damaged ships. Docks can also build a gunboat that has a AA-gun, and a turrt gun like an overlord's turret (you know, double barreled).
C. Industrial complex: There could be multiples of these in a location, but they act like a war factory, building light vehicles (like milita tanks and stuff).
D. Quarry: Automatically delivers sandbags to you every 10 seconds.
End of civillian stuff
Upgrades
USA:
1. low frequency radar: decreases time it takes to over-ride aircraft stealth/ get a lock. (basically, makes it easier to shoot down stealthed aircraft).
2. Portable EKG: Icreases effectivness of medic units.
3. Compartmentation: Icreases heath of naval vessels.
China:
1. spotters: Help over-ride stealth.
2. Advanced propelants: increases speed and manuvearability of SU-37 and SU-47 aircraft.
3. enhanced turbines: increases speed of naval vessals.
GLA
1. microchips: increases range of radio van.
2. AK-74: increses rate of fire for VC units.
3. Improved accelerants: Increases blast radius and damage of IED's.
4. Infra-red sights: Increases accuracy of missles (rocket buggy, rpg troopers, stinger sites, etc.)
I know PR is on permanent hitatus, but I couldn't really hold them back. What do you guys think?
#1129
Posted 02 August 2008 - 02:54 PM
Buuuut in regards to actual ideas the upgrades are good but i remember us being told that all the upgrade slots for ZH were already taken up :(
Ah the fabled transport ship idea. Everyone's been wanting an aircraft carrier to be included but we never got it (probably won't now), SW general's got a combat engineer that drops turrets, the added functionality would make it worth spending time actually training them and using them.
Though what i definately do like though is the capturing of towns properly and getting something worthwhile out of it instead of filling every single building with rocket infantry and rangers and saying it belongs to u
yeh actually militia unit: tourists are sick of their holidays being ruined by the war and so have become murderous GLA-esque terrorists, an upgrade to them could be the ability to become morbidly obese tourists that ride scooters (albeit a bit slow) and since they're so fat they can hold more explosives on them which gives them the force of a Nuke gen Devestator shell hitting something and creates an Anthrax gamma cloud. For a larf, fill a transport with them (fat ones take 2 slots) and send that at the enemy
Remember! If you smoke weed you’ll get high, if you smoke a reed you would die
Apparently Donkeys kill more people every year than air-plane crashes
#1130
Posted 04 August 2008 - 01:56 AM
Too sane for my tastes i thinks, the likes of fundamentalists that yodel marching over the hills and into ur base only to set up beach parasols and concession stands complete with puppet show (and then shooting everyone in order to set up a new tourist attraction) is random
Buuuut in regards to actual ideas the upgrades are good but i remember us being told that all the upgrade slots for ZH were already taken up :(
Ah the fabled transport ship idea. Everyone's been wanting an aircraft carrier to be included but we never got it (probably won't now), SW general's got a combat engineer that drops turrets, the added functionality would make it worth spending time actually training them and using them.
Though what i definately do like though is the capturing of towns properly and getting something worthwhile out of it instead of filling every single building with rocket infantry and rangers and saying it belongs to u
yeh actually militia unit: tourists are sick of their holidays being ruined by the war and so have become murderous GLA-esque terrorists, an upgrade to them could be the ability to become morbidly obese tourists that ride scooters (albeit a bit slow) and since they're so fat they can hold more explosives on them which gives them the force of a Nuke gen Devestator shell hitting something and creates an Anthrax gamma cloud. For a larf, fill a transport with them (fat ones take 2 slots) and send that at the enemy
Okayyyy...
The only reason i sanned them down was to make them feasable.
Added ideas:
Barge: constructed at civillian harbors, a barge can transport massive quantities of supplies. Fighting on an island chain covered by AA (no chinooks)? buy a barge! the barge will have 2 supply truck type things, will cart the supplies back to the barge, then keep doing that. The barge can carry 100,000 bucks in supplies! then the barge can be moved back to your base/area without AA. supplies can be transported off of the barge directly (ie. by chinooks or some type of small boat). Barges can be destroyed, but the wreckage remains and up to half of the supplies will remain on the wreckage (to be recovered by other means).
I know it advantages the US, but it could work if it is hard to or impossible to build a supply center on the island. Could also make for an interesting mission. (USA helping crashed barges after natural disaster/GLA attack)
I got the towns idea from Axis and Allies for the PC (it's another RTS). capturing towns in there provided money, oil, and ammo (it's a touch complicated). To capture town in that game, you kick out all the enemy units in the town's area.
What do you think of sandbags though?
Edited by mig pilot, 04 August 2008 - 01:57 AM.
#1131
Posted 31 August 2008 - 03:55 PM
EDIT: I just realised, do you mean quarry as in like a stone quarry, a mine?
The towns idea is a very good one.
Edited by Fire Ze Missiles!, 31 August 2008 - 03:58 PM.
Ever stop to think and forget to start again?
There are 10 kinds of people in this world: Those who understand binary and those who don't.
FZM and Vort don't do tag wrestling...but if they did, they'd probably be the worst tag-wrestlers in the world.
Oh for fuck's sake!
#1132
Posted 04 September 2008 - 08:36 PM
Aslo, you can help town with a civil engineer that build civie structures. building structures and whatnot increases opinion in the town which will lead to civillians (gurrillas or fundementalists) fighting on your side (hopefully as an AI).
#1133
Posted 04 September 2008 - 09:34 PM
Desert Legends RPG C&C's ONLY
Desert Doorway Defenders
Desert Corps.
BattleTanx
Operation: The Dragon's Den
Construct additional pylons. No, seriously. The power's out. Those power lines are overloaded. WE NEED MOAR PYLONS!
#1134
Posted 23 September 2008 - 08:46 PM
WOLVES: The USA's elite dogs are trained in the art of stealth and intelegence gathering. Stealthed while not moving, they detect stealth, and are unarmed (soory, no attack dogs). As i said, intel gathering (Like the unarmed sentry drone)
#1135
Posted 23 September 2008 - 11:20 PM
Desert Legends RPG C&C's ONLY
Desert Doorway Defenders
Desert Corps.
BattleTanx
Operation: The Dragon's Den
Construct additional pylons. No, seriously. The power's out. Those power lines are overloaded. WE NEED MOAR PYLONS!
#1136
Posted 25 September 2008 - 08:37 PM
#1137
Posted 25 September 2008 - 08:42 PM
Built by the Metal Strom Company in Austrailia, the Mk. 5 has a fire rate of over 1.1 million rounds a minute.
A Bomber unit could hold like 4 of these things and use 1 at a time in a huge pass that devastates the area. What do you think? Am I Finally Getting into the theme?
#1138
Posted 25 September 2008 - 08:46 PM
Desert Legends RPG C&C's ONLY
Desert Doorway Defenders
Desert Corps.
BattleTanx
Operation: The Dragon's Den
Construct additional pylons. No, seriously. The power's out. Those power lines are overloaded. WE NEED MOAR PYLONS!
#1139
Posted 09 October 2008 - 09:56 PM
Modify a firebase (regular) to have no gun with 6 ports. Line the ports up in a line with a humvee or other turret in between groups of 3. Maybe have larger, more expensive trenches also? he turret is so the place isn't completely defenseless.
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