Posted 04 August 2006 - 01:06 PM
Aside from their own version of the Lotus, Burton and Jarmen Kell each side would have another infantry hero!
Air Force : A SAS agent who can use Flashbangs, a silenced MP5 which keeps him stealthed when killing, target designator for an Air Strike and Smoke Grenades. When vehicles or infantry step into the smoke, their vision, range and stealth capabilities are deactivated because they are confused and surprised. The SAS Agent is lightly armoured, with high rate of fire and not too strong hits.
Cyber : A cyborg which has a target designator improving its fire rate, range and damage once locked on a target, twin shoulder-mounted rocket launcher and twin miniguns. The launchers are slow, and not much use against infantry but devastate light/medium vehicles. The miniguns can mow down infantry and helicopters but planes are too fast for him, because he has to first lock a target with the designator which is not instant so planes will probably fly off until that happens. Basically without locking on the target he's not much, but when he locks on he rocks, unless he's targetting infantry which doesn't need locking on. Is completely immune to radiation, toxins and flame and highly resistant to bullets and explosions but takes good damage from direct artillery/missile strikes. He is rather slow and can stealth only when not moving, for 3 minutes. He is affected by ECM shut-down and EMP blasts, but has to be hit 4-5 times in a row or more by them to be shut down. He can detect stealth for 30" every 5'.
Laser : A team of 4 marines. One is a sniper but not stealthed, one uses a missile launcher, one uses a rifle and the last one holds a big fucking gun. They all carry battery packs which feed that big gun held by the leader. When fired it emits a bright white ray which is able to melt anything in its path within seconds including buildings. It also burns garrisoned troopers inside bunkers etc. The catch is, they only have light armour, can't be stealthed, can't detect stealth, can't move while firing, and the weapon has a cooldown of 1' but can fire constantly for 3' which is enough to wipe out lots of things. The team's movement rate is slow of course. Killing a team member doesn't stop them, it only takes away that weapon so if you kill the sniper of the team they can't snipe infantry, and so on. To kill them instantly, you need to kill all 4. They do not regenerate team members like a mob, you have to "buy" a team member as if you would buy a drone of a USA unit. The range of the big fucking gun is long+ to make up for the vulnerability of this mob-type unit. Call it a "BFG Team".
Super Weapon : A female soldier looking like a Ghost from Starcraft. Has a beacon which when planted, homes in a very thin particle ray at that spot. Can be used once every 3'. The ray is thin enough to reach below the ground and cause a small volcanic eruption which will destroy any units very close to it and lightly damage buildings. That is not very strong but the thing is, a large area around the erruption will burn for a very long time, like 10' with an effect similar to the microwave tank. During those 10' this large area is not buildable space and of course you can't order your land units to go there. Only air units can hover about. Any buildings in the area will take damage very slowly. This can be used to create defensive blockades or to stop an enemy from expanding their base or re-building after an attack, or building units to attack. The soldier is stealthed, and also can plant EMP mines and kill infantry with a melee attack but that's it. Very fast, light armour, can detect stealth.
Nuclear : A soldier dying from radiation. He runs like mad, but is not stealthed! Since he was a high ranking officer he only has a pistol. He is slowly loosing health, and has a very damaging radioactive aura like the microwave tank only with larger range. He has light armour but his devotion and iron will allows him to endure much before he dies, in terms of flames, toxin, radiation or damage. What he does, is enter any enemy HQ, Superweapon, Strategy Center, Prapaganda Center, power plant or Palace. When he does that, all your abilities and superweapons directly related to radiation damage are set to 0:00 and are all fired around the building he entered in random formation. Of course he dies after this. He also cannot detect stealth.
Infantry : A heavily armoured, fast moving leader/medic unit. She is not stealthed and cannot detect stealth. All units and squads near her are affected by a very strong aura. Movement, fire rate, healing rate, damage are all increased by quite a lot and the bonus stacks with other bonuses from towers, Frenzy Ability etc etc resulting in something like a mass of maniac killers with miniguns! Her second ability is Andrenaline Shots. When you select it it gives you an area targetter. Any infantry in the targetted area can even fire on the run without stopping with this, for some time. The medic hero carries no weapon at all, but even Jarmen Kell will need to shoot her twice to kill her. She can also clear toxins and radiation instantly around her.
Tank : Heavily armoured and with medium speed, inside an exoskeleton is the very angry hero unit of the Tank General. The exoskeleton offers twin MLRS which can also target helicopters easily and can fire all 16 of his missiles at long range with a special ability, looking like a very strong buggy from the GLA in effect, every 3'. This ability cannot target aircraft however, but is effective against infantry masses. He is useless against infantry in general, and buildings, but can destroy base defenses and vehicles surprisingly easy. He has resistance to missiles, explosions and artillery shells but bullets kill him more easily as he is not covered completely by this exoskeleton. He is also vulnerable to some degree to radiation, toxins and flame. Snipers kill him instantly unfortunately as his head and some body parts are not well protected. If only the exoskeleton is destroyed, if he has gained two ranks he can jump out and act like a China Tank Hunter but that's all. The unit is considered dead then and you can rebuild it. Cannot be EMP'd or ECM'd.
Napalm : Heavily armoured with slow speed, a person with twin flame throwers in an old tin-can looking suit. He emmits an aura like the microwave tank with a bit more range. He cannot detect stealth and of course is not stealthed. His flamers have medium range at normal mode. You can choose for each flamer a setting of normal flame or fire wall a la Dragon Tank which has long reach. He cannot target aircraft, but his increased fire wall range is perfect for burning down base defenses and units near the frontlines and emptying bunkers. Cannot be EMP'd or ECM'd. He has an upgrade which costs 2500 and makes his flames create firestorms like the Inferno Cannons but far more easily and fast, wherever you target. In other words it's the perfect siege unit if you provide cover from snipers and aircraft. Unfortunately it's still just a man in a suit and will not withstand much damage. Killing this unit leaves behind a rather large area covered for a long time with firestorm so it could even be used for suicide occasionally.
Assault : A female technician-looking unit, medium speed with light armour. This unit gets ranks by salvaging parts from destroyed vehicles only. Every 2 or 4 parts she gets she can use one of those abilities on 12 units : Junk Pile Armour which increases unit armour by 50%, Technical Coverage which increases junk repair by 50%, Experienced Crew which increases Fire Rate, Movement Rate by 50% or Fanaticism which increases damage by 50%. Those abilities stack with each other, and stack with other bonuses your vehicles might get. She cannot affect infantry units with her abilities. Also she has a medium range aura which affects enemy vehicles making them drop junk 100% of the time, and she can also act as a hijacker AND saboteur. She is stealthed but cannot detect stealth. Very easy to kill. Another ability which she can use once every 3' is Disable Extra Functions which instantly "kills" drones and disables ALL types of vehicle add-ons that you must pay for, like the speaker tower on the Overlord and so on.
Stealth : This general has an agent who is stealthed at all times unless a detecting unit sees him. He has medium armour and is fast, with a silenced pistol which is lethal to infantry but is close range. He can detect stealth. His ability is to cast a GPS Shield over a large area for a long time. Anything caught in that "shield" is lost from the player's radar and view. For instance if you see enemy armies, you can send him there and he can use the GPS Shield. The enemy will not be able to see or give orders to those units. The units cannot Patrol, Move, Attack, Retaliate making them completely vulnerable to hijackers, attacks and so on. The agent can leave the area and for a long time those units will still not be visible to their owner or controllable.
His secondary attack is to hi-wire the enemy defenses and they will shoot at the player's buildings and units for 10" but this attack's range means he will probably be killed after doing it. He also has another ability, to spawn 4 hijackers or 4 saboteurs every 5' to help him.
Demolition : A very fast, very resistant, heavily armoured suicide unit which can also spawn 4 very determined terrorists every 5', all stealthed but cannot detect stealth. The trick is that if there are more than 11 terrorists in the same group if they ALL manage to attach themselves to an enemy building the explosion that occurs will literally wipe out nearby units and buildings and leaving there a red mist which will cover A HUGE area!! All enemy moral will be affected for 10' when they touch the mist, with -50% to Fire Rate, Speed, Range, Building Speed, Damage, Health even for newly produced units. This will effectively cripple your enemy even if the explosion doesn't wipe them off. If you do not manage to spawn more than 11 terrorists and send them in, it will be just a very big explosion with no red mist and probably not worth using the unit. To use it effectively for example you would target the enemy defenses with the 11+ crew including the hero and make sure they attach themselves to a turret. The red mist will afterwards surely cover all the defenses and the whole base behind them. Time to attack. For the enemy it is important to find this unit fast before it spawns like 30 terrorists and surely gets the red mist to appear when they explode. Note that this red mist is NOT toxins, it just 'demoralizes' the enemy.
Toxin : Toxin will have a mad scientist. He has medium speed, light armour and 4 elite body guards. Two with toxin sprayers and two with toxin RPG. The scientist carries a suitcase, with a very lethal virus which cannot be used in warfare as it would wipe out everything living on the battlefield and it would be pointless. However if you get the scientist inside certain buildings you can get strange effects. In a supply center, supply depot or black market he will kill everyone related to supplies and resource management and the enemy will be left with 0$ instantly and won't be able to gather supplies for 10'. In a palace, strategy center or propaganda center he will kill all the technicians and researchers and all enemy units and buildings will loose all their upgrades and won't be able to research them for 10'. In an enemy HQ or power plant he will disable all rank abilities, and the enemy will have to get to rank 5 from 0 again, loosing ALL abilities, units and upgrades coming from ranks and any superweapon already built will loose power for 10'. Any rank-based unit already built will become inactive for 10' too.