Some ideas for the Stealth General (updated):
in general:
-structures that require neither a Palace nor rank 3 or above should come with innate stealth instead of requiring camo net micromanagement after each construction is finished or rebuilt, enabling the Stealth General to focus on his and the enemies' units instead of babysitting a base for camo net upgrades
-no single unit in the Stealth General's army should be able to detect stealth infantry, aside from the Angry Mob and the Gun Buggy (not even Assassins and Radar Van)
-Fake units need an overhaul to gain 0 damage attacks, if that's possible, maybe receive a +maxhealth upgrade within the Jammer Station and currently they don't show General science upgrades (+1 experience rank), unit upgrades that are made and even display the wrong upgrade cameos on some units; also some of them can gather salvage crates while they shouldn't be able to do that
-contamination removal shouldn't be he Command Truck's or Factory's job but become the Toxin Truck's job (see Toxin Truck entry)
-I feel like this General should be more bounty based so instead of researching a Worker Shoes upgrade at the Black Market it could be a +1 bounty General science upgrade (and a follow-up upgrade at rank 5 for +2 bounty)
shotgun infantry (Jihad Warrior):
-their issues: low range = more easily crushable, lots of friendly fire kills, getting shot by any other infantry with either range or damage upgrade once revealed; not being able to return fire from inside a building due to lack of range
-they should start with regular attack range but without the area effect of their attack; they should get a new weapon version per experience level, each increasing the area effect until back to the current normal but at the new range value due to the issues that come with low range
RPG Troopers:
-the free barracks command set slot from combining Saboteur and Hijacker into one unit (see below) could go to an infantry upgrade that allows RPG Troopers to place anti vehicle traps on the battlefield (very tiny radius but very effective against heavy armor); maybe have that require rank 3 or an upgrade
Saboteur & Hijacker:
-should be combined into a single unit as they already cost and require the same; also I tihnk this wouldn't cause any conflict as the Saboteur focusses on structures and uses a suicide attack while the Hijacker focusses on vehicles and doesn't have a suicide attack
Assassins:
-the infantry version should be allowed to move without losing stealth -> allow them to move in case they're about to be crushed by a vehicle without revealing themselves to all surrounding enemies
-instead of executing low health vehicle drivers they should benefit from the AP Bullets upgrade for increased damage and leave the driver sniping to Jarmen Kell or Hijackers, allowing them to attack hero vehicles and Cyber General vehicles instead of blocking the use of these other units because of their overlapping functionality; also this would potentially free up the MELEE weapon type as KILL_DRIVER exists for Jarmen Kell (dunno how Hijackers handle that, though)
-should gain a 2nd weapon toggle option which is a target pointer, increasing all damage against the unit it points on by [amount], usable on long range to support Mortar Buggies with a damage boost; or the Hazael; maybe after an upgrade
Jarmen Kell:
-should be able to simply attack units without vehicles drivers inside (hero vehicles, cyber general units) after the sniper rifle upgrade, just like Assassins should be, so that both of these units aren't completely useless against Cyber General and hero vehicles
-Jarmen Kell should always be able to detect mines and demo traps just like Burton and Lotus (for all GLA generals)
-he should be able to spawn Saboteurs instead of Jihad Warriors because those are a more fitting option in general
Supply Truck:
-should be immune to contamination (but not acid, if that's possible), just like the resource centers of all other factions; workers are still affected and that's fair, but not if the Supply Truck is affected, too
Command Truck:
-each Command Truck should gain +1 GPS Scrambler charging up, once constructed to allow true stealth gameplay without tunnel entrance fiddling for maximum coverage; maybe limit this functionality to rank 3 or a General science option; reason for this OP seeming idea: Tunnel Network + GPS Scrambler = more than 10 units receive stealth; it's already possible to easily stealth a huge amount of units BUT it's clunky gameplay and feels like abusing game mechanics so more (frequent) GPS Scrambler uses due to more Command Trucks would just make applying GPS Scrambler stealth less of a waiting for x units and positioning at Tunnel Network game but allow more fluid gameplay and stealth usage (also for hijacked vehicles)
-needs more health to not be destroyed that easily anymore; 2x health boost across all GLA factions recommended
-also needs +50% contamination resistance baseline because too affected by that as well
-should be able to train infantry if the construction requirements are met, just like barracks can to allow flanking enemies with infantry more easily; the exception are biker units
Radar Van:
-make the Radar Van take the Gun Buggy's role in terms of base defense: add the Gun Buggy's passenger slots & allow infantry to attack units from inside the vehicle; stealth remains and functions unchanged (passengers attacking doesn't reveal, moving neither; taking damage or attacking with anti detector missile does reveal); -> also see Gun Buggy changes
Amphibious transport & anti mine vehicle:
-instead of 4 passenger seats should have 6-8
-should benefit from salvage crate upgrades to increase it's armor and gain a medium hp boost at 2/2 armor as well as immunity to Jarmen Kell's sniper attack -> solely because of it's troop transport capabilities I'd like to have some health on that unit
Gun Buggy:
-change them from stand still paper bunkers to a highly mobile scout and tech building guarding unit by allowing it to move and attack without losing stealth; in turn remove the passenger seats but allow the AP Bullets upgrade to improve the gun's range and rate of fire a bit (enough to shoot a single Demo General Terrorist with improved suicide bomb without getting blown into pieces)
-maybe allow the weapon jammer to become an area effect with an upgrade inside the Jammer Station or once one is built and while it exists (if that's possible)
Rocket Buggy:
-their Palace upgrade should add a rocket scatter weapon to their command set, allowing them to use their rockets as a minor area effect (just like katyusha, but far less of an area covered) to make them more useful against hordes of enemies; more clearly explained: 3 weapons: 1) regular barrage attack, 2) scatter attack, 3) "Hold Fire" button, using the weapon's data but with the settings to make it only aquire but not shoot at targets while stealthed
Scorpion Tank:
-should no longer gain main weapon upgrades from salvage crates but armor upgrades instead to allow this unit to take some damage without easily dropping to low health or being destroyed (very important vs rank 3, 4, 5 enemies)
-the main weapon should stay the same so that it always uses the reload time and damage values of a 2/2 weapon upgraded Scoprion Tank instead of having all upgrade stages with different reload times and damage values; this is clearly OP vs single units but due to their long reload time and overkill nature any equal force will still kill the Scorpion Tanks if they are kept visible
-gaining experience level 3/3 should grant that unit a medium hit point boost; maybe only at rank 3 or 5 and not initially to compensate for air attacks or Overlord tanks one-shotting them usually (pre-armor changed at least)
-should gain the stealth version mentioned here ( https://forums.revor...13#entry1039695 ) to allow aiming in stealth and drive by attacks
-if possible grant this unit a deploy ability that uses the same weapon but with +25% range and -25% reload time (4s deploy time) to be able to support stationary defenses and create tank traps
Toxin Truck:
-shouldn't gain a weapon upgrade from salvage crates anymore (pointless), but instead an armor upgrade
-2/2 armor should grant immunit to Jarmen Kell sniper attacks as well as to any form of contamination (excluding acid, if possible)
-should come with 3 weapons: 1) generic attack which improves by experience levels, 2) anti contamination spray which is not affected by experience levels, 3) "Hold Fire" order
-the Bio Bomb upgrade within the Arms Delaer (vehicle producing structure) should become an upgrade that doubles this unit's anti contamination weapon's range and increases it's default movespeed a bit
-the anti contamination weapon shouldn't require line of sight but just to be in range for spraying at an effected area
-elite rank and 2/2 armor upgrade should add a minor +hp boost to the unit
Mortar Buggy:
-shouldn't be able to clear buildings; that's the toxin truck's job
-their Black Market upgrade should add a burst attack to their command set, allowing them to shoot 3 shots in a row, at 3 times the reload time after that, allowing hit & run
-rank 3 should grant them the range of other factions' rank 3 siege units after the Rocket Buggy upgrade in the Palace was researched, working for both weapon versions (they still don't have the powerful attacks these units have)
-the Elbrus Launcher should get an upgrade allowing them to attack with weapons leaving acid effects for some time on the area hit, damaging structures and vehicles some more, so that hit & run works even better
Bomb Truck:
-gains the mentioned Jammer Station upgrade vs mines after research (see Jammer Station below)
Mobile Elbrus Launcher:
-building requirements should change to Arms Dealer + Elbrus Launcher + Jammer Station
-should be globally usable after 5-7min charge time
-should use an EMP missile that deals no damage but can crash planes, Comanches, Helix' currently in the air in the affected area
-long lasting EMP effect, allowing to prolong time until an enemy can use General Powers, a super weapon or start producing units from a certain structure
-add an inactive stealth module to these which the GPS Scrambler will then use automatically without anything further required if these units receive stealth by it; this should be set to keep them visible for 10s after using their special attack and they shouldn't be able to use anything else but benefit from Junk Repair
Hazael:
-remove the sniper gun, add "Hold Fire", add seats for 3 RPG Troopers and an Assassin, allow passengers to attack enemies from inside the vehicle; only allow infantry inside but of any kind; when produced seats are all empty
-> with proper infantry inside the Hazael can become a vehicle that's not as easily overrun by tanks as currently due to 3x RPG Troopers inside, that can still deal with infantry due to the 1x Assassin and that can also stealth transport infantry across the battlefield; still remains vulnerable to air units, just GLA will have trouble dealing with this unit (maybe remove stealth detection for infantry so that Terrorists and RPG units can still get close)
-Jammer Station, while existing, should cause a stealth upgrade for the Hazael that allows it to stay stealthed at all times (even while taking damage); is it possible to have a [while structure exist use this stealth, else use this stealth] functionality ? -> otherwise as researchable upgrade
-Junk Repair needs to be improved to not take multiple minutes but just as long as China propaganda bonus buffed units need to repair (not the improved version, just the regular one)
Missile Silo:
-turn from base defense structure to special weapon structure, usable from a side-menu button once ready
-2min cooldown per silo
-single explosive missile that works exactly the same as a regular explosive missile from this silo before the here suggested changes to it would -> firing makes the silo lose stealth for a short amount of time
-globally usable missiles that are somewhat annoying in low numbers but become dangerous in large numbers, forcing the enemy to either leave the base and to destroy them or to focus air, and potentially special attacks, onto these structures rather than the actual base or other units of the Stealth General
-the main idea behind this is that the explosive impact removes mines around power plants of China, Super Weapons General or Demo General structures so that Saboteurs can enter after a missile impact without requiring an anti mine vehicle along with being able to deal with stationary detector units far better than currently and also helping fixing the weak siege options of the Stealth General
Elbrus Launcher (structure):
-could get an upgrade that makes all units immune to Stealth General's own contamination effects and adds a 50% contamination resistance to all infantry (including workers), biker infantry and Buggy-based units
-could become one of the three requirements to produce mobile elbrus launchers
Jammer Station:
-should get an upgrade that allows anti detector missiles to not collide with anything anymore and to make them retarget enemy detector units nearby (which still need to be visible to be attackable); at the very least the retargeting option is relevant to not make all units waste their anti detector missile on some usa unit assisting drone and then the next and so on...
-another upgrade could add anti mine equipment to Bomb Trucks, allowing them to detect mines and making them immune to mines and to enable Saboteurs to merely detect mines but not to remove them; just so that Saboteurs can somewhat safely navigate around minefields
-another upgrade could add a slight HP boost to Saboteurs and improve their effects (longer lasting, more powerful effect -> stealing money becomes more valueable); or the just before mentioned one could do this but than it needs to cost a lot, too
-the local effect of each Jammer Station should be globally usable instead, maybe at a reduced area and / or duration for better balance
-another upgrade should be for the Hazael and allow that unit to remain stealthed at all times (this means: also while taking damage)
-could become one of the three requirements to produce mobile elbrus launchers
Sniper Sites:
-remove them and replace them with the anti tank base defense structure the Demo and Assault General are using; the Stealth Generals doesn't need Sniper Sites: he already has a bunch of snipers (Assassins, Jarmen Kell) and detectors (Gun Buggy, Radar Van, Hazael, Angry Mob) - he just doesn't need this at all; but tank defense is required as no single unit in his army is made for direct assault, except for the Hazael; everyone else is either low health or long reload times
Demo Traps:
-increase build speed by at least 20% -or- have them have innate stealth while being built, if possible so that it's possible to place some on the field without showing the "under costruction in this area" indicators
Saboteur & Hijacker:
-combine them into a single unit that can do all of both -> they already cost and require the same
-see Jammer Station for new upgrade ideas
Stealth General science:
Rank 1 science:
1) Fake units:
Fake units need to be fixed to properly represent upgrades (researched, salvage crate turrets, experience rank) and to possibly use fake attacks; maybe receive a Jammer Station upgrade for more health - or this General science could enable that
2) Anti detector missile:
Should just arrive asap at the target location instead of taking so long as it does currently and gain a cooldown reduction per rank gained; maybe instead this could be upgraded to allow anti detector missiles to not collide with structures and to redirect to other stealth detectors nearby (Frog Missile-like)
3) Anti Air Radar:
Gun Buggy, Radar Van, Hazael = anti air radar structure science isn't a good option and can be replaced -> lots of upgrade and unit change ideas could take this place, like the Command Truck being able to train infantry (excluding biker units) by picking this -or- being able to use the RPG Trooper's anti tank mines with this etc.; new ideas would be a health boost for structures for research with this General science picked -or- allowing RPG Troopers to use a Scorpion Tank-like blast attack that ignores EMP effects (maybe for Stinger Sites vs ground targets, too) -or- the mentioned bounty system to focus more on unit kills than on economy build up -or- minor selfheal for all (lone) infantry across the map -or- better engines for slow and clunky units -or- cheaper demo / anti tank traps (replacing worker command set buttons for traps with cheaper built versions) -or- allow production of Radar Vans inside Arms Dealers
Rank 3 science:
1) Selection & Order Scrambler:
Should be removed because that's what the Jammer Station should actually do and be replaced with an option to spawn some Scorpion Tanks (if possible: 1 at rank 1, 2 at rank 2 etc.) -or- could be required to enable the recommended target pointer for Assassins
2) Spawn Hijacker / Saboteur:
If Saboteur and Hijacker are combined into one unit, as recommended, one of this becomes useless -> enable the freed up General science should become the "create a tunnel network entrance at the target location" option (and come with innate stealth because this is the Stealth General)
Rank 5 science:
1) Toxin Plane:
This is absolutelty contrary to all the Stealth General uses, needs and has upgrades for -> remove this; instead make this a requirement to grant rank 3,4,5 or Palace requiring structures innate stealth and give it a proper name for the new functionality
2) Create a Tunnel Network Entrance:
Recommended as rank 3 sciene instead of rank 5 to support flanking and surprise attacks from earlier on than with rank 5. Recommended to change this to allow Assassins to move without losing stealth -or- to allow the Hazael to remain stealthed even when taking damage (maybe both, it's rank 5 after all).
3) +1 experience level:
This is fine and useful and can stay.
Other:
Maybe add the stealth version I mentioned earlier that doesn't break stealth on attacking a target but does so on taking damage, contrary to the regular GPS Scrambler stealth, better for stolen vehicles that lack a "Hold Fire" button.
Edited by UsernameUsername, 19 October 2016 - 01:12 PM.