As the mod has been progressing solidly sence I got to Iraq I've decided I definatly will be including them and I can now release some details about what is planned. I will not be getting to details about unit lists and the like, as these may still change, but I can describe some of the details.
Keep in mind, certain features are subject to change without notice... ...
USA Special Operations
This includes both Covert Operations and DARPA Field testing.
The early game will start with a focus on Covert Ops. Mini-Hero quality infantry with a strong variety of special powers and stealth. His starting game ground vehicles will favor mobility over armor.
The mid game will shift the focus toward DARPA and high tech units. Most of these will be strong performace units, but at high cost. An example being "Autonomus Rocket Artillery"
The late game will focus on upgrading his units to near super unit status though a long serries of upgrades. This will include CnC3 mammoths, but with some perks, such as customizable turret addons and the ability to recieve several upgrades that completely change the unit.
A "Rift Lab" will function similar to a Chrono-Shift as the primary super weapon.
Noteworthy General's powers include an Upgrade based tech tree. He will have options to invest multiple points on Stealth technologies and even Anti-Grav. More points will allow heavier units to take advantage of the upgrades. An example being Anti-Grav 1 may unlock the upgrade to give all light vehicles hover gear instead of wheels. Anti-Grav 2 will extend this to his basic and medium Tanks. Anti-Grav 3 will extend it to his Mammoths.
China Electronics Warfare General
He will be duel focused on ECM weapons and Lightning Weapons. ECM will be availble as both direct fire weapons (such as the banshee) and also as magnetic shrapnel from several weapons. Lightning weapons will be available in a large variety dwarfing the Tank General selection of lightning units.
As a twist, instead of a Tech2 lab or super weapon and a Tech3 super weapon he will be recieving two tech 2 labs, each of which can be upgraded (at tech3) into a superweapon.
The "Disruption Lab" will focus on extensive ECM upgrades and can be Upgraded to with the "Disruption Beam" a Particle Cannon style weapon that dissables everything it touches. ECM upgrades include larger AOE, Extended Disable Durration, Magnetic Shrapnel, and improved Disruption Fields (Radius Disable Zones around ECM generators).
The "Coil Array" will double as a powerplant and a research lab. It can be upgraded with the "Atmosphere Charger" a mas destruction lightning based weapon. Lightning upgrades will include the OverCharge ability, reduced damage from Overcharging, and Coil-Bombs that act like air-deployed tesla coils for a short while.
GLA Subversion General
His powers will focus on Infiltration, Sabatage, Treatchery (Turn Coats), Rebelion, and Propoganda. His units will focus on mobs and Propoganda.
He will have access to two major types of Mobs. Free, unarmed (rocks and cocktails) mobs, that are built constantly from his base, and Trained mobs that are armed with various weapons, such as AKs, Rockets, or even mortars.
Non-Mob units will include light vehicles such as technicals, buggies and the battle bus, but also propoganda units that heal the mob and drive them into frenzy.
His main base will be focused around a city theme, and as his city grows through upgrades the mobs spawned will become progressivly larger and more dangerous. Starting with a basic 8 man mob in the early game, his late game mobs can exceed 30 men.
One of his final superweapons will be "power to the people" causing enemy buildings to spawn mobs to attack the base.
Edited by Pendaelose, 26 January 2008 - 12:43 PM.