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Pre-release Subfaction Design Ideas Thread


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#261 Zenothist

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Posted 09 October 2011 - 05:01 PM

Imho, the Eye in the Sky was one of the most pointless units in E:BFD what with being needlessly convoluted, but okay. I think it was suggested that something like this would be made possible in Ares, but it was shot down (pardon the pun) rather quickly.

#262 Pepzi

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Posted 09 October 2011 - 05:49 PM

Imho, the Eye in the Sky was one of the most pointless units in E:BFD what with being needlessly convoluted, but okay. I think it was suggested that something like this would be made possible in Ares, but it was shot down (pardon the pun) rather quickly.


Well the kamikaze planes have been a frequent phenomena in Ra2 mods, and there's not been much complaints there. This could work out in the way that the saboteur is armed with chaos gas death charge whereas the ship has a heavy explosives warhead. Also, the dropped crewmember was invincible in Emperor, this one could be aswell and it's falling speed rate could be increased.

Edited by Pepzi, 09 October 2011 - 06:16 PM.


#263 Jargalhurts

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Posted 10 October 2011 - 03:29 PM

Allied USA Support Power:

Anti-Virus
Recharge Time: 5:00
Prerequisite: ACHQ

Mind Control and Terror Drones are the two worst enemies of the Allies. They definitely needed a counter for it. And the Anti-Virus was born. The Anti-Virus is a wave of nanites that are created to protect vehicle and brain infections. The nanites forms a shield around the vehicle and protects them from any incoming Terror Drones or Mind Control waves. If the vehicle is already mind controlled or Terror Droned the nanites will clear the infection right away. But remember, the nanites don't last forever, they will perish after a few minutes.

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#264 Aasgier

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Posted 12 October 2011 - 02:58 PM

"Sea Dragon" Submarine

The European Alliance needed a powerful ship to go face-to-face with heavy units like Boomer Submarines. It wasn't initially decided if this had to be a submarine or surface vessel, and the European Alliance wrote out a contest where all ship-building factories could participate. During the contest, a Dutch, a Norwegian a Japanese and an Scottish building company worked together and developed an unorthodox, but very strong vessel armed with powerful anti-ship missiles capable of smashing all surface vessels with ease. It won the contest, and the Pacific Front had shown interest in this unit as well, and uses it in their ranks as well. The Americans rely on their aircraft carriers instead.


This vessel has something in common with a turtle and sea dragon mixture, with a very powerful shield covering the missile launchers and engines. Ahead of the shield, a long, just as heavily armored head sticks out, where most of the crew compartiments are and the torpedo tubes are located for anti-ship use. These torpedo's can be fired simultaneously with the missiles against surface vessels and can, unlike the missiles, target submarines as well. The missiles are capable of targeting structures and ships, but cannot target anything smaller like vehicles or infantry, making this unit fairly vulnerable against them once surfaced.

It is equipped with sensors so it can detect submerged submarines and target them with its torpedo's.

The engine runs on hydrogen acquired from the seawater around the vessel, which gives this vessel a greater endurance than a conventional engine without being as expensive and heat-generating as a fusion engine.

The armor covers the top of the vessel, and is about half a feet thick and made of a very complex layered structure proof against most smaller weapons and still fairly resistant against bigger weapons.

Allegiance: Both European Alliance and Pacific Front

Price Tag: High
Prerequisite: Tier 3
Primary Weapon: Twin "Sharkeater"-Missile Launchers
Secondary Weapon: 2× Torpedo Tubes
Movement: Submarine
Speed: Medium
Armor: Heavy
HP: High
Sight: High
Sensor sight: High
Notes: Cannot be mind-controlled, poisoned, damaged/killed by radiation, or grappled by Squids.

Purpose: Anti-ship, anti-submarine, siege

Edited by Aasgier, 12 October 2011 - 03:01 PM.


#265 Darkstorm

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Posted 13 October 2011 - 05:13 AM

A little much don't you think? It's like an Allied Boomer which is ridiculous. The Boomer is being removed as it is. I'd be up for an Allied Submarine of some kind though, but Submarines are probably left to the USSR and Epsilon.

#266 TheQuackSavior

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Posted 13 October 2011 - 12:01 PM

I think allies has secretly stolen the Boomer blueprint I guess.

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#267 Black/Brunez

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Posted 13 October 2011 - 04:53 PM

Nope, they didn´t...

#268 Aasgier

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Posted 13 October 2011 - 05:53 PM

A little much don't you think? It's like an Allied Boomer which is ridiculous. The Boomer is being removed as it is. I'd be up for an Allied Submarine of some kind though, but Submarines are probably left to the USSR and Epsilon.

Ah.. yes, I must admit it has more in common with the Boomer than I intended, but I would see it more as a heavy anti-ship unit, siege being only a secondary purpose (especially because the Sharkeater would use an AP warhead to further cement its anti-ship purpose, and not a HE warhead or a V3 warhead which are both quite weak against ships).

#269 Jargalhurts

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Posted 16 October 2011 - 05:07 AM

Why can't we have the Atomic Claws or whatever it is back?

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#270 eil

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Posted 22 October 2011 - 08:54 AM

i hope all sides will still have spies in 3.0('cause i really used to it, while there was not like that in original). why not make them capable of more, and give them new abilities? ^_^ for ex:
- infiltrate buildings/bunkers occupied by infantry and kill them silently(Tanya does have this, but eventually get killed before reach full bunker). if it's too OP, maybe let dogs to be able occupy too -so building/bunker will become a detector :wink_new:
- give soviet spy ability to explode just like he does when dies, but by willing(deploy action) =wonderful way to sabotage groups of infantry or buildings(with few spies) :shiftee:
- give allied spy ability to shoot with a silent gun(one shot=one kill), but reload is like snipers default(so if dogs, he'll manage to kill only one), range is a bit more than some ordinary infantry(so it's easier to detect a "disordering unit" among own if no dog present) =basically he'll become an assassin. :cool2:

i don't propose anything for epsilon 'cause much was removed from them(and i don't really know what are they like now) :unsure: . and yet, if that ability from one of videos come true(when you send captured unit to grinder and it becomes available to build)- maybe epsilon grow to no need for their own spy. :ninja:

#271 Speeder

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Posted 22 October 2011 - 09:16 AM

Ad1) This is why Spy couldn't infiltrate buildings in 2.0psi. Because he had that ability. Combo of Assaulter and Spy logic is impossible.
Ad2) Meh, demo bomb on death is good enough.
Ad3) Meh.

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#272 eil

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Posted 22 October 2011 - 11:54 AM

1) too bad :sad: that could be a real good for stealth attacks. maybe something can change with Ares?
2) it does, but each time it detonates, i wish i could send spy to some group of infantry and boom!(but there is not always a dog near to "triger the bomb" :dry: )
3) but why not? currently soviet spy is my favorite 'cause even though by death he "takes his killer along" :shiftee: while american is worthless.

one more idea: currently it's not possible afaik, but maybe Ares will allow that = by infiltrating factory or barracks spy provides veterancy to own troops - that happens only once and there is no point sending spy to same building any more - what if spy that enters barracks/factory second time really steal units?(not copy! meant you acquire some unit, enemy loses and can't build any more)

#273 Speeder

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Posted 22 October 2011 - 12:03 PM

You can't really add a weapon to a spy unit if you want to keep the disguise.

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#274 Jargalhurts

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Posted 23 October 2011 - 03:27 AM

Allied spies should be able to pass through walls as a special ability(with some Laser-Cutter device or a mini Chronosphere).

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#275 nuclearneo577

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Posted 23 October 2011 - 07:17 AM

Allied spies should be able to pass through walls as a special ability(with some Laser-Cutter device or a mini Chronosphere).


No, that is a horrible idea. Dogs shouldn't be the only thing that can stop spies when you aren't looking. I personally think that a Spy buff might be a good idea, but that is centrally not a good buff idea.

Edited by nuclearneo577, 23 October 2011 - 09:08 AM.


#276 Aasgier

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Posted 23 October 2011 - 09:50 AM

Allied spies should be just as fast as the soldier they're disguised at, while Soviet spies should not (but these explode, to make up for that)

#277 Speeder

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Posted 23 October 2011 - 10:01 AM

Give me more impossible ideas. :p

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#278 TheQuackSavior

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Posted 23 October 2011 - 01:17 PM

Maybe you could give demo truck a disguising logic(Impossible?)

Edited by General Recon, 23 October 2011 - 01:18 PM.

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#279 Speeder

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Posted 23 October 2011 - 01:31 PM

Give me more impossible ideas. :p


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#280 Darkstorm

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Posted 23 October 2011 - 06:11 PM

A new Spy hero unit: James Bond - He uses a machine gun sniper and disguises. Also, he carries a grenade launcher to destroy buildings and is immune to dog attacks.

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