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Pre-release Subfaction Design Ideas Thread


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#61 generalcamo

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Posted 05 August 2011 - 03:04 PM

I think that each faction should have there own plus, examples:

America: Focus on heavy firepower, at a cost of speed and mobility. Medium use of navy, high use of air.
EA: Focus on high technology and high mobility, at a cost of firepower, however, the technology could be pretty powerful. Low use of navy, medium use of air.
PF: Focus on a balance of both speed and firepower, with some technology. Low use of air (black eagle only), high use of navy.

Russia: Focus on heavy firepower, and heavy use of tesla power. Navy is composed of subs only (missile sub and akula attack sub). Air is almost non-existent except for kirovs, siege choppers, and boris's ability.
China: Focus on infantry, and unique technology (Give these guys the iron dragon, as north korea is quite close to china). Navy is a mix of subs and ships. Hero is Siege Crawler, buildable MiGs.
Latin confederation: Focus on Heavy defense, and heavy firepower. Tesla units are not available however. Navy is composed entirely of ships and the typhoon attack sub. Air is non-existent.

Psi: Use of psychic powers to defeat the enemy. Gattling technology is non-existent. Only tank is the lasher. Navy is only an attack sub and squids.
Headquarters: Use of heavy firepower to defeat the enemy. Rahn should be the hero here. Psi units are weakened, as Headquarters wants more firepower. Navy is composed of the full force
Scorpion cell: Use of Slavery and high mobility to defeat the enemy. Psi powers are average. Slave miner is available, but at the cost of ghost miners. Navy is composed only of ships, no squids or subs.

Edited by generalcamo, 05 August 2011 - 03:05 PM.


#62 Aasgier

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Posted 05 August 2011 - 03:15 PM

Take a look at the history, Generalcamo. Look to how navies were composed in WW2 (in 1939 and in 1945), and now think of how their navies would be if WW2 did not happen... considering the time frame of Red Alert, and Red Alert 2, and Yuri's Revenge and finally Mental Omega.

Especially Great Britain, France, Italy, (Nazi) Germany, the USA and the Imperial Japan, Australia all had fairly big navies, and the Netherlands would've built 5 major warships as well if WW2 did not happen.

Edited by Aasgier, 06 August 2011 - 08:09 AM.


#63 TheQuackSavior

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Posted 05 August 2011 - 04:24 PM

Be one... with Yuri :ninja:

Ahem, new Epsilon navy and Soviet new unit has been suggested. Look under this,

Flare Destroyer
Cost: Same as Battleship
Speed: Slow
Armor: Heavy
Weaponry: 'Flare' Cannon
Require: Epsilon Naval Yard, Research Lab, Headquarter Arsenal
Purpose: Siege

After Starflare has been scrapped. Epsilon has attempt to building very own battleship, inspired from Allies battleship, thus name. Flare Destroyer is Epsilon expensive naval unit, it carry powerful thermopulse cannon turret which can destroy structure in second. However, it cannon is less damage and doesn't turn to fast. :wink_new:

Microwave Infector Tank
Cost: 1250
Speed: Medium
Armor: Heavy
Weaponry: Enchanced Microwave Emitter
Require: Soviet War Factory, Battle Lab, China
Purpose: Anti-Armor, Anti-Structure

After Infector tank has been scrapped. Chinese scientist has attempt to build the Anti-Armor version of Infector - Microwave Infector is an Anti-Armor tank, it powerful microwave emitter can piercing armour out and damage structure seriously :ninja:

Edited by General Recon, 06 August 2011 - 06:35 AM.

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#64 generalcamo

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Posted 05 August 2011 - 05:17 PM

America: A-10 Strike

One of the most feared air units in the world, the A-10 is available to commanders that have built an airstrip and a tech center. The A-10 is armed with a heavy machine gun, effective vs. light units and infantry. When it is done firing the machine gun, it will drop 4 napalm bombs. It's armor can withstand even the heaviest of flak, but it can be destroyed with enough concentrated fire.

#65 Jargalhurts

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Posted 06 August 2011 - 06:20 AM

Is anyone from the MO team actually considering adding things from all these or just allowing us to share our imaginations that will never find it's way to a RA2 mod?

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#66 Graion Dilach

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Posted 06 August 2011 - 09:08 AM

The development team went through the ideas just yesterday. Some has a potential to get in, some might evolve further... but some ideas were only good for laughing.

You know how this goes... you meet with tons of ideas... but some of them are already too similar to already existing things.
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#67 Jargalhurts

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Posted 06 August 2011 - 10:06 AM

I'm too lazy to post any more ideas and stuff and this will be the last units I'll suggest:

China Special Anti-Air Unit:

Skychaser Drone(replaces Terror Drone)
Cost: 600$
Prerequisite: Soviet War Factory
Weapon: AA Autocannon
Armor: Light
Speed: 10
Purpose: Anti-Air

The Skychaser Drone is a deadly unit originated from Chinese robotic studies. The Skychaser, as it's name suggests, is built to chase and mow down aircrafts. If you don't quite understand what i mean, read the following sentence closely. The Skychaser's weapon is a fully-automatic yet weakened Flak cannon that is suited for Skychaser's harassing role. The Skychaser is EXTREMELY fast, fast enough to tail Harriers behind themselves, and this speed along with the Autocannon allows the Skychaser to literally chase aircrafts and hunt them down. When an aircraft is sighted, the Skychaser will automatically chase after them without your command with ensured destruction of the aircraft(because simply firing at them is no use, they HAVE to chase them down). The Skychaser can also camouflage itself and wait for oncoming aircrafts. When an aircraft is sighted, the Skychaser will automatically deactivate it's camouflage mode and begin to chase the sighted aircraft with no rest. However the Skychaser has a few downfalls. The Skychaser has extremely low armor, lowest armor in the Soviet Union yet. And it's AI doesn't know when to stop, often causing it to enter enemy bases(however the situation can be beneficial to you depending on which point are you seeing it).

China Special Anti-Infantry Transport Unit:

Flame Track(replaces Halftrack)
Cost: 700$
Prerequisite: Soviet War Factory
Weapon: Flamethrower
Armor: Same as Halftrack
Speed: Same as Halftrack
Purpose: Anti-Infantry, Garrison Clearing, Infantry Transport

Two anti-air units early tech is just absurd. That's why the Chinese removed the Flak Cannons from the Halftracks and added a nice Flamethrower instead, and therefore the Flame Track was born. Since the AA role have gone to Skychasers, the Chinese needed a good AP weapon. The Flame Tracks speed and armor is exactly the same as the Halftrack and it can carry 5 infantry inside just like the Halftrack. But the flamethrower adds a reason it's 100$ more expensive than the Halftrack. The Flamethrower is an effective AP weapon with a high firing rate and a surprising range for weapon of chemical origin. The Flamethrower can also effectively clear garrisons(given that it can reach the garrisoned building without getting destroyed) and it's also a good building killer but not as good as the Scud.

Edited by Jargalhurts, 06 August 2011 - 10:06 AM.

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#68 Zenothist

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Posted 06 August 2011 - 11:06 AM

Tsk tsk Jargal, have some more faith in us. We do take all your idea's into consideration. In fact, one of your idea's will be appearing in a way.

Though we did have a good chuckle with the Mutasolator. Speeder certainly seemed to love it. He's gone all mutarded about it. :p

My advice to all of you would be to check out the Ares site and see what new feature's they've implemented. We can do far more now so think of things that didn't used to be possible in YR. Imagine new features for units and buildings, new support super weapons..

#69 Jargalhurts

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Posted 06 August 2011 - 01:28 PM

Tsk tsk Jargal, have some more faith in us. We do take all your idea's into consideration. In fact, one of your idea's will be appearing in a way.

Though we did have a good chuckle with the Mutasolator. Speeder certainly seemed to love it. He's gone all mutarded about it. :p

My advice to all of you would be to check out the Ares site and see what new feature's they've implemented. We can do far more now so think of things that didn't used to be possible in YR. Imagine new features for units and buildings, new support super weapons..


That post gave me those things called "encouragement", "satisfaction" and other shit that is related making another list of suggestions
This time, i made some support superweapon suggestions:

Allied and Soviet Support Power:

That Guy is a Spy/Saboteur!
Recharge Time: 5:00
Description: Unleashes the true colors of an enemy infantry and give the enemy a shocking realization that it was never really on his side! There are many Allied spies hidden in the Soviet and Epsilon ranks. Hell, even Soviet spies are hidden in Allied and Epsilon ranks. The operation of infiltration seems to be alien for the newborn Epsilon Empire, as the only act of infiltration they use seems to be sending infantry with Psychic Illusion Cloaks. While the Allied Nations and the Soviet Unions are much more experienced than the Epsilon in dirty tricks and conspiracies. In short to explain this support power the most obvious way: Converts an enemy infantry into a Spy/Saboteur under your command. Does not work on hero units. And after the transmission is sent to the so called spy, dogs will be able "sniff out" their malicious intentions.

Epsilon Support Power:

That Guy is a Suicide Bomber!
Recharge Time: 5:00
Prerequisite: Tech Center/Battle Lab
No! The Epsilon are not novices in conspiracies and dirty tricks compared to the Allies and the Soviets. Their conspiracies are only a bit straightforward. I don't want to explain shit about this superweapon and stuff. It just basically sets a 5 second timer on an infantry and after the 5 seconds, that infantry will explode in a glorious fashion, taking nearby units with him, that is all. Please note that dogs are the only units that can kill these suicide bombers without triggering the explosive.

Soviet Support Power:

Decoy
Recharge Time: 6:00
Prerequisite: Palace or Battle Lab
This Soviet power proves the fact that Soviets don't just use shock and awe to take down enemies. Those Soviet bastards, cybernetic technology have gone a long way since the construction of Volkov and Chitzkoi and Super Tanks and etc. Target this power on a group of units and the Soviet Space Station will launch a drop pod onto Earth(you can choose where it will land) that delivers cybernetic decoys of the exact units you've targeted. These decoys are absolutely harmless, they use decoy weapons that shows them using their weapons but intact it's just an imaging technology. It's very useful for distrupting enemy commanders. But the decoys are NOT permanent since their power source is limited, they will shut down after a minute since activation.

Allied Support Power:

Mirage Weather Storm
Recharge Time: 10:00
Prerequisite: Weather Controller
How fuckin awesome would it be to trick your opponent to believe that you used a weather storm on a player, which turned out to be fake and now he is using it on you? This is exactly what this support power is made for: mass-scale deception. The power generates a fake Lightning Storm generated by Mirage Technology that shows everything the Lightning Storm does: temporal radar disabling and mass destruction. The mass destruction is actually a lie, but the radar disabling is real enough. The timer of the support power doesn't appear to players, making up for the deadly deception but sadly the power itself requires the Weather Controller itself to activate. But still it can be handy based on how you use it. It's especially great against human players, even better against human players who are oblivious to the existence of this support power. :thumbsupsmiley:

Edited by Jargalhurts, 06 August 2011 - 01:29 PM.

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#70 Aasgier

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Posted 06 August 2011 - 02:31 PM

Haha, that spy-saboteur support ability is actually awesome. I don't think it should work on promoted units, though.

Blazer MBT

Allegiance: European Alliance

The Blazer MBT was developed by tank and weapon facilities throughout Europe and decided to replace the aging tanks which were still used by some countries. They decided to develop a powerful cannon to place on this tank, which in the end had the same caliber as the cannon used by the Grizzly, but a longer barrel and therefore more penetration power and range. This weapon was fairly compact, so there was enough space in the turret left to mount a 35mm flak cannon in a seperate turret, but also an expirimental device in the same turret just below it, which can lay a huge wall of fire all around the tank. This wave of fire deals large damage to footsoldiers surrounding it and deals also decent damage to structures. It isn't as effective against heavily armored vehicles though, it takes a while to recharge, knows no difference between friend and foe, and will do a bit of damage to the Blazer itself, which are all major drawbacks of the system.

The engine was designed by Eurocopter and orginally intended for use in flying units, and therefore this unit, despite its heaviness, was just as fast as the Lasher Tank.

The driver and commander have an sophisticated sight unit, which detects heat signatures and will detect cloaked units.

Cost: high
Prerequisite: Tier 3
Primary Weapon: 105mm L55 cannon (has a longer range than Grizzly though, and is in terms of power nearly as powerful as the Rhino)
Secondary weapon: 35mm Flak cannon in seperate turret (mounted on top of the main turret!)
Deployment ability: Wall of Fire
Movement: Treads
Speed: Fast
Armor: Heavy
HP: medium-high
Sight: moderate
Sensorsight: moderate
- Immune to killdriver warhead. The driver is behind a feet of armor, after all, and this is a hightech unit.

Note: It should be capable of firing both weapons at the same time.

Edited by Aasgier, 06 August 2011 - 02:53 PM.


#71 OmegaBolt

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Posted 06 August 2011 - 03:36 PM

The Spy power does indeed sound interesting however note that once an infantry is converted it won't automatically be disguised as an enemy infantry, which is good as it means you cant convert an unlucky Conscript into a Spy right next to a Battle Lab but also means its use is very limited. If you "mutated" an infantry into a Spy enemy infantry would automatically kill them, making the SW only useful against lone infantry.

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#72 Speeder

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Posted 06 August 2011 - 03:46 PM

The Spy SW is something we had in mind for a while and what OmegaBolt mentioned is one of the planned ways to balance this support weapon.

Edited by Speeder, 06 August 2011 - 03:47 PM.

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#73 Zenothist

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Posted 06 August 2011 - 04:39 PM

That suicide bomber thing gave me an idea. What of instead of converting the unit, you applied an Ivan bomb to them? :p

#74 generalcamo

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Posted 06 August 2011 - 06:04 PM

EA: Solar Strike:

The allies sure did not win the space race, but they might have won the military space race. Somehow, the european alliance has kept this hidden from the prying eyes of other planets the soviets are controlling. The Solar Strike is a prototype of the Ion cannon. Although, plans for GDI were cut when the soviets took control of the universe, the prototype stayed. It can melt enemy infantry and vehicles in the blink of an eye. Even heroes can't survive it. Against buildings however, there are more practical uses, as it can only kill one building at a time, and only certain structures at that. Other buildings will only be damaged. This is available to commanders that have a radar installation and a Tech Center.

#75 Speeder

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Posted 06 August 2011 - 08:37 PM

United States have that and it's called Mercury Strike.

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#76 generalcamo

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Posted 06 August 2011 - 08:51 PM

PF:
The nighthawk was recently retired in favor of the Stallion transport. However, the resourceful Asians thought that the nighthawk was still valuable. The Assualt Night hawk has room for 5 Infantry units to fire out of. however, it is NOT radar invisible, carries less troops, cannot carry vehicles, and makes the stallion unavailable. However, it is a great support to naval units.

#77 DesertRose

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Posted 06 August 2011 - 09:23 PM

Another idea for an Allied country focused on infantry:

1.) Pathfinder. Stealth, relatively fast moving infantry with good sight range, but no actual weaponry; instead, it has a laser targeting device and remain hidden when using it. The targeting device does no damage on its own, but increases the damage the targeted unit suffers (and maybe increasing the range against units targeted by that laser if that's possible to code).



An idea for a Soviet country:

1.) Flame Tank. Replaces the Halftrack. A relatively fast tank with quite a good amount of hitpoints but its range is rather short. It can fire on the move and deals massive damage against infantry in a small area, thus cleaning up packs of infantry very quickly, and deals good damage against defenses, however it damage against buildings and units is next to non-existing. If the units dies it explodes in a small ring of fire, heavily damaging any infantry near it. Because of all the inflaming fuel once the tank would be destroyed the driver has no chance to survive the Soviets installed an AI to control it instead, making it immune do mind control. Because of its good hitpoints for its cost, immunity to mind control and good damage against defenses it serves as the spearhead unit. I hope its bad damage against buildings makes it weak enough to be not overpowered in early rushes.

2.) Mil Mi. Replaces the Siege Chopper. Because of the lack of a ground-to-air unit another unit had to fill its roll. So, the engineers remove the siege cannon from the Siege Chopper and used the gained room and lessened weight to store ammunition for the additional air-to-air guns and thicker armor. However its guns are horizontally fixed, thus it cannot attack ground units. It may be even a transport if you guys think a unit that can transport infantry is absolutely necessary for every country.

3.) Disadvantages: This soviet country fights close-quarters battles and disdain the use of artillery, so the have no access to Scud Launcher or the Centurion (if this unit somehow managed to get into MO3.0).

The general idea of this country is to relay on heavy armored units (tanks), but therefor are unable to attack from great distances. However, what Tech Center unit you can give them if Soviet already have the Apocalypse? So I though the next change might be in order to emphasize that this is the Soviet country which speciality is tanks.

4.) Apocalypse tanks become an exclusive unit for this country. And maybe Tank drops are also exclusive for this country.

Edited by DesertRose, 06 August 2011 - 09:46 PM.


#78 Darkstorm

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Posted 07 August 2011 - 12:07 AM

Allied

1.) Not possible AFAIK.

Soviet

1.) Not sure if flame weapons are a good idea. Also, why would they make it robotic? Since when to Soviet countries care for their soldiers' lives?

2.) Mil Mi what? The Hind is a Mil Mi-24. Still, Soviets already have a transport.

3.) NO DOWNGRADES! The idea of a subfaction is to supplement what is already there, not take it away.

4.) Why?

Edited by Darkstorm, 07 August 2011 - 12:08 AM.


#79 Zenothist

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Posted 07 August 2011 - 12:20 AM

Darkstorm is half right. Although it is true that sub-factions will not have units removed, some units will be replaced with a unique unit which has the same role.

Consider roles such as:

- Anti-armor

- Anti-personnel

- Anti-air

- Siege

- Transport

- Support




This is only a broad classification. An example would be that units can excel in only one role, or be decent in multiple roles. Remember that a unit that is good at almost all roles is likely to be imbalanced!





Edited by Zenothist, 07 August 2011 - 12:27 AM.


#80 DesertRose

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Posted 07 August 2011 - 01:28 AM

Soviet

1.) Not sure if flame weapons are a good idea. Also, why would they make it robotic? Since when to Soviet countries care for their soldiers' lives?

2.) Mil Mi what? The Hind is a Mil Mi-24. Still, Soviets already have a transport.

3.) NO DOWNGRADES! The idea of a subfaction is to supplement what is already there, not take it away.

4.) Why?

All those suggestions are meant to be applied to a single sub-faction, not to different ones.
2.) So far each faction has at least 2 units which can transport more than one infantry (Amphibious Transport for every sub-faction, the Nighthawk replacement, Halftrack and Driller); if the Halftrack is replaced with the Flame Tank this sub-faction would only have one.
1.) Without any kind of artillery it would be hard to attack a Epsilon base without heavy losses because Yuri Clones would mind control every incoming unit and let them destroy themselves. That's why they got an unit that can move in, kill those so the rest of the army can engage. About the "cares for their solders' lives" comment; I'm no expert in military history and might be wrong here, but I'm pretty sure that even a country that wouldn't hassle to throw the lifes of simple foot soldiers away might want to preserve a soldier they have trained months if not years and invested an significant amount of money to enable him to operate a war machine.
4.) To make each sub-faction more diverse. As Zenothist has stated there are only so many roles an unit can fulfill, adding too many units will just make some redundant. In this case one country could get the Apocalypse as their anti-infantry, anti-unit Tech Center unit, and the other two sub-factions would get another unit that fills the same role, just in a different way; e.g. something like the Hydra Cannon.




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