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A new faction (for the fun of it.))


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#21 LusiGoosi

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Posted 05 January 2014 - 06:09 PM

Why thank you, I hope to get better then I can help modders as making my own mod is not my thing.



#22 Atomic_Noodles

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Posted 06 January 2014 - 06:49 AM

The Colony

Sub-Factions: Horde,Vermin,Predator

 

All Units are immune to radiation,mind control and can self-heal/repair

 

Tier 1 Infantry

Scout - Detector, Can Occupy Buildings, Anti-Ground Melee Infantry

Sentry - Unique Replacement for Scout, Weapon is upgraded to Short-Range and has increased hitpoints

Weaverling - Anti-Air, Attacks also damage enemy Units Slowly, Disables Unit Movement

Worker - Engineer Infantry

 

Tier 2 Infantry

Wasp - Jumpjet Infantry with very short range but very large endurance and cheap

Pillbug - Suicide Infantry, Explosion applies debuff which cuts unit defense by 50% for 5 seconds.

Sicklemaw - Assault Infantry, Can clear garrisoned buildings. Very effective versus Infantry

 

 

Tier 3 Infantry

Fire Beetle - Siege Infantry, Shoots Fireballs. At elite Fireballs create residual flames like the Borillo

Incinerator - Hero Infantry, Lots of Health, Attacks using Laser Vision, Can Attack all Targets

 

Tier 1 Units

Soldier Ant - Tough Melee Unit - Main Battle Tank

Warrior Ant - Unique Replacement of the Soldier Ant for Horde Sub-Faction

Arachnoid - Anti-Air Unit - Bigger Version of the Weaverling

Harvester Ant - Tunnels underground when returning

 

Tier 2 Units

Giant Worm - Transport Unit, Can Tunnel underground, Has space for 12 Passengers

Storm Ant - Attacks using electrified bites, Can EMP targets, Explodes when killed and causes a EMP Blast

Gamma Ant - Attacks using radiated sludge balls, Explodes when killed and leaves behind radiation

Dragon Ant - Attacks using Flamethrower Breath, Explodes when killed and leaves behind residual flames

 

Tier 3 Units

Crusher Ant - Siege Unit, Throws Boulders at enemies, Boulders split into more debris after hitting the ground.

Monarch - Support Unit, Debuffs enemy Units by lowering their firepower & speed by 50%. Attacks with a powerful melee attack

Herald - Unique Unit that replaces the Monarch for the Vermin, Comes with healing ring that slowly heals nearby units

Queen Ant - MCV Unit, Is Armed with Powerful Jaws to defend itself

 

Naval Units

Naga - Basic Naval Unit, Attacks using melee attacks at naval targets.

Nautilus - Amphibious Transport, Increases Defense but slows down when under attack, Unarmed

Kraken - Very Slow Unit, Can instantly kill any unit in the water, Shows Tell-tale Water Ripples

Leviathan - Siege Unit, Shoots Boulders

 

Defense Buildings

Web Trap - Land Mine Building which Disables enemy movement & attack for 5 seconds

Tower - Basic Ground Defense, Can Detect Stealth & Disguises

Roost - Anti-Air Defense, Shoots webbing that deals damage slowly over time

Rampart - Advanced Ground Defense, Shoots Boulders similar to the one Crusher Ants throw

Tunnel Network - Ambush - Spawns a group of units, Different Sub-factions provide different units

Queen's Nest - Rapture - Deals heavy damage against vehicles & buildings, Units in the Area have their movement speed reduced in half

 

Generic Buildings

Only the Ant Hill & Siphon Pillars provide Build Range, All Buildings do not consume Power

 

Ant Hill - Construction Yard

Siphon Pillars - Generates Credits

Den - Barracks, Provides T1  

Quarry - Refinery, Increases Ore 

Warren - War Factory

Marina - Naval Shipyard

Hive Cluster - Provides Radar & T2

Evolution Chamber - Tech Center

Hybrid Cavern - Allows Cloning of Ground Units, Heals nearby Units

Spawning Pool - Allows Cloning of Infantry, Heals nearby Infantry

 

Support Powers

Geo Sight - See the entire map, Bypassing Gap Generator Shrouds for 10 seconds.

Devour - kill a single vehicle to fully heal a large group of your own units/infantry

Frenzy - All Units in the target area gain 300% increase in firepower but get their armor cut to 25%


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#23 Graion Dilach

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Posted 06 January 2014 - 09:26 AM

*snip*

 

I see what you did there.... :p


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#24 someonebutnoone

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Posted 06 January 2014 - 09:47 AM

The Colony

Sub-Factions: Horde,Vermin,Predator

 

All Units are immune to radiation,mind control and can self-heal/repair

 

Tier 1 Infantry

Scout - Detector, Can Occupy Buildings, Anti-Ground Melee Infantry

Sentry - Unique Replacement for Scout, Weapon is upgraded to Short-Range and has increased hitpoints

Weaverling - Anti-Air, Attacks also damage enemy Units Slowly, Disables Unit Movement

Worker - Engineer Infantry

 

Tier 2 Infantry

Wasp - Jumpjet Infantry with very short range but very large endurance and cheap

Pillbug - Suicide Infantry, Explosion applies debuff which cuts unit defense by 50% for 5 seconds.

Sicklemaw - Assault Infantry, Can clear garrisoned buildings. Very effective versus Infantry

 

 

Tier 3 Infantry

Fire Beetle - Siege Infantry, Shoots Fireballs. At elite Fireballs create residual flames like the Borillo

Incinerator - Hero Infantry, Lots of Health, Attacks using Laser Vision, Can Attack all Targets

 

Tier 1 Units

Soldier Ant - Tough Melee Unit - Main Battle Tank

Warrior Ant - Unique Replacement of the Soldier Ant for Horde Sub-Faction

Arachnoid - Anti-Air Unit - Bigger Version of the Weaverling

Harvester Ant - Tunnels underground when returning

 

Tier 2 Units

Giant Worm - Transport Unit, Can Tunnel underground, Has space for 12 Passengers

Storm Ant - Attacks using electrified bites, Can EMP targets, Explodes when killed and causes a EMP Blast

Gamma Ant - Attacks using radiated sludge balls, Explodes when killed and leaves behind radiation

Dragon Ant - Attacks using Flamethrower Breath, Explodes when killed and leaves behind residual flames

 

Tier 3 Units

Crusher Ant - Siege Unit, Throws Boulders at enemies, Boulders split into more debris after hitting the ground.

Monarch - Support Unit, Debuffs enemy Units by lowering their firepower & speed by 50%. Attacks with a powerful melee attack

Herald - Unique Unit that replaces the Monarch for the Vermin, Comes with healing ring that slowly heals nearby units

Queen Ant - MCV Unit, Is Armed with Powerful Jaws to defend itself

 

Naval Units

Naga - Basic Naval Unit, Attacks using melee attacks at naval targets.

Nautilus - Amphibious Transport, Increases Defense but slows down when under attack, Unarmed

Kraken - Very Slow Unit, Can instantly kill any unit in the water, Shows Tell-tale Water Ripples

Leviathan - Siege Unit, Shoots Boulders

 

Defense Buildings

Web Trap - Land Mine Building which Disables enemy movement & attack for 5 seconds

Tower - Basic Ground Defense, Can Detect Stealth & Disguises

Roost - Anti-Air Defense, Shoots webbing that deals damage slowly over time

Rampart - Advanced Ground Defense, Shoots Boulders similar to the one Crusher Ants throw

Tunnel Network - Ambush - Spawns a group of units, Different Sub-factions provide different units

Queen's Nest - Rapture - Deals heavy damage against vehicles & buildings, Units in the Area have their movement speed reduced in half

 

Generic Buildings

Only the Ant Hill & Siphon Pillars provide Build Range, All Buildings do not consume Power

 

Ant Hill - Construction Yard

Siphon Pillars - Generates Credits

Den - Barracks, Provides T1  

Quarry - Refinery, Increases Ore 

Warren - War Factory

Marina - Naval Shipyard

Hive Cluster - Provides Radar & T2

Evolution Chamber - Tech Center

Hybrid Cavern - Allows Cloning of Ground Units, Heals nearby Units

Spawning Pool - Allows Cloning of Infantry, Heals nearby Infantry

 

Support Powers

Geo Sight - See the entire map, Bypassing Gap Generator Shrouds for 10 seconds.

Devour - kill a single vehicle to fully heal a large group of your own units/infantry

Frenzy - All Units in the target area gain 300% increase in firepower but get their armor cut to 25%

 

Superweapons

Blood Vat- All units affected by this have 40% bonus lifesteal and firepower. (Steals health from enemy while attacking)

Termite Mound - Summons invulnerable mutated termites from the ground to destroy all enemies on its range

Fixed. :p


Edited by someonebutnoone, 06 January 2014 - 09:48 AM.


#25 mevitar

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Posted 06 January 2014 - 11:41 AM

Jem, stop, or Speeder will take that suggestion seriously. :ohmy: :p

Edited by mevitar, 06 January 2014 - 11:41 AM.

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#26 someonebutnoone

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Posted 06 January 2014 - 01:59 PM

Fan Subfactions/Factions: (I will insert more here)
South American Falange (Defensive guerrillas, more firepower and defense than the Latin Confederation)
Unitary Supremacist Steelclad Robots (quality over quantity, sci-fi units better placed with small groups, has crawlers for unit productions, like the Order of the Talon, but with robots.)
The FutureTech Corporation (Scientific,technological and information warfare, an expy of Mediterranean Syndicate)
The Colony (quantity over quality, more spammy than the Scorpion Cell, is considered the Zerg of Mental Omega)
The Crescent (Maybe they can be Terrans + GLA of MO.)
Archon Tribunal (The Protoss of Mental Omega, sea and air superiority.)

Credits:
S.A.F. -LusiGoosi
FutureTech, Steelclad,- me
The Colony-Atomic_Noodles
Crescent, Tribunal-I_Download_Stuff

Edited by someonebutnoone, 12 January 2014 - 08:43 AM.


#27 LusiGoosi

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Posted 07 January 2014 - 04:46 AM

My idea for the Falanges Transport, unlike the other three factions which gave hover transports. I think ti would be cool if they had a amphibious transport that was more like the traditional amphibious tank/ transport.  The "tank" drives into the water like Borillo and simply keeps going.  Something shaped like this...Not sure about the turret yet. Also still playing with colors. I designed it after the BMP Speaking of BMP I'd love to see the BMP 1, 2 or 3...I think 2 would be awesome though

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#28 Atomic_Noodles

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Posted 07 January 2014 - 04:57 AM

Jem, stop, or Speeder will take that suggestion seriously. :ohmy: :p

 

I gotta get some publicity somehow...

 

The Colony is supposed to have very expensive Units too (Thats the reason why they have Oil Derricks) for "Power Plants"


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#29 I_Download_Stuff

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Posted 07 January 2014 - 08:48 AM

I agree with you Atomic Noodles, but there's going to be alot of moving around the story if that happens cuz I already like the current story.



#30 LusiGoosi

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Posted 10 January 2014 - 06:08 PM

I have two ideas for two subfactions, the Soviets will gain an ally from the middle east and asia minor called "The Crescent" and the Epsilon's rather more secretive and hidden society the "Archon Tribunal". Dude, if you're interested in seeing what they can do, reply to me first cuz I might make an embarrassment of myself if I just post it all the way. 

 

Right, here are some of his ideas that we have both worked on. :) Mostly him I just put in my 2 cents. :)

 

The “Crescent” (Soviets)

- Excels in anti-infantry and anti-building

- Has similar and stolen tech from the Scorpion Cell

- Similar concept with South Falange, old tech taken to new heights

- Their commando, Alladeen doesn't attack but gives more support powers in your defense tab.  

The “Crescent” is a long and old ally of the Soviet Union, securing total domination of the Middle East and Asia Minor for the Soviets. The Scorpion Cell was, back then nothing less than an underfunded group of terrorists, no problem for them until they heard the news of the Epsilon taking the Scorpion Cell as their ally. The Crescent did its best to request reinforcements from Russia but is ultimately denied because of the current situation (The PF attacks Vladivostok and for example), The Crescent is now left on its own to create their own weapons or use old stock piles, while the first few stages of their R&D were successful many subsequent steps have been in response to nearby and growing threat of scorpion cell.

Support Powers:

1. Sarin Cloud - By dropping Gas from bombs into the area and saturating it with poison, unfortunate infantry units will die but the effect last only a short time as the gas dissipates. Units will be unaffected do to NBC systems on them.

 From Alladeen:

1. Jihad - Makes infantry units move faster, faster than dogs for a certain amount of time. Good for Crazy Ivan combos.

2. Ambush drop - Similar to the Russians tank drop but it drops one tank and a few infantry in support.

3. Red Terror battalion - Similar to the American Airborne but with even more units. Conscripts, Flak Troopers and Gas trooper.

- Gas trooper(Replaces Pyros)

Best against infantry.

Works much like a flamethrower, more effective against inf, but less against hard targets, but does minimal do to the corrosive nature of the gas.

 

And some more of his units Tweaked slightly by me.

 

Sultan Heavy Tank (Starting tank of The Crescent)

- Long range, slow reload, high damage, highly inaccurate in long distances
- Prefers to go over infantry units and go in front of tanks

- Similar to the Drakuv Troop Crawler, stops tanks as soon as they come in contact

- It uses a mobile howitzer cannon instead of standard tank cannons

 

Info:

Weapons: 1x Shredder Wheel/ 1x 185mm Howitzer Cannon

Background: The Crescent need a new tank that would compensate for their old tank's lack of, simply, everything and with the help of the Epsilon defectors, The Crescent R&D developed a tank heavily based on the Lasher Tank with a twist, it has increased armor and replaced the 4-round auto-loading cannon with a powerful howitzer cannon, even if it's quite inaccurate by far distances its effectiveness against infantry, armored units and buildings still make this tank a valuable asset to The Crescent war machine. With the larger gun the turret had to be fixed. into a limited traverse.

 

Sandstorm Chopper

- Anti-infantry, Anti-armor, Anti-air

- Very mobile, faster than Wolfhound and Vulture but still slower than Dragonfly

- Can reduce armor by 25% for 30 sec. (stacking)

 

Info:
Weapons: Gas Grenades/ 2x Oxy-Flak Cannons

Background: In order to attain air superiority in the middle east and asia minor and to keep out unwanted air attacks from either the Allies or the Epsilon, they need a chopper that's very mobile and very fast, Wolfhounds are very expensive to maintain and are completely unreliable for The Crescent, the Vulture isn't very good in countering air attacks at all, all this under the opinion of Alladeen and the R&D team honestly agreed with him. They created a chopper that suits all the need of The Crescent airforce, armed with Gas Grenades to deal infantry units and 2 Oxy-Flak Cannons made from the scraps of the Oxidizer and the Chinese Sentinel to deal with heavily armored and aerial units. It earned the name Sandstorm because the rotors spin so fast that it picks up sand and dust as it takes off and moves.

Sea Scorpion (Replaces Seawolf)
- Effective against Anti-air nothing else

- More mobile than Seawolf

- Can reduce armor by 30% for 30 sec. (stacking)

 

Info:

Weapons: 4x heavy duty Oxy-Flak Cannons

Background: This ship was made under the crazy antics of Alladeen to impress the Russian navy, the R&D team made a ship more capable to deal with air units but abandoning any form of ground countermeasures, the guns was made from the Oxidizer, the hull came from the Seawolf and the turret came from the Chinese Sentinel. Even though it only looks like a Sentinel's turret on top of the Seawolf's hull, its effectiveness against air units made it very useful as The Crescent was experiencing aerial attacks from the Epsilon by the sea.
*Note: YAY! The  Sea Scorpion made a comeback!

 

Oilfield (Replaces Crane)

- Gains credits

- Consumes power

- If infiltrated, you will lose 15000 credits, build walls to keep spies out.


Edited by LusiGoosi, 10 January 2014 - 06:15 PM.


#31 X1Destroy

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Posted 10 January 2014 - 06:38 PM

Arab Union here?


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#32 LusiGoosi

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Posted 10 January 2014 - 06:44 PM

Arab Union here?

The Arabian peninsula being united into a cause is not so far fetched, after all since in Red alert there was no world war 2 it is possible that there would be no Israel. So Perhaps the nations in the area joined the soviets to get the British out of an area many felt they should not be in and was a possible hotspot since after world war one for this.

 

Time for some more of my Falange ideas.

 

Tactico: The elite troops of the Falange, these assault troops are armed with modified versions of of the Normal Falange troopers FN Fal. Equipped with a grenade launcher for harder targets and a small special optics to increase accuracy.

 

The idea of a tank being a land ship is dated and the SAF is not foll when it comes to armor many in the flange has argued that this is simply a "super panther" up gunned to fit a new roll

 

 

"Vertigo":The SAF does not have a commando in the normal sense Falange doctrine believes in uniformity and a unique commando would be unacceptable. However,  That does not mean that you can't be uniform as you serve in the premier tank of this alliance. The command tank "Vertigo" Is the Normal (Well T3) Falange heavy tank with some very hefty modifications to fit its roll as lead.

 

(also modified body of my first voxel to show off my idea for a color scheme for the SAF. Being in the tans.

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Edited by LusiGoosi, 10 January 2014 - 07:37 PM.


#33 Solais

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Posted 10 January 2014 - 09:49 PM

I do have an idea for a faction called the Arab Dominion. But they united not by themselves, but to Soviet pressure who wanted their oil for the warmachine. (As in, they are with the Soviets.)

 

I should really complete the documents about those three factions I've been having ideas about and post them here.


Edited by Solais, 10 January 2014 - 09:50 PM.


#34 LusiGoosi

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Posted 11 January 2014 - 03:54 AM

I do have an idea for a faction called the Arab Dominion. But they united not by themselves, but to Soviet pressure who wanted their oil for the warmachine. (As in, they are with the Soviets.)

 

I should really complete the documents about those three factions I've been having ideas about and post them here.

 

Yeah, sounds like a fun plan, I'd read about them. :)



#35 someonebutnoone

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Posted 11 January 2014 - 05:23 AM

Expanded universe?



#36 Solais

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Posted 11 January 2014 - 08:09 AM

More like suggestions. The OP of the Suggestions thread does say something about suggesting new factions.



#37 LusiGoosi

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Posted 11 January 2014 - 10:06 AM

More like suggestions. The OP of the Suggestions thread does say something about suggesting new factions.

 

 I know I just created a new tab for faction suggestions as they tend to be wall of text and take a bit of space and a lot of people get bugged by walls of text so. yep.



#38 someonebutnoone

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Posted 11 January 2014 - 01:55 PM

Soviet Red Death (Stolen Epsilon tech for Soviets)
Cost :$2400
Speed: 5.5
Hitpoints :850
Armor: Heavy
Prerequisite:Soviet War Factory, Soviet Lab
Purpose:Anti-Armor, Anti-Infantry
Weapons: "Putrifier" Chemical Thrower, "Chernobyl" Radon Beam, "Chernobyl" Canisters
Range : 8.25/8.25/ Close

An Epsilon infiltration mission instigated by the Chinese has revealed that Yuri and his cohorts have been researching chemical weaponry. China has saw the deadly potential of their research and immediately made haste to incorporate toxins and chemicals into one of their prototypical war machines.At first, most of their attempts failed. Either the produced tanks has to be destroyed for being too hazardous, or just condemned even by colonels.
However, it all changed when they received a telegram from a German chemist named Hugo Stolzenberg that states he and his colleagues had defected to the Soviet cause. Stolzenberg himself did the improvements to the tank, making it less hazardous to friendlies, and ensuring that its targets will die ghastly deaths. HE called it, the "Red Death".

The Red Death, or how their fellow Soviets call it,when considered to be the ultimate affront to environmental health and safety, when multitudes of civilians, health workers, and environmentalists called for the Chinese government to outlaw the war machine, but their requests fell into deaf ears as testing of the Red Death on an uninhabited island near Taiwan.
The test was so highly successful, that island has to be erased off the map for being extremely dangerous to humans. Capable of throwing vast amounts of hydrochloric and nitric acid that can waste away the armor of tanks and flesh of infantry, leaving areas desolate for a few minutes. and emitting super-high radiation beams to either attack aircraft or radiation from the exhaust pipes while deployed. the Red Death strives nothing more than the extermination of its enemies, by using grossly inhumane ways.
 
The Red Death voice (Former Nazi scientist who defected to the Soviets, after all, a German designed these tanks, think the Medic from TF2)


Edited by someonebutnoone, 12 January 2014 - 06:53 AM.


#39 WhiteDragon25

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Posted 12 January 2014 - 02:10 AM

Soviet Red Death (Stolen Epsilon tech for Soviets)
Cost :$2400
Speed: 5.5
Hitpoints :850
Armor: Heavy
Prerequisite:Soviet War Factory, Soviet Lab
Purpose:Anti-Armor, Anti-Infantry
Weapons: "Putrifier" Chemical Thrower, "Chernobyl" Radon Beam, "Chernobyl" Canisters
Range : 8.25/8.25/ Close

An Epsilon infiltration mission instigated by the Chinese has revealed that Yuri and his cohorts have been researching chemical weaponry. China has saw the deadly potential of their research and immediately made haste to incorporate toxins and chemicals into one of their prototypical war machines.At first, most of their attempts failed. Either the produced tanks has to be destroyed for being too hazardous, or just condemned even by colonels.

However, it all changed when they received a telegram from a famous German scientist named Josef Mengele that states he and his compatriots had defected to the Soviet cause. Mengele himself did the improvements to the tank, making it less hazardous to friendlies, and ensuring that its targets will die ghastly deaths. HE called it, the "Red Death".

The Red Death, or how their fellow Soviets call it,when considered to be the ultimate affront to environmental health and safety, when multitudes of civilians, health workers, and environmentalists called for the Chinese government to outlaw the war machine, but their requests fell into deaf ears as testing of the Red Death on an uninhabited island near Taiwan.
The test was so highly successful, that island has to be erased off the map for being extremely dangerous to humans. Capable of throwing vast amounts of hydrochloric and nitric acid that can waste away the armor of tanks and flesh of infantry, leaving areas desolate for a few minutes. and emitting super-high radiation beams to either attack aircraft or radiation from the exhaust pipes while deployed. the Red Death strives nothing more than the extermination of its enemies, by using grossly inhumane ways.

 

The Red Death voice (Former Nazi scientist who defected to the Soviets, after all, Josef Mengele designed these tanks, think the Medic from TF2)

 

Sorry to poke a hole in that idea, but Josef Mengele was never an actual licensed scientist; the guy was a complete wackjob and a sick fuck, who only got his position thanks to Nazi Party patronage from writing a bogus 'scientific paper' 'explaining' why the Jews were 'racially inferior'. He had no degree in any scientific field whatsoever; in fact, all of his 'experiments' he conducted in the death camps were not done in proper scientific procedure at all, or had any purpose besides satisfying his own morbid curiosity and bloodlust.

 

Hell, in the RA universe, I'm pretty sure the guy would've been thrown in prison and later executed for committing henious, gruesome murders the likes of which haven't been seen since Jack the Ripper.


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#40 Atomic_Noodles

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Posted 12 January 2014 - 02:12 AM

 

I do have an idea for a faction called the Arab Dominion. But they united not by themselves, but to Soviet pressure who wanted their oil for the warmachine. (As in, they are with the Soviets.)

 

I should really complete the documents about those three factions I've been having ideas about and post them here.

 

Yeah, sounds like a fun plan, I'd read about them. :)

 

 

Reminds me of the dummied out bonuses for Iraq in RA2...

 

Iraq would have gained more Cash from resources & had Veteran Rhino Tanks.


Edited by Atomic_Noodles, 12 January 2014 - 02:12 AM.

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