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Helbrecht

Member Since 28 Jul 2008
Offline Last Active Dec 31 2020 10:55 PM

Posts I've Made

In Topic: MO 3.3 // Side 4 "The Foehn Revolt" - General Discussion

21 December 2016 - 08:44 AM

 

"Volk" also means "people" in German, and the name "Foehn" itself is a German-originated word.

Don't forget about Uragan, someone must have named him in Russian. Volkov as the personality behind the AI makes a lot of sense already, since he is non-mind-controllable, a cyborg, one of the most experienced soldiers in the world (so he should be able to easily command the defense of the Last Bastion, especially using his flying subroutine "avatar"), and he is on the cover of the mod. :p If the Soviets do have a cyborg production plant hidden somewhere in the Urals and Volkov's command codes are stored there, it would be wise for Foehn to recover these.

 

 

With all the focus on Yunru, I wonder any one noticed I said at least one known named character. :p

Siegfried, Norio and Yunru could make sense as the survivors of the Antarctica disaster, leading the Last Bastion, Wings of Coronia and Haihead respectively. Though they would not be a part of their skirmish/multiplayer roster for obvious reasons.


In Topic: MO 3.3 // Side 4 "The Foehn Revolt" - General Discussion

20 December 2016 - 09:31 PM

It's not possible legally due to Games Workshop's IP policy. You have to make an entire new game, and even then it might get taken down.

And, 40k doesn't fit C&C in the slightest. It's too uniform for that, a large proportion of squads and units of every faction are variations of a single creature or chassis with different armament. Dawn of War series is tailored to that universe already, and there are some great mods for it if you want. You can create a game with similar aesthetics and themes to 40k, but a faithful recreation or reproduction is way outside of scope of RA2.


In Topic: MO 3.3 // Side 4 "The Foehn Revolt" - General Discussion

20 December 2016 - 08:02 PM

 

 

Are my eyes deceiving me or Fin is using a W40K space marine SHP?

I've always thought of Epsilon as being the quintessential example of everything wrong about the Age of Strife, since they have telepathic and telekinetic psykers, mutants, pirates, heretics, evil mad scientists, perhaps rogue AI, and are led by an Alpha-Plus level bastard. Now I see Foehn as the perfect demonstration of how a Dark Age of Technology army might look like on the battlefield, with nanoids, power armour, plasma weapons, railguns, anti-gravs, AI-controlled drones and such everywhere. The overall themes of unending conflict, uncertain allegiances, broken alliances, gray morality, behind-the-scenes manipulation, monstrous betrayal, and a slow descent into all-out hopeless warfare, madness and insanity are very fitting, too. If you somehow mod in Chaos and the Emperor, you'll be easily able to play the Unification of Terra xD So a 40k throwback is ENTIRELY appropriate.


In Topic: MO3.0 Feedback // SUGGESTIONS

09 December 2016 - 01:06 PM

Yeah, corrected that.​

​Well, I imagine Epsilon Elites and Libra are able to fly completely unassisted, but the Duneriders still need a board. On the other hand, they are immune to EMP unlike artificial anti-gravs (for no explained reason).

​Also, judging by their role and nonchalant voice-acting, Duneriders must be pretty independent. This kind of freedom and degree of trust would be very valuable in an army built upon mind control, I think, and would be only granted to few outside the Adept circles. So Duneriders and Viruses are kind of elite in their own way.

 

The ability of ordinary humans to develop psychic abilities at all is based on Malver's background. I assume some people are born as strong psychics, and with some training can become Adepts or Elites, but most people need a lot of concentrated effort and/or a psychic booster apparatus to be able to manifest anything.


In Topic: MO3.0 Feedback // SUGGESTIONS

09 December 2016 - 12:40 PM

Some suggestions for the descriptions of Epsilon infantry in the info section. I tried to tie some of their various abilities together and expand upon their roles in-universe.

 

Archer

Epsilon Archers are the next step for any willing Initiates to take. Genetically enhanced to have superior upper body strength and visual depth of perception, they no longer need a psychic apparatus to manifest their developing psychic ability, and instead use a high-tech compound bow and a telekinetic "kick" to launch special Armour Rupturing Objects with surprising speed and precision, even being able to hit low flying aircraft. Despite their archaic appearance, the Archers have proven themselves to be a formidable opponent to Soviet and Allied vehicle crews, avoided whenever possible.

 

Brute

One of the most reviled assets in the Epsilon arsenal is the technology to quickly mutate normal, often unwilling, humans, into hulking monsters known as Brutes. Often made from captured enemy soldiers and abducted civilians, groups of these dim, but incredibly strong and tough abominations are able to rip entire tank columns apart with their bare hands and survive grave injuries that would instantly incapacitate ordinary men. Brutes' assaults are made significantly worse by Epsilon's horrifying ability to quickly replenish and augment their numbers on the battlefield by use of Cloning Vats and airborne mutating agents, forcing enemy infantry to witness their comrades' grisly fate again and again.

​Dunerider

​A step up from line Epsilon infantry, only soldiers who have proven their loyalty to Yuri are granted the last array of augmentations. Promoted from the ranks of Archers, Duneriders are additionally enhanced with vastly expanded senses, superior resistance to hostile environments, and regenerative strands from the Virus program. Trained to channel their telekinetic abilities into hoverboards and supplied with grenades filled with harvested Bloatick toxins, they can quickly and easily move across difficult terrain, even over water, survive long exposure to scorching heat or freezing cold, and quickly take down groups of infantry and isolated buildings. When finding themselves overwhelmed by opposing forces, Duneriders can temporarily propel their boards to huge heights, then throw a handful of grenades at once in an area below them. They are usually sent on long independent patrols around Epsilon bases, to ensure no threat slips by unnoticed, or into enemy territory, to harass them from unexpected directions.

​Stalker

​Another result of the human augmentation programs run by the Epsilon scientists, Stalkers are the more stable and intelligent counterparts to Brutes. Possessed of exceptional strength and endurance, and fully able to operate weaponry and follow orders, they are armed with some of the heaviest equipment available, becoming walking tanks. Indeed, Stalkers are most often used to support Epsilon infantry, revitalizing them with psychic power torn from enemy soldiers by Psychic Drainers and bringing down enemy fortifications and structures from afar with Implosion Cannons. Their major disadvantages are their slow walking speed and bulk, though, which makes it harder to get them to the frontline.