Discussion: GamePlay and Units Ideas

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Re: Discussion: GamePlay and Units Ideas

Post  Snake on Thu Jul 02, 2009 3:40 am

James100 wrote:Speaking Of Which Are We Gonna Include The M163 VADS?
It's Still In Use By The US Military, Maybe As The Medium Class AA? And Leave The Heavy Class For The M6
Like Say
Avenger > Vulcan > Linebacker ?


Yes, the M163 VADS might be included but not particularly under the US Command.

In the US Military case, the VADS was replaced by the M6 Linebacker and the Avenger Air Defense System (which are also currently replacing the Linebackers).

The Linebacker/Avenger combo completely replaced the VADS/Chaparral combo in active Military duty as the main short range US Anti-Air systems in the last decades.

The main surface to air weapon focus will be on missiles, cannons are a shorter range secondary weapon and the US Anti-Air class will be typically composed by the three main Classes:

Class 1
Class 2
Class 3
M6 Linebacker
AN/TWQ-1 Avenger (M1097A2)
Top Secret at the moment Razz
4 Stingers/ 25mm Cannon
8 Stingers / Defensive HMG
Something a little more, "overt", so to speak Twisted Evil


This is a pure example of our unique Class System:
A higher class unit will be more specialized in it's specific role (in this case AA) but might not be as effective as a lower class unit is in other roles:

In this case the Linebacker haves it's multipurpose 25mm cannon which is useful against enemy light armor/low flying aircraft and 4 Stingers, it haves medium armor, good mobility and can carry some troops (not as much as the M2A3 Bradley).
Needless to say, the Linebacker is a good all-rounder however, the Avenger Defense System haves the double of the Stinger capacity, some extra AA range and high mobility, making it very effective in the AA role (but less effective in the standard Ground combat role in comparison with the Linebacker).

As usual, the decision to call in either one will be completely up to the player (if the player is in urgent need of extra AA, then I'd recommend to unlock the Class 2 AA and call in some extra Avengers), if the player only needs some partial AA then the Linebacker fits in perfectly. Our Class system does not intend to make lower class units obsolete but complement each other, instead.

As an added bonus (to make the player want to choose to unlock the AA class), the Class 2 AA will also unlock the specialized Area-Defense Radar Vehicle (which, when coupled with AA vehicles, makes for some exceptional AA defense).




As for the M163 VADS itself, it might be one of the main mobile United Nations AA vehicle (under Israeli Command). Two variants are very highly to appear:

  • M163 Hovet (basically the Israeli name for the standard M163 VADS);
  • M163 Machbet (Vulcan + 4 Stinger Missiles)


As an added, sexy bonus, the Mideast Crisis Mod Team allowed us to use their vehicles, meaning we essentially have the Hovet / Machbet models already prepared (voices included)

James100 wrote:Also Are We Including Towed Weapons ? (I Just Thought Of It Now Thinking Of The M167)


Yes, certain factions will allow the player to unlock towed weapons, in addition to the main, mobile AA vehicles. These will be transported and deployed from certain transport vehicles such as trucks.

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Re: Discussion: GamePlay and Units Ideas

Post  Jarhead on Thu Jul 02, 2009 1:31 pm

Man! Major props to the Mideast Crisis guys for steppin up and helpin out. That is really great news.

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Re: Discussion: GamePlay and Units Ideas

Post  OLIVES on Sun Jul 05, 2009 5:15 pm

you must have the archer for europes artillery.
http://en.wikipedia.org/wiki/ARCHER_Artillery_System

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Re: Discussion: GamePlay and Units Ideas

Post  Snake on Tue Jul 07, 2009 2:21 am

It's very likely to appear, alongside other European artillery systems.

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Re: Discussion: GamePlay and Units Ideas

Post  OLIVES on Wed Jul 15, 2009 11:05 am

It would be cool if you gave the chinook the abilaty to pick up and drop of boats in the water.

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Re: Discussion: GamePlay and Units Ideas

Post  Jarhead on Thu Jul 16, 2009 8:10 pm

Its been kinda quiet around here this week.? Heres a couple of ideas that I've been juggling around in my head for a while...

Naval Mode, Submarines
From what I understand at this point boomers aren't going to be making an appearance in TAOW (couldn't find a crying imoticon)

Special Abilities: Submarines can use the "Bottom the Boat" button [if codeable], which after a couple of seconds of delay renders the ship immune to depth charges and stealth detection for a short period of time with a medium to long "reload" timer.
Another idea that conceptually works better with Hunter/Killer subs is the "Emergency Blow" button [animation] which sends the boat barreling towards the surface nearly breaching the water, revealing its position but otherwise saving it from atleast one torpedo (or maybe use the randomizer to make it only successful sometimes)
Of course countermeasures would be a nice addition to help aid in the subs protection.

Rather than having a near empty window when you click on a unit (usually contains an upgrade or an ability or two) like in zerohour, rather you are given a command set to chose from, looking something like this...

Boomer
1 Anti Air
2 Anti Ground
3 Torpedoes
4 ICBM* (kind of "unlockable")
5 Countermeasures
6 Bottom the Boat (invulnerable Stealth for a short period of time & depth charges)
7 Surface
8 Stop

Hunter/Killer
1 Anti Air
2 Anti Ground
3 Torpedoes
4 Amphibious Troops
5 Countermeasures
6 Emergency Blow (torpedo evasion tactic)
7 Surface
8 Stop

Of course these add new implications to the game such as... if boomers are immune to depth charges with the bottom the boat toggle has been selected, then I guess there aught to be some depthcharges--> therefore a class of ship that can deliver them. The inclusion of sub hunting helicopters or planes and ships (which really isn't that hard if you think about it. Just equip them with stealth detection and a torpedo type round, whatever they use in real life)

I've seen two kinds of water in zerohour mods. Blue and almost Clear. Possibly it could be made so that the area around a friendly sub, or around a detected enemy becomes almost clear (producing a kind of cut out of the water revealing the sub). Although this maybe a bad idea as things such as typhoons are enourmous and might be better translated as just the sail and a bit of the deck on the surface. Then maybe an identifyable shadow on the surface of the water for the player [or other animation], which would then also show up for the opponent in the presence of their stealth detection units.

Immobilizing dormant subs with amphibious troops (demolition unit) might be fun. Maybe this could cause the ship to surface making it vulnerable to more strikes by a wider array of units it would then be visiable to.

Hunter/Killers produce troops while Boomers Boast *ICBMS to hit land targets/emmediate air targets.

*ICBM's ahhhh, the dreaded weapon of mass destruction. Dread no longer, with the emplacement of a collateral damage system, any launch of an ICBM, or maybe any launch of an ICBM resulting in civilian casualties (which civilians are conveniently scattered across the map) results in you getting your ass handed to you by NATO as well as the local population. In other words, Don't launch an ICBM without authorization. It could also be shaded so that it can only be used when the game allows it.

Authorization. Possibly the final step in the tech tree. Long "Reload" timer with these things.
Just a couple of ideas. Let me know what you think.

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Re: Discussion: GamePlay and Units Ideas

Post  James100 on Thu Jul 16, 2009 8:31 pm

Jarhead wrote:Its been kinda quiet around here this week.? Heres a couple of ideas that I've been juggling around in my head for a while...

Naval Mode, Submarines
From what I understand at this point boomers aren't going to be making an appearance in TAOW (couldn't find a crying imoticon)

Special Abilities: Submarines can use the "Bottom the Boat" button [if codeable], which after a couple of seconds of delay renders the ship immune to depth charges and stealth detection for a short period of time with a medium to long "reload" timer.
Another idea that conceptually works better with Hunter/Killer subs is the "Emergency Blow" button [animation] which sends the boat barreling towards the surface nearly breaching the water, revealing its position but otherwise saving it from atleast one torpedo (or maybe use the randomizer to make it only successful sometimes)
Of course countermeasures would be a nice addition to help aid in the subs protection.

Rather than having a near empty window when you click on a unit (usually contains an upgrade or an ability or two) like in zerohour, rather you are given a command set to chose from, looking something like this...

Boomer
1 Anti Air
2 Anti Ground
3 Torpedoes
4 ICBM* (kind of "unlockable")
5 Countermeasures
6 Bottom the Boat (invulnerable Stealth for a short period of time & depth charges)
7 Surface
8 Stop

Hunter/Killer
1 Anti Air
2 Anti Ground
3 Torpedoes
4 Amphibious Troops
5 Countermeasures
6 Emergency Blow (torpedo evasion tactic)
7 Surface
8 Stop

Of course these add new implications to the game such as... if boomers are immune to depth charges with the bottom the boat toggle has been selected, then I guess there aught to be some depthcharges--> therefore a class of ship that can deliver them. The inclusion of sub hunting helicopters or planes and ships (which really isn't that hard if you think about it. Just equip them with stealth detection and a torpedo type round, whatever they use in real life)

I've seen two kinds of water in zerohour mods. Blue and almost Clear. Possibly it could be made so that the area around a friendly sub, or around a detected enemy becomes almost clear (producing a kind of cut out of the water revealing the sub). Although this maybe a bad idea as things such as typhoons are enourmous and might be better translated as just the sail and a bit of the deck on the surface. Then maybe an identifyable shadow on the surface of the water for the player [or other animation], which would then also show up for the opponent in the presence of their stealth detection units.

Immobilizing dormant subs with amphibious troops (demolition unit) might be fun. Maybe this could cause the ship to surface making it vulnerable to more strikes by a wider array of units it would then be visiable to.

Hunter/Killers produce troops while Boomers Boast *ICBMS to hit land targets/emmediate air targets.

*ICBM's ahhhh, the dreaded weapon of mass destruction. Dread no longer, with the emplacement of a collateral damage system, any launch of an ICBM, or maybe any launch of an ICBM resulting in civilian casualties (which civilians are conveniently scattered across the map) results in you getting your ass handed to you by NATO as well as the local population. In other words, Don't launch an ICBM without authorization. It could also be shaded so that it can only be used when the game allows it.

Authorization. Possibly the final step in the tech tree. Long "Reload" timer with these things.
Just a couple of ideas. Let me know what you think.



Nice sunny I Liked The Way you Compared the saga Very Happy
if codeable them surely they'll be in Wink

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Re: Discussion: GamePlay and Units Ideas

Post  Jarhead on Sun Jul 19, 2009 12:58 am

In addition for arctic type boards it would be cool to allow boomers to "break throught ice" (GLA sneak attack) so maybe instead of having a torpedo button, make torpedoes the auto/primary weapon, then allow boomers to deliver troops. AA missiles and land missiles might even be combined leaving a couple buttons open for something like a "ping" button which can identify other vessels to allow for targeting (but reveals position). Or an up periscope button to allow for a wider view/shroud reveal (reveals position).

ULF (Ultra Low Frequency) to link up with satellites so if a sub is your CV, that is how you establish a link with radar while submerged. Which normally the sub would have to surface to have radar.

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