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  1. #81
    Your ideas have potential, but the point is that the delivery sucks. And what's the point of posting anything without trying to do it properly and put it into the game? I just don't understand. And I think you have difficulty understanding the concept of 'short, sharp, shiny.'
    http://i1082.photobucket.com/albums/j377/P1nk97/izqhsp.jpg

  2. #82
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    I understand that. I would do that if I am trying to sell something. I am not.

  3. #83
    Then I fail to see the point in this entire thread.
    http://i1082.photobucket.com/albums/j377/P1nk97/izqhsp.jpg

  4. #84
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    From your perspective, there is no point. Nothing to see here.

  5. #85
    It seems as though this faction would have some extreme weaknesses when compared to other conventional factions.

    Losing HQ means defeat, and no power = no production at all?

    That could just put the entire focus on destroying HQ's or power production, instead of.. well, anything else really.

    I just feel like games would always be defense missions for the US then, making sure they didn't lose their HQ or power.

    This could work if the other factions also had their own Achilles heel.. but it seems a little too extreme

  6. #86
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    Ares, my aim was to design an unorthodox high-tech faction. They intentionally have some powerful advantages as well as extremely crippling disadvantages.

    no power = no production only apply to units. Since power-plants are built as expansions, not stand-alone buildings, it's always possible to sell another expansion and build more power.

    HQ loss causing defeat is not that large a problem in practice. Players don't recover from losing all their HQs very often. It does prevent he player from selling his/her HQ at beginning of the match, but the USA player wouldn't do that anyway because US builders transform into buildings.

    Later in the game it's always possible to build additional HQs. since it does have 6 expansion spots, building HQ would be an efficient way of generating money late game :P

  7. #87
    For anyone who cares to read, my entry on page 6 has been changed...most obvious is the change of the US' heavy artillery unit from a Tomahawk Launcher to something much more...unconventional. :P Check it out!

  8. #88
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    DerKrieger:
    Your idea is similar to what I posted on MEC2 forums.
    I added tech switch idea afterwards

  9. #89
    Quote Originally Posted by Nerdfish View Post
    Take Two !

    Notices:
    • TLDL Version: Drones and Planes. Tech building switch tech, lose HQ and you lose.
    • Nobody cares that you don't want a USA faction. If enough people want to buy a DLC it will happen.
    • I never expect Bioware Devs to read or consider this. I post it is because I think it's fun. for this reason I will post my wall of text for my own entertainment. If the Devs look at this list of ideas, there is no expectation of them considering all of them.
    • Balance is not possible without precise knowledge of other factions. All the numerical values are intentionally omitted for this reason. all balance complaints are pointless because if something is overpowered there is no way for you to reasonably know it.

    I will now present various ideas associated with this faction with no regard with the long line of trolls.

    Overview:
    The new US faction differ from EU in its experimental nature. The EU faction uses improved version of tried and true designs, the US faction uses untested technology of questionable reliability. While very versatile and reasonably powerful, US units have a tendency to suffer from unusual Achilles' Heels.

    Doctrine:
    "Working Everyday to unman the frontlines."
    Most US units are remote controlled. They are naturally resistant to propaganda, toxin and radiation, but are vulnerable to hacking, EMP and ECM attacks.
    "The few, the Proud"
    The few manned US units are arguably some of the deadliest in their respective category. They are also some of the most expensive.
    "At first if you do not succeed, call in an airstrike."
    This faction features devastating air units and airstrike power for players that can afford them.
    "Technology of tomorrow, today"
    The new generation of US units have not seen as much action as EU designs, and tend to encounter unforeseen practical problems on the field. Fortunately for the US player, these units also tend to have some nasty surprises up their sleeves.

    Base Building
    Overview
    - Unmanned engineers are sacrificed when laying down building foundations. the player cannot get the builder back by canceling construction. This faction tend to expand slowly because one builder can only construct one structure.
    - field bases are network of bunkers rather than standing buildings. This allow Both friendly and hostile units to pass over them. Cannons also do less damage to bunkers. Ground Units are built underground then moved onto the surface. Aircraft is likewise stored underground and surfaced for launch.
    - There are no dedicated power or defense structures. Each building instead have a number of expansion points. Power and defenses are attached to other buildings, making it easy to defend expansion, but difficult to turtle.
    - Light drones can be attached to structure at additional cost, much like vehicles. A structure can initially support 3, a drone bay expansion increases that number.
    - Buildings are remote controlled like many other units. They take no damage from radiation and chemical attacks.
    - Building expansions stop working when not attached to a building.
    - Unit production is completely stopped rather than slowed when the base loses power.
    - Because the HQ building is required to establish a connection to remote controlled units, losing the last HQ building result in an instant loss for the US player. In some campaign missions, a Command vehicle is used instead, and losing that also result in instant defeat.

    Bunkers:

    HQ: Citadel Command
    - Enable radar
    - Deploy Support powers
    - 6 Expansion spots
    - Losing the last HQ result in a loss

    Supply structure: Supply Center
    - Build directly on top of supply dumps
    - Garrison builders to generate income
    - 4 Expansion spots

    Factory: Manufacturing Facility
    - Build land vehicles
    - Research vehicle upgrades
    - 4 Expansion Spot

    Airfield: Forward Airbase
    - Deploy manned aircrafts
    - Research aircraft upgrades
    - 4 Expansion Spot

    Tech building: Combat information Center
    - Allow the player to enable one of three specialized strategies
    - Each tech path enable its own set of unit and provide a global bonus
    - Switching strategy cost resources
    - Switching strategy paralyzes all land units temporarily, and cause all air units to return to airfield.
    - Each additional CIC increase the global bonus of declared strategy but with diminishing return.
    - Perform advanced research.
    + Shock and Awe Strategy: Allow Superiority Fighter and Advanced Bomber to be deployed. Each CIC provide 20% additional chance for all attacks to stun enemy units for 1.5 seconds. Unmanned units are not affected. (20% on the first one, 36% on the second one, ect)
    + Hold the Line Strategy: Enable Railgun and Laser turret attachments, Decrease power requirement for all structures by 10% accumulatively (90% first, 81% second, 73% third, ect)
    + Rapid Maneuver Strategy: Enable Advanced Heavy Tank and Mobile heavy artillery to be constructed at the Factory. first CIC increase land movement speed by 10%, each additional one increase it by 80% of the previous one (110% first, 118% second. 124% third, ect)

    Superweapon: Advanced Communication Center
    - A superweapon that have multiple modes of operation
    - Switching mode cost money and reset the timer
    + Configure Logistic AI uplink: Configure the building to reset cool down on general abilities and temporarily reduce all cool down (except its own) to zero.
    + Configure Missile Defense uplink: Configure the building to block enemy super-weapon attacks that would land in its vicinity.

    Expansions

    Fusion Reactor
    - Provide Power
    - Can switch to money producing mode with a late game upgrade
    Armory Expansion
    - Deploy builders and infantry
    - Provide research for builders and infantry.

    Drone Bay
    - Increase light drone capacity of attached building by 3
    - build and house up to 3 Hunter Killer Aircraft

    Auxiliary construction bay
    - Garrison up to three builder
    - Each builder increase the speed the attached structure build unit or generate resource

    Railgun Position
    - Enabled by Hold the line strategy
    - Concealed underground when not firing
    - Consume a tremendous amount of power when firing
    - Inflict a tremendous amount of damage against all land units (not just enemy land units).
    - Railgun shots will continue past any unit it kills.
    - If enemy vehicles gets too close, the turret will shrink into the ground to avoid being crushed.

    Tactical Laser Position
    - Enabled by Hold the line strategy
    - Concealed underground when not firing
    - Consume a tremendous amount of power when firing
    - Have a tremendous rate of fire against enemy missile and aircraft
    - If enemy vehicles gets too close, the turret will shrink into the ground to avoid being crushed.

    Units
    Symbols (+ advantages, -disadvantages, ?situational, > activated abilities)

    Overview:
    US faction does not have a "hero". Instead it has rangers which resembles its previous hero, sans the demolition ability.
    Also, instead of using a traditional gunship, its medium tank serve the purpose of tank destroyer.
    Veteran piloted vehicle and aircraft will eject pilot when destroyed.
    Vast majority of US units are unmanned. unless marked as exception.
    - Unmanned units have a chance of becoming permanently paralyzed when hit by a EMP or ECM weapon. The only way to save such a unit is to repair it to full health.
    - Unmanned units near enemy hacker or ECM units may fail to respond to command.

    Infantry
    Builder: Unmanned Engineering unit
    A small drone does all the chores
    + Repair building and units
    + Build and gathers resources
    + can be garrisoned in transport and buildings
    - Sacrificed when constructing buildings
    - Can be crushed
    - Does not have shoes
    ? can be sacrificed to capture buildings quickly

    Gun/Missile Infantry: Sentry Drone
    Tracked drone that can be equipped for various missions.
    + Immune to many things that quickly kill conventional infantry
    + Expensive for an infantry
    + can switch between anti-vehicle and anti-infantry unit
    - helpless against aircraft
    > Switch weapon - MG: Default weapon is a machine gun, only effective against infantry.
    > Switch weapon - ATGM: Secondary weapon, only effective against vehicles.
    > Turret mode: Deploy the sentry drone into a turret, give it building armor and stealth detection but cause it to consume power. Sentry drone can still be crushed in turret mode

    Elite Infantry: Rangers
    A elite solider in exoskeleton suit wielding a chain gun.
    ? Not a Drone
    ? Vehicle armor - This unit can garrison in building and transports, but has vehicle armor. It takes very little damage from bullets but more damage from canons and missiles.
    + Cannot be crushed - This unit have vehicle armor so it can only be crushed by unit capable of crushing vehicles.
    > Switch weapon - Chain gun: Default weapon is a chain gun that deals AOE bullet type damage, very effective against aircraft and large group of infantry.
    > Switch weapon - Objective Sniper Weapon: Switch weapon to a high powered sniper rifle.

    Vehicles
    Transport: Stryker
    ? Not a drone
    + Transport 8 infantry units
    + Have a number of mutually exclusive upgrade, each upgrade cost resources.
    + automatically evacuate occupants when low on health
    - infantry cannot fire out it.
    - Poor armor and high cost
    > Switch Weapon: Grenade Launcher - default weapon that clear buildings from a long distance.
    > Switch Weapon: ATGM - Long range anti-vehicle weapon
    > Switch Weapon: MEV - Provide the vehicle with ability to heal infantry, but it cannot fire in this mode.

    Medium "Tank": Black Knight
    a "Equalizer" autocannon mounted on a tracked unmanned platform. It's a "gunship" on tracks.
    + peerless firepower against enemy vehicles at close range
    + respectable armor and speed
    - very short range
    - Like regular gunships, this unit have limited ammo. It will have to reload after a few seconds of combat.
    - May jam when firing while low on health. This will prevent the unit from firing until repaired to full health.

    Heavy Mobile Artillery: Democles
    Targeting Drone for Zumwalt class destroyer
    + Calls down a shower of hypersonic tungsten slugs on targets and inflict apocalyptic destruction on everything within target zone.
    + A targeting reticule is visible for allied players to make it easier to avoid friendly fire.
    - it takes a long time for the railgun shell to arrive, thus it's not effective against moving targets.
    - The destroyer's gunnery system rely on the Democles's sensors to compensate for atmospheric interference. the metal shower has a chance of missing their intended target zone entirely depending how damaged the Democles is.

    Advanced Heavy Tank: Templar
    Nuclear powered, unmanned tank with armed with a Railgun,
    ? Irradiate nearby infantry, friend or foe (unmanned for a reason)
    ? Railgun inflict a tremendous amount of damage against all land units (including friendly ones)
    + Railgun shell continue passes any units it kills.
    + is faster and has a longer range than other Heavy tanks
    - The vehicle must stop and deploy stabilizer to fire. (for the reason below)
    - Has a chance of destroying itself by flipping over when it fires, chance depends on health.
    - Have less armor and is more expensive than other heavy tanks
    - Extremely expensive
    > can power down and function as a power plant.

    Aircraft

    Fighter/Bomber: F35 Lightning
    ? Not a Drone
    + Invisible on radar
    + Effective against Aircraft and Buildings
    - Can only change Payloads when docked
    ? Fly in from edge of the map when built
    > Air to Air payload: equip the Lightning to attack enemy air units with missiles
    > Air to ground payload: equip the Lightning to attack enemy surface units and buildings with bombs and gun.

    Electronic Attack craft: Pegasus
    + Electronic warfare unit with various annoying abilities
    - Completely unarmed
    > Radar Jamming: Configure unit to create fake dots and pings on enemy minimap
    > Communication Jamming: Enemy units near the Pegasus sometimes do not respond to commands.
    > Targeting Interference: Misdirect enemy missile in vicinity

    Advanced Bomber: Avenger Hunter-Killer
    + Invisible on radar
    + Built from a building expansion and can be massed in large numbers.
    + Can detect stealth
    + Highly effective against vehicles
    - Can only attack ground units and buildings

    Superiority Fighter: F22 Raptor
    ? Not a drone
    + Ridiculously fast
    + Fire a devastating barrage of Air to air missile at enemy air units
    + Invisible on Radar
    + Enters super-cruise after attacking, rendering them invulnerable when returning to airfield
    - Can only attack air units (I know it's unrealistic)
    - Extremely expensive.
    ? Fly in from edge of the map when built

    Light drones

    Repair drone - Recon drone from the previous game made stealth detection too easy, thus is replaced with a dedicated drone that regenerate unit/building it's attached to.

    Hellfire drone - Add extra anti-tank ability to unit/building it's attached to.

    Gun drone - Add extra anti-infantry ability to unit/building it's attached to, as well as shooting down the occasional rocket.


    Technologies

    Armory
    Self-Destruct charges: Gives sentries a VERY large crush revenge. basically anything beside heavy tank will die instantly should they crush sentries. It can be used creatively to restrict movement of enemy vehicles.
    Defense configuration Optimization: Greatly reduce the cooldown and cast time for sentry's ability to transform between turret and mobile modes and eliminate its cost.
    Smoke screens: Attacking the sentry will sometime trigger a smoke screen, preventing enemy from targeting that sentry for a few seconds. This effect cannot occur more often than once in 10 seconds.

    Assembly bay
    electronic subterfuge Interface: make engineering drones invisible on enemy mini-maps and allow them to quickly capture buildings but sacrificing themselves.
    Depleted uranium plating : Greatly reduce damage vehicles take from frontal attacks
    Metamaterial Cloaking: Vehicles are invisible when not attacking or moving.
    Telemetry multiplexing: Increase light drone cap of vehicles to 3.

    Airfield
    Automated Image processing: the Avenger earn money for each kill. Of course, nothing stops them from stealing kill from other units.
    Anti-air suppression: if any of your air unit is killed by an enemy ground unit, the airfield will immediately launch a cruise missile at the unit that killed it. the cruise missile will follow the enemy unit and inflict significant damage, however it can be shot down.
    Sensor Networks: Aircrafts now project an aura that increase range of ground units in radius.

    CIC
    Telemetry forwarding: allow each infantry unit to deploy 1 light drone.
    Backup systems: Each time a unmanned veteran unit is killed, the next unit of the same kind produced will automatically have the same experience.
    Electronic hardening: Reduce amount of time a unit is capacitated when hit by a EMP, hacking or ECM attack.
    Control system Inoculation: you gain the ability to self-destruct some enemy units that has picked up a crate spawned by destroying one of your units
    Source identification: Any unit that attack an US unit receives a debuff reveals its location for 15 seconds, this debuf is refreshed if it attacks again while suffering from the debuff.
    Genetic Algorithm: If any of you units survive after been hit by an enemy support power, it immediately gain a rank of veterancy.
    Patch optimization: Strategies are switched instantaneously and at no cost.
    Fusion Power stability - Take that foreign oil ! A firmware upgrade to fusion power plant allow it to generate so much power that you can export some of it for money. Irony. allow power plants to switch from power generating and money generating modes.
    Good idea, but I think that US doctrine should be more about mobility and easy to deploy or redeploy. Because in real life, their war are always oversea (far from US) so they won't have much time to create a permanent / fully concentrate bunker as their base. While EU in the other hand are more about bunker and concentrate defend, as they are not as aggressive as US in deploying their troop. Maybe EU should be more of defensive factions, while USA more of flexible, highly mobility, and effective faction.

    Plus, Ranger should be a light infantry regiment, not a heavy infantry regiment. So how could they become a heavy infantry with exoskeleton and chain gun?
    Last edited by Brainsuker; 01-08-2012 at 02:34 PM.

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