Subject:
One thing I miss from the first C&C was having civilians on the map, but further to that, I had an idea for a game mechanic based on these civilians and their little towns/villiages.
Description:
Basic Plot/Setting:
A big disaster has destroyed most major population centres, either by plague or superweapons, meaning only smaller population centres remain. Industry is crippled and stockpiles are down.
GDI want to re-establish themselves over the remaining people of earth. NOD wants pretty much the same thing, by winning the hearts and minds of the people.
The days of battles being fought with endless supplies of tanks and troops are over. Now, every single bullet and trooper makes a difference.
Game Engine:
First of all, resources will be replaced by a People Pool and a Supply Pool.
Troops cost mostly People Pool and a little Supply
Tanks cost mostly Supply Pool and a little People.
Both pools regenerate very slowly, but to increase the growth rates you take over towns to boost People Pool and you boost Supply Pool by taking control of steel mills and ore refineries.
Taking a place over takes time and it is not enough to just occupy a villiage with a military force (Though this will block any benefits your opponent will receive)
To take control of population centres:
If you are GDI, then deploy a Distribution Centre.
If you are a NOD player, then rally the oppressed with a NOD Church.
Towns will send out trucks with people in them, back to your fixed location headquarters (Remove MCVs or make them very expensive). When the trucks arrive, you gain your pool.
Same goes for Supplies from steel mills or oil rigs. Supply trucks will drop off resources.
This means a well placed rocket trooper can cripple supply lines.
Truck movement is automatic, and towns will supply and replace them for free. (Replacing is slow though)
New and Old Troop ideas:
(Troop squads will be like C&C3)
Basic Infantry - Effective anti-trooper, limited anti-air.
Defenders - Does less damage and has less range then basic infantry unless patrolling. Increases People output from occupied towns.
Flame Troops - Clears buildings. Anti-trooper.
Grenage Troops - Clears buildings. Anti-trooper.
Mechanics - Remove repair button from game. These units repairs nearby buildings and vehicles (While vehicles are idle). Also increases base build times.
Medic - Heals nearby troops.
Rocket troops - Effective anti-vehicle and anti-air.
Spy - Stealth ability. Can also infiltrate buildings to distrupt things (Like in Red Alert). Can also hide in supply trucks.
Saboutour - Can deploy minefields, or put bomb traps in buildings. Can disarm them too.
Salvager - Can jury-rig destroyed vehicles and take them back to HQ to be converted in to Supply. Increases Supply output from factories.
Scout - Unarmed. Spots stealth, spies and traps. Generates a very wide field of view while garrisoned. Provides range bonuses to other troops garrisoned in same building.
Sniper - Stealth ability. Long range anti-trooper.
Many troops can be set to patrol towns, refineries or HQs and gain/provide bonuses while doing so. Some troops like the sniper, will be able to garrison instead. Some troops like the basic infantry, can do both.
With the exception of rocket troops, most troopers will do very little damage to buildings. You will need vehicles for that.
Vehicle ideas:
Ambassador - Deploys in neutral/subjagated towns and turns in to a GDI Distribution Centre or Church of NOD.
Artillery - Long range and inaccurate. Can lock down enemy towns with bombardment.
Comm Van - Unarmed. Anti-Stealth. Increases takeover speed of towns and increases People output as well.
Light Tank - Anti-Trooper
Medium Tank - Ok against troops and tanks
Heavy Tank - Anti-Tank and Anti-Building.
Patrol Buggies - Anti-Troop and anti-stealth. Fast and light. Will drive up and down supply lines, protecting them.
Troop transport - Can garrison up to 4 units inside for bonuses. Fast and light.
Flame Tanks - Clears buildings. Anti-Trooper.
Siege Tank - Long range. Anti-Building.
Aircraft ideas:
All aircraft have fuel, which needs replacing with Supply. Units will return to base to refuel automatically. Airbases can be switched off to save Supply. Aircraft will remain grounded in the meantime.
Helicopter - Anti-trooper.
Bomber - Anti-building and anti-tank.
Fighter - Anti-air. Fuel efficient, especially when patrolling a town or HQ.
Overseer - Unarmed. Fuel effiecient. Anti-stealth. Provides output boost to towns and refineries.
Building Ideas:
All players have a fixed location headquarters. Destroy this to win. Power no longer a resource.
Buildings grow out from the centre like hexes. No cost to build a building, it just takes time and you can only build one at a time, though you can stack up building requests.
Buildings can only be repaired with Mechanics. Mechanics can be set to patrol to cut down on micromanagement.
Barracks - Build all combat troops
Library - Build all non-combat troops
Vehicle Yard - Build all vehicles
Armoury - Provides bonuses to combat troops
University - Provides bonuses to non-combat troops
Refinery - Limit 1. Arriving Suppy trucks provide more bonus
Hospital - Limit 1. Arriving People trucks provide more bonus
Walls - Surrounds your base with laserwall, or concrete. Walls adjust if new buildings are added.
Turrets - Place on the walls for added protection.
Laboratory - Improve base defences and unlocks tech.
Airfield - Can build aircraft.
Positive Effect:
This makes for a much slower game, where advancement relies on occupying locations and defending them.
Sabotage and guerilla warfare will be an essential and major game mechanic. Also, lots of urban warfare.
It will be hard to take an enemy base without a strong strike force, so building up is important.
Negative Effect:
Some people will miss being able to rush and steamroller their enemies. Might rely on micro-management to make sure your supply trucks avoid hazards.

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Kane the second 
