Headquarters of the Flaming Ninjas
Published on May 13, 2009 By Samurye In Everything Else

I've been thinking of ideas for a new RTS. This RTS would take place in either the present or very near future. This RTS would deal with a war between the U.S., China, and the European Union. Here is a tenative list of U.S. forces:

ARMY:

1) Infantry - Basic troops. Their default weapon is the M-16 with grenade launcher attachment, although they can be specialized to carry rocket launchers or sniper rifles.

2) US Army Rangers - lightly armed recon teams. Hard to detect.

3) Green Berets - One of the most skilled Elite units in the game, their only drawback is their tendancy to either go Native or Completely crazy. Oh and they sometimes collect the skulls of their victims.

4) Humvee - A light transport, the Humvee can be upgraded with light armor.

5) M1 Abrams - A main battle, tank, the Abrams offers firepower, armor and mobility.

6) M2/M3 Bradley - The Bradley is a well-armed troop transport, useful for scout missions.

7) Marines - The marines are a more powerful elite version of normal soldiers.

Navy:

1) DDG class Frigate - The only frigate class unit currently avaliable the the United States, it boasts the abiliy to switch combat roles on a dime, thus making up for its somewhat limited numbers

2) Nimitz Class carrier - The largest Warship on the Earth, the Nimitz can be deployed anywhere in the world. It also has a large compliment of Hornet and JSF fighter bombers to deploy at a moments notice. This is definitely a tough nut to crack.

3) US Navy SEALS - One of the best special forces teams in the game. They are specifically trained to Insert and Complete their objective as silently as possible. They are the Stealthiest Land based unit in the game.

4) Ohio class submarine - a large nuclear powered submarine, the Ohio class is an important part of the United
States nuclear deterrence policy.

 

Air Force:

1) F-15 Eagle - A Superb Multirole Fighter for its day, the F15 is gradually being phased out of frontline service due to its Age and limitations. Nevertheless, it still has a kill ratio of 5:1 agains most modern fighters.

2) F-16 Fighting Falcon -  An Excellent Ground attack aircraft, it has the speed and manouverability that other ground attack aircraft lack. Unfortunatley this means that while its less expensive than other aircraft, its less versatile and more fragile in dogfights.

3) B-52 Stratofortress - A Massive Nod to the archaic bombers of WW2, the Stratofortress has been in most american conflices during the Late 20th century. The type is not yet ready to be phased out, so this model will remain in service well into the 21st century

4) F-22 Raptor - America's 5th generation fighter, the design skips ahead of other countries. Capable of fluing high and Silent, its drawback is its incredible cost to operate and maintain.

5) JSF (F-35 Lightning)/ JSF-STOL (Navy Version) - The JSF is a joint venture to expand on American Military Technology by adding a stealthy multirole Fighter. its drawbask is its relatively young age and Cost to operate.

6) AC-130/AC-135 Herculese - a close in air support artillery platform. if you see it, and youre not from the US, odds are you are already dead

7)B-2 Spirit - The B-2 is a stealth bomber, undetetectable by radar and difficult to see. The B-2 can drop 40,000 pounds of bombs. The only drawback of this aircraft is its stratospheric cost.

8) A-10 Thunderbolt II - The A-10 is a haeavily armed tank killer that can slice effortlessly through enemy armor. The A-10 can also sustain extraordinary amouts of damage and still fly.

9) EC-135 Spook - A Modified AC-130 airframe used to instill Shock and Awe within the warzone capable of broadcasting propaganda and instilling fear

10) E-3 Sentry - An advanced Radar/Command interface utilizing the most sofisticated technology avaliable, this unit relays orders and infromation in real time.

11) E-8 JSTARS - An Airborne battle platform designed to provide logistics for ground forces.

12) YAL-1 - An airborne laser platform designed to destroy enemy missles with advanced lasers. usually paored up with E-3 or E-8 aircraft.

13) RQ-4 Global Hawk - An Advanced Robotic Observation craft designed to go long distances

14) KC-135 Stratotanker - an aerial refueling craft, the KC-135 allows U.S. aircraft to remain airborne much longer

15) AH-64 Apace - A powerful attack helicopter, the AH-64 can devestate enemy forces while remaining in the same spot.

16) UH-60 Black Hawk - A transport helicopter, the Black Hawk is fairly fast, and infantry inside can fire out ate forces below.

17) CH-47 Chinook - The Chinook is a heavy transport helicopter. It is relativly fast, but cannot defend itself in any way.

18) V-22 Osprey - The Osprey offers the hover and short take off area of a helicopter along with the range or a turboprop aircraft. 

Here is a starting list of the forces of the European Union

Army:

Congolomerate forces - This body is made of the combined armies of all EU countries. The multinational forces work almost smoothly. their drawback is the different weapons they use, seeing that this is the only way to tell individual forces apart.

SAS - The British Special Air Service is the most decorated of all EU operating units. Trained to do everything from flanking attacks to tactical assaniations, they serve the multirole purpose of being the only Elite force in the EU.

Navy:

County Class Destroyer - This destroyer was an offshoot for anti aircraft defense for the Royal Navy's Fast but poorly armed fleet. Although gradually being phased out, it still proves pivitol versus attack aircraft.

Leander Class Frigate - The "bread and butter" unit of the EU Navy. Capable of Anti-Submersible and interdiction duties, its drawback is its poor firepower versus newer types such as the American DDG class. Nevertheless, it is a sturdy workhorse that will continue until the 21st century.

Resolution Class Ballistic Submarine - This aging submersible is being replaced by the newer Vanguard Class, but still retains its role as a nuculear deterrent.

Vanguard Class SSN - This class of submarine is multirole to the max, capable of Nuculear assualt, ship destruction, and Criuse Missile launching (albiet, nowhere near as accurate as the United States Tomahawk III).

Albion Class Landing Dock - This relatively unarmed ship is meant for one duty only, to carry enough aircraft to a point of conflict as rapidly as possible.

Invincible Class Carrier - This carrier is among the smallest of any ship under this designation, but it's compliment of Harrier Aircraft makes it formidible.

Air Force:

Eurofighter Typhoon - Using advanced Thrust Vectoring technologies, this fighter has been confirmed to be one of the best multirole 3rd generation fighter, superseeded only by the F-15 and F-22.

Saab Drakken: This high speed interceptor was developed to combat subsonic fighter bombers swiftly and accuratley.

Tornado GR4 : Used extensively in late 20th century conflicts, this strike aircraft proves to be an important asset, when it has adequate fighter cover.

Harrier GR7A : This Update on the Jump Jet classic includes improved engines, greater stability and improved thrust vectoring. Weapons payload and survivalibity is improved to compensate for its subsonic speed.

Sentry AEW1 : Comissioned to be an early warning scout, this aircraft provides support and jams enemy radio transmissions

Nimrod : A true classic from the cold war, capable of recon and ground ops observation. however it is prone to being shot down.

KDC-10 : This in-air refueling jet allows E.U. forces to remain airborne for long periods of time.

These lists are not complete.

 

Samurye.


Comments (Page 3)
6 Pages1 2 3 4 5  Last
on May 15, 2009

I like your story a lot, I think i'll use that one. It will probably evolve a bit though, but it's a good plan.

 

Samuyre.

on May 15, 2009

Looks cool. I could see Israel doing one of three things:

A)Siding with the US despite their alliance with the Arabic League.

B ) Remaining neutral and refucing to attack either side. (They would no longer support the States b/c of the Arabic League alliance, but they have no love for the Communists, either.) In this situation, one or the other side would sooner or later annihilate them.

C) Recalling how anti-Communist Hitler was, the Zionist movement pushes Israel into the Communist side.

I personally think that A is most likely, but I could see the others being justified if for some reason you want Israel to do something in particular. Don't know much about the military, but I will be happy to answer any questios you may have about how the contries of the world would line up, or anything else about foreign policy.

on May 15, 2009

UPDATE: Some thoughts on the Arabic League:

Genetic testing of Mohammed's remains reveals his descendant, a young man named (insert name of Arabic League learder here). Through sweeping oratory and political maneuvering, (A-L Leader) is able to close the rift between Sunni and Shi'a and establish the New Caliphate. As the geopolitical situation between the US and China deteriorates, Muslim leaders and governments turn to the Caliphate for guidance. Thus, the Arabic League (I recommend changing it to "Islamic League" b/c such an organization would also include Indonesia, (possibly separatist) portions of India, and a large portion of Africa containing Sudan, Egypt, Somalia, and a lot of others. A full list of countries with large Islamic constituencies is available from Wikipedia. Not all of them would probably be involved, (I could see Turkey for instance being torn between the EU and the A(/I)L), but that is still a fairly large swath of the planet. A lot of them aren't THAT developed, but an influx of funding and aide from, say, Saudi Arabia or Dubai could make them a force to be reckoned with.

on May 15, 2009

no 50ft tall Stalin?

what about the reaper and predator uavs

good luck im in the early stages of programming a game at the mo

on May 15, 2009

I can't see isreal still existing at this point. Since the Arabic/Islamic League is allied with the USA prior to the split, i don't think isreal would still be allied. if isreal was there without backing it would be conqured right away.

I would say that prior to the start of the game isreal had either fallen to the Arabic/Islamic League or was absorbed into it.

Also i have a few suggestions for game play. First off, i have played 2 games that had air craft in them, and both of them were annoying as hell. it was a micromanaging nighmare to control just a few planes while the zipped across my screen. it took everything i had just to get them to not fly directly over SAM sites and to get them to the target. and to get that far with them i had to ignore every other aspect of my army, and i was only using 3 planes.

So here is my idea, borrow the fleet concept from GC2. Stack like 10 planes into one "Fleet". Do the same for all units, besides naval ones. Warships are big enough that you wouldn't really need to cluster 5 battleships together. With infantry and such they would be broken down into squads with an officer leading, who could gain exp and give a bonus to his squad.

 

 

on May 16, 2009

Some really good ideas posted here. I would like to see the implemetation of logistics. You have to supply your army and keep it maintained. Not sure how this would work.

Some real-life units that could be added.

Foster-Miller TALON SWORDS: American robotic infantry. Can be equiped with an assualt rifle, light machine gun, heavy machine gun, anti-tank weapon or 6-barrelled grenade launcher.

Leopard 2 A6M tank: German main battle tank of the European forces. Fast, capable of driving through water 4 meters deep (12 feet). It can accurately hit moving targets while moving over rough terrain.

ARCHER: Rapid-firing and very accurate American artillery. Fully automated weapon system.

Predator Drone: American un-manned plane that can spy and shoot stinger missiles.

Buratino: Russian/Chinese rocket artillery. Has the chasis of a main battle tank with the gun turret removed and replaced with 32 rocket tubes that shoot rockets with napalm warheads.

RT-2UTTH Topol M: Russian missiles artillery. Very accurate and completly immune to any anti-missile defenses.

F-35 Lightning II Joint Strike Fighter: American fighter jet. Cheaper and weaker version of F/A-22 Raptor. Can hover and is carrier-capable.

MiG-35: Russian fighter with thrust vectoring thus giving astonishing agility, far superior to American planes. However, it is less advanced.

MiG-17: Obselete Russian fighter. Still used by China. However, it has been converted into a drone. It is faster then American drones. Because it has been in production since the 1950s, it is available in HUGE numbers.

Chinese Type 99 tank: Expensive and most advenced tank in the People's Liberation Army.

Challenger 2: Main battle tank of the British Army. Has advanced composite armour allowing it to withstand a direct hit from a MILAN anti-tank missile.

Mobile Gun System: American armoured fighting vehicle. Possible replacement for tanks.

Panzerhaubitz: German artillery with a fast rate of fire.

There would be heaps more units in this game. Giving the units names that consist of letters and numbers seems more realistic and grown-up then giving them niknames only.

 

 

on May 16, 2009

Alright, i got an idea for logistics. This is also going to take the places of resource gathering.

Instead of going out and harvesting resources and what not, you need to get "Supply" Supply can be gathered in 3 different ways, finding a stockpile of supplies, manufacturing, or delivery. On certian maps there will be armorys, depots, and other forms that contain supplies your army can use, but that can not be renewed.

Also, certian maps might contain factories, or farms that if captured provide a steady but small stream of supply. the reason why they would provide small amounts of supply is because they wouldn't be able to quickly make things, and 1 specific factory would only be able to produce 1 thing, say munitions. you would still need food, oil, armor, and othe things to keep your forces moving.

The other way is through delivery. Almost all maps while allow suppy to be trucked in. to create a supply convoy all you need to do is set up a loading pay on the side of an actual road (has to be on a road, not the middle of no where) as long as your loading dock is there trucks will come from outside of the map and drop of supply.

If there is a railroad and you capture the train station, supply can be sent through the tracks, railways give the greatest amount of supply but are the most vulnerable to enemy attack. you can also have supply brought in via airlift, the larger the airport the more supply that can be sent in. obviously if there is no airport on the map you will have to make a small runway which will get very little supply. If the map contains a seaport or dock you can have supply shipped in aslong as your in control of the docks. and finaly you can create helicopter landing pads and have helicopters bring in the supply.

Before i finish explaining Supply i am going to hit on how I think buildings and unit recruitment should work.

First off, units come in the same way supply does, so if you have no supply routes, then your not going to get any reinforcements.

They way i see buildings working is that instead of producing units they are more like the home for the units. so lets say a small barracks holds 2 squads of infantry. using the stacked fleet idea from GC2 your 2 squads could be 2 full sized squads of 20 soldiers each, of just 2 single infantry men. With your barracks up and running you can request your soldiers to be shipped in with the next batch of supply, however it is being sent. Obviously if your bringing in heavy tanks they wouldn't be able to come in on a helicopter and there would be limits to the amount of soldiers that could come in also. 100 soldiers aren't comming in on a airplane, but they could on a train.

When units are damaged they can return to their home building and regenerate, providing they are resciveing enough supply. Back to supply.

when the supply is being brought in it can be delayed or destroyed. helicopters and planes can be shot down, trucks and trains destroyed and so on. if the road the trucks use is mined your going to see a large delay as the trucks have to navigate past the mines and sometimes even get destroyed. the trains are vulnerable becuase their tracks can get destroyed, if you don't repair the tracks the train wont function. futhermore, after the supply gets brought onto the map it then needs to be transported to the buildings where your units are. so if your only supply point is a train station on the far left of the map and your forces are on the far right, your going to have problems.

Now for this to work there will have to be some kind of time system. i think some one said something like 1 minute being equal to 1 hour, so make it like every 4 minutes your units use up supply.

So lets say you have a barracks with 2 active squads, and you have a helicopter pad for supplies. every 4 minutes you need 2 supply for your infantry squads upkeep. you helicopter brings in 1 supply, but makes the trip every 2 hours. (the frequency of the trips is unique to each map. Being really deep in hostile territory means it takes longer for the trips) In this scenario, assuming your helicopters aren't getting shot down and that the supplies are getting to the barracks your going to be ok.

Now lets say your helicopter eats a RPG on its way in and crashes, your now short 1 supply. so you get to choose which squad gets the supply and the other squad takes a 10% decrease in stats. For each additional 4 minute block that it doesn't get its supplies it takes another 10% hit. back to this example, squad A misses its supplies and is now operationg at 90% efficency. next supply block your helicopter doesn't get shot down and you get all your supplies, so Squad A is back to 100%.

However lets say the helicopter goes down again. now your at 80% efficency. and the next helicopter gets show down, now your at 70%. finaly a helicopter gets through and squad A gets supply, they get one of the 10% losses back, so 70% + 10% = 80%. Squad A needs to get their supplies 2 more times in a row to get back to 100%.

Now lets say your helicopters are comming in easy now, your not loosing any supply anymore. so you build another barracks and call in another squad. you now have 3 squads that need 3 supply, but your hellicopters are only bringing in 2. one of your squads is going to take a hit. you can alternate and try to keep them even, or let 1 squad take it all. IF the squads rateing gets low enough and goes past its hardiness number, then the squad starves and dies. the hardiness number is different for each faction (I picture the arabic league forces being able to go pretty long with out enough supplies.) and the EXP level of the squads commander all factors in. So if the squad that hasn't gotten supply in a few days gets lower than 30% it dies.

BAck to the example again. you build another helicopter pad. so every supply cycle your using 3 supply and bringing in 4. You HQ can hold up to 3 extra units of supply. so the extra supply will be stored there, however any supply over the limit of 3 is wasted. if you build suppy depots you can hold more. So you have a stockpile of 3 extra supply in your hq, you have 4 more comming in every cycle, and your 2 barraks hold 3 squads and use 3 supply.

Gonna add something else here too.your units most spend atleast 6 minutes resting for every 24 minute "Day" every minute less they take a -5% penalty. no sleep at all gives them a -30 that stacks with other negatives. for every extra minute that they rest up to 10 minutes they get a +2.5% bonus. which also adds on to the negatives. by having your guys rest 10 minutes you can make up for the no supply penalty.

Lets say your soldiers are out and about. while they are away from base some bad guys sneak in and blow up one of your barraks. Now squad C is with out a home. You soldiers still need their rest but if you force them to rest with out a home. they take a flat -25% penalty, and that accumulates until they get into a home, so 2 nights spent homelss is -50%. your homelss soldiers can still get supply from the HQ but without their home with in 4 "days" they will be dead. if you can't get a new barracks up and running intime you can make a tent camp. tent camps wont remove any negatives from being homeless that the squad might have picked up, but it will prevent them from getting any more.

Your also going to use Tent camps on the front line where its not really possible to send the soldiers back and forth.

Also, you can intentionaly bring in more squads than you can house, or supply. if your scouts pick up a large enemy force moving towards you, you can bring in extra squads to help fight. IF there not given a home or supply they take the negatives like normal, but if you time it so they arrive right as the enemy comes in they will still be fresh. after you have beaten the enemy back you can send them back on the next supply shipment, after all if they die they loose their EXP, and each side in the war only has so many soldiers.

Well thats my idea.

PS. I am ultra tired right now so there is a chance that this idea might be alot stupider than i think.

on May 16, 2009

I think Israel might stick around b/c they know that if they leave the US/IL alliance, they will get annihilated. Still, as I said, if you give me a country and where you want it to side, I can justify most any alliance.

on May 16, 2009

OK heres some stuff for the chinese navy:

Navy:

1) Sovermenny class destroyer-It is armned with missles, counter rockets,130 mm guns,and a helipad for a helicoptor.

2)Type 093 nuclear sub-armned with anti ship russian designed torpedoes.

Sybertronic.

on May 16, 2009

Ok heres 1 more.

3)the russian varyag-this aircraft carrier holds 26 su 33 planes and 24 helicopters.

Sybertronic.

on May 16, 2009

chinas air force.

Air Force:

1)Sukhoi Su-30-their main attack fighter.

2)Kamov Ka-27(helix)-anti sumburine helicopter.

3)SA 321 Super Frelon-heavy transport helicopter.

4)Nanchang q-5-ground attack plane.



Sybertronic.

 

on May 16, 2009

Silveus

Also i have a few suggestions for game play. First off, i have played 2 games that had air craft in them, and both of them were annoying as hell. it was a micromanaging nighmare to control just a few planes while the zipped across my screen. it took everything i had just to get them to not fly directly over SAM sites and to get them to the target. and to get that far with them i had to ignore every other aspect of my army, and i was only using 3 planes.

So here is my idea, borrow the fleet concept from GC2. Stack like 10 planes into one "Fleet". Do the same for all units, besides naval ones. Warships are big enough that you wouldn't really need to cluster 5 battleships together. With infantry and such they would be broken down into squads with an officer leading, who could gain exp and give a bonus to his squad.

Sounds reasonable, I think that the option to put units into groups would be quite effective. We could also include a Supreme Commander style planned move option where you can plot out routes and then have the units follow it when the order is given, and possibly save different orders to hotkeys.

I think that Israel will be either conquered by or absorbed into the AL.

 

JuleTron
Some really good ideas posted here. I would like to see the implemetation of logistics. You have to supply your army and keep it maintained. Not sure how this would work.

Some real-life units that could be added.

Foster-Miller TALON SWORDS: American robotic infantry. Can be equiped with an assualt rifle, light machine gun, heavy machine gun, anti-tank weapon or 6-barrelled grenade launcher.

Leopard 2 A6M tank: German main battle tank of the European forces. Fast, capable of driving through water 4 meters deep (12 feet). It can accurately hit moving targets while moving over rough terrain.

ARCHER: Rapid-firing and very accurate American artillery. Fully automated weapon system.

Predator Drone: American un-manned plane that can spy and shoot stinger missiles.

Buratino: Russian/Chinese rocket artillery. Has the chasis of a main battle tank with the gun turret removed and replaced with 32 rocket tubes that shoot rockets with napalm warheads.

RT-2UTTH Topol M: Russian missiles artillery. Very accurate and completly immune to any anti-missile defenses.

F-35 Lightning II Joint Strike Fighter: American fighter jet. Cheaper and weaker version of F/A-22 Raptor. Can hover and is carrier-capable.

MiG-35: Russian fighter with thrust vectoring thus giving astonishing agility, far superior to American planes. However, it is less advanced.

MiG-17: Obselete Russian fighter. Still used by China. However, it has been converted into a drone. It is faster then American drones. Because it has been in production since the 1950s, it is available in HUGE numbers.

Chinese Type 99 tank: Expensive and most advenced tank in the People's Liberation Army.

Challenger 2: Main battle tank of the British Army. Has advanced composite armour allowing it to withstand a direct hit from a MILAN anti-tank missile.

Mobile Gun System: American armoured fighting vehicle. Possible replacement for tanks.

Panzerhaubitz: German artillery with a fast rate of fire.

I'll look into that.

Silveus
Alright, i got an idea for logistics. This is also going to take the places of resource gathering.

Instead of going out and harvesting resources and what not, you need to get "Supply" Supply can be gathered in 3 different ways, finding a stockpile of supplies, manufacturing, or delivery. On certian maps there will be armorys, depots, and other forms that contain supplies your army can use, but that can not be renewed.

Also, certian maps might contain factories, or farms that if captured provide a steady but small stream of supply. the reason why they would provide small amounts of supply is because they wouldn't be able to quickly make things, and 1 specific factory would only be able to produce 1 thing, say munitions. you would still need food, oil, armor, and othe things to keep your forces moving.

The other way is through delivery. Almost all maps while allow suppy to be trucked in. to create a supply convoy all you need to do is set up a loading pay on the side of an actual road (has to be on a road, not the middle of no where) as long as your loading dock is there trucks will come from outside of the map and drop of supply.

If there is a railroad and you capture the train station, supply can be sent through the tracks, railways give the greatest amount of supply but are the most vulnerable to enemy attack. you can also have supply brought in via airlift, the larger the airport the more supply that can be sent in. obviously if there is no airport on the map you will have to make a small runway which will get very little supply. If the map contains a seaport or dock you can have supply shipped in aslong as your in control of the docks. and finaly you can create helicopter landing pads and have helicopters bring in the supply.

Before i finish explaining Supply i am going to hit on how I think buildings and unit recruitment should work.

First off, units come in the same way supply does, so if you have no supply routes, then your not going to get any reinforcements.

They way i see buildings working is that instead of producing units they are more like the home for the units. so lets say a small barracks holds 2 squads of infantry. using the stacked fleet idea from GC2 your 2 squads could be 2 full sized squads of 20 soldiers each, of just 2 single infantry men. With your barracks up and running you can request your soldiers to be shipped in with the next batch of supply, however it is being sent. Obviously if your bringing in heavy tanks they wouldn't be able to come in on a helicopter and there would be limits to the amount of soldiers that could come in also. 100 soldiers aren't comming in on a airplane, but they could on a train.

When units are damaged they can return to their home building and regenerate, providing they are resciveing enough supply. Back to supply.

when the supply is being brought in it can be delayed or destroyed. helicopters and planes can be shot down, trucks and trains destroyed and so on. if the road the trucks use is mined your going to see a large delay as the trucks have to navigate past the mines and sometimes even get destroyed. the trains are vulnerable becuase their tracks can get destroyed, if you don't repair the tracks the train wont function. futhermore, after the supply gets brought onto the map it then needs to be transported to the buildings where your units are. so if your only supply point is a train station on the far left of the map and your forces are on the far right, your going to have problems.

Now for this to work there will have to be some kind of time system. i think some one said something like 1 minute being equal to 1 hour, so make it like every 4 minutes your units use up supply.

So lets say you have a barracks with 2 active squads, and you have a helicopter pad for supplies. every 4 minutes you need 2 supply for your infantry squads upkeep. you helicopter brings in 1 supply, but makes the trip every 2 hours. (the frequency of the trips is unique to each map. Being really deep in hostile territory means it takes longer for the trips) In this scenario, assuming your helicopters aren't getting shot down and that the supplies are getting to the barracks your going to be ok.

Now lets say your helicopter eats a RPG on its way in and crashes, your now short 1 supply. so you get to choose which squad gets the supply and the other squad takes a 10% decrease in stats. For each additional 4 minute block that it doesn't get its supplies it takes another 10% hit. back to this example, squad A misses its supplies and is now operationg at 90% efficency. next supply block your helicopter doesn't get shot down and you get all your supplies, so Squad A is back to 100%.

However lets say the helicopter goes down again. now your at 80% efficency. and the next helicopter gets show down, now your at 70%. finaly a helicopter gets through and squad A gets supply, they get one of the 10% losses back, so 70% + 10% = 80%. Squad A needs to get their supplies 2 more times in a row to get back to 100%.

Now lets say your helicopters are comming in easy now, your not loosing any supply anymore. so you build another barracks and call in another squad. you now have 3 squads that need 3 supply, but your hellicopters are only bringing in 2. one of your squads is going to take a hit. you can alternate and try to keep them even, or let 1 squad take it all. IF the squads rateing gets low enough and goes past its hardiness number, then the squad starves and dies. the hardiness number is different for each faction (I picture the arabic league forces being able to go pretty long with out enough supplies.) and the EXP level of the squads commander all factors in. So if the squad that hasn't gotten supply in a few days gets lower than 30% it dies.

BAck to the example again. you build another helicopter pad. so every supply cycle your using 3 supply and bringing in 4. You HQ can hold up to 3 extra units of supply. so the extra supply will be stored there, however any supply over the limit of 3 is wasted. if you build suppy depots you can hold more. So you have a stockpile of 3 extra supply in your hq, you have 4 more comming in every cycle, and your 2 barraks hold 3 squads and use 3 supply.

Gonna add something else here too.your units most spend atleast 6 minutes resting for every 24 minute "Day" every minute less they take a -5% penalty. no sleep at all gives them a -30 that stacks with other negatives. for every extra minute that they rest up to 10 minutes they get a +2.5% bonus. which also adds on to the negatives. by having your guys rest 10 minutes you can make up for the no supply penalty.

Lets say your soldiers are out and about. while they are away from base some bad guys sneak in and blow up one of your barraks. Now squad C is with out a home. You soldiers still need their rest but if you force them to rest with out a home. they take a flat -25% penalty, and that accumulates until they get into a home, so 2 nights spent homelss is -50%. your homelss soldiers can still get supply from the HQ but without their home with in 4 "days" they will be dead. if you can't get a new barracks up and running intime you can make a tent camp. tent camps wont remove any negatives from being homeless that the squad might have picked up, but it will prevent them from getting any more.

Your also going to use Tent camps on the front line where its not really possible to send the soldiers back and forth.

Also, you can intentionaly bring in more squads than you can house, or supply. if your scouts pick up a large enemy force moving towards you, you can bring in extra squads to help fight. IF there not given a home or supply they take the negatives like normal, but if you time it so they arrive right as the enemy comes in they will still be fresh. after you have beaten the enemy back you can send them back on the next supply shipment, after all if they die they loose their EXP, and each side in the war only has so many soldiers.

Well thats my idea.

PS. I am ultra tired right now so there is a chance that this idea might be alot stupider than i think.

This seems to be a very good idea, although it may need a bit of modifying. The only thing I disagree with is where you say that the airstrips that the player builds won't bring in very many suppplies. I think that in time, your engineers (the guys who build your buildings) would be able to build a runway big enough for a C-5 Galaxy. They can also build any other building in the game.

 

Samurye.

on May 16, 2009

I was thinking more along the lines that you wouldn't have alot of space to build a larger airport. I also want to keep the "Building" of structures to a minimum. Only really small and simple buildings can be built. like ammo dumps, supply depots, transport pays, trenches and such. IF you think about it in real life tearms, anything that can be build within 1 day.

IT doesn't really make alot of sense that in the middle of an offensive into the enemy lines your just going to take a break and build some buildings.

However, buildings that are already there can be converted to military use. a small apartment building can be converted into some barraks, a large retail store into a tank hanger, a garage into a repair pay, doctors office into a medical office, Radio broadcast center into a communications center, a weather station into a radar array. When you find these buildings you need to convert them into your base.

In the event that these buildings aren't on the map, you can have mobile versions brought in. the mobile version wont work as well as the perminate ones. Perhaps the perminate ones will give a bonus of like 5% to units.

Also on the buildings, if the building gets damaged it needs to be repaired, otherwise it wont be usable depending on the damage. if it gets too damaged it might not be able to be repaird by your current forces and then the building is effectivly dead. Also, unless the buildings is complelty blown to peices the building will still stay on the map as an obstical of sorts. Units can even hid in and take cover in the burnt out remains of buildings.

And finaly i have an idea for aircraft, atleast planes. Helicopters would need to return to thier hangers/landing pads to refule and rearm, but otherwise would work like most other units, besides the fact thay are flying.

As for planes, i suggest this. Have 2 different elevation levels. one is ground level and the other is plane level. when planes take off they stay on ground level why the gain alltitude. for this short time they are vulnerable to all enemy units. once they gain enough alltitude to be in the "Plane" Level they can only be attacked by other aircraft, or anti air fire. if you have a radar system set up, they would show up on that depending on the range of your radar. no mater how bad your radar is it will pick up enemy planes (Besides stealth craft) if they are over your base. if you don't have radar planes can visualy be seen when they are close by, providing its day time. if its night time they are almost imposible to spot without lots of searchlights. also if you have your own planes they can spot the enemy planes if they come close enough.

if you planes aren't detected, or they are but aren't shot down, bombers can fly over the enemy base and release the bombs and then head home. enemy forces will have like 5 seconds while the bombs are falling to take cover, then they explode. however fighters making straffing runs, or dive bombers most leave the "Plane" Level and come down to ground level. At this level there is no bomb delay, but the planes can get shot at by any machine guns. Technicaly all planes can stay out ground level if you want to avoid radar detection, but they are vulnerable down there. this is probably a bad idea with the large heavy bombers.

And one more thing, units garrisoned in buildings can be injured or killed if the bulding is attacked. if a fighter just makes a pass and sprays the building with bullets then your men are probably ok, might have some light injuries or 1-2 deaths. however if the building gets leveled by a bomber then almost every one inside is going to get killed. to conter this would be to place armor and have emergency shelters build into buldings.

on May 16, 2009

Silveus
I was thinking more along the lines that you wouldn't have alot of space to build a larger airport. I also want to keep the "Building" of structures to a minimum. Only really small and simple buildings can be built. like ammo dumps, supply depots, transport pays, trenches and such. IF you think about it in real life tearms, anything that can be build within 1 day.

IT doesn't really make alot of sense that in the middle of an offensive into the enemy lines your just going to take a break and build some buildings.

However, buildings that are already there can be converted to military use. a small apartment building can be converted into some barraks, a large retail store into a tank hanger, a garage into a repair pay, doctors office into a medical office, Radio broadcast center into a communications center, a weather station into a radar array. When you find these buildings you need to convert them into your base.

In the event that these buildings aren't on the map, you can have mobile versions brought in. the mobile version wont work as well as the perminate ones. Perhaps the perminate ones will give a bonus of like 5% to units.

Also on the buildings, if the building gets damaged it needs to be repaired, otherwise it wont be usable depending on the damage. if it gets too damaged it might not be able to be repaird by your current forces and then the building is effectivly dead. Also, unless the buildings is complelty blown to peices the building will still stay on the map as an obstical of sorts. Units can even hid in and take cover in the burnt out remains of buildings.

And finaly i have an idea for aircraft, atleast planes. Helicopters would need to return to thier hangers/landing pads to refule and rearm, but otherwise would work like most other units, besides the fact thay are flying.

As for planes, i suggest this. Have 2 different elevation levels. one is ground level and the other is plane level. when planes take off they stay on ground level why the gain alltitude. for this short time they are vulnerable to all enemy units. once they gain enough alltitude to be in the "Plane" Level they can only be attacked by other aircraft, or anti air fire. if you have a radar system set up, they would show up on that depending on the range of your radar. no mater how bad your radar is it will pick up enemy planes (Besides stealth craft) if they are over your base. if you don't have radar planes can visualy be seen when they are close by, providing its day time. if its night time they are almost imposible to spot without lots of searchlights. also if you have your own planes they can spot the enemy planes if they come close enough.

if you planes aren't detected, or they are but aren't shot down, bombers can fly over the enemy base and release the bombs and then head home. enemy forces will have like 5 seconds while the bombs are falling to take cover, then they explode. however fighters making straffing runs, or dive bombers most leave the "Plane" Level and come down to ground level. At this level there is no bomb delay, but the planes can get shot at by any machine guns. Technicaly all planes can stay out ground level if you want to avoid radar detection, but they are vulnerable down there. this is probably a bad idea with the large heavy bombers.

And one more thing, units garrisoned in buildings can be injured or killed if the bulding is attacked. if a fighter just makes a pass and sprays the building with bullets then your men are probably ok, might have some light injuries or 1-2 deaths. however if the building gets leveled by a bomber then almost every one inside is going to get killed. to conter this would be to place armor and have emergency shelters build into buldings.

 

I agree with most of this, except the part about not having enough space to build buildings. That would be true on smaller, more tactical skirmish maps, but on large, strategic, theater-wide maps, you would have plenty of space. I guess that there would essentially be two game types, the skirmish map that is a quick, Red Alert 3 style tactical gametype where the main objective would be to have more troops and throw them at the enemy weak point, which would be for casual games. There would also be toatal war maps, covering hundereds of miles that would use Supreme Commander style strategic gameplay lasting many hours, where the main objective is to plan, construct a full scale base, create your forces, and deploy them intelligently. Does this make sense?

 

Samurye.

on May 16, 2009

I haven't played supreme commander, but i know the general idea. one of the things that have always sorta anoyed me in RTS was that the size of units scales really wierd. Some times heavy tanks are only slightly larger than infantry, and infanry are often the size of trees. I haven't played many newer RTS but in the old ones it was pretty common. look at Age of empires 1 and 2. a single ship produced at the docks was almost as large as the entire building, and these ships are supposed to have like over 100 people manning them, but they are only slightly larger than a single horse unit. Logicaly, a massive factory that produces tanks is going to have enough room to hold several hundreds of soldiers.

So idealy i would like to scale things better. A factory would be huge, and lots of people would be able to fit in it. Infact the factory itself could be considered part of the terrian.

And the reason why i said you wouldn't have room to do alot of buildings, is first because i envision the buildings being rather large, and second, because things would already be there. Plus unlike most RTS where you just slapping down a factory and some one comes over and builds it, well that doesn't really make sense. You need to get building supplies, and then the building needs energy, water, and all sorts of other things, that other RTS games ignore.

Realalisticly, you would have a hard time finding a stretch of land sutiable to build a factory on in the town you just invaded. plus the factory wouldn't get up and running in time to make any kind of difference. years latter in Iraq the USA is still having problems rebuilding the main infastructure. It takes time and isn't something that can be done inbetween enemy raids on your base.

And specificaly on the Airport, air fields would require an awfull lot of flat ground in a line. you could put some barracks or AA guns on the side of his and mountains, but not so much an air field.

Of course if you take over an airfield that is an entirly different situation. If you move into a city and take over the civilian international airports than your going to be bringing in tons of supply and extra troops.

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