- Engineer can't get into buildings to capture them anymore.
- Rifle infantry will be able to slowly capture buildings (similar to Generals) and block capture of buildings while standing near them
- Jeep gets five passenger seats for balancing reasons because more infantry capture faster
- Mechanic (from Aftermath) repairs vehicles like the medic soldiers and can capture husks
- Engineer can instantly capture enemy buildings that look damaged (like in RA) or capture building husks (Harisson created some)
- Sabotage for spy: turn off power (-300 energy), slow down productions, repair bay damages vehicles
- Thief will be a camouflaged tank hijacker (no light vehicles, no ore trucks)
- radar jammer will act as a detector (uncloaks enemy) and reveals a lot of shroud
Infantry ideas for RA
Infantry ideas for RA
I would like to hear if these ideas are stupid:
- BaronOfStuff
- Posts: 438
- Joined: Sun May 22, 2011 7:25 pm
Re: Infantry ideas for RA
- Engineer can't get into buildings to capture them anymore.
*choke on sandwich* YE GODS. This is terrible. The whole purpose of Engineers is to capture/repair buildings; a simple but effective pair of 'objectives' for unarmed units that cost a considerable amount. $500 for a guy that's just going to sit there? No thanks.
- Rifle infantry will be able to slowly capture buildings (similar to Generals) and block capture of buildings while standing near them
Oh god no. This is so fundamentally game-changing that it would be best left to an entirely different mod using RA as a base. C&C: Generals only had this behaviour because there was no explicit Engineer-type unit. E1 are horribly cheap to produce and giving them this ability would just break everything, tiny capture radius or not. Just leave 'em as they are; expendable crate-catching cannon fodder that can guard against enemy Engineers.
- Jeep gets five passenger seats for balancing reasons because more infantry capture faster
It's already cheaper and faster, and can be built long before APC's. Giving them five seats is just asking for balance issues, although giving them one more than they currently have wouldn't make too much of an impact (I assume).
- Mechanic (from Aftermath) repairs vehicles like the Medic soldiers and can capture husks
I'd like to see a return for the Mechanic, they were one of the most useful Allied infantry going in longer-term RA95 skirmishes (once the minerals were gone). I don't like the second idea though, not at all. Tank husks are completely destroyed burning vehicles with the turret blown clean off. One man with a socket wrench and box of wheel nuts isn't going to fix that.
- Engineer can instantly capture enemy buildings that look damaged (like in RA) or capture building husks (Harisson created some)
Eh, I wouldn't mind changing the base rules so that buildings have to be damaged in order to be captured anyway (and an Engineer will only do a set percentage of damage to a 'healthy' structure), much like in RA95. It would certainly put a stop to cheap Engineer rushes two minutes in.
- Sabotage for spy: turn off power (-300 energy), slow down productions, repair bay damages vehicles
Don't know how that last bit would work, but I can agree on giving them more use than just stealing credits. Radar Dome to disable radar, WF/Barracks etc. to disable production, Power Plant/APP to cause low power, etc.
Thief will be a camouflaged tank hijacker (no light vehicles, no ore trucks)
Ehhhh... I don't like this one at all. They should probably be given their original place of stealing 50% of an enemy's resources if anything, with camouflage to actually make them worth the cost. Maybe they can also do something to enemy Ore Trucks, I don't know - force them to unload in the field? Probably a stupid idea. Spies, if they also retain their ability to steal credits, should only be able to steal pissy amounts (10%, or a set amount such as $100).
- Radar Jammer will act as a detector (uncloaks enemy) and reveals a lot of shroud
Something needs to be done with this unit, and I can't see why this shouldn't be it. Should it be a stealth unit though? Else it's just easy picking for Aircraft. Much like the original unit, it should interfere with radar if it gets within range of the Radar Dome though -- but should it be deployable or something if that's the case (removing stealth if enabled)?
*choke on sandwich* YE GODS. This is terrible. The whole purpose of Engineers is to capture/repair buildings; a simple but effective pair of 'objectives' for unarmed units that cost a considerable amount. $500 for a guy that's just going to sit there? No thanks.
- Rifle infantry will be able to slowly capture buildings (similar to Generals) and block capture of buildings while standing near them
Oh god no. This is so fundamentally game-changing that it would be best left to an entirely different mod using RA as a base. C&C: Generals only had this behaviour because there was no explicit Engineer-type unit. E1 are horribly cheap to produce and giving them this ability would just break everything, tiny capture radius or not. Just leave 'em as they are; expendable crate-catching cannon fodder that can guard against enemy Engineers.
- Jeep gets five passenger seats for balancing reasons because more infantry capture faster
It's already cheaper and faster, and can be built long before APC's. Giving them five seats is just asking for balance issues, although giving them one more than they currently have wouldn't make too much of an impact (I assume).
- Mechanic (from Aftermath) repairs vehicles like the Medic soldiers and can capture husks
I'd like to see a return for the Mechanic, they were one of the most useful Allied infantry going in longer-term RA95 skirmishes (once the minerals were gone). I don't like the second idea though, not at all. Tank husks are completely destroyed burning vehicles with the turret blown clean off. One man with a socket wrench and box of wheel nuts isn't going to fix that.
- Engineer can instantly capture enemy buildings that look damaged (like in RA) or capture building husks (Harisson created some)
Eh, I wouldn't mind changing the base rules so that buildings have to be damaged in order to be captured anyway (and an Engineer will only do a set percentage of damage to a 'healthy' structure), much like in RA95. It would certainly put a stop to cheap Engineer rushes two minutes in.
- Sabotage for spy: turn off power (-300 energy), slow down productions, repair bay damages vehicles
Don't know how that last bit would work, but I can agree on giving them more use than just stealing credits. Radar Dome to disable radar, WF/Barracks etc. to disable production, Power Plant/APP to cause low power, etc.
Thief will be a camouflaged tank hijacker (no light vehicles, no ore trucks)
Ehhhh... I don't like this one at all. They should probably be given their original place of stealing 50% of an enemy's resources if anything, with camouflage to actually make them worth the cost. Maybe they can also do something to enemy Ore Trucks, I don't know - force them to unload in the field? Probably a stupid idea. Spies, if they also retain their ability to steal credits, should only be able to steal pissy amounts (10%, or a set amount such as $100).
- Radar Jammer will act as a detector (uncloaks enemy) and reveals a lot of shroud
Something needs to be done with this unit, and I can't see why this shouldn't be it. Should it be a stealth unit though? Else it's just easy picking for Aircraft. Much like the original unit, it should interfere with radar if it gets within range of the Radar Dome though -- but should it be deployable or something if that's the case (removing stealth if enabled)?
If we talk about the Enginieer my Idea was .:
ALLIES
- Delete the "Transport-Option" for Jeeps
- Chinook should be cheaper
- Add some Chance (If a Chinook gets Destroyed in Air) for the Infantery inside
the Chinook to "survive" and parachute on the Ground ...
This %Chance to survive will be Calculated for every "single" Unit inside the Chinook
SOVIET
+ Make the APC slower ...
So the Jeep gets more using as "Scout" ... and Defense ... against Infantery
It will make Sense to buy Chinooks (Its a nice Unit )
Harder to Capture Buildings with Engis ... (i mean early Rushs)
since 1019 Release , Chinook is allready improved ... 8 Transport Slots and costs lowered to 900
ALLIES
- Delete the "Transport-Option" for Jeeps
- Chinook should be cheaper
- Add some Chance (If a Chinook gets Destroyed in Air) for the Infantery inside
the Chinook to "survive" and parachute on the Ground ...
This %Chance to survive will be Calculated for every "single" Unit inside the Chinook
SOVIET
+ Make the APC slower ...
So the Jeep gets more using as "Scout" ... and Defense ... against Infantery
It will make Sense to buy Chinooks (Its a nice Unit )
Harder to Capture Buildings with Engis ... (i mean early Rushs)
since 1019 Release , Chinook is allready improved ... 8 Transport Slots and costs lowered to 900