[FR] FRenzy's naval Rules
Posted: Sun Apr 12, 2020 10:35 pm
Here is my attempt at improving the naval gameplay : FRenzy's naval Rules, or [FR].
I've been inspired by the previous similar works, lately Punsho's "Naval Revamp", which had very interesting ideas about naval-land interaction.
My mod is heavily based on "Naval Revamp", and aims to simplify, and modify its rules.
Link to "Naval Revamp" for reference : viewtopic.php?f=82&t=21084
* OBJECTIVES :
- Simplification is seeked for players' acceptability
- Possibility of creating open maps, by allowing easier crossing for land armies
- Open up naval games to more options, and restore the land-naval-air interaction
> Current naval games lack the possibility of using land armies efficiently, due to the limited naval-land interaction.
> The naval options are also limited, especially for the soviet factions who lack effective short-range land harassment, and affordable AA units.
* MAIN IDEAS :
- Naval-land interaction
• ALL vehicles move on water at ~25% speed (T1 vehicles at ~50%). Minelayer can place mines on water.
• Naval Transport carries 15 infantry (or 3 to 5 vehicles)
- Maintain the importance of naval control, to secure the crossing
• Slow vehicle crossing, and Naval Transport speed reduced : easier to intercept by naval units
- Keep it simple : few new assets (only 2), coherent gameplay between factions
• The "Missile Submarine" becomes the equivalent of the "Destroyer", using ground missiles, AA missiles, and torpedos.
• The original siege unit "Missile Submarine" is now named "ICBM Submarine", with a new sprite, but the same siege weapon as the original.
• New "Coastal Turret" defensive structure
- Naval units balancing between factions
• Spy Plane detects submarines, Sonar Pulse added to the Naval Yard
• Various unit changes (speed, armament, damage, HP, cost).
The two factions share the same tech tree structure, with comparable units on each tier.
Both factions share the same options in terms of : naval warfare, short- and long-range harassment, AA capability.
* MAPS :
This opens new possibilities in terms of map design, new considerations on how to design water elements have to be made.
For instance, long distances on water reduce vehicle mobility on water and the gameplay's fluidity.
Currently, I only have this map using [FR] :
- [FR] Bombardment Beach - https://resource.openra.net/maps/34572/
* SUGGESTIONS :
Please feel free to suggest :
- new maps, or existing maps suitable for this mod.
- modifications, tweaks, suggestions, ideas, critics.
* Credits :
- "Naval Revamp" mod-maps (Punsho) : viewtopic.php?f=82&t=21084
- Floating Light Tank : SirCake's UOE map mod - viewtopic.php?f=83&t=20307
- Coastal Turret : Insert Name's TD Navy Mod-Maps - viewtopic.php?f=83&t=19012
- ICBM Submarine : Inq's Combined Arms mod - https://www.moddb.com/mods/command-conq ... bined-arms
* Other references :
- Naval Alpha (Blackened) : viewtopic.php?f=83&t=20113. Also : viewtopic.php?f=82&t=20456
I've been inspired by the previous similar works, lately Punsho's "Naval Revamp", which had very interesting ideas about naval-land interaction.
My mod is heavily based on "Naval Revamp", and aims to simplify, and modify its rules.
Link to "Naval Revamp" for reference : viewtopic.php?f=82&t=21084
* OBJECTIVES :
- Simplification is seeked for players' acceptability
- Possibility of creating open maps, by allowing easier crossing for land armies
- Open up naval games to more options, and restore the land-naval-air interaction
> Current naval games lack the possibility of using land armies efficiently, due to the limited naval-land interaction.
> The naval options are also limited, especially for the soviet factions who lack effective short-range land harassment, and affordable AA units.
* MAIN IDEAS :
- Naval-land interaction
• ALL vehicles move on water at ~25% speed (T1 vehicles at ~50%). Minelayer can place mines on water.
• Naval Transport carries 15 infantry (or 3 to 5 vehicles)
- Maintain the importance of naval control, to secure the crossing
• Slow vehicle crossing, and Naval Transport speed reduced : easier to intercept by naval units
- Keep it simple : few new assets (only 2), coherent gameplay between factions
• The "Missile Submarine" becomes the equivalent of the "Destroyer", using ground missiles, AA missiles, and torpedos.
• The original siege unit "Missile Submarine" is now named "ICBM Submarine", with a new sprite, but the same siege weapon as the original.
• New "Coastal Turret" defensive structure
- Naval units balancing between factions
• Spy Plane detects submarines, Sonar Pulse added to the Naval Yard
• Various unit changes (speed, armament, damage, HP, cost).
The two factions share the same tech tree structure, with comparable units on each tier.
Both factions share the same options in terms of : naval warfare, short- and long-range harassment, AA capability.
* MAPS :
This opens new possibilities in terms of map design, new considerations on how to design water elements have to be made.
For instance, long distances on water reduce vehicle mobility on water and the gameplay's fluidity.
Currently, I only have this map using [FR] :
- [FR] Bombardment Beach - https://resource.openra.net/maps/34572/
* SUGGESTIONS :
Please feel free to suggest :
- new maps, or existing maps suitable for this mod.
- modifications, tweaks, suggestions, ideas, critics.
* Credits :
- "Naval Revamp" mod-maps (Punsho) : viewtopic.php?f=82&t=21084
- Floating Light Tank : SirCake's UOE map mod - viewtopic.php?f=83&t=20307
- Coastal Turret : Insert Name's TD Navy Mod-Maps - viewtopic.php?f=83&t=19012
- ICBM Submarine : Inq's Combined Arms mod - https://www.moddb.com/mods/command-conq ... bined-arms
* Other references :
- Naval Alpha (Blackened) : viewtopic.php?f=83&t=20113. Also : viewtopic.php?f=82&t=20456