Jump to content

Different Vehicles


Fizzydog
 Share

Recommended Posts

I'm not seeing enough. Tanks. Whee. Bombers. Whee. Fighters. Whee.

JEEPS, ATTACK CHOPPERS(Not bombers), ARTILLERY, TROOP AIRDROPS.

Jeeps: Light armored, transport and heavy armored. Vunreable to Bazooka Team and Tanks.

Attack Helis: Durable and fast Helo Transport and Attack chopper. Just a regular ol' choppy, too. vunreable to Fighters and AA

Artillery: Anti Tank, Offensive and Defensive AA guns and Artillery. Vunreable To Spys and Troops

Troop Tranports: can be shot down if Nation has AA guns, but can deploy a maximum of 50-100 troops twice a day. Vunreable to fighters and AA.

Bazooka Team: A team of specially built bazooka men, groups are a minimum of 3 and Maximum of 10. Vunreable to Infrantry and Snipers.

DRAFT OPTION: Sends 20% of Citizen count into war.

Sniper Squads: Can support Infrantry. Vunreable to Choppers and Infrantry. Very much like spies, as they can do assasination missions.

Search Chopper: Improves spy capturing chances.

Spec Ops: Much like spies, but can free captured spies and are like ten spies at once. Cost at least 300,000.

Any more ideas will be appreciated.

EDIT: Name is supposed to be new military options, srry.

I have a feeling i spelled Vunreable wrong, lol.

Edited by Fizzydog
Link to comment
Share on other sites

  • 3 years later...
  • 2 months later...
  • 3 weeks later...

I had an idea about having one-time use "boosters" that this could work for.  Perhaps they're something that could become available for purchase at different tech levels, or with a prerequsite improvement.  The idea is that you purchase a booster - say, "Special Forces", and when you launch an attack using the relevant screen, you can choose to use via checkboxes or something.  You go to use a GA, select your Special Forces booster, and for that specific attack you get a specific effect.  The idea would be that, similar to nukes, you would have a limit as to how many of these you can purchase each day, and how many you can have of each type at a time.  A restriction of one booster per action also makes sense.

 

These are kinda off the top of my head:

GA Boosters

 

Special Forces - Increases tech looted or destroyed by 1-10%

Napalm - Increases land captured or destroyed by 1-10%

Demolitions Squads - Increases infrastructure destroyed by 1-5%

Supply Trucks - Increases money captured or destroyed by 1-5%

 

Air Force Boosters

Drones - Allows fighters to destroy enemy bombers in an air attack

Precision Ordnance - Increases tank and enemy fighter losses in an air attack

Anti-Personnel Ordnance - Causes minor soldier casualties with a successful bombing run

 

Naval Boosters

Depth Charges - All attacking ships gain +1 effectiveness against Submarines (possibly other ships as well)

Sea Mines - Increases successful Blockade penalties

Marines - Landing Ships, for this attack, can create blockades.

 

Cruise Missile Boosters

Advanced Targeting - Cruise Missiles have a 50% chance to destroy one Navy vessel and up to two aircraft.

Drone Launch - Cruise Missiles have a 25% chance to kill a random enemy General.

 

Nuclear Boosters

Bunker-Buster Warhead - Increases nuclear weapon damage against targets with an FSS wonder.

Stealthy Rocket - Improves odds of success against targets with an SDI wonder.

EMP Warhead - Reduces odds of success regardless of SDI by -15%, reduces infra/land/tank/plane/ship damage, doubles tech damage and causes an additional day of nuclear anarchy.

 

Spy Boosters

Assassins - Successful spy operations randomly kill up to 10 enemy spies.

Heist Artists - Destroy Land, CM, Tank, Tech, Infra, and Money operations result in 20% of the destroyed property being looted.  (so if you destroy 20 tanks, you would get 1-4 tanks added to your own stockpile)

 

It obviously needs a lot of fine tuning, but it could be implemented without drastically altering the game's mechanics and would allow for more strategy in war.  You could even make boosters loot-able goods via a spy operation or a natural result of GA's.

Link to comment
Share on other sites

  • 10 months later...
  • 2 weeks later...

I love it and had a similar idea. But CMs randomly killing a random general, even at 25% seems it would be unbalancing, as spies could previously shield generals. An average of 40,000 plus the bonus cost to kill a general with no way to counteract?

 

Perhaps the effect is reduced by 4% per missile defense?

Edited by John More Dread
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...