Author Topic: new troop ideas  (Read 407 times)

Offline Tyrannis

  • Persona Non Grata
  • Gold Member
  • *****
  • Posts: 3931
new troop ideas
« on: November 27, 2010, 11:35:16 PM »
i read in an earlyer topic post, about some ideas for new troop abilities. which got me to thinking why not have troops with different abilities?

rules: all troops would be computer controlled, with there own special abilities, there would also be a limited amount of each type of troops at a base, and some types exclusive to certain bases.

TROOP TYPES:
 base capture troops:armed with the standard colt 1911, 10 have the ability to take a base. can do little damage against other types of troops but have a weak ability to defend themselves. can be deployed by all types of transports.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

assault troops class A:these troops are armed with thompsons, there sole purpose is to defend a base against base capture troops. 1 assault troop has the ability to kill 2 base capture troops before "running out of ammo".
troops must get in close range of base capture troops to kill them. c47s, and ground transports have ability to carry, excluding lvts.a base is supplyed with 30 assault troops at a time, once used up. base will have to wait untill resupplyed to gain more. can be killed easily by assault class B.
-------------------------------------------------

assault class B:these troops are armed with m1 garands, and share the same rules as class A, except there main purpose is to kill any other type of troops except for base capture troops, they can be deployed to kill assault troops class A and any other troop type named on here. other than that, shares all of class A's specs.
-------------------------------------------------------------------------------------

BAZOOKA teams class A: these troops are armed with a bazooka and have the ability to destroy structures, as in town buildings. they have no defencive weapons against any assault class troops and can be killed easily.
5 can be carryed in ether c47 or ground transport excluding lvts. 1 troop has the ability to take out 2 buildings before running out of ammo, bases have 30 troops and once depleted, will have to wait to base is resupplyed to gain more.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
BAZOOKA team class B:these troops are hard hitters armed with bazookas and have the ability to attack ground vehicles. they share same specs as class A except each is used to attack any tank or other ground forces that may be around, they have the ability to do medium damage to light armored tanks and small damage to heavily armored. can be deployed the same ways as class A.
-----------------------------------------------------------------------------------------------------------------------------------------------------

MACHINE GUN NESTS: machine gun nests are special, they can be deployed around the town to help fend the town off from all types of troops machine gun nests have the ability to kill 5 troops before running out of ammo. 3 are supplyed to a base and can only be deployed by ground vehicles excluding lvts. 2 hits from a bazooka team class A can nock a machine gun nest out.
--------------------------------------------------------------------------------------------------------------------------------------
COMANDOS: commandos are specialy tasked with nocking out shore batteries/ radar towers/ack/flak guns. they are only equiped to cv groups, and five can be deployed from lvts.  commandos have the ability of both the bazooka class, and the assault class, but being slightly weaker then the assault class. it would take all 5 commandos to nock a shore battery out, 3 to nock out a radar tower, and costs 1 to nock  out ack/flak guns. a cv group is given 50 commando troops, and once depleted must return to home port to be resupplyed with more.
-----------------------------------------------------------------------------
MARINES: the assault class for cv groups, marines hold the same specs as the land assault classes except they can only be deployed by cvs. they have the ability to kill land assault troops to clear a path for the base capture troops.
 a cv group holds 30 and once depleted, must return to port base to refill.
-----------------------------------------------------------------------
FROGMEN: frogmen are available only at ports or from cvs. there ability is to be deployed to sink enemy ships close to shore. they can only be deployed by pt boat, and would be faster than a torpedo and have the ability to follow the cv, but they would also be easyer to spot than a torpedo. a pt boat can carry 5 frogmen. ports are given 40, and once depleted, will have to wait to be resuped.
--------------------------------------------------------------------------------------------------------------------------------------------------------
SCOUTS: scouts are truly special, they possess no armament, but give the ability to mark gv's they run into on the ground so that other gvers can see where that gv is. they also have the ability to show how many, and what type of troops are around.(exmple: they would mark machine gun nests to be labeled from the air/gvs on the ground, and would mark any other troop types they spot) 3 scouts can be deployed by jeep/m8.5 by c47and 3 from lvts.
bases are equiped with only 15 scouts, and must wait to be resuped to gain more, scouts are extremely vunerable tho, and if spoted can be killed without any loss of rounds from any other troop type.
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


the introduction of these types of troops would lead to massive town wars, base assaults, could open up MANY new scenerios, make for more of a challenge, give the jeep/m8 a new better roll,give a more strategic value to bombing troop bunkers on a field, give a much better reason for assault grunt training fields in the city.

each troop type would be perked tho, (like 10 attack perks for every 1 assault troop you take) and you would have the ability to types of troops be transfering troops from one base to another via c47.

so what do you guys think? this is just a brain storm idea.
if you dont like it, please say so in a polite manner. i apologize if its not a good idea, i thought i would just put it out tho.

if you like the idea but feel something is wrong/or that you want to add something, please feel free to do so.

Offline Chilli

  • Platinum Member
  • ******
  • Posts: 4278
Re: new troop ideas
« Reply #1 on: November 28, 2010, 03:25:33 AM »
Although I like these concepts very much, I don't have a clue when it comes to what is reasonable in terms of development.  I try to think of things that I believe are close to what we already have in the game.  For instance, making different classes of troops, I envision a hangar option that lists the different load outs in troops the same way that we see different bomb load outs for bombers.  The troopers do not necessarily need to look or move different, but as you have expressed their targets, and action would differ according to class. 

This is interesting from a development stand point. What would it take to program AI troopers to damage objects other than maprooms?  What would it take to program AI troopers move to the closest enemy asset?  What would it take to program AI troopers to react differently according to class?

Even though it may be simpler to program AI movement than AI action or visa versa, having a possible long term goal for a particular direction may actually save time and development resources if the ground work is being incrementally laid for some future game play update.

So, ideas like the ones in this thread http://bbs.hitechcreations.com/smf/index.php/topic,300975.0.html might be implemented as a first step, towards a more comprehensive plan like this one. 

One thing that I can say about the game developers, is whenever they upgraded, it has been impressive.  So, although our ideas and wishes may be improvements over what we have now, we have no clue as to how it may compare to what the developers may have planned.   HTC staff, if you are listening please note a trend here of asking for things that would make for more interesting targets, and more AI trooper involvement during base captures.

Offline EskimoJoe

  • Platinum Member
  • ******
  • Posts: 4831
Re: new troop ideas
« Reply #2 on: November 28, 2010, 04:05:02 AM »
Sounds too much like turning Aces High into a giant Command and Conquer game. I dislike it.
Put a +1 on your geekness atribute  :aok