Hi all
Just in trying to be brief. I've outlined here the idea of what would be my dream game. I haven't bothered with purchasing Supcom2 and fell off the bandwagon when FA went out of fashion. I'd like to know if supcom2 was everything that people thought it would be, and what changes they would have liked? Is FA still in use and what changes would you like to see? What thoughts do you have on the gameplay as outlined below?
I'm sorry if this is a bit hard to understand, but the ideas I have in my head on how the game should work are fairly complex.
1.Weaponry TypesInterceptor -> ([KILLS]Missiles, Air) Direct fire missile interceptor, also functions as base level AA. The weapon class includes direct fire projectiles and air-burst explosive shells. (AA, Flak & TMD have been combined into one weapon type).
Missile/Rocket -> ([KILLS]Heavy Land, Surface) Area bombardment, mainly effective against heavy land targets and structures
Guided Missile -> ([KILLS]Heavy Land, Surface) High damage tracking projectile, small land not targetable.
Surface-to-Air Missile (SAM) -> ([KILLS]Air) Tracking projectile
Air-to-Air Missile -> ([KILLS]Air) Tracking projectile, can only be fired when behind most targets, (gunships can be hit from any angle).
Flamer -> ([KILLS]Land) Short ranged high yield area damage, equaly effective vs small and large targets. This weapon class can include flame, irradiation and other area dispersed weapon types.
Light Cannon -> ([KILLS]Air, Land) Basic direct fire weapon, better turrent physics, but largely ineffective vs heavy targets. Predominantly featuring projectile weapons in burst fire mode.
Heavy Cannon -> ([KILLS]Heavy Land, Surface, Strategic Aircraft) High yield direct fire weapon, small land not targetable. Slower turrent physics and lower accuracy. Can include continuous beam, pulse beam, explosive projectile, burst fire and disruptor weapon types.
Artillery -> ([KILLS]Land, Surface) Howizer artillery shells, with splitting warheads that pepper a large area with many exploding ordinance. Designed to be effective against large clusters of entrenched small land units. but has only limited effectiveness against heavy land units. Minimum range requirement.
Naval Artillery -> ([KILLS]Land, Surface) A modified artillery consisting of either an armour piercing round, or a combination of armour piercing and multi-projectile explosive ordinance fired in a single volley. The primary ordinance carried by battleships. More effective against large units and structures.
Torpeedo -> ([KILLS]Heavy Sea) Close range high yield tracking projectile. Deals a devastating ammount of damage but must be fired from a submarine at close range. Escort boats are not targetable. There are no torpeedo countermeasures.
Rocket Torpeedo -> ([KILLS]Heavy Sea) Two stage high yield tracking projectile, allowing torpeedo attack from long range. A highly lethal weapon carried by specialised attack vessels, the projectile can be targeted by missile interceptors only in the rocket stage. Escort boats are not targetable.
Depth Charge (DC) -> ([KILLS]Submersible) Close range explosive, the primary ordinance carried by escort boats and ASW Drones.
Rocket Propelled Depth Charge (RPDC) -> ([KILLS]Submersible) Two stage explosive, can be targeted by missile interceptors only in the rocket phase. Ordinance typically carried by Frigates and Destroyers.
Bomb - ([KILLS]Land, Surface) Area bombardment
Naval Mine - ([KILLS]Naval Surface) Ambush explosive
Land Mine - ([KILLS]Heavy Land) Ambush explosive, light BOTs are unaffected
Strategic Missile "Nuke" - ([KILLS]Sea, Air, Land) Massive Explosive
SMD - ([KILLS]Nuke) Strategic Missile Countermeasure
"Slicer" or "Hacker" - ([CAPTURES]Structures, Static Emplacements, Mobile Emplacements) Captures enemy to gain control, direct combat units not vunerable.
2.Structure Types Earthworks1. Dugout/Trench SystemA trench line can be constructed by stringing straight trench lines between 2 or more dugouts. A ramp must be defined for the end dugout. Trenches can be crossed by light bots, but impeede the progress of heavy land units. Mobile/static emplacements can be positioned in dugouts. Light bots and static emplacements can be afforded some protection from direct fire when positioned in a trench. A trench can be constructed behind an existing wall line for increased protection.
2. Wall SystemA wall construct is the fastest and most cost effective defensive construct. A wall-node provides a circular wall barrier to protect a single mobile/static emplacement from direct fire. A wall line can be constructed by joining 2 or more wall-nodes. Walls can impede the path of small bots, but not larger tanks which can simply plow straight through them. A wall system can added to a trench line or gantry, to give increased protection.
3. Raised Pad/Gantry SystemThe ultimate defensive construct, raised pads can be built to give static emplacements an elevated firing position. Gantry walls can be constructed by joining 2 or more raised pads with stright line gantry segments. A ramp must be defined at the end pad. Gantries are an obstacle to both bots and tanks, and are wide enough for units to be placed upon them. A wall system can be built upon a gantry for additional protection. Gantries are only vunerable to sustained bombardment by heavy weapons. The only land unit that can pass a gantry is an Assault Mech equiped with jump-jets.
Mobile Emplacement [Defensive Installations that can be repositioned, they sacrifice armour for mobility. However, they are completely vunerable when mobilised and only work when deployed]Missile Interceptor - A portable missile defence, and stop-gap AA unit, only fires when deployed (This is the only form of mobile AA)
Missile Launcher - Fires volleys of rocket artillery, only fires when deployed
Mobile Howizer - A portable field artillery unit, only fires when deployed
Mobile Shield - A portable shield generator, it has a power demand and only works when deployed
Field Scanner - A portable radar unit, it has a power demand and only works when deployed
Field Engineering Unit - A portable unit, when deployed allows the construction of structures within a radius of the unit. Repairs units in this radius when not engaged in construction, but requires power to operate.
Mobile Power Generator - A portable generator, when deployed it connects into the local power grid and allows powered devices within a certain radius to operate. Provided that the local grid has sufficient power to meet the demand. (Equivalent T1)
Static Emplacement [Defensive installations that are built in place and cannot be moved]Heavy Turrent - A heavy direct fire weapon desinged to destroy heavy land units, requires power to operate
Missile Interceptor - a static missile defence, and stop-gap AA unit, (no power required).
SAM Launcher - High end AA protection, fires surface-to-air missiles, requires power to operate
TML - Fires long range guided cruise missiles, requires power to operate
Artillery Turrent - A heavy artillery weapon, minimum range requirement, requires power to operate.
Bunker - This structure provides light cannon defensive fire, however its primary purpose is to manufacture light bots. This structure will automatically replace lost units from infantry squads within a certain radius. It requires power to operate, but will fire when unpowered.
Drone Tower - Maintains and deploys a squadron of aerial combat drones for local air defence, drones can also be upgraded with a particular weapon specialisation. Requires power to operate, but drones will deploy unpowered.
Structures [Primary Base Structures, built in place]Mass Extractor - Generates mass, requires power to operate
Engineering Station - A permanent structure that allows the construction of structures within a certain radius. It can also manufacture mobile emplacements but requires power to operate.
Power Generator - A static power generator designed to meet heavier power requirements. (Equivalent T2)
Heavy Power Generator - A static power generator designed to meet massive power requirements. (Equivalent T3)
Consealed Power Distribution Node (CPDN) - A consealed structure that allows the underground extension of an existing power grid in exposed locations, however the CPDN by itself does not generate power.
Radar - A static radar unit, detects non-stealthed units within the area, requires power to operate
SATCOM Unit - A static communications tower, it allows realtime tactical data to be communicated between allies (ie.allows shared line-of-sight). It also has a sattelite scanning function, to detect fixed enemy structures over the entire map area (with a time delay based on a scanning pattern).This structure requires power to operate.
Shield Generator - A static shield generator, requires power to operate
Stealth Field Generator - A static stealth generator, requires power to operate
Land Factory - Constructs and repairs heavy land units, including Tanks, Assault Mechs and Capital Tanks, requires power to operate
Airstrip - Constructs and repairs and houses several wings of tactical fighters/gunships. It requires power to operate
Airfield - An upscaled version of an airstrip. It constructs repairs and houses many wings of tactical fighters/gunships, in addition to housing multiple capital/strategic aircraft. It maintains a squadron of aerial combat drones for self defence, and requires power to operate
Shipyard - Constructs and repairs naval vessels, connection to a local power grid is not required, but it does require power to operate.
3.Economic Notes PowerPower is based on local power grids, not the total net position of power generation, as in SC/FA.
When a structure is within the radius of a power generator it is connected to that generator
When two power generators are within radius of each other, they become linked to form a local power grid
A structure will be powered when 1. it is connected to a grid and 2. that grid has sufficient power avaliable to supply it. On this basis a structure with large demand can be supplied by a small generator, if it is connected to additional generators. Power distribution nodes can also be constructed for this purpose, particulary when supplying defensive lines.
Due to the new difficulties inctroduced, generators should have greater capacity, so that they are not needed in large numbers, but rather are needed in strategic locations.
MassLittle change from SC/FA is proposed, except perhaps that the mex upgrade system be automated, or removed altogether.
An alternative to be considered is unrestricted mexes, with an open area based system (refer to BFME2). Tactical regions could be created by making "hot spots", areas of high mass yield (ie. highLocalResourceFactor). Thus MassIncome=NetArea*LocalResourceFactor.
EngineersI'd propose that construction engineers be removed from the game and replaced with the
Engineering Station (ES) and
Field Engineering Unit (FEU). These a static structure, and it's mobile variant. When deployed, these structures allow any building to be built within a certain radius. Thus the BO is no longer unit specific and will be completed by any ES or FEU within range. The build palete can be brought up by right-mouse-click on any open terrain, or by using a building pallete docked in the UI. Structures outside of ES range will simply be qued, and will wait until an FEU is deployed or ES constructed.
4.Small/Escort UnitsIn the Air, Sea and Land categories, there is a small unit class designed to function in an escort capacity. While not able to deal significant damage the loss of an escort group will render the larger and heavier units vunerable. This encourages the use of balanced force composition, and allows strategic depth and the ability to exploit this dynamic for advantage.Light BOT - This unit is a small land unit, not targetable by some larger weapons. They are constructed and controled as squads. Light BOTs are constructed by bunkers and also by the largest tanks. They tend to function as autonomous squds but can also be attached to larger units for use as escorts.
Commando BOT -This is a small land unit not targetable by some larger weapons. They are deployed via parachute using strategic bombers, as an optional bomber upgrade option. The Commando BOT has less armour then their standard counterparts, but have a more damaging shorter ranged weapon. They can attach demolition changes to structures and are equiped with an Active Camoflauge System (ACS) allowing them to move undetected.
Aerial Combat (AC) Drone - This unit is a small intercept fighter. Squadrons of AC Drones are attached to a carrier unit which will repair, reload and replace lost units. AC Drones are automatically deployed to meet incoming aircraft. AC Drones can be housed in Drone Towers, Airfields, Aircraft Carriers and Strategic Aircraft.
Anti-Submarine Warfare (ASW) Drone - This is a slower VTOL aircraft carried on Frigate and Aircraft Carrier class vessels. Equiped with depthcharge and the ability to spot submarines and naval mines from overhead. This craft will scout the water ahead of a ship when underway, and automatically deploy to kill any detected submarine in the area.
Escort Boats - A flotilla of escort boats will be maintained by Capital ships but can also be constructed as an autonomous group. They come equiped with DC, and are not targetable by torpeedos. They can also be equiped with AA and Interceptor armament for use as an aerial picket line vessel, or alternatively as a minehunter vessel for disposing of naval mines.
5.Unit Class & General CountersLight BOT >> Tank, Mega Tank
Tank >> AM, Structures
Assault Mech (AM) >> Light BOT
Mega Tank >> AM, Tank, Structures
Escort Boat (EB) >> SS, Mines
Attack Submarine (SS) >> CL, CV, BB
Guided Missile Submarine (SSG) >> EB, FF, Structures
Frigate (FF) >> SS, EB
Destroyer (DD) >> SS, FF, EB, CL, Air
Cruiser (CL) >> BB, CV, Air, Structures
Battleship (BB) >> Structures
Carrier (CV) >>
AC Drone >> ASB, Gunship, SF, ASW Drone
ASW Drone >> SS, SSG
Air Support Bomber (ASB) >> Light Bots, Tanks
Gunship >> Light Bots, AM
Strike Fighter (SF) >> Gunship, Strategic Bomber, Mega Tanks, Structures
Air Superiority Fighter (ASF) >> AC Drone, ASW Drone, ASB, Gunship, SF
Strategic Bomber >> Land, Structures
6.Unit Upgrade NotesUnit upgrades may be avaliable to most unit types, and allow for different mission profiles. This allows some simplicity in game design, as the same unit model can be re-used to represent many unit variations, with visual distinction made by adding visible external attachments (bones) to the unit. The player will feel more at ease, in the knowledge that specialist units are not a wasted investment and can be re-equiped to face changing threats.
The upgrade system should be applied as follows:
Upgrades will generally consist of an additional armament, ability or enhancement, however upgrades should also be mutually exclusive. The unit can only carry 1 (or 2) enhancements at any one time. Enhancements cost resources and time to install. They are not purchased at a reasearch station and do not apply to the entire army, they are applied to individual units. Enhancements can only be installed from within range of an engineering station, in the case of heavy land units, but light BOTs can be equipped when near a bunker. Air units can only be upgraded when housed in a carrier, or when grounded at an airfield. Naval vessels can only be equipped when near a shipyard. Units will be immobilised for the duration of the upgrade. Small/Escort unit upgrades will apply across the entire squad/squadron/flotilla, replacement units will be automatically upgraded to the squads current specs. Some units may have 2 upgrade slots allowing them to carry 2 upgrades at the same time. when an upgrade is removed a certain percentage of the cost can be refunded.
Some ideas for units and corresponding upgrades are as follows:
Light BOTs - TotalUpgradeSlots=21. Flamer - Equips half of the BOTs with a short range flamethrower for destroying tanks and other BOTs.
2. Rocket - Equips half of the BOTs with a Rocket launcher for destroying tanks and assault mechs
3. Sniper - Equips half of the BOTs with a modification to the existing weapon
4. Engineer - Allows the squad to clear landmines and also allows the squad to capture enemy buildings
5. ACS - Equips the entire squad with active camoflauge system (ACS), allowing them to move undetected.
Tank - TotalUpgradeSlots=11. Shield - gives the tank a small shield generator
2. Dozer - Allows the tank to demolish trenches
3. Flamer - gives the tank an additional close range defence weapon
Assault Mech - TotalUpgradeSlots=11. Jump Jets - Allows short range point to point flight mobility
2. Rocket battery - Allows the assault mech to fire a volley of rockets for longer ranged harrasment, must be static to fire.
3. Heavy Cannon - Adds a heavier cannon to complement the existing light machine gun, allowing the assault mech to destroy heavier targets.
Massive/Capital Tank - TotalUpgradeSlots=21. Artillery - Provides an additional heavy artillery turrent, must deploy to fire
2. Shield - gives the tank a medium sized shield generator
3. AA - Equips the tank with missile interceptors and SAM launchers
4. Armour - provides additional armored exoskeleton to the tank
5. Engineering - provides the unit with an onboard powered engineering bay, allowing it to build structures when deployed.
* note for air units - bombs, missiles & cargo can only be reloaded at airfield/carrier/drone tower.AC Drone - TotalUpgradeSlots=11. Bomb - Equips the drone squadron with 2 small bombs, for killing light ground targets
2. Interceptor - Equips the drone squadron with an anti-missile turrent
3. AA Missiles - Equips the drone squadron with 2 air to air missiles, can only be fired from behind
Air Support Bomber (ASB) - TotalUpgradeSlots=11. Cluster Bombs - equips the bomber with 6 volleys of wide area bombing ordinance
2. LGB - the bomber is equiped with 6 precision guided bombs (projectiles track their targets), dropped in pairs
3. Torpeedo - the bomber is equiped with 4 torpeedos, dropped in pairs.
Strike Fighter (SF) - TotalUpgradeSlots=11. AA Missiles - Equips the fighter with 18 air to air missiles, fired in 6 missile volleys from behind, for destroying strategic aircraft and gunships. No other weapons are carried.
2. Guided Missiles - Equips the fighter with 12 air to ground missiles, fired in 4 missile volleys. No other weapons are carried.
Air Superiority Fighter (ASF) - TotalUpgradeSlots=11. AA Missiles - Equips the ASF wing with 8 air to air missiles, fired in pairs and from behind.
2. Stealth - Makes the aircraft un-detectable by radar
3. Fuel Tanks - Gives the ASF additional fuel capacity and afterburners to give a temporary speed boost.
Strategic Bomber - TotalUpgradeSlots=1[This unit would be the equivalent of a B52, and the supcom equivalent of a T4 bomber]1. Bomb - Typical high yield ordinance
2. Nuke - Drops a single nucklear bomb (cannot be intercepted by anti-nuke systems)
3. Guided Missiles - 60 guided missiles, rapidly fired in 6 missile volleys with auto-target switching
4. Commando BOTs - Paradrops 4 squads of Commando BOTs at a target location
5. Mine - scatters land mines or naval mines over a target land or water region.
Escort Boat - TotalUpgradeSlots=11. SAM - Equips the flotilla with surface to air missiles
2. Interceptor - Equips the flotilla with missile interceptors
3. Mine Hunter - Equips the flotilla with anti-mine field generators preventing nearby naval mines from detonating.
Frigate (FF) - TotalUpgradeSlots=11. Sonar - provides extended sonar range for sub-hunting
2. FFG - provides the frigate with a guided missile for ship engagements
[FF basic weapons = deck gun + RPDC + ASW Drone pad]
Destroyer (DD) - TotalUpgradeSlots=11. AWD - "Air warfare destroyer" outfit, provides improved AA and anti missile capabilities
2. Heavy Cannon - provides additional direct firepower and armour for closer ship to ship engagement
[DD basic weapons = Heavy Cannon + RPDC + Interceptor + SAM]
Cruiser (CL) - TotalUpgradeSlots=11. CLG - provides the cruiser with an additional TML launcher for attacking key land targets
2. CA - "Attack Cruiser" equips the vessel with rocket torpeedos for killing other naval vessels at long range
[CL basic weapons = deck gun + Interceptor + SAM + Missiles]
Battleship (BB) - TotalUpgradeSlots=21. ASW Drone Pad - provides a squadron of anti submarine aircraft for self protection
2. AA - provides additional missile interceptors and SAM launchers
3. SMD - Anti-nuke defence missile
4. Shield - Provides elongated mediium area shield
5. BBG - provides several batteries of guided missiles for added bombardment capability
Attack Submarine (SS) - TotalUpgradeSlots=11. Decoy - equips the sub with a special torpeedo that can mimic a submarine sonar signature
2. Mine - equips the sub with 6 naval mines, it must return to a shipyard to reload
Guided Missile Submarine (SSG) - TotalUpgradeSlots=11. SAM - allows the sub to launch AA missiles from underwater
2. Javelin - increases the range of missiles
* note for submarines - subs have sonar stealth while stationary, and can only be spotted by ASW drones overhead. They can be spotted by sonar while moving, but the only vessels with sonar are frigates and destroyers. Sonar on ships however is mostly forward facing allowing the posibility of rear approach. Submarines can only release torpeedos from close range.Anyway, that is about all I have. If there are any thoughts on what will work and what wont, please feel free to comment, thx
