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Discussion: GamePlay and Units Ideas

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Vegantor
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Discussion: GamePlay and Units Ideas - Page 9 Empty Re: Discussion: GamePlay and Units Ideas

Post  Jarhead Fri Feb 27, 2009 12:04 am

what do you guys think about the EC-130V as a command vehicle, it would definately be an easy fix considering the C-130 is already made.
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Post  Snake Fri Feb 27, 2009 2:46 pm

Indeed it sounds like an extremely interesting AWACS suggestion.

The EC-130V was initially built for the US Coast Guard for anti narcotic operations (as an air control center for the naval operations).

Discussion: GamePlay and Units Ideas - Page 9 Ec_130


According to fas:

Lockheed Martin and the USAF have taken the concept further and are now considering a version based on the latest C-130J Hercules II for Foreign Military Sales.

The C-130J-30 AEW&C is based on the stretched variant of the Lockheed C-130J Hercules II, which features a new engine and propeller combination and digital flight station for two pilots. The C-130J-30 AEW&C is fitted with the AN/APS-145 on pylons above the rear fuselage of the aircraft. A tactical command centre and crew rest module is fitted into the cargo compartment to contain seven operator consoles and the Northrop Grumman (ESID) Group II+ mission system derived from the E-2C Hawkeye. Lockheed Martin have teamed with Northrop Grumman (ESID) and Transfield Defence Systems of Australia for the C-130J AEW&C.

Discussion: GamePlay and Units Ideas - Page 9 C130J


The C-130J-30 AEW&C (Airborne Early Warning & Control) version definitely sounds like a perfect AWACS for TAOW sunny , though I can't be 100% sure at this point since the E-3 Sentry is also a great possible contender (and since our pal Nemesis has contributed us with one of those models):

Discussion: GamePlay and Units Ideas - Page 9 E_3
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Post  Jarhead Sat Feb 28, 2009 2:43 pm

the E-3 sounds like a nice upgrade for for the EC-130V (greater speed)
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Post  Jarhead Sun Mar 08, 2009 10:55 pm

some units I hope to see in TAOW

https://www.youtube.com/watch?v=SUbZKWP4X_E
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Post  James100 Mon Mar 09, 2009 1:09 am

All Are Included Except The Airborne Laser
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Post  Jarhead Mon Mar 09, 2009 9:34 am

well i guess the ABL is a little exotic
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Post  James100 Mon Mar 09, 2009 9:40 am

Yup, Razz Plus There Isn't That Much Of BALLISTICS To Include It Laughing
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Post  Jarhead Mon Mar 09, 2009 9:53 am

So how about an idea of what kind of infantry units there will be, like medics, Rangers. Green Berets, SEALs, Navy Pilots, ROV Operators, Marine Snipers, Expeditionary Force, I mean whats up?
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Post  Pathfinder Mon Mar 09, 2009 1:30 pm

Is there going to be a "revive logic" like CWC or VGO Discussion: GamePlay and Units Ideas - Page 9 852691

and are you guys going to include some new supply logic (new ways to earn income)

and last but not least are you guys going to use the current ZH pilot logic or do you have something else planned.

on a side note the model is going to have a more realistic infantry:vehicle scale factor, is it?
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Post  Snake Mon Mar 09, 2009 3:57 pm

Jarhead wrote:So how about an idea of what kind of infantry units there will be, like medics, Rangers. Green Berets, SEALs, Navy Pilots, ROV Operators, Marine Snipers, Expeditionary Force, I mean whats up?

The infantry units will be quite varied, basically we group infantry into two separate classes (General Infantry and Special Forces/Special Purpose Troops).

Here are some examples of different classes:
- Rifleman - basic infantry unit equipped with the standard issue assault rifle;
- Grenadier - soldier equipped with an underslung grenade launcher which is equipped on their assault rifle;
- Medic - soldier who is responsible for healing wounded soldiers and for reviving them if they are critically wounded;

Once we give the go ahead for the exact classes we'll create a table similar to the vehicle table in the member's section (in this case it'll show info like carried weapon, extra gear, armor level, etc.)

We still haven't revealed more info on the infantry classes because some important coding work is still being done on the squad logic (if the squad logic does not work, we'll have to go with single infantry units and their classes will significantly change to be adapted).

Pathfinder wrote:Is there going to be a "revive logic" like CWC or VGO Discussion: GamePlay and Units Ideas - Page 9 852691

Yup, medics are able to revive critically wounded infantry (the randomizer will be responsible for it as well, one soldier may either die or become critically wounded for a set period of time which, if it runs out, the soldier in question dies).

Pathfinder wrote:and are you guys going to include some new supply logic (new ways to earn income)

There will be several ways of getting extra points (Reinforcement Points), the most basic way of earning extra points is to capture and hold tactical locations on the battlefield (the longer a player holds them, the more points he/she receives).
Other ways of earning extra RP will be to complete secondary objectives and doing special tasks (which can earn many extras other than RP to the player who completes them).

Pathfinder wrote:and last but not least are you guys going to use the current ZH pilot logic or do you have something else planned.

At the moment one new addition is that pilots and crewmen may randomly eject from their vehicle if it is extremely damaged (repair units such as the M88A2 repair tank will be able to repair those vehicles and their pilots will be able to board them again).

Pathfinder wrote:on a side note the model is going to have a more realistic infantry:vehicle scale factor, is it?

Definitely, infantry and vehicles will be scaled accordingly (it's a high priority modification).
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Post  Jarhead Mon Mar 09, 2009 5:44 pm

I also heard of a mod that allows Burton to carry people, that would be handy for medics or even spies.
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Post  Tusker2Zero Mon Mar 09, 2009 6:13 pm

Having the medic carry wounded to an ambulance or medivac. That would be pretty cool. Cool!

The same logic would be great for mission maps as well. Have Burton or some other special ops infantry go in and extract packages and stuff for return to an LZ, for example.
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Post  Jarhead Mon Mar 09, 2009 6:15 pm

exactly
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Post  Snake Mon Mar 09, 2009 6:29 pm

Indeed it would be an interesting addition, you know which mod used that system?
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Post  Jarhead Sat Apr 04, 2009 11:39 pm

http://commandandconquer.filefront.com/file/Bengs_Laser_General_Mod;84623

I think beng might know.
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Post  Snake Sat Apr 04, 2009 11:52 pm

Beng is definitely the first person to ask to about this logic, we'll ask him after the infantry is ready and in game (since this is more of a complex coding issue).
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Post  Jarhead Sat Apr 04, 2009 11:54 pm

Hey Snake, what do you really want to see in this mod?
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Post  Snake Sun Apr 05, 2009 12:11 am

A lotta stuff (too long to list lol), but since coding can be such a complicated and unpredictable matter I'm usually reserved and defensive in that area (even though, it's always good to hear new ideas).

Even as we speak we are trying to build some new logics, but since any of them can easily hit a dead end (hopefully not), we don't like to announce them before being 100% sure (like the randomizer).

That's why the fuel/ammo logics or the submarines weren't still fully announced, because there are some basic logics that still need to be built.
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Post  Vegantor Sat Apr 11, 2009 5:51 am

how about the money? is it like CWC or like generals?
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Post  James100 Sat Apr 11, 2009 7:20 am

It's Neither
In TAOW There Isn't Money But Reinforcement Points Which Can Be Acquired By Capturing And Holding Tactical Locations Or By Completing Secondary Objectives Etc...
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Post  Vegantor Sat Apr 11, 2009 10:36 am

so it's like WiC radio points?
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Post  James100 Sat Apr 11, 2009 10:50 am

Exactly!
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Post  Vegantor Sat Apr 11, 2009 11:25 am

are there going to be heroes unit like COL.Burton
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Post  James100 Sat Apr 11, 2009 11:29 am

No, Having Rambo's Is Extremely Unrealistic
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Post  Snake Sat Apr 11, 2009 4:51 pm

Jarhead wrote:Hey Snake, what do you really want to see in this mod?

Looking back, perhaps my greatest ambition is the Naval Mode, man I can't wait to release the next mini update if you know what I mean Wink.

Vegantor wrote:are there going to be heroes unit like COL.Burton
James100 wrote:No, Having Rambo's Is Extremely Unrealistic

lol! Yup, there won't be any Rambo-like infantry units in the mod (since our focus is realism), there will be, however, a very expanded infantry system and classes Discussion: GamePlay and Units Ideas - Page 9 648248.
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