Discussion: GamePlay and Units Ideas
+17
Vegantor
Pathfinder
AgustaBE
AceofCombat
Squadleader
F-35 Lightning II
Jarhead
General Psycho
Tusker2Zero
James100
guppy19
Pyrospastiac
Gamerex
Aydynbek
Snake
Matolck
Marc15yo [Admin]
21 posters
Page 2 of 13
Page 2 of 13 • 1, 2, 3, ... 11, 12, 13
Re: Discussion: GamePlay and Units Ideas
Yup, if a company uses a designation already registered by another company, then they can expect a real "lawyer assault" and a court case.
Snake- General of the Army [Administrator]
- Posts : 5707
Join date : 2008-02-11
Location : Portugal
fun with airstrikes
hey guys, i had this thought that jumped out at me a couple of days ago for the mod. i never liked the airstrike system in ZH because it was just a bunch of stuff on the right tab, that you clicked on, and obliterated the area, giving all and any targets with the ability to move, plenty of time to get out of the way, leaving only buildings for attack.
what i was thinking, was to give the infantry squads close air support options that vary depending on what type of squad (precision attacks, tank busters, combat air patrol). these strike icons could go in the squads command hud, instead of the generals powers bar. but instead of painting an area by slapping a big target on the ground, you could actually 'paint' moving targets such as tanks and squads, with the use of laser designators
when the strike arrives instead of blowing the crap out of one spot, it could fire more precise attacks againsed individual targets in the area (so if the tank has friends, they're screwed too). if it's too hard to paint a moving target you can still paint an area, but instead of being a small area that the bombs fall in the center of and completley obliterate with mass overkill, it can be a bigger area that only afew bombs get dropped on targets in the area.
i know that this would take and incredibly long time to code and would make the infantry very powerful. but as you guys said, you didn't want infantry to be pushover meat-shields and mine-testers. this is also realistic as this is the kind of power modern day foot soldiers have at there fingertips. it could be balanced with a biiiig cooldown, or, one-time use.
just throwin it out there as it came to me, pyro.
what i was thinking, was to give the infantry squads close air support options that vary depending on what type of squad (precision attacks, tank busters, combat air patrol). these strike icons could go in the squads command hud, instead of the generals powers bar. but instead of painting an area by slapping a big target on the ground, you could actually 'paint' moving targets such as tanks and squads, with the use of laser designators
when the strike arrives instead of blowing the crap out of one spot, it could fire more precise attacks againsed individual targets in the area (so if the tank has friends, they're screwed too). if it's too hard to paint a moving target you can still paint an area, but instead of being a small area that the bombs fall in the center of and completley obliterate with mass overkill, it can be a bigger area that only afew bombs get dropped on targets in the area.
i know that this would take and incredibly long time to code and would make the infantry very powerful. but as you guys said, you didn't want infantry to be pushover meat-shields and mine-testers. this is also realistic as this is the kind of power modern day foot soldiers have at there fingertips. it could be balanced with a biiiig cooldown, or, one-time use.
just throwin it out there as it came to me, pyro.
Pyrospastiac- Sergeant Major
- Posts : 164
Join date : 2008-11-01
Age : 32
Location : Melbourne / Australia
Re: Discussion: GamePlay and Units Ideas
yeah, we've already had this idea for a while. infantry squads can call in for artillery support. it also depends for a while.
i was thinking the close air support should be left for vehicles. if infantry squads could call in CAS it would be make infantry a little too powerful.
i was thinking the close air support should be left for vehicles. if infantry squads could call in CAS it would be make infantry a little too powerful.
Re: Discussion: GamePlay and Units Ideas
to stop squad spamming (without the use of a cap introduction *holds down puke*) to get heaps of CAS at once, the squads of the same type could have a conjoined strike (which would make sense becease each squad can't have there very own plane permenantly allocated to them )
this would mean that when one squad calls in the support, the option is put on cooldown for all squads of the same type, (this would also avoid the requirement for a massive cooldown, and it can be made just sensibly long)
i really would like to see some properly functional methods of CAS in your mod and im sure there are even more ways to bring down the overkill so that infantry aren't total ownage.
hope to get some feedback soon, pyro. 8)
this would mean that when one squad calls in the support, the option is put on cooldown for all squads of the same type, (this would also avoid the requirement for a massive cooldown, and it can be made just sensibly long)
i really would like to see some properly functional methods of CAS in your mod and im sure there are even more ways to bring down the overkill so that infantry aren't total ownage.
hope to get some feedback soon, pyro. 8)
Pyrospastiac- Sergeant Major
- Posts : 164
Join date : 2008-11-01
Age : 32
Location : Melbourne / Australia
Re: Discussion: GamePlay and Units Ideas
yeah, were doing the same thing with artillery. it has a shared cool down time b4 it can be re-used.
Close Air support strikes will need to be created realistically. there will be different ammunitions to chose from as well
Close Air support strikes will need to be created realistically. there will be different ammunitions to chose from as well
amazing idea
a hercules transport that is player controllable, uu know like in contra, u can parachute hummvees and crusader tanks ou tof the hercules, arm the hercules with aa turrents so it can shoot back at the enemy planes, another idea a flak gun, one last idea arm every bomber,transport, or any other transport computer or player controlled with AA guns
guppy19- Private
- Posts : 2
Join date : 2008-11-07
Re: Discussion: GamePlay and Units Ideas
Pyrospastiac wrote:to stop squad spamming (without the use of a cap introduction *holds down puke*) to get heaps of CAS at once, the squads of the same type could have a conjoined strike (which would make sense becease each squad can't have there very own plane permenantly allocated to them )
this would mean that when one squad calls in the support, the option is put on cooldown for all squads of the same type, (this would also avoid the requirement for a massive cooldown, and it can be made just sensibly long)
i really would like to see some properly functional methods of CAS in your mod and im sure there are even more ways to bring down the overkill so that infantry aren't total ownage.
hope to get some feedback soon, pyro. 8)
Yup, we want to do it with squad called support like artillery (the 'cooldown' mode).
guppy19 wrote:an aircraft carrier
Yeah 8) , and these are just to show the basic structure of the Naval Mode, because this is just the tip of the iceberg
guppy19 wrote:a hercules transport that is player controllable, uu know like in contra, u can parachute hummvees and crusader tanks ou tof the hercules, arm the hercules with aa turrents so it can shoot back at the enemy planes, another idea a flak gun, one last idea arm every bomber,transport, or any other transport computer or player controlled with AA guns
We'll have several transports for several tasks (Blackhawks for small infantry squads / C-130J Super Hercules for medium vehicle and large paratrooper drops / C17A Globemaster for dropping heavy vehicles).
All vehicles will be brought in this way, we will remove the base system altogether, also some special vehicles will call in support on the battlefield (the "Barracks" / "Warfactory" / "Airfield" so to speak), those are the 'Command Vehicles', there will be various per different tasks (calling Air Support / calling in infantry, etc.)
For heavy gunship support there will be the AC-130U Spooky fixed wing gunship (for the US side).
To enhance the Mobile AA vehicles / Fighter Jets / AA-armed infantry's roles we will limit Anti-Air weapons to specific classes.
Snake- General of the Army [Administrator]
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Join date : 2008-02-11
Location : Portugal
Re: Discussion: GamePlay and Units Ideas
when bringing in units to the battlefield, its up to you guys whether infantry pile out of a blackhawk after it touches down or fast-rope out while it hovers over an area. and that smaller vehicles like humvees would be droped out of the back of c130s with big parachutes attached.
but for lager vehicles such as tanks, even though a tank drop is possible and does currently exist, it's not that common in the battlefield to have tanks parachute from the sky. instead, to give more variety to vehicle call-in's, the c17 globemaster should land at a captured airstrip and unload the tanks. or if this takes to long, it could swoop over the runway and drop the tank out the back on a metal plate similar to the one the humvee comes doen on, except with a horizontal parachute to pull it out the back of the plane.
but for lager vehicles such as tanks, even though a tank drop is possible and does currently exist, it's not that common in the battlefield to have tanks parachute from the sky. instead, to give more variety to vehicle call-in's, the c17 globemaster should land at a captured airstrip and unload the tanks. or if this takes to long, it could swoop over the runway and drop the tank out the back on a metal plate similar to the one the humvee comes doen on, except with a horizontal parachute to pull it out the back of the plane.
Pyrospastiac- Sergeant Major
- Posts : 164
Join date : 2008-11-01
Age : 32
Location : Melbourne / Australia
Re: Discussion: GamePlay and Units Ideas
Yeah, actually we want to use Blackhawks to drop both infantry (which will automatically disperse upon a fast rope descent to avoid clogging) and certain light vehicles.
Check these older pics, this is one of several Humvee insertion methods (via C-130):
We may also include several other alternative deployment methods (alternatives to the standard air deployment) such methods are chosen by the player upon vehicle purchase (for example: deploy a Humvee from a Blackhawk or C-130, etc.)
The standard Main Battle Tank/Heavy Vehicle deployment is similar to a mixture of Joint Task Force / World in Conflict.
However we will throw in our own customized modifications (top secret at the moment ).
There will be some airstrips which will be extremely important for capture, one of those is the airstrip on naval games (usually located on an island / amphibious location) in which C-17's will drop ASM launchers (Mobile Anti-Ship Missile Launchers) on a certain time basis (think of it as a modified "Reinforcement Pad", but much more realistic and way sexier 8) ).
Check these older pics, this is one of several Humvee insertion methods (via C-130):
We may also include several other alternative deployment methods (alternatives to the standard air deployment) such methods are chosen by the player upon vehicle purchase (for example: deploy a Humvee from a Blackhawk or C-130, etc.)
The standard Main Battle Tank/Heavy Vehicle deployment is similar to a mixture of Joint Task Force / World in Conflict.
However we will throw in our own customized modifications (top secret at the moment ).
There will be some airstrips which will be extremely important for capture, one of those is the airstrip on naval games (usually located on an island / amphibious location) in which C-17's will drop ASM launchers (Mobile Anti-Ship Missile Launchers) on a certain time basis (think of it as a modified "Reinforcement Pad", but much more realistic and way sexier 8) ).
Snake- General of the Army [Administrator]
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Join date : 2008-02-11
Location : Portugal
Re: Discussion: GamePlay and Units Ideas
that's good to hear because it's more realistic that way. but does it also mean that because airfields cannot be built (thank you! ) but must be captured, that tanks and other heavier vehicles can only be brought in later in-game? and that maps with only one airfield will mean that who ever holds the only airfield would have significant power over the other and would not be likely to lose the airfield no matter how well the opposing assault is coordinated due to serious inferiority on their side?
Pyrospastiac- Sergeant Major
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Join date : 2008-11-01
Age : 32
Location : Melbourne / Australia
Re: Discussion: GamePlay and Units Ideas
the airfield will only be used to gain complete airpower. it will elt a oplayer fully manage his aircrafts.
for heavier vehicles, it's a different story. the vehicles will be airdropped. (the heavy ones like mbt's by c-17's). each vehicle must be "purchased" using the ground command vehicle. for certain heavy vehicles we are going to make specific requirements before the player can get his hands on them.
for heavier vehicles, it's a different story. the vehicles will be airdropped. (the heavy ones like mbt's by c-17's). each vehicle must be "purchased" using the ground command vehicle. for certain heavy vehicles we are going to make specific requirements before the player can get his hands on them.
Re: Discussion: GamePlay and Units Ideas
Vehicles such as the M1A2 Abrams tank won't be available for use right away.
Players will need to "earn" access to higher technology/more powerful units.
Players will need to "earn" access to higher technology/more powerful units.
Snake- General of the Army [Administrator]
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Re: Discussion: GamePlay and Units Ideas
but if airfields are only going to be used for player controlled aircraft rather than vehicle drops, that works for vehicles that are paradroped down from high up, but heavier vehicles like the m1a2 would need a lot of space if you intend to deploy them like in joint task force with the low altitude swoop and dropping them out the back of the plane
Pyrospastiac- Sergeant Major
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Join date : 2008-11-01
Age : 32
Location : Melbourne / Australia
Re: Discussion: GamePlay and Units Ideas
first off great mod
second hope you like my ideas coz itz gonna be long (im a military FREAK!!!!!)
US: aircraft:
1- a10 thunderbolt
2-tactical bombers : b52 , b1b, b2
3-e3 sentry AWACS
4-can you include electronic warfare LIKE maybe ef111 etc....
5-f22 , f18,f35
6- Rah-66 as covert ops
Russia: aircraft:
1-su-37 terminator , su-47 berkut, su 39 frogfoot
2-tu-160 , tu 22 ,tu95
3-mi-28n havoc , mi26 halo
4-ka60 trans, ka52 alligator
5-an-32
6-mig-31
EU: aircraft:
1-rafale M
2-tornado , ef2000
3-typhoon
4-euro tiger,w3w sokol , nh90
USA: Land Systems:
1-HTTV , Humvee Variants including avenger, microwave It exists etc....
2-LAV25 variants
3-m1 grizzly dozer
4-m167 vulcan, m777 Howitzer
5-m-109a6 paladin ,m270 MLRS
6-m939a2 supply truck
russia: land systems:
1-2C19 MSTA-C , MSTA-b, 2s1 gvozdika
2-T-84 Oplot
3-m256 tunguska
4-gaz-2330 and UAZ pickup
5-bdrm variants
3-bmp1,bmp2,bmp3
4-btr-80 and 90
5-bm21 TOS-1 buratino
6-p35 radar
7-sa-5,sa-6,sa-11,sa13,s300/400 Grumble
8-at4 fagot
9-zsu-23-4 shilka , zu23, Ural375 Suplly truck
EU: land systems:
1-fh-70 howitzer
2-dingo 2
3- geparda2 AA
4-leopard a2
5-lecrec tank
6-roland 2a5
7-PZH2000
8-mercedes Wolf
USA:seacraft
1-CG-47 cruiser
2-lhd-4 Boxer
USA-personnel weapons:
1-browning
2-m4a1 , m16a4
3-m21 sniper, m24 heavy sniper
4-m240d m240g
5-xm8 , m249 saw
6-m224 mortar
7-binoculars , m9berreta and glok 45
8-benneli m4 super
9-xm-109 anti material , xm312
10-socom, mp5, stinger, SMAW And LAW and M3 And AT4
russia: Personnel Weapons
1-ak-74m3 , aks-74u ,rpk74, ak-74 bayonet
2-expiditionary knife, AS val, kord , pecheneg
3-RPG-7v, Rpg-18 ,rpg-22
4-sv-98, ags17, NTW-20,toz-194 , vintorez
5-pp2000,groza,an-94,svd,vepr,fort12,PyA,binoculars,RGD5 RDG2
6-sa-7
EU: personnel weapons:
1-Binoculars
2-dm61 Frag/smoke
3-dsr1
4-fim92 stinger(german version)
5-g36
6-g82 , MSG-90
7-kampfmesser 2000,mg3 , mp2a1 Uzi, Mp7, p8
8-Panzerfaust 3
that is all
good luck
and good work
sincerely JAMES.
second hope you like my ideas coz itz gonna be long (im a military FREAK!!!!!)
US: aircraft:
1- a10 thunderbolt
2-tactical bombers : b52 , b1b, b2
3-e3 sentry AWACS
4-can you include electronic warfare LIKE maybe ef111 etc....
5-f22 , f18,f35
6- Rah-66 as covert ops
Russia: aircraft:
1-su-37 terminator , su-47 berkut, su 39 frogfoot
2-tu-160 , tu 22 ,tu95
3-mi-28n havoc , mi26 halo
4-ka60 trans, ka52 alligator
5-an-32
6-mig-31
EU: aircraft:
1-rafale M
2-tornado , ef2000
3-typhoon
4-euro tiger,w3w sokol , nh90
USA: Land Systems:
1-HTTV , Humvee Variants including avenger, microwave It exists etc....
2-LAV25 variants
3-m1 grizzly dozer
4-m167 vulcan, m777 Howitzer
5-m-109a6 paladin ,m270 MLRS
6-m939a2 supply truck
russia: land systems:
1-2C19 MSTA-C , MSTA-b, 2s1 gvozdika
2-T-84 Oplot
3-m256 tunguska
4-gaz-2330 and UAZ pickup
5-bdrm variants
3-bmp1,bmp2,bmp3
4-btr-80 and 90
5-bm21 TOS-1 buratino
6-p35 radar
7-sa-5,sa-6,sa-11,sa13,s300/400 Grumble
8-at4 fagot
9-zsu-23-4 shilka , zu23, Ural375 Suplly truck
EU: land systems:
1-fh-70 howitzer
2-dingo 2
3- geparda2 AA
4-leopard a2
5-lecrec tank
6-roland 2a5
7-PZH2000
8-mercedes Wolf
USA:seacraft
1-CG-47 cruiser
2-lhd-4 Boxer
USA-personnel weapons:
1-browning
2-m4a1 , m16a4
3-m21 sniper, m24 heavy sniper
4-m240d m240g
5-xm8 , m249 saw
6-m224 mortar
7-binoculars , m9berreta and glok 45
8-benneli m4 super
9-xm-109 anti material , xm312
10-socom, mp5, stinger, SMAW And LAW and M3 And AT4
russia: Personnel Weapons
1-ak-74m3 , aks-74u ,rpk74, ak-74 bayonet
2-expiditionary knife, AS val, kord , pecheneg
3-RPG-7v, Rpg-18 ,rpg-22
4-sv-98, ags17, NTW-20,toz-194 , vintorez
5-pp2000,groza,an-94,svd,vepr,fort12,PyA,binoculars,RGD5 RDG2
6-sa-7
EU: personnel weapons:
1-Binoculars
2-dm61 Frag/smoke
3-dsr1
4-fim92 stinger(german version)
5-g36
6-g82 , MSG-90
7-kampfmesser 2000,mg3 , mp2a1 Uzi, Mp7, p8
8-Panzerfaust 3
that is all
good luck
and good work
sincerely JAMES.
James100- General [Moderator]
- Posts : 1294
Join date : 2008-11-09
Age : 44
Re: Discussion: GamePlay and Units Ideas
Pyrospastiac wrote:but if airfields are only going to be used for player controlled aircraft rather than vehicle drops, that works for vehicles that are paradroped down from high up, but heavier vehicles like the m1a2 would need a lot of space if you intend to deploy them like in joint task force with the low altitude swoop and dropping them out the back of the plane
Yeah, but we are creating some "specials" which will solve that issue and able all players to deploy heavy support without the need of such airstrips, however we haven't discarded that airstrip option yet (we were going to use that system in the early TAOW stages), it will really depend on how the coding goes.
Also we might create diverse airstrips as a part of the new "tactical location" concept I mentioned earlier (such airstrips would have special tasks, other than deploying ASM's).
James100 wrote:first off great mod
second hope you like my ideas coz itz gonna be long (im a military FREAK!!!!!)
...
that is all
good luck
and good work
sincerely JAMES.
Wow, that's a BIG list , many thanks for the suggestions and compliments 8), I can say we are going to use MANY of those vehicles and weapons in TAOW, you may want to check the following link which shows all our current fully 'Approved' vehicles so far: https://taow.forumotion.com/member-s-access-f5/the-art-of-war-vehicle-table-t122.htm (please note that you have to be logged in to check it, since it's part of the member's area)
...note that the american faction is practically complete (there will be some unit added 'here and there' later on though), the EU/Russian factions only show the basic (though we have a complete list which will be gradually updated and revealed on that table as new models/vehicles are released to the public, no hard feelings , about ships, these will be revealed when a proper "Navy Mode Update" is presented (till then it's top secret , though I can confirm that the ships shown in the 'TAOW Documents' topic will be included, eg: the DDG-1000 Zumwalt Class Destroyer).
By the way, the next update is gonna be HUGE ("Mega Update, Part 2"), maybe the biggest and most diverse update TAOW ever had since it's beginning, we will create a new "Poll" so people are able to choose the next generation light weapon that the US military will use (to replace the current M16/M4's), heads up
Snake- General of the Army [Administrator]
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Join date : 2008-02-11
Location : Portugal
Re: Discussion: GamePlay and Units Ideas
I've read that you have C-130's (and possibly C-17's) deploying units via airdrop. I was just wondering if it's possible to code the game where it could do a coastal landings where the AI could drop reinforcements off at a selected coastal point.
High Speed Vessel (HSV)
Theater Support Vessel (TSV) ACTD:
... The TSV gives the theater Commander a high-speed, intra-theater sealift capability to support all theater engagement requirements within his Area of Responsibility (AOR). The TSV will provide the capability to operationally move and maneuver combat ready unit sets from staging sites into the forward areas, and to provide follow-on sustainment, through degraded and minor ports. The TSV will carry 600 short tons of cargo, go 40+ knots and have a fully loaded range of 4,500 nautical miles. The vessel can perform trans-oceanic crossings totally unreplensihed. This technology will transform the Objective Force by providing the capability to rapidly re-position the Interim Brigade Combat Team (IBCT) up to 400 nm (equivalent to 245 C-17 sorties). ...
http://www.globalsecurity.org/military/systems/ship/hsv.htm
It would be a great way to get a moderately substantial number of reinforcing Marines and/or their vehicles into the theater [map].
Just a thought.
High Speed Vessel (HSV)
Theater Support Vessel (TSV) ACTD:
... The TSV gives the theater Commander a high-speed, intra-theater sealift capability to support all theater engagement requirements within his Area of Responsibility (AOR). The TSV will provide the capability to operationally move and maneuver combat ready unit sets from staging sites into the forward areas, and to provide follow-on sustainment, through degraded and minor ports. The TSV will carry 600 short tons of cargo, go 40+ knots and have a fully loaded range of 4,500 nautical miles. The vessel can perform trans-oceanic crossings totally unreplensihed. This technology will transform the Objective Force by providing the capability to rapidly re-position the Interim Brigade Combat Team (IBCT) up to 400 nm (equivalent to 245 C-17 sorties). ...
http://www.globalsecurity.org/military/systems/ship/hsv.htm
It would be a great way to get a moderately substantial number of reinforcing Marines and/or their vehicles into the theater [map].
Just a thought.
Tusker2Zero- General [Moderator]
- Posts : 430
Join date : 2008-11-21
Location : Nashville, TN USA
Re: Discussion: GamePlay and Units Ideas
As a matter of fact we were trying to create a "naval counterpart" of air deployment methods for the Naval Mode, but at the fist analysis it's extremely difficult if not impossible to code the AI to act smoothly according to our standards (we are not really sure at the moment, our first priority will be to code LCAC (Landing Craft, Air Cushioned) transports, and from it we may have a much greater chance of succeeding into creating such larger deployment methods).
The LCAC will be the standard US Amphibious Transport (it will deploy land units which in turn are deployed from Assault Ships), but as we know, the LCAC can only transport a very limited attack force (and weight), so we really wanted to include a more capable (higher capacity) transport as well (probably a later deployment in game to avoid initial large scale naval landing forces). The LCAC will be extremely important because once we are 100% done with it (in terms of coding) we will apply many of it's "coding components" to other specific ships.
European and Russian naval forces will have specific naval landing units.
The LCAC will be the very first and earlier alternative for the US Navy for deployment of land units, hopefully we'll be able to include larger transport/deployment ships which will deploy large landing forces. Most of these will most likely be controlled by the player instead of the AI though.
The LCAC will be the standard US Amphibious Transport (it will deploy land units which in turn are deployed from Assault Ships), but as we know, the LCAC can only transport a very limited attack force (and weight), so we really wanted to include a more capable (higher capacity) transport as well (probably a later deployment in game to avoid initial large scale naval landing forces). The LCAC will be extremely important because once we are 100% done with it (in terms of coding) we will apply many of it's "coding components" to other specific ships.
European and Russian naval forces will have specific naval landing units.
The LCAC will be the very first and earlier alternative for the US Navy for deployment of land units, hopefully we'll be able to include larger transport/deployment ships which will deploy large landing forces. Most of these will most likely be controlled by the player instead of the AI though.
Snake- General of the Army [Administrator]
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Join date : 2008-02-11
Location : Portugal
Idea for US
How about the OH-58D Kiowa that would be a perfect recon helicopter
General Psycho- Corporal
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Join date : 2008-12-16
Age : 33
Location : Germany
Re: Discussion: GamePlay and Units Ideas
Funny coincidence, check my last post in this thread:
https://taow.forumotion.com/member-s-access-f5/the-art-of-war-vehicle-table-t122-30.htm#5263
https://taow.forumotion.com/member-s-access-f5/the-art-of-war-vehicle-table-t122-30.htm#5263
Snake- General of the Army [Administrator]
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Join date : 2008-02-11
Location : Portugal
Re: Discussion: GamePlay and Units Ideas
Well the Idea of mine came a little bit too late but I searched the whole day Ideas and I posted it in the Vehicle List
General Psycho- Corporal
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Age : 33
Location : Germany
Re: Discussion: GamePlay and Units Ideas
Many thanks either way , each faction will have recon helicopters, these are able to be armed (lightly armed - via upgrade) and are excellent artillery spotters (so the artillery can fire from safety and hit/destroy the enemy with excellent precision).
As more units are unlocked, the player will have a great possible selection of recon units (ranging from scout infantry to satellites).
As more units are unlocked, the player will have a great possible selection of recon units (ranging from scout infantry to satellites).
Snake- General of the Army [Administrator]
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Join date : 2008-02-11
Location : Portugal
a Russian High Tech Jet
I found the Mikoyan Porject 1.44 or MIG-MFI
http://en.wikipedia.org/wiki/Mikoyan_Project_1.44
Its an Stealth Air Superiority Fighter in Development
http://en.wikipedia.org/wiki/Mikoyan_Project_1.44
Its an Stealth Air Superiority Fighter in Development
General Psycho- Corporal
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Join date : 2008-12-16
Age : 33
Location : Germany
Re: Discussion: GamePlay and Units Ideas
Also I think we need the MIG-35
http://en.wikipedia.org/wiki/Mikoyan_MiG-35
http://en.wikipedia.org/wiki/Mikoyan_MiG-35
General Psycho- Corporal
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Join date : 2008-12-16
Age : 33
Location : Germany
Re: Discussion: GamePlay and Units Ideas
but those r Expiremental black aircraft
i think it isn't gonna be included
i think it isn't gonna be included
James100- General [Moderator]
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Age : 44
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Similar topics
» Gameplay !!!!!!!!!!!!!
» What kind of gameplay?
» My ideas for u guys ;)
» heavy units
» [EU] Which units used in your own country would you like to see in TAOW?
» What kind of gameplay?
» My ideas for u guys ;)
» heavy units
» [EU] Which units used in your own country would you like to see in TAOW?
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