Some new idea about Marine Faction

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South
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Some new idea about Marine Faction

Post by South »

I have an idea to replace typical tier buildings of Marine faction with a special tech tree.
-Tiers are only upgraded in HQ, no more tier1 and tier2 buildings.
-Infantry are called in by abilities in HQ. Once player ordered infantry or Humvee in HQ, an MV-22 will land in designated position (must within sight range and be large enough) and unload a squad of infantry or a Humvee, and stay there until it is ordered to leave (MV22 has to stay for at least 20s before it take off again, this is to avoid Marine produces infantry for too fast). infantry squads can get reinforcement near the MV22. Only when a MV22 has left the battlefield or it is destroyed, can players call another MV22 to send fresh infantry squad.
-Light vehicles are called in by abilities too. Once player ordered LAV or M1064 in HQ, an CH-47 will carry the vehicle through the map and drop it at designated position (must within sight range) and RTB without staying. Once you called in a vehicle by CH-47, you are not able to call in another one (no matter the same one or different one) until 1 minute later.
-AAVP7A1, M2A3, LAV-25 and LAV-M are avaliable in typical T3. AAVP7A1 can be upgraged to forward barrack and produce infantry squads in captured territory without lockdown.
HELLOBANANAPHONE
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Re: Some new idea about Marine Faction

Post by HELLOBANANAPHONE »

The Marines will end up with instant forces whenever they want, wherever they want, compared to other teams needing to take time to build forces. I could do some seriously awful things to other players if this is the case, *especially* if MV22s provide in-field reinforcements for 20 seconds. I anticipate something along the lines of building a Humvee immediately, rushing it into the PLA player's base, and then airdropping in squad after squad of Marines. I think the Marines would win this easily with proper positioning of the MV22 drop, because of Marine efficacy at long-range, Militia ineffectiveness at long-range, and the MV22 in-field reinforcements for 20 seconds every minute and a half.

Even if there are no in-field reinforcements from the Mv22 sticking around for 20 seconds, I can still combat-drop my marine squads exactly where they are needed early on and do a fine job of forcing off the capping PLA engineers without actually needing to take the time to walk the marine squad to them (will only need to walk an engineer squad over, or drive a Humvee around, which is a lot faster).

The work-around to this is put a delay on the call-in, which I believe I've seen used in Blitzkrieg mod, but then you run into the problem that you can't cancel a build order if you've accidentally selected the wrong thing (also applicable to the above, but it's minorly less of an issue if it's instant), that thing is no longer relevant, or you've been pushed back significantly and that unit is dropping into what was previously safe but is now the middle of the enemy army. This is frustrating. You also run into the situation where you end up deploying things into territory that's covered by a couple ZBDs or the Asymmetric anti-air tank. Speaking of which, once the Asymmetric Warfare player (me) hits 6 CPs, you've lost the game, because I am going to spam anti-air tanks until there's nowhere safe to airdrop anything the Marines may have access to.
South
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Re: Some new idea about Marine Faction

Post by South »

HELLOBANANAPHONE wrote:The Marines will end up with instant forces whenever they want, wherever they want, compared to other teams needing to take time to build forces. I could do some seriously awful things to other players if this is the case, *especially* if MV22s provide in-field reinforcements for 20 seconds. I anticipate something along the lines of building a Humvee immediately, rushing it into the PLA player's base, and then airdropping in squad after squad of Marines. I think the Marines would win this easily with proper positioning of the MV22 drop, because of Marine efficacy at long-range, Militia ineffectiveness at long-range, and the MV22 in-field reinforcements for 20 seconds every minute and a half.

Even if there are no in-field reinforcements from the Mv22 sticking around for 20 seconds, I can still combat-drop my marine squads exactly where they are needed early on and do a fine job of forcing off the capping PLA engineers without actually needing to take the time to walk the marine squad to them (will only need to walk an engineer squad over, or drive a Humvee around, which is a lot faster).


I mean airdrop is the ONLY method for marine to deploy infantry (forget about the thought of AAVP7A1 forward barrack, it will really cause overpowered of Marine faction), and MV-22 can ONLY be deployed at positions with both under control and in sight range, which mean players of marine faction can use MV22 to help holding a position, but cannot push forward. Adding some extra resource requirement for each call-in will solve this problem well, either.

HELLOBANANAPHONE wrote:The work-around to this is put a delay on the call-in, which I believe I've seen used in Blitzkrieg mod, but then you run into the problem that you can't cancel a build order if you've accidentally selected the wrong thing (also applicable to the above, but it's minorly less of an issue if it's instant), that thing is no longer relevant, or you've been pushed back significantly and that unit is dropping into what was previously safe but is now the middle of the enemy army. This is frustrating. You also run into the situation where you end up deploying things into territory that's covered by a couple ZBDs or the Asymmetric anti-air tank. Speaking of which, once the Asymmetric Warfare player (me) hits 6 CPs, you've lost the game, because I am going to spam anti-air tanks until there's nowhere safe to airdrop anything the Marines may have access to.


To avoid the relatively high-cost units been surronded and destroyed, marine units have to think twice before he drop the unit behind the enemy line, this will make them choose a reletively safe drop zone to drop their units. This will a good way to limit the air-drop ability of Marine faction.
I_am_a_Spoon
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Re: Some new idea about Marine Faction

Post by I_am_a_Spoon »

South wrote:Tiers are only upgraded in HQ, no more tier1 and tier2 buildings.

You want to remove base-building? In order to hinder US production capability the PLA player would have no option other than destroying the enemy HQ and defeating the US player altogether.

There would also be UI issues with so many call-in commander abilities.
South
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Re: Some new idea about Marine Faction

Post by South »

I_am_a_Spoon wrote:
South wrote:Tiers are only upgraded in HQ, no more tier1 and tier2 buildings.

You want to remove base-building? In order to hinder US production capability the PLA player would have no option other than destroying the enemy HQ and defeating the US player altogether.

There would also be UI issues with so many call-in commander abilities.

Then move call-in abilities onto a command vehicle or officer may solve this problem.
For example, drop zone must be set by force-recon unit (just an example) by a 15-ammo (or more expensive) green smoke, which is easy to be destroyed by PLA units. Once force-recon unit is killed, player have to re-produce it with a high cost and a long cool-down time.

For UI issue, we can still use the UI we are using now. :D
I_am_a_Spoon
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Re: Some new idea about Marine Faction

Post by I_am_a_Spoon »

You're also forgetting that we'd need to model, map, skin, import, animate and code two entirely new aircraft. Implementing the Blackhawk and Apache were some of the hardest things we did, and that was with a full team.
South
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Re: Some new idea about Marine Faction

Post by South »

I_am_a_Spoon wrote:You're also forgetting that we'd need to model, map, skin, import, animate and code two entirely new aircraft. Implementing the Blackhawk and Apache were some of the hardest things we did, and that was with a full team.

So it's nothing but a new idea.
I_am_a_Spoon
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Re: Some new idea about Marine Faction

Post by I_am_a_Spoon »

I will say that you'll probably like our new gamemode when it eventually comes out. But I dunno if changes this radical would ever be viable for MP. Not my decision though in the end.
South
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Re: Some new idea about Marine Faction

Post by South »

I_am_a_Spoon wrote:I will say that you'll probably like our new gamemode when it eventually comes out. But I dunno if changes this radical would ever be viable for MP. Not my decision though in the end.

:D You guys are always giving surprises. BTW, will the new patch come out in next week or two?
I_am_a_Spoon
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Re: Some new idea about Marine Faction

Post by I_am_a_Spoon »

Whenever DB gets the time and we sort out a few remaining bugs. ;)
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