Super weapons and science suggestion
#1
Posted 29 February 2008 - 15:18
I need a little help from you guys with some ideas about Superweapons for USA, GLA, CHINA, RUSSIA, and science powers.
As most of you knows i removed sub factions but I putted them to main factions. That's why I need some unic superpowers.
I'm planing to have 3 options of what kind of weapon system you want to play with ( 3 sub generals with diferent units, upgrades and powers)
That's why I need 3 different superweapons ( for example I don't want all China subgenerals to use same NukeMissile)
I'm waiting for fresh minds and ideas
THX
#2
Posted 03 March 2008 - 05:31
GLA:
A square shaped building housing a 400mm-rocket launcher capable of launching 100 rockets, filled either with phosphorus, fuel-air explosive or bio-chemical warheads... very inaccurate... and the choice of the warhead depends on the player... further once chosen cannot be changed... but one can make another launcher and choose a different warhead...
China:
A massive tripple barrelled cannon... housing either a zero-radiation warhead that would be devastating in a small area or a semi-radiation one that would be less powerful but more polluting in a large area... However all three cannons will fire the same warhead, also the warheads will cost a lot to research... the cannons can be fired without these warheads with the superweapon clock showing... using HE-sharpenel shells... thus keeping the opponents guessing...
Russia
A bit bog standard here... i suggest upgrading the Topol to a mobile comoflouged superweapon... But in the final 2 minutes of the launch... the launcher can't be moved around and is visible on radar... Warhead choices - FOAB, single fission warhead (no-rad, expensive upgrade), 3-MIRVed warhead (no-rad, even more expensive)... Again if one Topol is made... the superweapon clock starts regardless of the warhead...
America
The only weapon that suits America is a high-precision land-skirming hyper-sonic missile which will reach its target in 10 seconds... Can be armed with cluster warheads (effective against large groups), advanced HE warhead (one shot building demolition, but ineffective against units)... also the missile can be upgraded to destroy any units in its path... using precision hot tungsten darts (vs vehicles) or inaccurate fuel-air rockets... the rest of the rules same as GLA... further the missile will not kill every unit in its way but roughly 25-55 percent of them...
Edited by vish, 03 March 2008 - 11:06.
#3
Posted 03 March 2008 - 09:46
USA :
Satellite Kynethic Strike : from the Satellite control Center - launches about 12 tungsteen rods from a satellite that do alot of damage over the selected area ( sort of like the ones in end war ) .
Particle Cannon ( for one of the subfactions ).
Anti-matter Strike - fired by the Anti-matter Control Center - launches a black-green beam from space that accumulates into a large ball of anti-matter exploding after 5-6 sec doing progresive damage for about 10 sec.
Russia :
Artillery Saturation : a powerfull artillery strike ( launched by the artillery command center ), that does massive amounts of damage but has a large scatter radius.
Rain of Fire : a structure that would be called Ballistics Command ( would look like a command facillity with 3 missile silos ) - fires 3 ICBM's for great damage.
Fist of Power - fired from the Seismic Command Center - launches a big missile that before impact splits into multiple small bomblets that enter the ground. after a few seconds they explode in a random order doing great amounts of damage ( seismic charges ).
China :
Napalm Saturation - fired by a structure called Firestorm Facillity - launches 6 napalm missiles that do great dmg. A great building killer.
Nuclear Missile - for one of the subfactions or even vanilla.
Wrath of the Gods - a large artillery structure that fires 8 powerfull high explosive shells.
GLA :
Dark Terror - a structure that fires a missile wich explodes on top of the targets and starts raining acid and chemical over them.
Scud storm for one of the subfactions.
Chemical Missile strike - a large nuclear like missile that does dmg similar to that of a nuke missile but leaves behind toxins that damage bouth structures and units.
#4
Posted 03 March 2008 - 10:06
Thanks a lot and I hope I would see many suggestions this days.
Bye
#5
Posted 08 March 2008 - 22:38
Orbital Bombardment Station. Launches either kinetic projectiles, or explosive projectiles for more destuction.
Proton Beam superweapon. Might be rather tricky to code. The theory of a proton beam is that the beam of particles can release it's energy after a set amount of distance. IRL it's (to be) used to destroy cancers more effectively as the tissue in front of and behind the tumor can go unharmed. A very big version of this weapon could also be used to unleash a very large amount of energy to a set target at X distance. No clue how to make it practical as a field weapon in this game tho.
#6
Posted 17 August 2008 - 00:11
It's thoroughly traditional, I know, but then the fact that everyone seems to avoid it is sort of a good thing if you ask me because if it's implemented properly it could be somewhat original! Basically, instead of being the boring old particle-cannon-beam-emitter-just-with-missile-inside-instead that we're all used to, this would be built from scratch as a completely new model that would look something like this:
The launch facility is an angular concrete bunker with a tower extending up next to the missile hatch. Approximately 1 minute prior to launch, the missile doors open and the missile is elevated out and docks with the tower for fuelling. It then launches with lots of fire and noise and smoke and stuff.
The facility in the picture is actually a Titan I missile from the 60's, but it's the only genuinely interesting missile silo I could find, and there's nothing to stop you from modernising the missile or the design a little. Perhaps it could even be made so that when the missile is exposed, the silo produces a large explosion if destroyed as opposed to simply collapsing if the missile was still underground. Then again this may not be codeable. It would certainly make that final countdown a bit more interesting...
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#7
Posted 17 August 2008 - 08:19
#8
Posted 25 August 2008 - 02:54
If you suggest the ICBM silo for the USA side, I must disagree with you. I think that no matter what the outward appearance, the principal of this superweapon will be just a copy of China’s current superweapon.
If however you suggest the ICBM silo as a remodeled Nuclear Missile Silo for the Chinese side, I think it is a good idea. I personally never liked how the Chinese superweapon looked in-game and think a new is needed to give it a more menacing and ‘martial’ appearance.
My own suggestion:
I had a few interesting ideas for possible superweapons, but before I post them I must ask Alexei Stukov one thing: what technologies (eg.: propaganda, nuclear, anthrax, fuel-air explosives) will the 3 original sides and (more importantly) Russian side will have in your mod? It is hard to make suggestions if you do not know your parameters.
For now, I will make only one new superweapon suggestion:
Superweapon building: Orbital Communicator (if you can think of a more fitting name, do not hesitate to post it).
I imagine this building would as having a giant, parabolic-dish radio antenna simmular in appearance to the antennas of the Deep Space Network (see example below)
(Click to enlarge) Above is shown 1 of the 4 radio antennas at the Goldstone Deep Space Communications Complex in Californaia’s Mojave Desert.
Superweapon attack: Blackstar Bombardment.
Once the superweapon is activated, a Blackstar spaceplane (or rather the XOV) would immediately descend from above over the target area and release its munitions before flying off the map. Like the hypersonic Aurora and SCUDs launched by the Scud storm, anti-air defenses would not be able to target the Blackstar spaceplane.
For those of you that have never heard of the Blackstar, it is rumored to be an American top-secret spaceplane black project. According to the rumors, Blackstar system consists of a Valkyrie-like SR-3 ‘mothership’ and an Experimental Orbital Vehicle (abbreviated XOV). The SR-3 supposedly carries the XOV on its ventral surface until a sutable altitiude is reached. When that happens, the XOV is detached and under its own power enters orbit. Re-entry by the XOV is perofrmed in a traditional fasion, simmular to the Space Shutle.
Below are some drawings of the rumored aircraft
(Click to enlarge) Experimental Orbital Vehicle docked to the SR-3 ‘mothership’
XOV alone
And here are some websites that could provide a little more “information”/rumors about Blackstar
http://www.spyflight...k/blackstar.htm
http://en.wikipedia....ar_(spaceplane) (I know that people find wikipedia to be an unreliable source, but in this case I do not think there are any reliable sources)
http://www.theregist...4/24/blackstar/
In conclusion, I think a Blackstar spaceplane superweapon would fit into the game well because 1) it is original (at least in my opinion) and 2) it would fit well with the Aurora and other ‘black projects’ featured in the game.
Any comments?
#9
Posted 25 August 2008 - 07:47
Someone, on 25 Aug 2008, 12:54, said:
If you suggest the ICBM silo for the USA side, I must disagree with you. I think that no matter what the outward appearance, the principal of this superweapon will be just a copy of China’s current superweapon.
Well, you're entirely welcome to your opinion, but I personally believe that the only true 'superweapon' has never actually got a good look-in in Generals (or almost any game for that matter) in any fashion that even approaches the real deployment method. Give it a multi-MIRVed warhead (hopefully c.8-10 for true 'superweapon' ownage), either conventional or nuclear, tweak the FX and missile model a bit, give it custom animations and code and hey presto! A properly realistic superweapon that actually makes sense in a game. But I digress - like I said, I know it is very conventional and you're more than welcome to your opinion.
Also I should note that under no circumstances should the entire missile hit the target - if possible it really needs to be a simple cone. Having the entire thing come down looks completely daft.
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#10
Posted 25 August 2008 - 08:48
Thanks to all and keep up the good ideas.
Edited by Alexei_Stukov, 25 August 2008 - 08:48.
#12
Posted 04 September 2008 - 14:07
#13
Posted 04 September 2008 - 19:23
#14
Posted 05 September 2008 - 08:29
mark a.k.a infantry lover, on 4 Sep 2008, 15:07, said:
The mod team of ROTR is already planning to create one for the faction Russia.
Edited by Papaya Master Rai, 05 September 2008 - 09:02.
#15
Posted 05 September 2008 - 11:11
#16
Posted 05 September 2008 - 12:05
#17
Posted 05 September 2008 - 13:55
Smerch Storm is a new superweapon with a unique style that will be first introduced in this mod.
Also this mod has nothing in common with RotR except that both of em add Russia and nothing more so please stop comparing it to RotR (realism>fiction applies here)
#18
Posted 06 September 2008 - 07:25
A nuclear facility- this building will be something like an warfactory and command launch post. You can build Topol M from it. The topol M launcher will fire the nuclear missile but the command button for the Nuclear strike will l be in the Nuclear facility. So if you loose the building you can't launch the missile, and loose the launcher means same. This weapon system is unique and never seen in other mods.
What are the positives and negatives of having such a weapon:
Positive :
1- Each Topol M launcher have a regular weapon to fire. This is a hypersonic missile with one warhead. extremely hard to be stopped. Fire range all the map. 1 missile cause around 1500 damage in 30 range damage radius and 300 damage to the secondary damage radius of 50range. Countdown time 1 min. Very effective against buildings (tanks too but if they don't move )
2 You can build unlimited Topols (if you have money )
3 The nuclear facility health will be 5000 against 4000 for other factions super weapons.
4 Nuclear strike is a bit stronger than china's nuke.
Negatives:
1 The Building cost 4000.
2 Topol M cost 3000 and build time 1 min.
3 Topol M health 750 and it speed is slow.
4 Topol M animation deploy time 200 ( slow deploy)
5 If you loose all topol M you can't use your super weapon also same is if you loose the Nuclear facility.
6 Nuclear strike countdown time is 6min + the slower deploy time for Topol M + 20 seconds prepare to fire the missile.
Of course everything's depend on game balance and tests but it will be something like this.
See you soon
#19
Posted 06 September 2008 - 08:58
#20
Posted 20 September 2008 - 17:17
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You are assuming that the missile in question is an ICBM. If the missile is a cruise missile, or a rocket, or another type of missile, than it would be logical for the entire missile to hit the target.
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Smerch Storm is a new superweapon with a unique style that will be first introduced in this mod.
The new mod team is removing Tremor? This is very, very unfortunate.
Tremor is probably one of the best superweapons I have ever seen – it fits C&C Generals perfectly: it is powerful and ‘exotic’ enough to be a superweapon, yet it seems plausible at the same time (in fact, according to the mod team it was inspired by Babylon ‘Supergun’ Project started in 1980’s).
(click to enlarge) ‘Baby Babylon’ – a prototype for the ‘Big Babylon’ super-artillery. Baby Babylon’s had a 40-meter long artillery tube – and it was considered small in comparison to the planed Big Babylon.
When ROTR 1.0 was released, the team said all team members (past and present) had contributed somehow to the Tremor superweapon (and by that time the project has undergone at least 3 changes in leadership!).
It is sad that such an original and well thought out superweapon, the product of so many people’s hard work, will be replaced by what will undoubtedly be a copy of the Scud Storm.
If I in Alexei Stukov’s place I would ask ROTR’s permission to use Tremor in End of Days mod, just so that it will not go to waste…
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A nuclear facility- this building will be something like an warfactory and command launch post. You can build Topol M from it. The topol M launcher will fire the nuclear missile but the command button for the Nuclear strike will l be in the Nuclear facility. So if you loose the building you can't launch the missile, and loose the launcher means same. This weapon system is unique and never seen in other mods.
Interesting idea. Indeed, I have not seen such a system in any other mod. There are two things that you might want to reconsider though:
1) The Chinese faction already uses nuclear power as the bases for its superweapon. It does not seem very original to give a nuclear superweapon to another faction. Maybe instead of the Nuclear Facility the Russian faction could have a Missile Factory (same building, but a different name) that would build non-nuclear missile systems. Perhaps in addition to building superweapons, the Missile Factory could provide the player with various upgrades for missile-based weapons.
2) Topol M is already featured in many other mods. Perhaps it is best to use another missile system.
In my opinion, Brahmos missile would be a good alternative. For those of you who are unfamiliar with Brahmos, it is a supersonic cruise missile developed jointly by Russia and India. Although initially designed as an anti-ship missile, it could attack land targets as well. A Brohmos II program was proposed for the Russian armed forces. If it is developed Brohmos II will be world’s first hypersonic cruise missile.
(Indian) Brahmos launch vehicle
Additional info:
Brahmos official website – www.brahmos.com/home.html
Wikipedia article – http://en.wikipedia.org/wiki/BrahMos
Also, if you ever decide to give the Russian faction a different superweapon, your idea for a 2 part superweapon does not have to go to waste – the same principal could be applied to GLA (eg.: Anthrax Lab that would build Scud Launcher superweapons (after all, Scud Missiles have a much greater range than protraid in the game)) or China (eg.: Nuclear Facility that would build a Chinese MLVs (Mobile Launcher Vehicles)).
#21
Posted 20 September 2008 - 17:33
/offtopic
#22
Posted 20 September 2008 - 19:05
#23
Posted 20 September 2008 - 19:42
You will see that russian nuke is different form china's.
Bye
#24
Posted 21 September 2008 - 00:34
Someone, on 21 Sep 2008, 3:17, said:
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You are assuming that the missile in question is an ICBM. If the missile is a cruise missile, or a rocket, or another type of missile, than it would be logical for the entire missile to hit the target.
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#25
Posted 27 September 2008 - 00:13
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That is not entirely true. Although it was original designed as an anti-ship missile, Brahmos can attack land-based targets.
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I think if one faction has nuclear-based Superweapon, than the other factions should not have a nuclear-based Superweapon (though they could have some minor nuclear-based general Powers). That is my opinion.
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You misunderstood me. I was referring to the statement you maid concerning nuclear weapons in C&C Generals and other games. You said:
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I merely wanted to point out that you are assuming that the nuclear missiles in games like Generals are (intercontinental) ballistic missiles. If the nuclear missiles in games like Generals are in fact cruise missiles, rockets, or other type of missile than it is logical that the whole missile comes down on the target.
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