Just some Ideas

Just some Ideas

Post just about everything that isn't directly related to Spring here!

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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Just some Ideas

Post by PicassoCT »

http://www.fileuniverse.com/?p=showitem&ID=3999

Me is evil i know - but i have enough of Trenches.. :wink: Don`t take it to serious.
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

Zero Replys... :cry: at least the ConBuilding + SuicideBuilddrone Idea is worth a Coment. I really put some work in that.

Let see if i can paste the whole thing into the thread.

Designdoc for the Mod Vietnam SpringOffensive


Target:
To create - with only small, refined Unit- Selection (ARGH NB inspired :) - a Springmod, that proofs that GuerilliaWarfare in a Vietnam Djungel Enviroment - is not only possible but fun and challenging. Negative Things to avoid at all costs are useless Units, overextensive Mikromanagment, Ballance by
Realism is welcomed on the Strategic Side, but not nessecarily required for UnitDesign or Balancing.

Units:
First Thing to realize is, that the Vietkong don`t have Aircrafts, only one Transportboat & and one sub (a Alligator), and just around five Type of Vehicles.
The UZA beside three Helicopters - and a Transportboat are also limited to Infantry and Tanks.
There "Airforce" is only existing in form of Special Attacks "Napalm"/ "AgentOrange"/ "Daisy Cutter" and Towers.
Another Problem for the UZA is that they use massive ressources to fire there weapons. The VC however have many Energythirsty Units, who would be revealed if there Energysource disappears - and the Energysource of the VC is the Landscape.
This Mod has not the Target of OpenCombat - in OpenCombat the NVA will loose instantly.
For all Units counting are not possible Ranges, possible Damages - but the Damages & Ranges that those Units caused in Combat Reality. Realism is only bowed, to avoid the non- ballance of Reality.

Building:
New Users may be surprised, but there are nearly no "Constant" ConUnits, beside the Comander. Buildings are started by ConstructionBuildings - on VietKong-side over long distance. But those Builder-Buildings add barely enough to keep the Plan alive - something about +1 every Minute.
The Trick gets going within the Unit-Factory, who are able to build "Work-Drones". Workdrones (In Appearance: UZA=Trucks, TransportHelikopters or VC = CivilianWorkers, Water Buffalos) are ordered to guard the Long-Range Builder and will from this Point move on to the Buildings PlanSite. There they start Constructing - and use up there own HP, which are the Metall and Energy they carry, till they vannish.
There are differences, for Exampel the UZA`s Mainbase is just a Short Range PlanBuilder - and it allows conquering of Territory only by building Checkpoints, who again can build Checkpointplans and Advanced Defense Structuresplans, but the "Drones" have to do the work in every Case.
This allows a unique Strategy - the Ressourcedrain - scout a Building Plan - and lay an Ambush on the Way - and the (unarmed) ConUnits will run into your fire.

Known Problems: This Mod will need Maps, which have a spread out Metallmaplayout. Watermaps are not usefull at all, although small Rivers can add to the Challenge.
Another Problem is, that this Mods will look stupid on Maps who are not completely covered with Grass.
Additional Problem is that in a realistic Guerillia Warfare, the Puplich is involved - and this Mod contains some dirty Units and Tricks.

Abstract Units: Imagine you want to reward Players for very precise planned Bases. You could write an Ai, that calculates how effective the Base is and give then out an Reward * Baseffectivnes. What is rewarded, is clearly visible and can be touched, moved, destroyed and re-builded.
But you could also avoid the AI-Work and simply create a Building (lets name it "Headquarters") that is very Timeintensive to built, but then grants the Factorys the same Benefits as the previous idea. This Building is a "abstracted" Unit - giving a Benefit for something not really existing as Unit, Building or Structure. It rewards the Player for investing Time & Ressources just like the AI.
Another Example for a Abstracted Unit is the Golden TriAngle and its corrupting Force on the UZA Troops.



UZA

All mobile UZA-Units are "born" in Return-Fire Mode.

Units:

The AdvisorTank:
This amphibious Vehicle is the traditional TA-Comander and builts the first steps to the Mainbase. Instead of a D-Gun, it has a AirStrike, and it is - a weak builder, building HP-wise weak Buildings. It´s Weapon in normal Battles is a MaschinGun. The Advisor Tank creates 1.5 Metall/ 25 Energy. The AT is also not very fast, and limited to flat Land and Water. The AT doesen`t vannish during building.
If the AdvisorTank is destroyed - the Economy of War is getting a last Boost of Energy&Metall from the Homecountry.

The AdvisorTank builds: >> LocAlly Soldier >> PatrollTransp. Boat >> small Outpost >> RightwingDictatorMansion >> Generator >> SandbagBarrier


The PatrollTransp.Boat:
Only WaterUnit of the UZA, this Unit Transports 1 Vehicle or 6 InfantryUnits. TP-Boat is armed with a heavy MG & a Flamethrower, it is also euqipped with a Auto-Unload AI that gets the Units out, if the Boat is close to sinking. It is also able to hunt Allygators of the VC. Don`t have any Ilusions on Combat Power - the Boats Weapon maybee Medium ranged, but i can`t take more than two or three Hits with Heavy Weapons.

The Small Outpost:
This small Outpost is important, but has with its MG barely enough firepower to keep the Plans of the VC at Bay. It also works as a small Radius Mex and a small Ranged Radar. The Extract Radius is not defined by Map. No additional Abilitys.

Generator:
A EnergyGenerator always Generating 20 Energy, can be changed in Settings to generate Metall out of Energy. Then generates out of 20 Energy 1 Metall.

Sandbag Barrier:
Easy to build Defenses, who withstand Bullets, can`t be overrolled by Vehicles.

RightWingDictatorMansion:
A Classical Dicators Mansion, well the left wing was bombed during the last Revolution - and is currently under Construction. This is a Conbuilding, that can in small Range around itself can start Buildingplans - but needs for the Construction itself the AdvisorTank - until it has created a Vehicle Factory.
The RWDM creates + 60 Energy in its TotureCellars and also works as a Advanced Metall Extractor with Medium Range.

The RightWingDictatorMansion butilds:>> Prisonblock >>ColonialFort >> Barbwaire >>VehiclePark >> Outpost >> UZAirBase

Prisonblock:
Well that`s where Dictators traditional get there Power from. Fear. Terror. And that is what is produced in this Prison cells - Power and useless Information. So besides giving + 45 Energy, this Building works as a Medium ranged Radarjammer -yes your Radar). (Negative Sideffect - this Building gives the Enemy +1 Metall )

ColonialFort
Here is were the First Level Infantry is trained. Can be supported by ConVehicles.

Can built:
>> LocAlly Soldier >> Scout >>Tax Collector >> Tankfister >> Pioneer >> Dog


Barbwaire
Defensestructure, stuns Units running through it - taking Hps slowly. Has low Hps and is that way easy to destroy for Infantry which is not Underfire.

VehiclePark:
Builts First Level Vehicles. Can be supported by ConVehicles.

Can built:
>>TriTruck >> MASHED (Ressurector) >> Radio-Jeep

Outpost
Advanced Outpost - armed with 2 MGs and a Grenadelauncher this Outpost is abble to destroy Enemy Structures in its range. It has a small MexRadius, but a doubled extraction Rate. Additional this Outpost has a short Range Radar and a Autoheal-Ability.


UZAirBase:
Level 2 ConBuilding, with still small, but expanded Conrange. Works as a Moho Extractor in a Huge Range.

Can built:
>> DrillSarge >> SupplyDepot >> Great Outpost >> V.U.C.K.I.N.G. HeavyTower >>BootCamp >> FearFactory >> Repairstation >> Embasy >> Thunderbolt Hangar
>> F-16 Hangar >> Checkpoint Charlie >> VirginiaBanana&Fruit Company

DrillSarge:
This training Unit creates Disciplin and can reveal in your Base hidden Hookers, Trip & Trippmines in a small Radius around it.
-40 Engergy/ Auto-ShutDown if Attacked

SupplyDepot:
Stores 5.000 Energy and 4.500 Metall - explodes in a Giant Fireball - has autodestroy, if the VC try to conquer it.

Great Outpost:
Expensive Mohomine with Mediumrange Harvestrange. 4 MGs 2 Artilleryunits, Napalm-Flamethrower, one heavy Mortar. Weak Auto-Reclaim of Wreckage around it- Long Range Radarr installed. Auto Regeneration (No-Mining during AutoReg)

HeavyTower:
If you look closer, this is a burried Tank, only the Turret showing out of the Earth.
Equiped with a Cannon (Bomblet-Projectile), a Rocketlauncher and a MG. Short Range Oculars allow this Unit to fire far beyond, if another Unit discovers a Target.

BootCamp:
Infantry Level 2 Trainings Center, can be supported by ConVehicles. Every Attack on this Building gives + 0.01 on the Experience Level of the New Arriver.

Can built:
>> Predator >> GI- Joe >> GI - Gunny (MG) >> Agent Orange >> DemolitanMan >> Magic - the Gattling >> Elias


FearFactory:
Vehicle Factory Level 2, can be supported by ConVehicles.

Can built:
>> Army Truck >> (Huey)CampCopter >> AH1-Cobra >> ChinookCopter >> Tank >> Artillery M107 >> M50 Ontos

Repairstation:
Repairs & Heals Vehicles in Circle around itself, has an Heal-Return-Option, that allows, with the selected Building to hit on the Units you want to heal.
Those will drive to the Station, get cured and Return to the Start of there Journey.

Embassy
Important Powersupply, can only build on Geos. Brings 400 Energy plus, creates a Cold War Crisis if Destroyed - stunning every Military Unit on the Map for 62 Seconds

Thunderbolt Hangar
Don`t let the Name Fool you - it is a real longrange Rocketlaunchbase - but the Rocketmodell is replaced by the Thunderbolt A-10 and a Attack-Animation, instead of a Explosion. This Fun is quite Expensive (in Relation to the normal Expensive Troops of the UZA).
Because the Hangar needs some Time to get Ready to "fire" - this Bird will be usefull only against slowly Vehicles or heavy armored denfese structures. And it can of course - like a Nuke - produce friendly Fire. The Good thing is -you don`t have to care about the Planes anymore, just have a Target in sight and Range, and all of the Sudden - the good old Warthog Stomp flattens the VC.

F16 Hangar
Nine Times the Coasts for the Thunderbolt, the same Resistence against Anti-Air and lesser Only-One-Target-Firepower. Why should you build this ? Because it is Fire and Forget - whatever you aim this Thing on - will be destroyed. Over and out. This is a Skalpell and can ruin even strong Economys - if set just on Fire-on-will.

Checkpoint Charlie

Checkpoints are weakly armed ConBuildings, who can Construct in a Medium Range around them. There Weapons (1MG, 1 Rocketlauncher) are barely enough to keep there Surrounding Area Free. The Plans they can build have only one Hp and can barely kept stable, so they need ConUnits to get them done. The Checkpoint is weak and can`t take more hits then - this building however reveals every invisible, stealth or traitor State of a Enemy Unit.

Can built.
>> CivilHouse >> Ricefield >> Brothel >> Tempel >> RightwingDictatorMansion >> Great Outpost >> SandbagBarrier >> Barbwaire

CivilHouse
A typical House, built for Social Purposes, by the UZA or the VC.
Gives ins a Typical 10 Secondimpulse 3 Seconds + 5 Metall and in 7 Seconds - 50 Metall - for both Sides, the VC and UZA.

Ricefield:
A Ricefield, with mirroring Water and the Ressource for Civilian Living in Vietam.
Gives ins a Typical 10 Secondimpulse 3 Seconds + 20 Energy Metall per Second and in 7 Seconds takes 200 Energyl per Second - for both Sides, the VC and UZA.

Brothel
Melts by Force 400 Energy into 4 Metall - for both Sides.

Budhist Tempel
Genereates by Force out of - 40 Metall 400 Energy - for both Sides.

Virginia Banana&Fruit Company
Delivering freshes Tropical Fruits from Virginia since secret Times, this Company is busy here everywhere.
Standart Attack Stratofortress - the Banana&FruitCompany has as attack Ability - the StandardStratofortress Bombardement in a large Range which is cheap, but also pretty ineffective against most of the VC Structures and Units.

It can built:
>> Napalmstrike >> PafftheMagicDragon >> Propagandcenter >> BigBong

Propagandacenter
A Special Kind of Engerreactor this Building creates 100 Energy * the Strength of the Wind (1-25).

Napalmstrike
FireInferno - getting Charlie toasted, this Strike is horrible at the first seconds, but the Fire last for at last 30 Seconds, dealing damage to Charlies Place. Destroys even Wreckage, doesen`t stop burning, even in Water.

Puff:TheMagicDragon
Great SmokeScreen - lasting for 56 Seconds, this Smokescreen not only hides the Visualz - but also creates Ilusionary Units, that appear on the Radar of Charlie.

BigBong
The Fruit Company fires it`s most deadly Weapon, leading to Inferno - unknown till now to the Djungel. A new politcal Puppt in the ColdWar allows this - HillBillys finest Selection has produced the pragmatic Falcon, trading Possible Free (Hungary) Countrys for Nuke Allowences of the Sovjets.

Mobile Units:

LocAlly Soldier
Armed with a M16 & Grenades this Local Ally of the UZA is tough, ready to fight to the death and he has no real choice anyway. He has a low Regenrate, but a greater FireRange then the standar VietMinh.

Scout
Armed with only UZI, this Unit has a real great Line of Sigt, beating every other Unit in Game. His Range of View is blocked by the first Tree in it, and won`t go further.
He is fast and has a constant high firerate with his shortrangeWeapon.

Tax Collector
Very slow Mobile Metallextractor with medium Range. +2 Metall is always going to the Comunists (VC) if he is mining, so he is bettert stationed somewhere where he brings more then 5 Metall.

Tankfister
Anit-Tank & Turret Unit - very slow Reloadrate, but devestating Damage on MediumRange. Only direct Fire. Projectile rather slow.

Pioneer
One Way - suicide Unit, to clear Out BoobyTraps & Mines in medium-small Range. Armed with a Grenadelauncher, can damage Buildings with his SuicideAttempt.

Dog
Has a Talent to find invisible Units. Doese however only CloseCombatDamage. Cheap - not able to find Traps.

Predator
Drugs of the Sixtys + Malariaprophlaxis "Mefloquine" + Djungel have created a warrior that is dangerous to every singel human on earth. On the Otherhand, he is effective - this Unit is HP rich, regenerating - armed & dangerous with a CAR & a GunGrenadelauncher - he is also stealthy & invisible, as long as he is in walking in water. ( he can swim) But he is out of controll, and he will never ever return. So this Guy will freak out, after once send into the Djungel - coming into first Blood situation. You can also archive that by comanding this Unit Ctrl + D. The Units gets out of controll, attacking anything that gets in sight - for free - and moving by random factor, fighting till he dies.

GI - Joe
Standard GI armed with a CAR and Grenades. Medium ranging, not the fastest unit on the Field, but pretty effective, compared to the NVA Units.

GI- Gunny (MG)
Using a M-60 Maschinegun, Gunny has the same Ability like a Outpost - the Maschinegun creates a "Firewall" that Stuns every Unit running through, slowly taking Damage. His Range is great, his reloading Time not, although his Shots last for about 20 Seconds (compared to 8 Seconds reloadtime). Unitspeed is slow and his Hitpoints are another Case to worry.
Also his Gun is (in the Infantry-Category the Second-Most-expensive after Magic)

Agent Orange
Flamewarrior, equiped with a Short-Range Napalm-Oil-Flamethrower. Only one in the whole Military not using Metall or Energy to fire. Because of that the most important Unit to clean away VC Structures, that would be otherwise to expensive to destroy. Very vurnerable - and he dissappears setting everything around him on fire.

DemolitanMan
The Advanced Version of the Pioneer, this Unit is able to quickly conquer in small Range EnemyBuildings - beeing helpless during the Process. Armed with a Shotgun. In Addition he can conquer Enemy Tunnelparts (the Units & the Hospitals) if he gets the Chance. Troops of the VC in the Underground vannish if this Tunnelrat gets them by the Balls.

Magic - the Gattling
Armed with a Gun that was meant to be carried by a copter, this Guy on Stereoids will get you a way through the woods. And he will ruin your Economy by the Way!
This Guy is a walking Doomsdaydevice, with the same burning its way through the Landscapebeam, but with a MG-Graphic. He is the slowest available Unit and completely useless in Close Combat.

Elias
As long there is Bodycount, there is Hope. Elias - armed with a M-60 and (shortranged) C4 Explosive is the most feared Infantry-Unit of the UZA. He is (as long as he doesen`t fire) invisible and stealthy. If he dies close to Wreckage - a invisible, stealthy Structure is spawned, which starts (invisible) to reclaim, till it has harvested 100 Metall & 200 Energy. Then Elias is reborn with all HPs, ready to make another great Scene.

ConTriTruck "Ape"
This Vietnamese-Vehicle carrys with its 45 Hps and supports the first BuildingAttempts of the UZA. It is fast, but has a real Problem with great Heights. Of course like all ConUnits - not armed.

MASHED (Ressurector)
MTW - armed with a MG- and able to ressurect dead Units. But the Ressurector can not heal thme. In Addition this Unit has the Ability to carry three Infantry Units. Accectable Hps and no Regeneration. Unit is rather Slow. This Units is equiped with a Auto-Unload-AI

Radio-Jeep
Equipped with a MG and some Subwoofers, this Unit is able to provoke single VC Units in a Medium Range. And this Units is fast enough to escape - most of the Time. Provoced Units will Attack, no matter what they are ordered, as long as they have Weapons.

Army Truck
Solid Armed Con Unit carrying 135 Hps with it. Lets roll!

(Huey) CampCopter
Having a Reporter embeded in a Huey can be usefull. In this case, it is the only Unit of the UZA that is a good reclaimer - and that live! In case there are ill Bastards there is a M-60 onboard, showing the VCs down there how cruel War is! This Ted Ratatatat for CNN! And he is acceptable Armored and the fastest Copter on the Battlefield! Can load 3 Infantry Units.

AH1-Cobra
BattleCopter armed with a Gattling and Rockets, expensive but effective. Problem is the only small View-Range. This Units needs Scout - and a great Economy supporting a Army of them. The Gattling can fire seperate form the Direction of the Copter.

ChinookCopter
The Seahakw is a Con Unit, has 200 Hps, the Ability to carry 5 Infantry Units or one Vehicle (Don`t forget to Unload before you start building) Not armed.

Tank
The Sherrythan-Tank is one of those Vehicles only used during the Vietnamwar. Beside standardgrenades it can use Additional AmoTypes.
Amotypes:
Flamer -> Allows Flaming of Buildings, Infantry-everything.Big minus, this Weapon also gets your own Guys and it is shortranged. Does Damage the Tank slowly.
RacismRocket -> LongRangePrecision Rocket. Good to take out Buildings, horrible to take out Infantry - Gives the VC a Constant Ressourcebonus of +1 Metall while the Tank carrys it.
ClassicalGas -> Nerve Gas (Sarin), deadly to Infantry lasting for 60 Seconds - damages both Side. Travels to the Deepest Point of the Ground from the Place it hits.

Artillery M107
Long Range Artillery fires at extrem long Range, able to deliver Shells to Enemy Fortresses, but with its slow TurnRate not able to hit moving Units, if not by Accident. Fire Rate is OneShot in two Minutes. Yes thats slow, but that is needed for the "Conventional" Blow. This Vehicle is so poor on HPs, that even thinking about having it outside the Base is Madness. It is slow, very slow - not transportable and only able to move on nearly flat ground "HoverEffect". Expensive to Fire,.

M50 Ontos
Many Pipes pointing into a Direction ? Must be the Ontos - created for Anti-Tank Purposes, it is pretty effective against Infantry. It fires in Salvo - 6 Times and then has a 3 Minute reload Break. Weapon is Medium Ranged, InstantDeath. Very Expensive to built, cheap to Fire.






Viet Kong

Buildings: A comon thing for main and conbuildings of VC is that - if destroyed (exception is the Weapon&AmoHidespot) they have a Dangerous Explosion in the Next 10 Secs - or there Wreckage is mined with that Explosion, till Reclaim. This however doesen`t count for the "Tree-Category"-Buildings.
Explosionable Buildings are marked with that Paragraph §.
Nearly all VC Buildings have a excellent Regeneration Rate.
VC Units can be assigned to a FireTrapAI, the Units of the GroupAI wait till every Unit has found a Target and then Open Fire.

PartyKommsioner:
Trained in Red China and the Sovjet Union, this Ideological overpowered Human was send back to support the Fight against the Capitalist and Colonialforces.
He is very fast regenerating - althoug weaker armed than the American AdvisorTank. He has just a infinet Firing AK-47 however, he is definatly spitting out more ressources then the AT and he is faster - going into Mountains, were the Vehicle Com has really a hard Time. Can also in Addition make himself invisible and gives a Economical Marytrer Boost, if he dies of + 2000 Energy +2000 Metall.

Can built:
>> VietMinh >> SpyKid >>Sampan >> Cattails E+ >> Bambooforrest Mex >> Farn MetalCon >> Farn -Bunker >>Cattail AntiTank >> Farn Bunker
>> VC Comandopost

SpyKid
The little Kids - standing on the Side, waving with litte Flags when the "Good Grunts" are marching through, are only there to warn the VC. They work like the Spycams in AA, invisible and stealthy, till the Energy fails.

Cattail E+
Bundle of Cattails delivering Energy depending by the Wind. Have the same Hitpoints as the AnitAir Cattail.

Highgrass Mex
Highgrass working as smalltime Mex. Delivers quarter of the UZA Mex with the same Radius as the American One. Same Hp as the DefenseVersion.

Farn/Tree MetalCon
Converting 20 Energy into one Metall. Same Hp as the DefenseVersion.

Farn/Tree -Bunker
Hidden under some Farns, lies in wait in a Tunnelhole a single Charlie, having a AK with 600 Shots to fire out of this "safety" on pasing Infantry.

Cattail AntiTank
Only equipped with some Grenades, IEDs and a primitive Tank-Gun, this Hidden Hole is a ShortRange Tank Trap, not even trying to fire at Infantry.

Highgrass AA
Hidden in the Elefantgrass, a stationary AntiAir Mg is build up and fires on Helicopter.

VC Comandpost
The First Con-Building of the VC has a low Con-Rate (it needs support of Con-Units) but instead a very impressive Regeneration Rate.

Can built:
>>Weapon&SupplyDepot >> Cellactivator >> MyLair >> Stuntower >> Bamboohain E+ >> Bamboohain AA >> GreatTreeMex >> GreatTreeBunker
>> AGreatTreeMetallCon >> AGreatTreeAntiTank >>SnakePit >>AllygatorSub >> Punji-Trap >> BouncingBetty >> Birds >> Moskitoswarm >>Tigersteeth
>> MudTrap >> NVA Planbureau

Weapon&SupplyDepot
Invisible Metall and EnergyDepot for 8000 Units/both. Takes - 50 Energy to stay invisible. If destroyed in an Attack it can cause a ChainReaction to other W&S-Depots that are built to near ( 5 Depotlengths) - In this Range additional 5 small Explosions happen, that lower the Ground.


Cellactivator
Looking like a Stone, this is in Reality the well Hidden training Area of the VC for there Infantry. Can be supported by Built Units.

Can built:
>>VietMinh >> Mortar >> Con Aodai >> NanoThief(LocallyFake) >> Ghostdancer

My Lair
Looking like a abandoned Farm, this is in truth a Vehicle Factory of the VC. Can be supported by Built Units.

Can built:
>>Protestgroup >> ConBike >>Radiotank >> sThealth Tunnels >> Tet-Tank (UZAlike) >> AA-Pretender >> Potemkin >> Stalinspiano



Stuntower
A prisoned UZA Soldier - spiked alive on growing Bamboo. This Turret is able to shock Infantry and stun at least one Person during Battle for 3 Secs.

Bamboohain E+
Delivers 120 Energy. Can`t be damaged by Napalm and&or OrangeAgents.

Bamboohain AA
Hidden PopUp- AntitAir-Flak inside. Can be ordered into a Firetrap AI, so that every Member of the Firetrap has a Target before they open fire.

GreatTreeMex
Normal Metall Extractor with small Radius.

GreatTreeBunker
Heavy Anti-Infantry MG hidden between the Roots of this Tree, ready to pop out and become unpopular. Can be assigned to a FiretrapAI.

AGreatTreeMetallCon
Another DjungelTreeGiant that Generates Out of 80 Energy 2 Metall.


AGreatTreeAntiTank
Hiding a great PopOut-Gun between the Roots, this Tree is able to penetrate Tanks in longe range Duels. Only Failure this Turret has is that its View-Range is very Short. Therefore he nees a Spy. Can`t fire indirect.

Snake
Snake that lies hidden in den Green Hell, biting the first stepping upon it. Kills the first one stepping upon, stuns two all in small range surrounding before vannishing. Tanks are spared.

AllygatorSub
Underwater Unit of the Vietcong, firing itself as a One Way Topredo on Infantry moving in Water. OneWay Unit disappears after one Shot. Can be assigned to a FiertrapAI.

Punji-Trap
Bamboo-spears spiking the Ground, covered with Poison, Dirt & Shit. This Mine can only be removed by the Pioneer and can only be avoided until that Unit arrives. Hits every stepping in Unit with 126 Damage. Vehicles are spared.

BouncingBetty
Stepping into the Area releases a ShrapnellMine, that hits with 15 Projectiles in 360° Area - on Infantry for every Projectile 60 Damage. Vehilcles are not touched.

Tigersteeth
Bamboospears attached to a bowed Tree, that snaps out ramming them into Flesh &Bones. Mine is destroyed by Vehicle. Moderate Damage of 90 Hp. Beats Unit with the Force of a Heavy Explosin back the Vector they moved into the Trap. Does this to every Unit that steps into it, til it is destroyed by a Pioneer.

Birds
Warning Unit, starting if UZA Units (not stealthed or invisible) come close and give a warning Message (F3) Circle for 15 Secs over Unit and return thant to there Startlocation. Can only be destroyed with Napalm and Nukes.

Moskitoswarm
Unit Indestructible by conventional Weaponary, only can be Attacked by Orange Agents. They do only small damage (7 Hps per Sting) to the Unit they Circle, but several Swarms and Malaria can do deadly work. Does not treat Vehicles. Can be assigned to a FiretrapAI. Decays without Victim after a Minute.

Mudtrap
Trap slowing every UZA Unit down to 0.3 Movespeed, that steps into and over it. Effect lasts for 60 Secs.

NVA- Planbureau
Level 2 ConBuilding

>> CivilHouse >> Ricefield >> Brothel >> Tempel >> VC_Comandpost >> NVA - Planbureau >> MassivDjungel MohoEnergy & Metall >> Massive Djungel Art "Kathrina"
>> AnthillhospitalBunker >>Anthill(Ammoeater) >> GreenHellraiser >> Streethooker >> Tripper Mine >> Trip Mine >> IED-DriveBy >> AntiTank-Mine >> BlindDetopack >> HoChiMinhPath >> Russia House

CivilHouse
A typical Viethouse, built for Social Purposes, by the UZA or the VC.
Gives ins a Typical 10 Secondimpulse 3 Seconds + 5 Metall and in 7 Seconds - 50 Metall - for both Sides, the VC and UZA.

Ricefield:
A Ricefield, with mirroring Water and the Ressource for Civilian Living in Vietam.
Gives ins a Typical 10 Secondimpulse 3 Seconds + 20 Energy Metall per Second and in 7 Seconds takes 200 Energyl per Second - for both Sides, the VC and UZA.

Brothel
Melts by Force 400 Energy into 4 Metall - for both Sides.

Budhist Tempel
Genereates by Force out of - 40 Metall 400 Energy - for both Sides.

MassiveDjungel MohoE&M
Massive Piece of Djungel, extrem Regen Rate Gives 500 Energy and 3 x Metall in a small Radius.

Massive Djungel Art "Kathrina"
Hidden and well - protected between this Leaves is a Sovjet Artillery Canon, carried here in Parts during weeks of Work. Longest Ranging Unit, with lowest Range of Sight. Needs 2 Secs to heal 300 Hp

AnthillhospitalBunker
Regenrative Underground Structure that loads wounded and unloads healed Units. Can resist Napalm and a Nuke. Can take in 15 Infantry Units.

Anthill(Ammoeater)
Same Look as the HospitalAnthill, but this thing is Ammoeating - and can only be destroyed through Reclaim. Fire in the Hole for Hours - stupid Foreigners!

GreenHellraiser
This CheapTower changes its look every 5 Minutes in another Treeshaped Turretlook. Has the HPs of it`s look.

Streethookers
Charlie is listening, not on your Phone (he doesn`t have the Technology for that) but in your bed! These nice Ladys will aks your Marines were to will go, why they not can stay, what they do all the Day without them - and like Sheeps they will talk. Charlies Hookers are Invisible Warmines, that must be placed in the UZA MiningZone to harrvest, using 180 Energy per Mine. Ressourcerate is that of a normal Mex, but this is won`t interest Charlie anyway. They care more, how much the UZA don`t have because of the Warmines, and the GreatInsight into the UZA Base, they get with these.
If destroyed, nearest standing UZA - Unit (Ex-Lover) is changing Sides to the VC instantly.

TripperMine
What ever gets on this "Mine" get the Tripper and will shoot never again, not matter what happens, till the Unit is dead. The Mine will selfdestructs after 3 Minutes.

Trip Mine
LSD in a Cube of Sugar, Unit who touch this loose all Experience ever gained. In Addition the (x/y) Coordinations of every new Order are switched or multiplied. This Units are set on Fire at Will - and can`t be turned away from that. Driving them in FPS-Mode leeds to reversed DircetionKeys.

IED-DriveBy
A Mine with a Large "Contact" Range, and it deals great Damage to Infantry and Light Vehicles.

AntiTank-Mine
Only activated by Vehicles driving over it, dealing 525 Damage to the Tank.

BlindDetopack
Package of Explosives (made of FailedUZABombs), leads other Explosives nearby to explode also in a Mediumsized Fireflower. Can be used to create a ChainReaction. For a Device dealing 180 Damage it is very cheap.

HoChiMinhPath
Level2 Infantry Production Arrival. Order and it will be send on its way, day and night, through bombs and Hazards.

Can built:
>> Black Lotus >> Carrier >> WarVeteran >> GreatPretenders (any Unit) >> Suicider >> Hominge Hereo >> King Kong >> PimpedPewee

Russia House
Moskows Datscha in another Workers Paradise. And it does everything to help.

Can built
>> GoldenTriangle >> Homing Hero >> Brainwashingmachine >> TheGreatHide

GoldenTriangle
Building that Damages 5 Units off the UZA on the Map for 12 Hps per Second, till they Vannish. Targets can`t be selected. Always has five Units under "fire".

Homing Hero
Building a American Veteran, that coming Home with PTSS, falls out of Society and starts living under the Bridge. After One Year he beginns to Understand, who his really Enemy is and always was, and it won`t be Charlie he will aim at.
Takes the Enemy -1 Metall& 10 Energy every Second.
Costs are 2500 Metall and 7500 Energy. This Unit can`t be destroyed, reclaimed or nuked. It will exists, till the VC perish or the UZA are defieted.

Brainwashingmaschine:
Allows you to abandon a Enemy Outpost by Moneyhoney (Costs 450 Metall/ 1010 Energy). One Hit from the Russi House with this and the Outpost will decay, no matter how much the Enemy is putting Repaircosts in. Works only with Outposts.

TheGreatHide
A single Tree Giant, high and wide, hidding everything below, even for the VC, but this Thing takes alot before it is destroyed.

Mobile VC Units
Sampan
(SuicideBoat) A Boat that can carry 6 Infantry Units and can go Suicide on Attack, taking a UZA Ship or other Unit close to the River with it. This Units is equiped with a Auto-Unload-AI

Protestgroup
Protestgroup of Students, unarmed, having a fast (expensive during Reg) Regenerationrate and around 1000 Hps, they try to get the Fire of the UZA on them. If they are hit, ever HP lost is transformed into 2 Energy. Have to fear Campcopters, who reclaim them alive, taking away Energy.

ConBike
Bycycle loaded with ConstructionMaterials, uses it`s own Hps up while Building. No Regenerationrate. 150 Hps and very fast.

Radiotank
Hanoi Hannah provoking the GIs, till they get Mad - this Vehicle is able to produce with Speaches & Hippie Music a strong Hate on the Vehicle itself in UZA Units. This leads to a forced Attack (The Unit gets the Command to Attack the Vehicle - this Comand overwrites Enemy Orders).

sThealth Tunnels
Invisible, stealthy Transportvehicle - that can only be found by "touch" Can transport 4 Infantry Units - has the Option to built itself very expensive Additional Hps. Unarmed. This Units is equiped with a Auto-Unload-AI

Tet-Tank (UZAlike)
Tank that looks like a UZA Tank, can even be comanded by the UZA Player - and pretend to Fire upon VC Units (who are not harmed by it). Can use diffrent Amotypes:
-VannishAmo -> One Shot, no Wreckage, no Sound, no Explosion and no Trace.
- PostTraumaticStressSyndromAmo -> Vehicles hit by those, start to Fire on everything in sight for about 20 Seconds (including UZA Units)
-RacismRocket -> Very Effective against Civilian Buildings and Ricefields.

AA-Pretender
Can disguise themself as Wreckage (wich attracts Reclaimers on Patrol). Pretty Effective against the Copters of the UZA, not even firing on the Jets & Stratofortresses, because of ineffectivness.

Potemkin
CloseCombat Anti-TankPak, that when standing still looks like a Civilian Building. Problem - if stationed longer then two Minutes in the same Place, this mobile Turret really turns into a Civilian Building.

Stalinspiano
LongRangeRocketlauncherVehicle -> a Copy of the Catapult

VietMinh
Armed with a old ColonialWar Rifle and Handgranades, this Units has at 2/3 Cost-Level of the GIs, only half of the Damage to deal. Its Range and Regen. are slightly better and its speed is 1.5 that of a LocAlly. During Stay - this unit is stealthy.

Mortar
VC with a Mortar, pretty Range, stealth Ability while on the Move, make this a Excellent Choic for Firetraps and Sieges.

Con Aodai
Civilian ConUnit using up her Health to built for the VC. This Unit uses the Wind of a Map to determinate it Invisibilityability. Wind over 13 in Strength - makes her Invisible during moving. 45 Hps

NanoThief(LocallyFake)
This Unit in the Look of a Locally AllySoldier, is able to selfRadarjam in a very short range. It other Ability is to steal out of ConProcesses Energy and Metall. This Units is pretty fast and

Ghostdancer
Budhist Monk - has the Ability to switch between conventional Radar jamming and Ghostdance. During Ghostdance, on the Radar 2 - 7 Units appear behind him, that follow him wherever he goes, looking on the Radar like a Line of Units on its way to the front. Not armed and with barely enough HPs to survive a Bullet.

Black Lotus
Once living in a Saigon Brothel, were she had to beat a General of the UZArmy, this Misstress has decided to join the NVA, to help Comunism and to free the People of American Bombing Terror. Now she goes into the Djungel, beating up the UZArmy in General, to gather Information. This Unit is able to longrange Stun a Unit and to reclaim it -slowly. During the Reclaimprocess, here Radarrange increases, showing her more Information the longer the Reclaiming lasts. Fast and blessed with medium HP, this Unit has no other Weapons. Spankey, Spankey for the Yankee!

ConCarrier
Invisible during Moving, this ConCarrier carries his 200 faster then the Aodai to his Buildplan, sacrificing himself in ShortRangeConstruction for the Future of the Peoples Republic of Vietnam. He is the onlyConUnit, having a (very slow) RegenerationRate. Not-Stealthy.

War Veteran
NVA-Veteran of the FrenchColonialwar - Invisible and Stelathy, and a Long-Range Sniper. Long ReloadTime

GreatPretender
This Oneway Way Unit Ressurects instantly one dead Unit on the Battlefield. It is destroyed during the RessurectionProcess and not Armed.

Suicidre
This is a Suicidal Unit, Exploding in a huge Fireball for Freedom. Needs to be shot at least Once to be Able for a great Explosion.

Hominge Hereo
Invisible, indestructable, not useable Unit. American Veteran, that coming Home with PTSS, falls out of Society and starts living under the Bridge. After One Year he beginns to Understand, who his really Enemy is and always was, and it won`t be Charlie he will aim at.
Takes the Enemy -1 Metall& 10 Energy every Second. It will exists, till the VC perish or the UZA are defieted.

King Kong
Armed with an AK and a RPG this is the toughest & most expensive Fighting Unit of the VC. Not Invisible & Not stealthy. King Kong regen by dealing Damage to the Enemy, getting twice what damage he deals as HP. One RocketHit halfs the HPs of his Victim.

ConPimpedPewee
Stealthy & Invisible Con Unit (50 HPs) this Unit gets only visible during the Buildprocess.
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