- HUGE maps in style of david lynch "dune" film. Dark,
depressive violent sands of arrakis planet, storms of sand,
dunes, some debris and rocks(sesmic stable stone plateau is
buildable areas). Collectable resource is spice
melange(fields in sands, long away from main bases)(like in
classic dune, of course)(there will be small and medium maps also for preverts like our team leader but i prefer big and huge for more strategical and clever battles)
- two fractions(atreides and harkonnen) with complete
different tactics and resource collecting systems.
Harkonnen build tree

description
- all structures are available to be built as soon as fortress deployed. you can build any building if enough resources
-Buildings marked with DOT are need separate seismic stable area and acts as center building, they also provide power.
-Cross means it is cap increase building
-special abilities is to the left
Harkonnen are rude industrial dieselpunk nation, tactics are
based on motorized slow heavy armor army, really able to
grind everything under tracks, infantry is support. Powerful
but not universal units.
Atreides build tree

description
- all structures are available to be built as soon as fortress deployed. you can build any building if enough resources
-Buildings marked with DOT are need separate seismic stable area and acts as center building, they also provide power.
-Cross means it is cap increase building
-special abilities is to the left
Atreides are a bit aristochratic-sci-fi military styled,
utilizes tactical infantry, able to fast transport,
supported by medium and light viecles, able to ambush,
intercept and make effective rear and side attacks. Also
uses union to local militarized fremen.
-Resource system is presented in two ways.
Atreides use classic harvester, supported by automated air
carryal transport to transport it to refinery on base. long
collect, high gain. one-three harvesters to field generally.
Harkonnen use special beacon and deploy one-for-field big
harvester. Normally it is slow mowing(a bit more mobile than
a building. in cause of danger(worm, enemy harrashment) can
be lifted in air by built in jet engines. it is hard to
charge so much energy to make such big thing fly, so ability
have long cooldown. resources are transported from harvester
to refinery by small fast automated aircrafts. Small but
constant gain/// each harvester could be upgraded with
additional aircraft docks(more aircraft more money)
-Battle system.
shooting ranges are 3-4 times longer than in CnC series. All
cannons and guns have accuracy spread( balance issue -tanks
able to shoot infantry, but rarely able to precisely hit so
small target with unexplosive ammo(only 1-3 tanks have
explosive ammo, other is armor piersing))
infantry able to cower in rocks, debris, landscape. also
some of them able to hide in sands. There are close combat
infantry presented and long range ones. Some soldiers need
to deploy AntiArmor weapons and stay immobile.
Tanks and other armor have speed depended on landscape,
armor resistances is depended of side, type of weapon...
Also tanks recioeve special critical hits(thread(s) broken,
engine malfunction)...
any side of tanks have special complicated formula of chanse
to get % of damage from weapons, chance to ricoshet, shance
to recieve a critical hit.(for example it is almost useless
to challenge any harconnen heavy tank in front, more simple
will be take it from side or rear)
all units have special abilities and alternate modes of
fire.
Battle tactics on sand and rock is quite different cause on
rocks is ability to use priotective shields(on sand shields
calling sandworms so noone uses it)
also hero units are presented(promotable, unique,
rescurectable for money)
-hostile environment.
sands are slowing vehicles, big groups or big noisy units
also attract sandworm. Sandworm is capable to make high
damage to army, destroy harvesters esc. so player must chose
correct way rock-to-rock, use small groups of units, avoid
theese worms or disorient it in some ways
- build system.
quite different from CnC. There are buildable "stable
seismic areas'' on rock plateau. These areas are rare.
Player can beacon them and call one fortress (or powerplant
for expand bases). Build areas are round, vary in size. Some
are for powerlant refinery and barracks. some for entrie
base.
picture for explanation

(oficial explanation to picture - Patches of aseismic ground
are scattered throughout the map and it is only on them that
we can build bases. Special self-deploying containers are
dropped into these patches. You cannot build outside the HQ
coverage, and it will cover a relatively small area, so you
will not be able to build up all your necessary buildings
near one HQ. This must emphasize the role of territory
control in the gameplay. DonÔÇÖt forget about the DuneÔÇÖs
special ÔÇ£islandÔÇØ map system and the Shai-Hulud creeping in
the sands... it would be interesting.
Note: If the HQ is lost, you will no longer be able to build
structures, and everything you have already built will
either slow down or completely cease to function.
This construction system also includes the use of certain
platforms that are already known to old Dune fans. Here we
slightly changed their initial purpose and remade them for
rapidly deploying bases.)
- Capping system
There are caps to limit vehicles and infantry. Water
resource and money. More water - more units. More money -
more advanced units.
Balance makes player to train medium army to concentrate on
tactics, micromanagement and upgrades(NO stupid rush of 100
devastators, use brain)
Energy is capping ammount of buildings around fortress and powerplant
So only collectable and dynamic resource is spice(money, credits) water and power is just abstract numbers to limit, demanding on special buildings quantity.