COH style Fallout RTS

Post » Tue May 17, 2011 3:38 am

No, this is not a late April fools joke, nor is it an announcement for a new game or mod, this is just to discuss the possibilities of a Fallout RTS, within the COH style.

Why the COH style?

That's because COH is one of the very few RTS games out there where armor does not get damaged by small arms fire (even to the point where the open top M10 Wolverine could not be destroyed with a grenade, despite the open top spelling 'grenade bin, pull pin & toss in'). It also uses squads and not individual soldiers, and your units are not complete morons. Furthermore the game allows for cover and suppression, and different weapons actually serve different purposes (however the .50 cal svcks).

Still some changes have to be made:

Spoiler

Allow the player to fight against his own faction (COH only allowed Axis vs Allies)

Remove the Commander trees (there's no need to restrict some units to only one Commander)

Remove all off map support (I hate superweapons, and any weapons you can't counter or destroy)

Remove the pop cap (I always hate pop caps in strategy games and I always mod them out/disable them if that's possible)

Much larger maps (the transports were useless because the maps were too small)

More resources

Resources are no longer generated by holding resource points, but by having resource generating structures in place, your HQ also generates a small amount of each resource to keep you going

Change the basic infantry squad size to 5 soldiers (unique units may vary in size)

No 2 weapon specializations per squad, but 1 specialization for 2 members

Include unit profiles/stealth values (a unit with a high profile is easier to detect)

Allow units to be detected beyond LOS (you can hear there's something there, but you don't know the exact location or the exact unit, good enough to fire artillery at it, or to saturate the area with machine guns/miniguns)

Destroyed units cause no damage to anything they crash into (I'd rather see planes removed completely though, but I am willing to consider vertibirds and helicopters if they exist in Fallout)


What resources would be in the game

Spoiler

Manpower (includes the amount of hours free people put into training troops, constructing vehicles, etc)
Food
Water
Equipment (including building material, weapons, armor and what not)
Explosives (including the powder charge in bullets)
Power (used in anything powered, including some vehicles, EW, PA and structures)
Fuel (for some vehicles and fire based weapons, may be changed to chemicals to incorporate acid and liquid nitrogen)
Money (whatever currency is used by the faction in question)


There will be no upkeep in the game. Resource generating buildings will be limited to only a few (around 3) per resource, this amount may vary depending on faction. Each faction will have bonuses and penalties to resource income (the Capital will have a bonus on water, Vegas will have a bonus on caps, etc).

Units

Spoiler

All infantry can be suppressed. Suppression is caused by the sheer number of projectiles flying towards squads. Suppressed infantry units have to find cover before doing anything else, they can only crawl to their cover. From behind their cover they can return fire. There is also an emergency option to retreat them, but this causes them to run back to your HQ. You can also use another unit to take out the suppressing unit. Units forced into hand to hand combat can not be suppressed. Double clicking an enemy infantry unit gives your unit the order to charge them. After researching the proper upgrade, your HQ can heal any nearby infantry and any lost members can be replaced by either an HQ or the appropriate infantry training facility.

EW will do more damage against PA and other powered units. Guns will do more damage against NPA these bonuses come after DT. Explosives do not gain a damage bonus, their users are smart enough to use the right shell/missile/grenade for the right target.

As far as vehicles (including helicopters) go, front armor is 100% of the vehicle's DT, side armor 90% and rear armor 80%. As far as top hits go, the game takes the direction from where the hits come, same for mines. Weapons will not have a fixed damage statistic to them, but it will vary, like an AT gun doing 200-250 damage, if the side getting his had a DT of 230, some hits will bounce off and some will hit, if it has a DT of 240, most hits will bounce off and only a few will hit and the ones that hit do very little damage. There will be no mobile artillery or armored artillery, I feel they make the fixed position artillery obsolete. Your faction's transports can carry around all heavy weapons and their crews to make up for it. Turrets have no separate DT. Tanks will also keep their machine guns, the co-ax MG is upgrades to become an EW. Vehicle crews can only be killed if their vehicle is destroyed. Vehicles can be healed by engineers or by being near the vehicle production facility

Heavy weapon teams fortify themselves after some idle time. Over time they improve their fortifications, provided they remain idle. Their fortifications include sandbags, earth walls, digging ditches, camouflage. They only fortify their own positions.

All units will have a profile, this profile comes down to how stealthy a unit is, this in turn comes down to the range at which they can be detected and how accurate the detection is. Profile is calculated against another unit's perception. Profile includes the range, terrain, noise and how visible the unit is. Units can be detected outside LOS, but it may be less accurate to make out what unit it is and where exactly the unit is. A large group of moving units, makes more noise than a small group of idle units, heavier units make more noise than lighter units. Firing will always draw attention to the unit. A lighter unit will usually be more preceptive.

All units can gain 5 levels. Each increase makes them more accurate, allows them to reload faster and fire faster. Experience also makes infantry units harder to suppress, they move faster and their hand to hand increases as well. Furthermore experienced units are more perceptive and can move more cautiously.

I have decided to give each faction 2 bonuses for units, one for the weapon and one for the unit itself. I think a 10% increase would be the best. Possible bonuses include

Weapon bonuses
Damage (when it leaves the barrel, makes it easier to punch through armor)
Rate of fire (this also means more suppression to all weapons)
Cost (a 10% decrease obviously)
Accuracy (possibly, it may be too useless)

Unit bonuses
Armor (here's where it's interesting, as the 10% goes to any DT a vehicle may have, so adding 10% DT to a vehicle raises the front armor to 110% when compared to a similar vehicle lacking this bonus, and 90% from the new armor value is 99% of the other vehicles front armor
Mobility (unit moves faster, turns faster and weapon deployment times are reduced)
Profile (a decrease in profile, makes your units more stealthy)
Cost (again cheaper)


I am considering the use of allies, these would be minor factions/mercenaries all related to the appropriate factions. It would work similar to Emperor Battle for Dune, but not all factions can use all allies. For example, the NCR could deploy Vault City allies, CL could use Khan allies, some factions could hire Talon Company etc.

The Infantry

Spoiler

For basic infantry squads there are 4 types of armor, light vs heavy and powered (PA) vs non-powered (NPA), and 2 types of weapons (guns and EW). This results in 8 basic infantry squads, their normal rifles are equipped with bayonets, specialized members lose their bayonets, some factions may use other melee weapons instead of bayonets, but they still lose their normal melee attack. Infantry can not be run over, your units are too smart for that.

Light NPA with guns
Light NPA with EW
Light PA with guns
Light PA with EW
Heavy NPA with guns
Heavy NPA with EW
Heavy PA with guns
Heavy PA with EW

These squads can all be specialized with the following weapons, where the EW squads will use EW variants with the same function (except the missile launcher, that counts under explosives). Any specialized squads will move into the range of their specialized weapons.

Missile launcher (can hardly hit infantry, but does wonders against any vehicles, including air power)

Scoped rifles (more accurate at long range, fire slower)

Assault rifles (good at medium range, does not hinder movement)

Shotgun (good at close range)

LMG/5mm miniguns (longer range than AR, great at suppressing squads)

Flamers (great vs infantry inside structures)

Other infantry includes

Engineers, repairs vehicles, builds structures and defenses, can place and clear traps and demolitions. And engineer is armed with an over-glorified pistol SMG, their hand to hand weapons are axes/pickaxes/shovels and any other tools they use.

Grenadiers, they throw grenades and have a very high melee attack

Special forces (like NCR rangers), good vs infantry, can place (but not clear) traps and demolitions, stealthy

Sniper teams, do not gain from faction benefits and suffer no faction penalties, perfect stealth, one shot kills, can only target infantry and heavy weapon teams


Heavy weapon teams

Spoiler

MMG teams (.30 cal, 7.62mm miniguns, MG34) cause massive suppression, limited to firing arcs

HMG teams (.50 cal) causes less suppression than MMG, do more damage, work great vs unarmored vehicles and heavy infantry, limited to firing arcs

Mortar teams for use as light artillery, no firing arcs but it does take time to rotate the mortar in the right direction, not that useful vs vehicles can fire smoke to keep units hidden

Howitzer teams, among the best artillery you can get, takes time to set up, restricted to firing arcs, but still can not damage medium and heavy tanks, can fire smoke to keep units hidden

Rocket artillery, fires all rockets at once, but takes much longer to reload than other artillery, per hit not as effective as howitzers, not restricted to firing arcs

AT guns are restricted to firing arcs, they are fairly accurate and are highly efficient vs vehicles


Vehicles

Spoiler

Unarmored vehicles (motorcycles with sidecars, technicals, hummers, buggies) they are armed with light machine guns, their purpose is to hunt snipers, run on electric engines. Despite their name they still have a DT stat, but bullets can punch through (except sniper fire)

Light armored (Panzer 3, Matilda 2, Greyhound) they are armed with 20mm or 30mm chain/gatling guns. The first vehicle to be immune to small arms fire, still reasonably fast and very effective vs unarmored scouts and heavy infantry.

Medium armor (Sherman, Panzer 4, Panther) a decent mix between cost, firepower, speed and armor, the vehicles require a dedicated attempt from specialized troops to take them out. Front armor is near immune to the light armored main guns.

Heavy armor (Pershing, K?nigstiger, M46 Patton) while the vehicle is slow and expensive, their frontal armor absorbs huge amounts of damage and their main guns pack a punch.

Transports, I do not have them mentioned separately as I'm currently using light armored and unarmored vehicles for that. Each faction will have a transport, and factions with higher armor generally use unarmored vehicles as transport, while factions with high mobility use light armored transports (their unarmored usually comes down to motorcycles with sidecars)

Gunship helicopter/vertibird, carries missiles and guns, but doesn't have that much armor can double as infantry transport



Defenses

Spoiler


There are several defenses in the game, all are constructed by engineers, and some (the exploding ones) can also be constructed by special forces. Defenses do not gain from faction benefits, because they have no mobility. Some are also free. Defenses include

Sandbags, free and provide cover, can be run over by vehicles

Ditches, free can provide cover, come can also be used to hinder the enemy

Earth walls, free and provide cover

Barbed wire, can only be destroyed by special forces, engineers or a vehicle driving over it

Mines, AP mines are used to kill infantry and AT mines are used to damage vehicles, can be placed by special forces

http://upload.wikimedia.org/wikipedia/commons/8/8f/Bundesarchiv_Bild_101I-587-2267-24%2C_Italien%2C_befestigte_Stellung%2C_Inspektion.jpg like defenses can fire in all directions, relatively small, not overly powerful, but equipped with a main gun and the co-ax laser, does reasonable damage vs armored, can't be garrisoned

Bunker with MG, a fixed machine gun in a bunker, the machine gun can not be moved and is restricted to it's firing arc, can be garrisoned

http://upload.wikimedia.org/wikipedia/commons/4/47/10.5cm_Gun_Casemant.JPG also restricted to firing arcs and no troops can be garrisoned inside



Game modes

I am thinking about several game modes. The first would be campaigns (complete with stories), followed by a skirmish mode (where you can fight against the faction you chose as well, unlike COH). Additional modes would use territories (smaller than States) in an all out war for North America. You pick a faction, it is set in it's default starting position (controlling several territories) and you must destroy all other factions all over America. The other option is that you start with a single territory and you have to conquer it from your rivals (probably using the same faction as you have). From that point on, you have to conquer every single territory.

Factions

Spoiler

Their bonuses, weapons and possible unique units.This includes non-canon and semi-canon, feel free to include your own faction and tell us what you think should be done with the canon factions or other faction in general. Factions can use several weapons in the same role, in that case the stats won't change, only the models. The factions are still a work in progress, so don't expect them to be balanced just yet.

NCR

For their Brahmin Barons, they gain a food income bonus. For accepting ghouls and not using slaves, they gain a manpower income bonus. Their units are cheap and cheap. Their service rifle is the one they use in NV and possibly the M1 Garand (maybe experienced units or heavy units get the M1). Light powered infantry is the Mk 100 governator combat robot. Their special forces are the rangers and they can be upgraded to veteran rangers after becoming elite rangers, first recon form the snipers, their salvaged PA suits are now considered powered.

As far as vehicles go, their unarmored vehicle is the Boudicca, light armor goes to the greyhound (doubles as transport), medium to the Sherman tank and heavy to the Pershing

BOS (using Barnaky's MWBOS for this one)

Limited in manpower, but they have increased power and equipment income. They gain a bonus to armor and ROF. They use the H&K MP5 as SMG. Pacifiers form the light PA troops. Hummers are their light vehicles and transports, Behemoths are rearmed with a turreted 20mm Gatling gun, Their medium tank is an uparmored Sherman equipped with the M1A1 main gun, as a heavy tank they use the M-48 Patton or the Siege Tank from Starcraft (not figured out which one they should use)

The Capital

Higher water and manpower income. Because they only use T-45 PA it is their heavy PA infantry. However they do not throw troops away. They do use Gatling weapons, so I think their troops should have a bonus to ROF and mobility.

For vehicles, I think the jeep makes a nice transport and unarmored, light armored would be the http://starshiptroopers.wikia.com/wiki/Marauder_%28film%29 rearmed with 2 20mm guns, medium goes to the http://cnc.wikia.com/wiki/Wolverine_Mk._II rearmed with 2 75mm guns and heavy armor is the http://cnc.wikia.com/wiki/Titan_Mk._II rearmed with a 90mm gun. Their ultimate water generating building is obviously Project Purity.

CL

I don't know what income bonuses they should get. Their units strengths are armor and damage. Their unique unit is the Legion Contubernium, a 10 man squad, armed with riot shields and machetes, 2 members also carry throwing spears. Their heavy tank is the http://en.wikipedia.org/wiki/Centurion_tank

Indy Vegas

Their income advantage is obviously the casinos, and their HQ structure is the Lucky 38. I have no idea about unit advantages here. The first casino they place would be the atomic wrangler, the second casino they place would be Vault 21, the third is Gomorrah and the fourth is the Tops. I was thinking about making the can Graffs to either train EW infantry, or use them as an equipment generating building, Gun Runners would also produce equipment, or they would be used to train guns infantry.

Their infantry includes the Kings, howitzer artillery is handled by the Boomers. Securitrons are unique units, you can construct both types. They are versatile and can be very deadly, but they can not use cover. They are also limited in their movement range, as they can only move so far from a broadcasting tower. Indy Vegas can however construct broadcasting towers (no limit, but they're Indy only structures) so the securitrons can move there too. If a broadcasting tower is destroyed, any securitrons that are now outside broadcasting range from another tower are destroyed (as in they can't link up to another tower). This however includes any broadcasting tower, not just the ones from the player they belonged to. In fact, they try to link up in 4 steps, first they look for your broadcasting towers, next they search for allied broadcasting towers (this does mean you lose control and the securitrons now belong to your ally), failing that they look for towers belonging to a neutral faction, and after that they try to link up to your enemy's towers, meaning that they can become hostile to you. Failing to link up at all will cause them to be destroyed.

The Enclave

They gain bonus income to equipment and energy, their strengths are armor and damage. Their EW infantry uses Plasma weapons

The Confederacy

Units gain a bonus to armor and damage. If you've read my other posts regarding them, you probably know what they'll use (German weapons and vehicles). Their resource income is difficult to balance, and I can't really say they gain more in set areas, or that they suffer in others. They shoot ghouls mutants and robots alike, combined with using slaves that counts against their manpower. The slaves do cause farms to flourish and they use farms for almost everything and their farms can be upgraded. It is entirely possible that the Confederacy lacks certain resource generating structures and they have to make up for it by using structures from another resource and upgrading them to use the leftovers to compensate for this (as in a hog farm produces food, and with a tanner upgrade it also produces equipment)

Unique units include the http://starcraft.wikia.com/wiki/Marine and the http://starcraft.wikia.com/wiki/Firebat. I have some sketches for mission to create a story behind this. The mission will involve a starship graveyard, with numerous references to both the Terran Confederacy from Starcraft and the Terran Confederation from Wing Commander. There will also be references to other sci-fi.


So is it any good, and how would you like to see a game like this.
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Sheeva
 
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Joined: Sat Nov 11, 2006 2:46 am

Post » Tue May 17, 2011 4:01 am

Really don't see this happening

CoH, as your defining it, is a THQ trademark. That would take probably millions or billions of dollars for Bethesda to buy out.
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StunnaLiike FiiFii
 
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Joined: Tue Oct 31, 2006 2:30 am

Post » Tue May 17, 2011 1:05 pm

If you want a RTS game type Fallout go out and buy Fallout Tactics. It is a Squad Based Tactical Game and it has an option for Real TIme. It is not first person but, IMO an awesome game. Bethesda has called the high level events of Tactics, Canon :celebration:

Fallout as a pure FPS in the style of COD I would HATE!
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Adam Baumgartner
 
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Post » Tue May 17, 2011 11:35 am

Boradam is working on a Fallout mod for Medieval II - Total War, so.... that's RTS for you.
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Sandeep Khatkar
 
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Post » Tue May 17, 2011 5:13 am

What is a COH?
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hannaH
 
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Joined: Tue Aug 15, 2006 4:50 am

Post » Tue May 17, 2011 8:05 am

What is a COH?

Company of Heroes.
Great tactical game.
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Chavala
 
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Joined: Sun Jun 25, 2006 5:28 am

Post » Tue May 17, 2011 9:12 am

Boradam is working on a Fallout mod for Medieval II - Total War, so.... that's RTS for you.


As close as one can (currently) get to an RTS Fallout, anywho.
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Emily abigail Villarreal
 
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Joined: Mon Aug 27, 2007 9:38 am

Post » Tue May 17, 2011 6:00 am

Hang on, a Matilda 2 was a heavy tank... granted it had a 2 pdr. gun but still. Also, Centurion FTW, even if it's for Caesar's legion. However am I right to assume that the vehicles you mentioned will simply be ersatz in-game?
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Monika Fiolek
 
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Post » Tue May 17, 2011 4:12 am

Company of Heroes.
Great tactical game.


Well there already is a great Tactical Fallout Game. Fallout Tactics :fallout:
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Dewayne Quattlebaum
 
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Post » Tue May 17, 2011 1:12 am

Really don't see this happening

CoH, as your defining it, is a THQ trademark. That would take probably millions or billions of dollars for Bethesda to buy out.


It would be a Fallout game, but it would play very similar to COH. I was thinking about actually using Relic to develop it.

What is a COH?


I have found a free demo version http://www.gamershell.com/download_15378.shtml. IT only contains 2 missions, and 1 map, but the units are all in there. There are also "let's play" guides on youtube.

Hang on, a Matilda 2 was a heavy tank... granted it had a 2 pdr. gun but still. Also, Centurion FTW, even if it's for Caesar's legion. However am I right to assume that the vehicles you mentioned will simply be ersatz in-game?


The vehicles will be modified (renamed, rearmed, possibly some small changes to the models) to fit in with the FO universe, there will also be some new designs, but I'm using these so people know what I'm talking about. One example is that I think the Apache's 30mm chain gun would look lovely on the Matilda 2. I kinda like the Centurion as well, most notably for what it did in Israeli hands. I also think the Comet should be in, and I completely forgot about any soviet vehicles, or the MLA for that matter.
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Krystina Proietti
 
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Post » Tue May 17, 2011 2:43 am

The Comet? OH HELL YEAH!




But won't British tanks look a little out of place on US soil?... :confused:


Well I might as well put in a faction build for my lot, the Coonskin Grenadiers.*


Overview:
An interesting faction, despite having well trained troops and good vehicles they completely lack in both power armoured units and energy weapons. They make up for this by having good vehicles and specialised Infantry.

Their basic infantry is the Light Infantry, conscripted men armed with bolt action rifles and battle rifles. Then there is the 'standard' Infantry Unit, the regulars, armed with Assault rifles and with support weapons, and finally the Heavy Infantry, The Guards, who are exceptionally tough cookies with great fire-power and willpower. These are complimented by support squads, such as Machine gun squads, Mortar squads, and Anti-tank squads. Then there are the Specialised Infantry, The Commandos, who are stealth units armed with high explosives and Sub-Machine guns, and engineers.

As for vehicles there are several: (N.B. The vehicles listed are merely representative of whatever the rough Fallout equivalent might be, e.g. the M551 Sheridan might be called the M3001 Jackson 'in-game' and look a bit different but essentially is the same in both capacity and design. http://i280.photobucket.com/albums/kk171/fattoler/03-04-2011020844.jpg, used mainly by the http://en.wikipedia.org/wiki/LRDG and in reconnaissance battalions. http://en.wikipedia.org/wiki/M551_Sheridan, Light tank, Used by Armoured and Cavalry regiments, but few in number. http://en.wikipedia.org/wiki/Comet_tank, Medium tank, Used by Armoured Regiments, again, few in numer, however the design specs have been discovered and with the capture of new factores small scale production may be possible. http://en.wikipedia.org/wiki/Conqueror_tank, Heavy Tank, Used by Armoured Regiments, Rare. (I would have used the M60 Patton but I felt Hipsterish)

There are also Cavalry units (I refuse to believe horses are extinct, if they are, then make them ride bulls :mohawk:) armed with carbines, grenades, and sub-machine guns, who generally ride around the battlefield acting as fire-men and making a nuisance of themselves.


* Info Here:
Spoiler

1. Faction Name.

Official name: The United Democratic Kingdom of North America (UDKNA)

Nickname: The Coonskin Grenadiers, The Kingdom of America

2. Faction morality (Good, bad, neutral, etc...)


Good

3. Followers.

The inhabitants of Vault 57, and tribes absorbed into the Union

4. Allies.

Local traders
The Kingdom of Christ (Remains of Corpus Christi)

5. Enemies (Must have at least one)

The BOS
The Enclave
The Federation of the Wasteland
Ghouls

6. Location(s)

Vault 57, now a town called Freedomville, Between Floresville and San Antonio, Texas
San Antonio and surround area (such as Lack-land AFB)

7. Technology (Wepons, armour, etc...)

A fully functioning Vault-Tech Vault.

Weapons:
  • Assault Rifles (Including but not limited to: M4 Carbine (Standard De-Jure Rifle for Regular Infantry), L1A1 SLR (De Jure Standard Rifle for Guards Infantry), and XL70E3 Enfield (De Jure Standard Rifle for Commando Corps and Long Range Wasteland Group (L.R.W.G.)))
  • Sub-Machine Guns (Including: 10mm SMG (De-Jure Standard SMG for Grenadiers) Mk. V Sten, Sterling L2A3 (De Jure Standard SMG for Light Infantry) Sterling L2A4 (De Jure Standard SMG for Commando Corps and L.R.W.G.))
  • Hunting Rifles (Including: SMLEs, M1 Garands (De Jure Standard Rifles for Light Infantry))
  • Combat shotguns
  • Sniper Rifles (Including: Scoped SMLE)
  • Mortars
  • Grenades
  • Petrol Bombs
  • Handguns
  • Bayonets
  • GPMGs (FN MAG (De Jure GPMG for Ground Troops), Vickers .303)
  • HMGs (50' Cal)
  • Anti-Material Rifles (Including: Boys Anti-Tank Rifle (De Jure Anti-Material Rifle)
  • Missile Launchers


Armour:

Headgear:
  • Coonskin Cap, Former standard headgear for all Infantry (hence the nickname Coonskin Grenadiers) but now replaced by helmets. However they are still worn by Light Infantry and are part of the De-Jure Dress Uniform. Very popular among civilians.
  • Officer Cap, Worn by, Officers.
  • Sheriff Hat, Worn by, Sheriffs and Marshals
  • Beret (Brown), Worn by, Commandos, L.R.W.G., NCOs and Snipers.
  • Helmet, De Jure Headgear for all Regular Infantry
  • Crested Helmet, Headgear for Guards Infantry.


Apparel:
  • UDKNA Combat Armour, De Jure Armour for all Regular Infantry (N.B. UDKNA Combat Armour is self manufactured and of inferior quality to Standard CA)
  • Combat Fatigues, Uniform for Light Infantry, but also worn by Commandos and L.R.W.G. for ease of movement and stealth
  • Assault Armour, (Combat Armour Mk.2), Armour for Guards Infantry
  • Shock Armour, Worn by Guards and Engineers during sieges (http://i280.photobucket.com/albums/kk171/fattoler/USguy.jpg)
  • Sheriff Duster, Worn by Sheriffs and Marshals

    Vehicles: (N.B. The vehicles listed are merely representative of whatever the rough Fallout equivalent might be, e.g. the M551 Sheridan might be called the M3001 Jackson 'in-game' and look a bit different but essentially is the same in both capacity and design.
    [list]

  • http://i280.photobucket.com/albums/kk171/fattoler/03-04-2011020844.jpg, used mainly by the http://en.wikipedia.org/wiki/LRDG and in reconnaissance battalions.
  • http://en.wikipedia.org/wiki/M551_Sheridan, Light tank, Used by Armoured and Cavalry regiments, but few in number.
  • http://en.wikipedia.org/wiki/Comet_tank, Medium tank, Used by Armoured Regiments, again, few in numer, however the design specs have been discovered and with the capture of new factores small scale production may be possible.
  • http://en.wikipedia.org/wiki/Conqueror_tank, Heavy Tank, Used by Armoured Regiments, Rare. (I would have used the M60 Patton but I felt Hipsterish)
  • Dirigibles, Used for observation over the Northern front, only 12 in use.
  • http://en.wikipedia.org/wiki/De_Havilland_Venom (because it looks so http://www.bluelion.org.uk/forumImages/ukar/bigginHill_kemble_2009/dsc_7146.jpg http://www.youtube.com/watch?v=aAHOM_MZZBw), Some military aircraft which didn't take off due to maintenance were salvaged by the army and are used in limited quantities for reconnaissance and dive bombing by the United American Airforce (UAAF)
  • http://en.wikipedia.org/wiki/Avro_Vulcan, A lone dilapidated Heavy Bomber, found in an abandoned Air base, one day when it is fully repaired the UAAF hopes to use it to carpet bomb all their enemies into submission...


8. Organisation

The United Democratic Kingdom of North America is best described as "An army with a state". The state is devoted to the upkeep and well-being of the army, and for good reason, it is the finest in the wasteland. Superbly organised and trained they operate like a pre-war army with (semi-)standardised equipment and strict organisation, they are highly motivated and are full of spirit.

The United American Army (UAA) is organised using the regimental system. With Regiments of Light, Regular, and Guards Infantry as well as more specialised groups such as engineering regiments, artillery regiments, a Commando regiment and even a Cavalry and Armoured regiment.

The system works from largest to smallest as follows:

Type of Unit ==== Division ====== Brigade ======== Regiment =======Battalion ======= Company / Squadron == Platoon / Troop === Squad
Contains ====== 2-3 Brigades == 3-5 Regiments == 3-4 Battalions ====3 Companies === 3 Platoons ========== 3 Sections ======= Individuals
Personnel ===== 10,000 ======= 5,000 ========= 1,000 ========== 300 =========== 100 =============== 30 ============ 8-10
Commanded by= Maj-Gen ====== Brig =========== Col =========== Lt Col ========== Maj =============== Capt, Lt or 2nd Lt === Cpl

N.B. These are all De Jure figures, in reality the numbers are usually less.

All male advlts have to serve 3 years in a Light Infantry Regiment, however if they perform exceptionally well during training and wish to do so they may imminently join a Regular Infantry Regiment, or even a Guards or non-infantry regiment. The Light Infantry's role is to keep the borders secure, they have basic equipment consisting of hunting rifles, Sten guns, combat fatigues and lit fuse bombs. These men form the majority of the armed forces but even so they are doughy fighters and their grenades and accuracy of their shots send raiders crying in fear.

The Regular Infantry are the 'standard' infantry of the UAA and are used for offensive actions, they are better armed and armoured with Combat Armour, M4 Carbines, Grenades, Grenade Launchers, 10mm SMGs and a variety of other weapons if the situation demands it.

The Guards are the Elite Infantry, crack shots and well equipped, armed, and motivated, they wear their crested helmets with pride and their ferocity in combat sends fear down the spines of all who oppose them. Thankfully for their foes they are fewer in number than the other Infantry Regiments.

Engineers, Artillery, and Cavalry regiments are self explanatory, The Engineers build bridges, bases and crack open enemy strong-points, the Artillery regiments, armed with Field Guns and heavy mortars rain death upon enemies of the Kingdom of America, the Cavalry are horse-riders, flanking their foes and dismounting in order to harras enemy troops, the Armoured regiment, consisting of Technicals and a few tanks, helps support the infantry in attacks on enemy bases.

Finally there are the Commando Regiments, Commandos are well-versed in Guerilla warfare and act as the infiltrators and saboteurs of the UAA. Blowing up fortress gates and slitting throats of unsuspecting raiders sleeping by their fires by night. Then there is the Long Range Wasteland Group L.R.W.G., these men are both emissaries and scouts for the UDKNA and explore the farthest regions of the wastes, they for the sake of convenience are not part of any regiment.

Law enforcement is handled by Sheriffs, who take care of their local community, and marshals, who help the light infantry patrol the wastes.

The 'civilians' consist mainly of women and children, and men who did not join the regular army working hard on making weapons and growing food, All of which is rationed amongst the troops. However there is a free market and paper money is used to buy and sell goods with. Chemicals and medicines produced using the Vault's equipment and local flora are the largest export of the Kingdom, and a major way of winning over locals.

The government is organised with a Bicameral Parliament (Congress), with The House of Representatives, and The House of Senators, One being elected, the other consisting of Appointed Doctors and Generals and other professionals who refine laws. The Executive is the King-President, who has command of the Armed forces and signs in new laws.

Despite their appearance as a marauding group of conquerors the people of the UDKNA are well educated with 80% advlt literacy (the remaining 20% consisting of newly added tribals in the process of civilising). However all education is with a military or western spin; Chemistry is about how to build explosives, English consists of reading war poems such as "The Charge of the Light Brigade" and Cowboy books, History is entirely devoted to battles from Alexander to Patton, even mathematics is military themed with this among the final questions in the advanced textbook:

"Field Marshal Erwin Rommel has suffered casualties at the hands of the Americans, He originally had: 100 Medium tanks, 600 Light tanks, 95 Artillery Pieces, and 1250 Troops, he loses 24% of both his medium and light tanks, 13% of his Artillery Pieces, and 68% of his infantry. General Montgomery's forces consist of these troops: 350 Medium Tanks, 500 Light Tanks, 100 Artillery Pieces, and 2000 troops. How many tanks, troops, and guns does Montgomery have to send to Rommel and what is the loss to Montgomery's forces in total as a percentage?

Answer:
Spoiler
None, because Montgomery and Rommel are enemies.
"

9. History

Vault 57

Theme: Military and Westerns

Size: Built to House 4500 people. 3161 turn up on day.

The Experiment: See how a society brought up on violence in fiction and non-fiction during their free time would turn out.

Structure: The Vault is run by an elected "Overseer General" with "Sheriffs" to keep order. Citizens are known as "Privates" and certain roles like shopkeeper are referred to as "Quartermaster"

Entertainment: All the books and comics are westerns, war-stories, and books on military history and strategy, same with all the films and cartoons (making the kids grow up with "Der Fuhrers Face" should toughen them up for rebuilding the world!) The Vault has also been stocked up with war toys and model kits of tanks, guns and fighters. Music consists of old patriotic war songs like "It's a Long Way to Tipperary" and "There'll Always be an England" as well as a plethora of military marches and some Wager.

Equipment: All equipment works perfectly. Also GECK.

The Catch: NO WEAPONS OR FIREARMS! XD

======================================

On October 23rd 2077, 3161 people surged into Vault 57 as the bombs fell. Many were in the Military, some were professors of History both Military and Civilian, and a select few were foreign NATO military observers. The only fault with the vault was at the very start of the experiment, General Teuton, the intended first Overseer-General, failed to turn up and died of radiation poisoning like the many billion others who were (un)lucky(?) to remain outside in those fateful two hours.

Instead a British Brigadier-General attached to NATO by the name of Edward Cromwell took charge of the vault during the first week of confusion, and established his order by punching out a insubordinating American who accused him of being "A filthy Limey who is deliberately trying to use this vault to jump start England's reclamation of it's former colonies". Over the years the Vault thrived and Cromwell was replaced by an American by the name of Andrew Stonewall Jackson Lee, who began the preparations to move out of the vault; including the decision to name the new country the United Democratic Kingdom of North America, who was then in 2183 replaced by Cromwell's grandson, Hannibal Kitchener-Wellington Cromwell. In May 2185, the Vault opened.

The dwellers of the Vault, who were thoroughly organised and regimented, would quickly use their GECK and skills to build Freedomville, the Vault's outside settlement. However they were fearful, for they lacked weapons and the means to make them. So before construction began Cromwell formed the Long Range Wasteland Group, based on the Long Range Desert Group of WWII, a team of the Vault's finest men led by Lieutenant Wyatt Buffalo Blucher was formed and sent out to explore the area, armed only with shivs made from what they could find outside they set out.

Their first foreign encounter was with a Caravan (with horses), the Caravaneers, who had heard of Vaults, were delighted to see a unseen breed of vault dweller and offered them their wares. Lieutenant Blucher then traded the Squad's water bottles for a Pistol and a Hunting rifle (both of which now reside in the Freedomville museum), then sheepishly returned to the Vault to get more water, and quickly set out again.

Blucher's group heading to San Antonio came into contact with Brooks City Base, a former USAF camp which was being held by heavily armed raiders. Upon approaching the base the raiders fired and Blucher withdrew to avoid casualties. That night, he organised a attack on the base, and so on the night of May 30th, the 1st Regiment of the L.R.W.G., consisting of only 21 men, sneaked into the base and silently killed all 78 raiders by slitting their throats, no alarms. The attack sent shock-waves thought the city the next day, an entire base of men, wiped out, all with slit throats and looted of all firearms.

Blucher men returned to the Vault with their spoils of war, and Cromwell was pleased with them, he promoted Blucher to Captain and was awarded the new Grand Imperial Cross for service to the state, two other soldiers were awarded the Lion Medal For Uncommon Bravery (i.e. they wrestled a 7 foot raider who was about the raise the alarm during the raid), the weapons were then distributed among the Soldiers with much glee. Blucher was offered rest but his men wanted to go onward into Antonio, so they did. However this time they were not alone, for the 1st Battalion of Infantry followed them, some unarmed, marched behind Blucher's men and occupied Brooks City Base, Raising the Stars and Stripes of the UDKNA and digging out the remaining weapons. Now that they were armed, the Vault Dwellers began building Freedomville. It would be fully completed in 2 years.

A new L.R.W.G. was organised at the Vault and sent out a day later, this one, led by Lieutenant Erwin Manstein Hague, headed for the coast. Both groups spread the word about the new country, some were interested, others shot back. Those who shot back would later come to regret it as the L.R.W.G. would simply withdraw, mark the enemy's position on their maps, and radio in a Battalion of men to come in and clean up, survivors of these attacks deciding that discretion was the better part of valour would flee, this was part of Cromwell's plan, for he knew the fleeing raiders would spread word of these fierce troops, instilling fear and awe. Those who were captured were allowed to live but forced to become 'janissary' troops, Light Infantry Regiments who after three years service were allowed to become citizens of the new nation, as expected the training, indoctrination, and discipline proved good for the former tribals and raiders and quickly the nation grew.

However it was realised that uniform would be needed, Freedomville had a textile workshop where Civilians worked on making combat fatigues and armour but production was slow and a stop-gap was needed. This came in the form of Coonskin Cap; It was Lieutenant Hague's men who first sported the hats, after finding a whole souvenir shop of them, when they returned to the Vault Cromwell liked the hats so much (for they reminded him of Davy Crockett, a childhood hero of his) he declared all members of the armed forces wear them. Raccoons, now thriving off the wasteland detritus suddenly where captured and farmed for their furs. caps where then distributed amongst all the troops as ordered and due to the lack of rifles but large number of pipe bombs and powder charges the opponents of these infantry would call them "The Coonskin Grenadiers".

Over then next two years many tribes would join the Kingdom, Sheriffs would then be sent to these settlements to bring order, and Medics and traders would bring medicine and food. More L.R.W.G.s were formed and sent out, but Blucher's group, deep in San Antonio, were bringing the most results. In 2187 they secured a treaty with the 'Crocketts', a tribe inhabiting the remains of the Alamo, they had toyed with the idea of unification as well but never had the men or organisation to do so, but on January 4th 2187 they became part of the new country, and would prove very useful in securing San Antonio.

While this was happening Hague's men had reached the coast in the area of , this time on horseback, and there they saw a magnificent sight, a ship, broken in two, one part on the shore, the other beneath the waves save the top deck. After fighting several mutated animals, the group entered the ship, and found a vast cash of British made weapons to their great surprise. For before the War the British government, annoyed at America's annexation of Canada but unable to declare war on the Superpower decided to force the Americans to give up Canada by supplying Canadian freedom fighters with surplus weapons, such as Stens, Vickers .303 Machine Guns, SLRs, Sterlings and Boys Anti-Tank Rifles (which had found a new use amongst Canadians as Anti-Power-Armour guns). Ships could have to run a gauntlet thought the US coast guard and drop their weapons off with American 'radicals' and peace-advocates, who would then get them to Canadian resistance cells. The American government as a result doubled the Coast Guard Patrols along the coast of Labrador and said any ship approaching Canadian waters would be sunk. So The SIS (Secret Intelligence Service) decided to send a ship though the Gulf of Mexico, disguised as a cargo ship, and drop off it's weapons to be smuggled across America into Canada. However the bombs fell and the ship ran aground.

Excited about their discovery they began to secretly move the weapons back to the Vault using Caravans, over the next year they completely gutted the beached half of the ship of firearms. However Another new country in the Wasteland, Calling Itself "The Federation of the Wasteland" discovered what the UDKNA were doing and seized control of the ship, during the battle Hague was killed and Cromwell swore revenge. However the distance between the ship and the controlled territories of the UDKNA was huge and so a operation to capture the rest of the ship would have to wait.

Over the next one hundred years the Country grew in size and infrastructure. Battles were fought and won, the population exploded, and San Antonio was slowly rebuilt. There are now farms and small factories building arms and armour, small mines digging out the raw materials to make new weapons. There is even a new Regiment of Armoured Vans equipped with 50' Cal HMGs and Anti-Tank Rifles which send all foes running in fear. As well as experiments into building Biplanes and Dirigibles to bomb enemies from the air.

Now it is 2288, Field Marshal Alexander Crockett Wellington is now King-President and is highly popular amongst the military and civilians alike. However he is at odds with the High Marshal Clint Morrison, who wises to expand Westwards, whereas Alexander wishes to slow down expansion. There is also General Charles Ironside Cromwell, Great-Grandson of Hannibal Cromwell and Commander of the 1st Infantry Division who wishes to expand into Corpus Christi and Eastwards to Huston.

10. Optional: Quest (To get in, to earn its perks, etc...)

The PC has to go though a Immigration test (Intelligence 60 OR They can hack into a databank with the answers) after meeting Immigration Officer Major Yamamoto Nimitz. After the PC becomes a citizen he is sent to a training camp where he'll meet the recruiting officer Colonel Garibaldi and explain that he cannot join the UAA because he has a more important Quest to do. Garibaldi decides to make an expedition in your case if you run a few errands for him (which culminates in fighting a group of Raiders attacking a Caravan), however you must do a training course at the end of your errands. (screen goes black, one month passes and your combat skills increase by 5).

When this is done you can then Join the Sheriffs, you meet High Marshal Morrison and his Aide Chuck Walker at the Alamo where the Marshals are based. You must do marshal training, which consists of a shooting gallery and a 30 Speech check (You also learn a new unarmed move in the final part). Chuck then makes you a Honorary Sheriff and asks you to bring back the Fingers of Criminals for money and XP.

At this point you can work your way up into the trust of the UDKNA, and you must choose which man should become the Next King-President by convincing candidates to stand down/kill them, rigging the election, or just walking away and letting things run themselves.

======

Sidequest: Triumph of the Film*

Billy "The Kid" Sheridan is the UDKNA's best (and only) film director and is working on his newest epic The Legend of the Magic Pistol in the middle of searing desert valleys. As you are wandering down a winding track you hear a cry for help and promptly run towards the source of the pleas, on the ground you see a wounded man and you rush towards him... Only to be shouted at by a large number of film crew who were hidden from your view a short distance away. Sheridan (a short man who is dressed like a classic 1930s film director complete with beret) then runs towards you and tells you that you ruined the shot and threatens to sue you for wasting his time, then the 'body' (famous actor Arnold Shriver) stands up and calms the irate motormouth down. Eventually Sheridan lets you off on the condition you run a few errands for him; first, you must get him some new film, which is in an old television studio controlled by small time crooks. After retrieving the blank reels Sheridan explains that the film is falling apart because many of the stars are being uncooperative because they are in debt/alcoholics/having an affair, you then do a few persuasion/bribes/plants/"accidents" depending on how you wish to go about it until all the actors and crew are content and back on the job. Then you must go and bribe/persuade/kill a group of squatters who are in a film location to leave the area so filming can begin. Once that's done you face your final task, an attack by a large group of raiders on the new location! After you fend off the attackers the film will be finished and depending on how you did your previous tasks it's a major success/flop.

Afterwards you may go to Sheridan at his studio in San Antonio and become an actor, if you perform well you become a recognised and respected figure nation-wide and you will have random encounters consisting of a little kid who wants your autograph, a amorous admirer, and a stalker.

*LOL clever pun

User avatar
Eileen Collinson
 
Posts: 3208
Joined: Thu Dec 28, 2006 2:42 am

Post » Tue May 17, 2011 6:10 am

I don't think foreign tanks would have to look out of place on US soil, and I think it would be worse to have all factions use the same equipment. I do however think they have to be modified, similar to what George Lucas did with many SW weapons, maybe change the turret design, or do something with the hull (as far as Confederate tanks go, I'd still like all of them to have interleaving wheels though). As far as weapons go, there's some non-american companies also located in the US, like FN Manufacturing in Columbia, SC. I also don't think weapons have to be completely unique to only one faction.

I think I'll change some faction's smoke grenades to be slightly different as well. They still cause smoke to appear, but it may look more like fog, it still hides units from sight, but there can be additional effects.

As for your faction, have you considered modifying a http://en.wikipedia.org/wiki/Wellington_bomber into a vertibird gunship/transport? I am currently considering the http://en.wikipedia.org/wiki/He111 hull for an armed Confederate vertibird transport.

Also, for the resources, I think I'll rename fuel to chemicals, and your considering faction needs gas and they are Texans, so what about the bean factory as a resource structure for gas. Maybe their smoke grenades can be replaced with gas grenades that create a brownish fog and also cause extreme nauseousness to any infantry caught inside. I think I'll have Caesar's Legion fire hallucinogenic grenades (made by their Khan allies) instead of smoke (cause a very colorful fog, look at the pretty colors). Legion hallucinogenic grenades also cause infantry caught in the fog to see units that aren't there, and if horses are indeed extinct (I hope not), it causes them to see horsies as well. Legion chemical structures include the lawn (neatly cut at exactly the right hight, creates, you know, grass) and the pottery (to create pot, obviously). Water may have to be changed into (hydrating) drinks, that way, Legion can have their bitter drinks and the NCR can have orange orchards and Brahmin milk. Did I mention I like some silliness in FO games?

I have also given the Confederate structures some thought and I think the Confederacy should have smoke replaced by non-lethal mustard gas (renamed to 'the other Carolina Gold', from the http://dining.discoversouthcarolina.com/famous-flavors/barbeque.aspx). The gas irritates the eyes and airways of any infantry inside, causing their vision to be near blind (lasting up to a short time after clearing the yellow/gold fog) as well as causing extreme coughing sounds (but no health loss). The ability icon says it does +100% vs hogs, despite hogs not being a unit.

To increase production, all farms, orchards and plantations can be upgraded with http://en.wikipedia.org/wiki/Windpump (windpumps do not increase drink income, the water is used by the farm), irrigation and slave quarters. All Confederate structures can be upgraded with solar panels to generate power. All upgrades are per structure

Confederate base structures

Special - Hunting lodge (very low production, must be upgraded, can have all upgrades at the same time), upgrades include
-Alligator swamp (provides equipment)
-Razorback (the ultimate in Hog warfare) forest (provides equipment)
-Komodo Dragon forest (provides equipment and chemicals)

Manpower, just some houses

Food 1 Corn farm
Food 2 Wheat farm
Food 3 Hog farm (can be upgraded with a tanner to provide some equipment income)

Drink 1 Windpump field
Drink 2 Peach orchards

Equipment 1 Cotton plantation
Equipment 2 Tree plantation

Explosives 1 Powder factory (must be upgraded) upgrades include
-cotton field (to create guncotton)
-tree fields (to burn trees for charcoal to be used in black powder)

Chemical 1 Bio diesel factory (must be upgraded with at least 1 upgrade), upgrades include
-corn fields
-sugar fields, the sugar plantation also allows you to research adhesive flamer fuel, causing flamer fuel to stick to any units caught by the flame
-hot pepper plantation (also from the BBQ sauce, the heat from flame weapons can be upgraded with these fields, causing flame based weapons to do more damage)
Chemical 2 Mustard farm, creates mustard gas and flies the SC State flag and the icon info says it's used in mustard gas, but also tastes great on hogs

Power 1 another windpump field, now called windmill field
Power 2 waste burning facility (I'm considering scrapping this one)

Money 1 mint (turns anything tin into coins, extremely low income)
Money 2 Distillery (must be upgraded, a working distillery is also required to train Confederate Grenadiers as they use Claymores in melee combat, thanks to the alcohol trade with Scotland), upgrades include
-grain farms (to make whisky and vodka)
-sugar fields (to make rum)
Money 3 tobacco plantation
User avatar
Hot
 
Posts: 3433
Joined: Sat Dec 01, 2007 6:22 pm

Post » Tue May 17, 2011 12:35 am

Why no Halo wars
every units sorta squad based making it perfect for something like fallout. plus bases would make a lot more sense.
or
LOTR:BFME
[img]http://pcmedia.ign.com/pc/image/article/645/645923/the-lord-of-the-rings-the-battle-for-middle-earth-ii-20050826053107390.jpg[/img]
which is a great battalion style. (meaning its like an actual war being there are tones of people)
it be good for the enclave BoS NCR and Legion.

what do you think
User avatar
Nany Smith
 
Posts: 3419
Joined: Sat Mar 17, 2007 5:36 pm

Post » Tue May 17, 2011 12:03 am

I don't think foreign tanks would have to look out of place on US soil, and I think it would be worse to have all factions use the same equipment. I do however think they have to be modified, similar to what George Lucas did with many SW weapons, maybe change the turret design, or do something with the hull (as far as Confederate tanks go, I'd still like all of them to have interleaving wheels though). As far as weapons go, there's some non-american companies also located in the US, like FN Manufacturing in Columbia, SC. I also don't think weapons have to be completely unique to only one faction.

I think I'll change some faction's smoke grenades to be slightly different as well. They still cause smoke to appear, but it may look more like fog, it still hides units from sight, but there can be additional effects.

As for your faction, have you considered modifying a http://en.wikipedia.org/wiki/Wellington_bomber into a vertibird gunship/transport? I am currently considering the http://en.wikipedia.org/wiki/He111 hull for an armed Confederate vertibird transport.

Also, for the resources, I think I'll rename fuel to chemicals, and your considering faction needs gas and they are Texans, so what about the bean factory as a resource structure for gas. Maybe their smoke grenades can be replaced with gas grenades that create a brownish fog and also cause extreme nauseousness to any infantry caught inside. I think I'll have Caesar's Legion fire hallucinogenic grenades (made by their Khan allies) instead of smoke (cause a very colorful fog, look at the pretty colors). Legion hallucinogenic grenades also cause infantry caught in the fog to see units that aren't there, and if horses are indeed extinct (I hope not), it causes them to see horsies as well. Legion chemical structures include the lawn (neatly cut at exactly the right hight, creates, you know, grass) and the pottery (to create pot, obviously). Water may have to be changed into (hydrating) drinks, that way, Legion can have their bitter drinks and the NCR can have orange orchards and Brahmin milk. Did I mention I like some silliness in FO games?

I have also given the Confederate structures some thought and I think the Confederacy should have smoke replaced by non-lethal mustard gas (renamed to 'the other Carolina Gold', from the http://dining.discoversouthcarolina.com/famous-flavors/barbeque.aspx). The gas irritates the eyes and airways of any infantry inside, causing their vision to be near blind (lasting up to a short time after clearing the yellow/gold fog) as well as causing extreme coughing sounds (but no health loss). The ability icon says it does +100% vs hogs, despite hogs not being a unit.

To increase production, all farms, orchards and plantations can be upgraded with http://en.wikipedia.org/wiki/Windpump (windpumps do not increase drink income, the water is used by the farm), irrigation and slave quarters. All Confederate structures can be upgraded with solar panels to generate power. All upgrades are per structure

Confederate base structures

Special - Hunting lodge (very low production, must be upgraded, can have all upgrades at the same time), upgrades include
-Alligator swamp (provides equipment)
-Razorback (the ultimate in Hog warfare) forest (provides equipment)
-Komodo Dragon forest (provides equipment and chemicals)

Manpower, just some houses

Food 1 Corn farm
Food 2 Wheat farm
Food 3 Hog farm (can be upgraded with a tanner to provide some equipment income)

Drink 1 Windpump field
Drink 2 Peach orchards

Equipment 1 Cotton plantation
Equipment 2 Tree plantation

Explosives 1 Powder factory (must be upgraded) upgrades include
-cotton field (to create guncotton)
-tree fields (to burn trees for charcoal to be used in black powder)

Chemical 1 Bio diesel factory (must be upgraded with at least 1 upgrade), upgrades include
-corn fields
-sugar fields, the sugar plantation also allows you to research adhesive flamer fuel, causing flamer fuel to stick to any units caught by the flame
-hot pepper plantation (also from the BBQ sauce, the heat from flame weapons can be upgraded with these fields, causing flame based weapons to do more damage)
Chemical 2 Mustard farm, creates mustard gas and flies the SC State flag and the icon info says it's used in mustard gas, but also tastes great on hogs

Power 1 another windpump field, now called windmill field
Power 2 waste burning facility (I'm considering scrapping this one)

Money 1 mint (turns anything tin into coins, extremely low income)
Money 2 Distillery (must be upgraded, a working distillery is also required to train Confederate Grenadiers as they use Claymores in melee combat, thanks to the alcohol trade with Scotland), upgrades include
-grain farms (to make whisky and vodka)
-sugar fields (to make rum)
Money 3 tobacco plantation


It's a good idea but I'd prefer to have De Haivand Venoms dive-bombing enemy positions rather than gunships... Also I think that my 'Comet' tanks should have http://i342.photobucket.com/albums/o431/Cowboy31a/CentorianMkI.png turrets, because damn, a 20mm co-axil gun is just too good to be missed. Oh and I guess they should have http://en.wikipedia.org/wiki/Ordnance_QF_25_pounder for field artillery, but no anti-tank guns for the sake of balance.
User avatar
Lynne Hinton
 
Posts: 3388
Joined: Wed Nov 15, 2006 4:24 am

Post » Tue May 17, 2011 10:18 am

*bump*
User avatar
Brandon Wilson
 
Posts: 3487
Joined: Sat Oct 13, 2007 1:31 am

Post » Tue May 17, 2011 12:03 pm

Why no Halo wars
every units sorta squad based making it perfect for something like fallout. plus bases would make a lot more sense.
or
LOTR:BFME
[img]http://pcmedia.ign.com/pc/image/article/645/645923/the-lord-of-the-rings-the-battle-for-middle-earth-ii-20050826053107390.jpg[/img]
which is a great battalion style. (meaning its like an actual war being there are tones of people)
it be good for the enclave BoS NCR and Legion.

what do you think


Not halo wars because I don't have it, so I don't know anything about it. Not BFME, because if I remember correctly, every weapon does cause some damage against everything, and squad size is too large.

It's a good idea but I'd prefer to have De Haivand Venoms dive-bombing enemy positions rather than gunships... Also I think that my 'Comet' tanks should have http://i342.photobucket.com/albums/o431/Cowboy31a/CentorianMkI.png turrets, because damn, a 20mm co-axil gun is just too good to be missed. Oh and I guess they should have http://en.wikipedia.org/wiki/Ordnance_QF_25_pounder for field artillery, but no anti-tank guns for the sake of balance.


I don't know how planes could be handled, but maybe all airpower should be left out, as it's generally messed up. I wouldn't worry about the artillery being too overpowered, the way I hope it's set up, artillery can't damage medium or heavy tanks and you have specially designed AT guns for that. Besides that, I think the http://en.wikipedia.org/wiki/10.5_cm_leFH_18 for the Confederacy (the wheels look very Civil War like).

Anyway, been some time and I've been looking into some weapons. after watching http://www.youtube.com/watch?v=c-CfuvCHq4I, I think the NCR should use the BAR in the LMG role, because IMO it's pretty bad at it. Furthermore, I think Gatling style weapons should be restricted to ROF based factions. Also, I don't think any weapons should be capturable, if a heavy weapons crew dies the weapon is destroyed.

Now setting up the Confederate Army and probably to repeat myself a few times.

They focus on armor and damage

Infantry (when charging they use the http://www.youtube.com/watch?v=ssLMroT2euQ, although I settle for a yee-haw, providing they get the yee part as high pitched and as loud as possible)

-Rifleman (light NPA)
-Bushwhacker (light PA)
-Irish 'Sons of Erin' infantry (heavy NPA)
-Stonewall infantry (heavy PA)

Service rifle-Gewehr 43
Service laser-http://starwars.wikia.com/wiki/A280_blaster_rifle
Missile Launcher-Panzerschreck (updates with targetting systems
Scoped Rifle-Scoped Gewehr 98
Scoped Laser-http://starwars.wikia.com/wiki/E-11s_sniper_rifle
Assault Rifle-StG44 and from exp 4 FG42 (they have laser weapons somewhat based on both rifles, so I think they should have both regular rifles as well)
Assault Laser-http://starwars.wikia.com/wiki/DLT-20A_blaster_rifle
Shotgun-lever action shotgun
Laser shotgun-beam splitter added to laser rifle (actually a bolt splitter as Confederate lasers fire bolts)
LMG-MG42
Laser LMG-http://starwars.wikia.com/wiki/RT-97C_heavy_blaster_rifle
Flamer-http://en.wikipedia.org/wiki/Flammenwerfer_35

Engineers-armed with MP40s and axes
Grenadiers-armed with percussion (impact exploding) grenades and claymores
Ranger special forces-armed with cowboy repeaters, medium armor
Sharpshooter snipers-armed with a lever action sharps rifle

MMG-MG34
HMG-http://en.wikipedia.org/wiki/MG131
Mortar-http://en.wikipedia.org/wiki/8_cm_Granatwerfer_34
Rocket artillery-http://en.wikipedia.org/wiki/21_cm_Nebelwerfer_42
-I am considering allowing rocket artillery also be able to create a smoke screen (or in the Confederate case fire Carolina Gold). In that case, it can create a large smoke screen. Furthermore, I may allow ROF faction to shine here, allowing them to reload faster and fire more rocket per per barrage.
Howitzer-LeFH 18 (renamed to http://en.wikipedia.org/wiki/Columbiad)
AT gun-http://en.wikipedia.org/wiki/8.8_cm_Pak_43

Vehicles (all vehicles can be upgraded with armored skirts, this not CS specific, for all factions, vehicles are very expensive and require a reasonable level in their fuel production this is a wasteland after all)

GMC sierra armed with twin MG15 in the bed, can be upgraded to the laser, a forward firing MG131 can be added in front of the commander's seat (electric powered)

Nightstalker-Panzer 3 armed with 30mm chaingun, a co-ax laser an MG15 on top and a forward firing MG15 (electric powered)

Panther-Panzer 5 Panther (bio diesel)

http://en.wikipedia.org/wiki/Louisiana_Tigers-A K?nigstiger (or in English, Bengal Tiger, commonly known as King Tiger), with the wedge on the front of the http://en.wikipedia.org/wiki/Leopard_2A6's turret added to the front of it's own turret (bio diesel)

As far as defenses go, their bunkers have logs around the concrete walls, as a result, they look like log cabins. In order to stay manned 24/7 they (all bunkers for all factions) require huge stockpiles of food and drinks. This if reflected in a high cost for both resources.

Unique units

-http://starcraft.wikia.com/wiki/Marine, a 5 men squad where all 5 are armed with assault rifles (based on the ones the marines use in starcraft), slightly less armored than heavy armor, but still heavier than medium armor, faster than heavy troops, slower than the rest, no real melee weapon

-http://starcraft.wikia.com/wiki/Firebat, a 5 men squad, all equipped with firebat suits, including the wrist mounted flamers. Their suits are completely enclosed, and as a result they don't suffer the additional effects caused by some smoke grenades (like Carolina Gold, and the same is true for robotic infantry and all vehicles), they still can't see all the way through the smoke (also true for robotic infantry and all vehicles). Their armor makes them completely immune to chemical weapons (pretty much a must if you use wrist flamers). Their armor is just as heavy as that of the marines. Their range is limited to half that of regular flamer infantry, but it covers a wider arc. They do not have melee weapons, but they don't need them because, since punching somebody with their activate flamers is effective enough. BTW, heavy armor does not protect vs Carolina Gold and similar as I thought you still got knocked unconscious by the gas used in DM even if you wore PA

Some Confederate missions (in this order, but not all of them are directly linked)

First mission (maybe not a campaign mission but a tutorial instead)

A small group of ghouls, mutants, robots, slave liberators and their sympathizers who have been attacking nearby towns, now it's your job to protect the towns, find the terrorists and show them Confederate justice.

Easter

This mission can be rather difficult, you only have access to infantry and heavy weapon teams (and you can't train marines or firebats). You can still build but nothing armored. The mission starts easy enough and you have to locate 3 crashed vessels and investigate them. The 3 vessels turn out to be the http://starcraft.wikia.com/wiki/Jackson_V, the http://wingcommander.wikia.com/wiki/T.C.S._Concordia and the http://wingcommander.wikia.com/wiki/TCS_Tiger%27s_Claw. There are many more crashed ships in the graveyard, including http://wingcommander.wikia.com/wiki/Kilrathi ships, several crashed http://memory-alpha.org/wiki/United_Federation_of_Planets ships, other ST ships, even more http://starshiptroopers.wikia.com/wiki/United_Citizen_Federation ships (including the http://starshiptroopers.wikia.com/wiki/Rodger_Young), and somehow the http://starshiptroopers.wikia.com/wiki/Arachnid_%28film%29 and http://starcraft.wikia.com/wiki/Zerg also managed to reach the site.

Once you've found the ships, you have to defend them from waves of attacking enemies (Kilrathi, ST troops, including the Federation, SST troops from both the Federation and the bugs, as well as the Zerg), while you wait for a convoy to arrive to examine the ships back for any valuable technology. From this point on, the marines and firebats found on the Jackson will help you out, but you also have to keep them alive for the entire mission. For an energy cost, the ships can fire a devastating laser barrage at a designated area.

Once the convoy (after many setbacks, so the timer can't be relied on) finally does arrive, you have to defend it while it's on it's way. Once it reaches a ship, it starts to look for any valuable technology, and meanwhile you have to defend it as well as the ships. In the end, there's a small problem, the ships have to be taken back home, and this convoy doesn't have the proper equipment (who could've seen that coming). So you have to wait again, and many more setbacks later you finally have a convoy capable enough to haul the ships back, so you have to protect it while it salvages the ships (again some setbacks). Once that's done you can finally direct the convoy to start it's journey home and you have to protect it until you reach the extraction point.

In future mission, you now have access to marines and firebats. Furthermore, the Confederacy found a few intact http://wingcommander.wikia.com/wiki/Hornet_Light_Fighter and managed to get them going. The technology is too advanced to reproduce, so they (and the ships) are stowed away to keep them safe for research. You also get to see a video in which you see a Hornet fly into space and do some maneuvering. If House or Yes Man is canon, the next part includes a ship leaving earth's orbit. The pilot makes some comments about it coming from Vegas before it's decided to test the Hornet's weapons on the vessel, utterly obliterating the Vegas colony ship.

Waiting for the Federals (comes directly after Easter)

The war against the TVA has gone badly, and now the TVA threatens to invade South Carolina. Hopefully your new marines and firebats can help you turn the tide. The South Carolinians have also perfected their Carolina Gold mustard gas and it's now ready to be properly tested against the TVA. You have to hold out while the Louisiana Tigers are on their way, after that it's time to attack the TVA.

http://www.youtube.com/watch?v=dbTjbLliL00

Having struck a crippling blow to the TVA, it is now time to redirect or focus on The Capital. The Capital has been harassing and invading Confederate settlements in Virginia for some now, liberating their slaves, forcing them to live in the presence of ghouls, mutants and robots. Now at Manassas it is time to make a stand. The full Confederate arsenal is now available. A modified version (so it makes sense) of Jackson's Men of the Valley speech should be included in the briefing as well.
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Penny Courture
 
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Post » Tue May 17, 2011 11:02 am

bump
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Vicki Gunn
 
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Post » Tue May 17, 2011 4:38 am

I think the http://dow.wikia.com/wiki/Space_Marines would fit in for some faction, their power armor looks about right, and they have their own bolters as guns. Also, maybe the TVA would have their machine gun bunker replaced by a tower armed with a sweeping laser, where the laser beam stays for a few seconds and sweeps the area. As a background, the TVA may come from their own underground shelters (possibly paid for with money gained from a lucrative pre-war Enclave contract). They would be elitist and enslave everybody else, but those who show promise may end up in their ranks.
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brandon frier
 
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Post » Tue May 17, 2011 3:16 pm

Why CoH? I never really liked it, felt kind of unbalanced. Why not use a real RTS to mod like MoW or MoW AS :hubbahubba:
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Marine Arrègle
 
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Post » Tue May 17, 2011 7:00 am

Company of Heroes.
Great tactical game.
Good to hear... I thought it meant "City of Heroes". :laugh:
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Brandi Norton
 
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Post » Tue May 17, 2011 2:12 am

Why CoH? I never really liked it, felt kind of unbalanced. Why not use a real RTS to mod like MoW or MoW AS :hubbahubba:


I have tried the demo, and I just can't get into MOW. It's far too similar to Soldiers:Heroes of WW2, and that game completely lacked recruitment, squads and resource income. There also was too much babysitting individual soldiers in that game.
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chirsty aggas
 
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Post » Tue May 17, 2011 2:57 pm

MoW is for people with OCD.
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Lucky Boy
 
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Post » Tue May 17, 2011 12:58 am

MoW is for people with OCD.


Nah, MoW is great :cryvaultboy:
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Laura Cartwright
 
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Post » Tue May 17, 2011 7:40 am

But it's just like playing with virtual GI-Joe or Action Man Dolls, you have to mollycoddle each damn trooper, give him his gun to use, tell him to shoot it, to take cover, and so on and on. The reason why games like COH became popular in comparison to MoW is because the game itself did stuff for you and considering the fact that's one of the main driving factors for video games especially turn based strategy games (I remember how hex-games used to have 'approx time to setup' written on the back) that's kind of a large flaw. In fact MoW is like playing Commandos except with a whole company and less sneaking, which is essentially adding greater tedium to the affair and shouting "DON'T DO THAT YOU STUPID BOY!" every time you accidentally make a wrong move because you're playing finger twister on the keyboard in the vain effort to make a man crouch behind a wall rather than standing there and getting shot in the head.



But I still dike about with my action figures and build 1/72 scale model kits so what do I know...
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Enny Labinjo
 
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Post » Tue May 17, 2011 7:26 am

But it's just like playing with virtual GI-Joe or Action Man Dolls, you have to mollycoddle each damn trooper, give him his gun to use, tell him to shoot it, to take cover, and so on and on. The reason why games like COH became popular in comparison to MoW is because the game itself did stuff for you and considering the fact that's one of the main driving factors for video games especially turn based strategy games (I remember how hex-games used to have 'approx time to setup' written on the back) that's kind of a large flaw. In fact MoW is like playing Commandos except with a whole company and less sneaking, which is essentially adding greater tedium to the affair and shouting "DON'T DO THAT YOU STUPID BOY!" every time you accidentally make a wrong move because you're playing finger twister on the keyboard in the vain effort to make a man crouch behind a wall rather than standing there and getting shot in the head.



But I still dike about with my action figures and build 1/72 scale model kits so what do I know...


Well imo in makes the game more rewarding for players that carefully thinks about every option and places his troops right, makes the game more about skill and less about build orders and clicking fast. Don't get me wrong the I like that sort of games to, I love starcraft 2 for exampel but still, it feels more like im the commander when scattering my troops around some ruins in waiting for the enemys tank, waiting for the right time then throwing an AT grenade and seeing that tank worth a lot destroyed by a simple infantryman because I planned it all out. I CoH you upgrade your panzergrenaders with panzerschreks and right click behind the nearest hard cover, it's not the same.
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danni Marchant
 
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