D
Daikrisis
Guest
About: A war mod which aims to be like no other. Civil war grips the [name] Sector as two warring factions threaten to destroy the vast number of worlds and millions of its population. Can the actions of a regiment affect the outcome of this war? Will one side be the ultimate victor? Only time will tell.
Gameplay: A truly unique gameplay will see that the teams in action will be exactly as the title. Not only as infantry units be protected by tank squadrons but they, in turn, will also be able to protect their armoured allies. Do not misunderstand the term "units" and "squadrons". Combined Arms will feature a squad-based system that will allow players to "buy" their squad members or additional vehicles. These squad members can each be individually upgraded with a matter of different things not to mention whole unit upgrades available. In addition, your computer allies will gain experience for their actions on the field and, intern, players will be "promoted" to gain access to better equipment.
Units: Combined Arms will aim to feature both infantry, vehicles and aircraft. Infantry have the option of having squads of 5 of 9 men, Vehicles may have up to 4 units and aircraft may have up to 3 units. The other factor for the vehicles and aircraft is that they may mix the units available. Ie. A aircraft squadron may consist of a 20man infantry carrying capacity and a 2 fighter escort.
Balance: It is important for this game to achieve balance and to make sure that no one unit will be "whored". Though infantry may under powered at first, they will gain benefits such as cheaper upgrades, higher mobility and on-field reinforcements via an APC. However, an all infantry team, despite all the benefits, would get steam rolled by a fully balanced team that contained a mix of all three classes.
Focus: The aspects that this game will focus on is balance, as said above, and tactics. Though other games and mods may claim that they are tactics based, Combined Arms will be unique to those out there. By helping to promote "sensible" courses of action in-game, Combined Arms will reward a decent player with a cool head under fire over a "leetist" who will run in spraying. For this to happen, in depth AI is needed so that squadmates WILL cover each other or will warn of incoming dangers.
Squad Morale: Each unit will have its own morale rating which will be affected by a number of factors on the field. The presence of an enemy tank squadron showing up at the infantry squad's rear may cause them to break but quick reaction by commanders may turn an all out rout into a fighting withdraw. Also, destruction of enemy units will cause morale boosts inspiring the troops to aim better or stand their ground more firmly.
Formation/Cohesion: Each player will have a choice in choosing what formation and the distance apart his or her unit will take up. Multiple formations can be chosen per map and even cycled through several times once deployed. Squadmates will also be able to recognise the changes in terrain and recommend adjusting formation to which the player will take action for or against.
Concept-Commander Mode: Replaces the standard spectator spot on servers where the spectator is able to help the team with organisation and can carry out orders. The commander is able to gain the res/credits while holding this position and is has a set period to join a game, when someone drops, where no one but he or she can join.
Recruitment: Currently the team consists of just me and my thoughts. You don't need to be "uberleet" in the particular field you are capable of, any help would be greatly appreciated. If you are interested, email me at [email protected] or pm me.
Thanks.
Gameplay: A truly unique gameplay will see that the teams in action will be exactly as the title. Not only as infantry units be protected by tank squadrons but they, in turn, will also be able to protect their armoured allies. Do not misunderstand the term "units" and "squadrons". Combined Arms will feature a squad-based system that will allow players to "buy" their squad members or additional vehicles. These squad members can each be individually upgraded with a matter of different things not to mention whole unit upgrades available. In addition, your computer allies will gain experience for their actions on the field and, intern, players will be "promoted" to gain access to better equipment.
Units: Combined Arms will aim to feature both infantry, vehicles and aircraft. Infantry have the option of having squads of 5 of 9 men, Vehicles may have up to 4 units and aircraft may have up to 3 units. The other factor for the vehicles and aircraft is that they may mix the units available. Ie. A aircraft squadron may consist of a 20man infantry carrying capacity and a 2 fighter escort.
Balance: It is important for this game to achieve balance and to make sure that no one unit will be "whored". Though infantry may under powered at first, they will gain benefits such as cheaper upgrades, higher mobility and on-field reinforcements via an APC. However, an all infantry team, despite all the benefits, would get steam rolled by a fully balanced team that contained a mix of all three classes.
Focus: The aspects that this game will focus on is balance, as said above, and tactics. Though other games and mods may claim that they are tactics based, Combined Arms will be unique to those out there. By helping to promote "sensible" courses of action in-game, Combined Arms will reward a decent player with a cool head under fire over a "leetist" who will run in spraying. For this to happen, in depth AI is needed so that squadmates WILL cover each other or will warn of incoming dangers.
Squad Morale: Each unit will have its own morale rating which will be affected by a number of factors on the field. The presence of an enemy tank squadron showing up at the infantry squad's rear may cause them to break but quick reaction by commanders may turn an all out rout into a fighting withdraw. Also, destruction of enemy units will cause morale boosts inspiring the troops to aim better or stand their ground more firmly.
Formation/Cohesion: Each player will have a choice in choosing what formation and the distance apart his or her unit will take up. Multiple formations can be chosen per map and even cycled through several times once deployed. Squadmates will also be able to recognise the changes in terrain and recommend adjusting formation to which the player will take action for or against.
Concept-Commander Mode: Replaces the standard spectator spot on servers where the spectator is able to help the team with organisation and can carry out orders. The commander is able to gain the res/credits while holding this position and is has a set period to join a game, when someone drops, where no one but he or she can join.
Recruitment: Currently the team consists of just me and my thoughts. You don't need to be "uberleet" in the particular field you are capable of, any help would be greatly appreciated. If you are interested, email me at [email protected] or pm me.
Thanks.