Ok here is an idea for high rank game play, command mode. in this mode the user can aim attacks and call in for supplies and reinforcements, this mode will be accessible via a command tent on all maps, except for KOH maps.
warning idea is haphazard in construction sorry if is hard to read.
How the command mode would work.
by default the command tent spawns with a 1 star general in it, this means only high ranking players can use it. But once they can use it they are given a slew of options via a command screen (digital version of the map). from this screen the player can spend "supply" to change orders or even gear of the allies. They can also use supply to change the attack or defend location orders. this allows the commander to shape the flow of the battle in their favor.
The command mode is a pad with 3 tabs on it, map (order attack defense), requisition(troop gear orders), and reinforcement (vehicle orders)
THE supply points. on each map you have a finite amount of supply points based on max soldiers and bases owned. with each soldier to the max giving 2 supply points and each base giving 50.
lets say you have 150 max soldiers and 4 bases thats 500 max supply, though 300 of it is being used for soldiers at the time, so you have 200 supply.
USING THE SUPPLY POINTS by default you will have max soldier spawn set, and each soldier takes up 2 supply points. There for each soldier uses 2 supply points to exist. because of this in command mode you can lower or raise teh amount of troops on the field but note you can never put it over the max soldier limit set at the beginning of the campaign or map.
Each tab on the command pad has ways to use supply points.
MAP TAB on this tab the user can spend 10 supply points to order a rush to a location or a defensive bolster.
REQUISITION TAB here the commander can order gear for the fodder, this gear is limited and costly but can change the battle. examples vests: orders 50 type 2 vests for the army; costs 50 supply points (next 40 soldiers spawn with vests) demolitions: orders 4 m32's and more rocket launchers; costs 75 supply points (next 4 soldiers spawn with m32's and soldiers are 50% more likely to spawn with RPG's) stealth ops: spawns a squad of 6 soldiers armed with suppressed weapons behind the lines (farthest enemy base at a safe distance); costs 150 supply points fortification: orders mortars and turrets to be deployed at a base; costs 200 supply points (base is selected in map tab)
REINFORCEMENT TAB here teh commander can order in vehicles that will be dropped at a designated location. this is expensive to say the least, and will more then likely require a cut in soldier numbers. examples 3rd armor: calls in 4 tanks; costs 250 supply points armored transport: calls in 3 APC's; costs 200 supply points humvees: replaces jeep spawns with humvees (toggle); costs 150 supply points (green does this if they can) bradley tank: replaces the apc's with bradley tanks; costs 200 supply points (toggle)(grey does this if they can) t-90 tank: replaces tanks with t-90 tanks; costs 300 supply points (toggle) (brown does this if they can)
BUILDINGS Sense this idea requires them here are the 2 buildings that come with this. (aka immobile vehicles)
command tent health: 2.5 info: single seat tent with a radio and a command pad, used to command soldiers has a one star general by default.
Armor deploy zone info: a landing pad in which vehicles are air dropped when called from the command tent. has not health as it is jsut a drop zone.
VEHICLES AKA THE BRADLEY AND T-90 mentioned above
bradley tank info: an upgrade to the APC, equiped with a faster firing cannon and a secondary turret which fires rockets. other then that same stats as APC health: 2.5 seats: 1 driver, 2 gunners (cannon and rockets.. rockets have a 10 degree firing area from cannon), 4 passengers
t-90 tank info: an upgrade to the tank, equipped with better armor, and a remote machine gun(mg gunner is armored like driver and main gunner) other then that stats are the same health: 4.2
IDEA USE CLARIFICATION example, this example has both sides using 150 soldiers on a an 8 base map. the sides are green and grey
by default the green side will use the humvee upgrade as they have 200 cp to spend, the grey will also use the Bradley upgrade as they have 200 to spend(this is auto for the one star general), this leaves the green with 50 CP reserve, which can be used on requisition items, as it is an AI in control they will get the vests.
after this start up gear grab the greys will have a better APC, while the greens will have humvees and 40 soldiers armed with vests, both sides will have 0 CP left
later in the battle teh greens vests spawns run out giving them the capasity for that 50 CP back (slow regen) and they greys capture a base giving them 250 CP in use and lowering greens to 150. At this point lets say a player jumps into the greens command and unticks the humvees, meaning jeeps will start spawning again instead of humvees but the green now has 150 cp to use. said commander also drops teh soldier count from 150 to 75, this gives the green 300 CP which teh commander then uses on the t-90 toggle.
at this point they greys have Better APC and probibly vests, while the greens have less forces and better tanks.
later in the game, the greens have retaken the captured point and capruted one of their own, this allows the commander to raise the soldiers back to 125. This also auto disabled the greys APC upgrade as tehy do not have enough to keep it maintained, at this point they Grey AI commander will put in a vest and demolitions order allowing them to retake one of the points. DO to this the player loses the t-90 upgrade unless they lower the troops again.
yeah bad at scenarios but you get the picture, or should.
_________________ I regret even hearing of this game!
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