Ok, this topic is a mock up idea for teh boss factions for campaign... As I have given up on doing them my self.(can't figure out how to make a faction only apear on the last mission and/or not be playable)
Boss faction info:
basicly by the point you are running into this version of the enemy they are pulling on their veteran soldiers, this means you will be fighting well armed and highly skilled soldiers.
basic unit notesmodel change: see spec ops model linked
http://www.modulaatio.com/runningwithrifles/phpBB3/viewtopic.php?f=7&t=1782AI changes: 2.5% more accurate
min exp: 3,000
grenade chance: 100% (aka chance of having grenades)
armor chance: 100% vest type II
Weapons/primary
faction special weapon (the burst or semiauto AR)
p90
AA-12
mgl (not in yet)
m107(concept bellow)
Neostead 2000
stoner LMG
weapons/secondary
m202 flash (concept bellow)
riot shield
medkit
cover deploy
tank trap (uses like cover deploy)
UNIQUE WEAPONS INFO
M107(I have a test version of this in my tact ops mod)
info: 10 round sniper rifle with a 1.8 zoom. has a 100% kill chance and can puncture light armor, though do the the weight of the weapon and the kick cause by it user must be crouched or proned to use (weapon must be steadied)
round stats for reference
damage: 0.01 (this is explosive damage)
blast range: 1 (can't damage most vehicles, do to this may be a bug but it is useful)
m202 flash (I have a all at once concept version in my tact ops mod, though this would be one at a time)
info: a 4 round rocket launcher, Though weaker then a standard RPG this weapon has 4 shots per launcher.
stats
damage: 0.7 (standard is 1.0)
shots per launcher: 4 (can either be 1 at time or all at once... all at once was easier to make so only have that made for testing)
total damage: 2.8 just 0.2 less then a tank... this would be the highest powered explosive in the game... which is where the balance problems come in there are 3 ways to fix this.
1. user must be crouched and imobile to fire
2. fires all 4 at once but is highly inacurate (current mock up)
3.fires one at a time but has a long refire time.
Juggernaut notesmodel info: see
viewtopic.php?f=7&t=1782 is named juggernaut model I have 3 designs made though each is a different color.
AI changes: can fire any weapon standing, is 10% more accurate, can not run(only walks), infinite secondary.(if this thing has an RPG run)
min EXP: 8,000
grenade chance: 0%
armor chance: 100% juggernaut armor (concept bellow)
Weapons/ Primary
faction LMG
xm8 lmg (weapon concept bellow)
Weapons /secondary
riot shield
faction RPG
UNIQUE WEAPON INFO
XM8 lmg (mock up in my tact ops mod)
info: a xm8 assault rifle with an 80 round beta mag, has a slight zoom of 1.2 and a high rate of fire.
UNIQUE ARMOR INFO
jugernaut armor
info: an extremely rare armor, found via a single crate in a far off area. this armor can take 8 fatal hits before the user loses it.(only seven from explosives)
use requirement: exp: 6,000
RP value: 1,000
hit info
hit one
bullets: NA
explosives: NA
hit two
bullets: NA
explosives: NA
hit three
bullets: NA
explosives: stun
hit four
bullets: NA
explosives: stun
hit five
bullets: stun
explosives: stun
hit six
bullets: stun
explosives: wound
hit seven
bullets: stun
explosives: wound
hit eight(last hit)
bullets: wound
explosives: kill
SIDE NOTES
1. the standard boss faction soldiers above would be marked as tactops soldiers for the other factions and can be summoned via a rare flare gained from breifcases (spawns 4 of them for 500 rp)
2. the juggernauts can spawn in normal play at 4x the rarity of a standard elite soldier, they have a 100% chance to drop a briefcase and 2 gems. making them a high value target.
3. the juggernauts can fire that LMG of theirs standing up you can not.