One-man mod. Planed to have over 40 playable factions. Going for realism with units ragin' from as early as late world war 2 to near future units. Mod will be release in the near future, as i plan to release early betas instead of holding on to something that never get released anyway.

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Quality/Quantity (Games : C&C: Generals Zero Hour : Mods : Assault Horizon : Forum : Request Function : Quality/Quantity) Locked
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Apr 30 2011 Anchor

I apologize for the incompleteness of the post, it's late here and I'm going to bed soon.

I think it would be nice to see some kind of quantity/quality balance based on which country is being played. For example a country with a large, but conscripted military (e.g. China, North Korea, etc.) should be able to recruit units very very quickly, but they should be very 'green', lacking much experience or discipline (quantity). On the other hand, a country which fields a smaller, but highly-trained, professional force (Israel, England, etc.) should be able to recruit more experienced and effective troops, but more slowly and at a higher cost (quality). In addition, it would be nice to see unit veterancy both more effective and more difficult to reach. This would make gameplay more interesting for smaller nations and at the same time make veteran units exponentially more valuable, especially to conscript-dependent nations.

Also, the rate at which equiptment (tanks, aircraft, etc.) can be produced should also be dependent on either the size of that nation's military or the military industry of that nation. For example, a destroyed tank platoon would be far easier for Russia to replace than for Poland.

OutcastOne
OutcastOne Assault Horizon Modder
May 1 2011 Anchor

All great ideas, I will take them into account and brainstorm abit with a real life buddy of mine, see what he thinks about it, but it all makes perfectly good sense for me. Keep it upp p*a*t*t*o*n!

May 4 2011 Anchor

Some more ideas to throw at you:
I was reading back through the comments, and I noticed that you were discussing what should be classified as 'stealth' and how best to implement it into the game. One possible solution would be to have only certain, more advanced radar systems like phased array or 'billboard' radars be able (for gameplay's sake) to reveal stealth like turrets would in vanilla Generals. You could then remove the invisibility effect from the aircraft if you wanted to. These radars could be expensive, but with a radius large enough to protect your base. They should also have a build limit. The final and probably best form of radar coverage could come in the form of an AWACS plane, which could cover a goodly amount of the map for a short time (for an example of this see the AWACS from the CWC Mod for ZH). The downside of this would be that only a very few of the countries you are planning to include have even this remote possibility of detecting stealth, as few radars, either airborne or ground-based, are powerful enough to generate even a theoretical signal return off of a stealth aircraft.

So you could either say 'screw reality' and add these kinds of powerful radars to all sides no matter what, or you could jack up the price tag on stealth aircraft to make them difficult to get (something else that could help here is to remove the F-22's marginal-at-best A2G capabilities and keep it strictly as an air superiority fighter, that way you can't simply level everything with a fleet of stealth aircraft). Then whenever you want a real challenge you play your game of 'enter small coutry here' vs USA and either see how good your rush game is or try your hand at tackling an opponent who controls the skies.

Last point: also, I think you should make light AA like the Stinger, the SA-7, SLAMRAAM, Tunguska, etc. effective only against particularly slow and/or low aircraft (A-10, AC-130) and helicopters. That was all they were ever designed to engage, and its really frustrating when the little GLA guy with his Stinger kills my Raptor. On the other hand, heavy AA like the PAC-2 and S-300 should be able to easily swat non-stealth aircraft out of the sky as long as they are in their no-escape zones.

Just my $0.02, hope it helps.

Regards,
p*a*t*t*o*n

May 4 2011 Anchor

I like p*a*t*t*o*n's Ideas here. On the topic of stealth, I figure stealth aircraft should be really expensive, and probably weak to an extent. During Operation Desert Storm, for all the aircraft that were used, the only stealth ones were a couple F-117s that made a pre-emptive strike. I think that having stealth detection capability should be rare, and needing it should be just as rare.

On the AA units. I completely agree with p*a*t*t*t*o*n. giving SHORAD units limited engagement opportunity would be nice. Additionally, maybe heavy AA (like Patriots) should have a minimum range? Irl large SAM systems cannot engage air threats that are right on top of them, so why not make this true in-game? It would also add a level of strategy.

May 4 2011 Anchor

i agree with both trooper and patton's idea's about stealth and AA if your going for a realistic approach

Now on the topic of tank units If your going for a realistic approach on this i think the abrams should cost a little more than any other tank due to how well and strong that tank is and it would be somewhat unfair if your a "not tech heavy country insert here" vs USA as the Abrams would most likely win.. and since your bringing reserve forces i think you should make one of those the "cheap tank" for America to give a fair advantage to the others
Also you should give the tanks thier command guns in order to give infrantry players a strategy of how to remove the tank threat instead of surrounding it with just small arms fire (seen it happen alot of times) now unless u want the tank gun able to kill soliders in one hit i think this should be done for all/most tanks

For Artillery if you have the time/plan on adding more you could have it so they are required to have a spotter in the field in order for them to have accurate fire and by spotter im not saying any unit im saying like a spotter unit or have standered infrantry call it, now when theres no spotter at the designated target zone they provide FFE (Fire for effect) instead of accurate fire, you should also make it so they cant fire when the target is withen a certian distance of them as in real life they dont

Edited by: Shazer22

May 5 2011 Anchor

Ya, sorry about the thread derail, I just figured instead of starting a whole new thread I'd just use the one that's already here.

As far as the more advanced MBTs (Chally II, Leo 2A6, M1A2SEP, and to some extent, LeClerc and Merkava Mk4 ) are concerned, there isn't really much to choose between them quality-wise (all have different balances of speed, armour, and firepower) and it all comes down to crew training more than anything else. These are the tanks that should be more expensive than most because they stand a head and shoulders above the MBTs of other nations (the T-Series, the previous generation of Western tanks, etc).

For armour, I would suggest preventing small arms fire from even damaging armoured vehicles (unsupported infantry should be ineffective against tanks without the proper weapons), and allowing the tanks to be able to switch their ammunition from sabot (AT) rounds to anti-personnel (HE) rounds. Also, I agree with Shazer about giving tanks their coaxial guns; tanks should have their MGs, especially in a mod like this.

On artillery I agree with Shazer as well.

Regards,
p*a*t*t*o*n

May 28 2011 Anchor

p*a*t*t*o*n wrote: Some more ideas to throw at you:
I was reading back through the comments, and I noticed that you were discussing what should be classified as 'stealth' and how best to implement it into the game. One possible solution would be to have only certain, more advanced radar systems like phased array or 'billboard' radars be able (for gameplay's sake) to reveal stealth like turrets would in vanilla Generals. You could then remove the invisibility effect from the aircraft if you wanted to. These radars could be expensive, but with a radius large enough to protect your base. They should also have a build limit. The final and probably best form of radar coverage could come in the form of an AWACS plane, which could cover a goodly amount of the map for a short time (for an example of this see the AWACS from the CWC Mod for ZH). The downside of this would be that only a very few of the countries you are planning to include have even this remote possibility of detecting stealth, as few radars, either airborne or ground-based, are powerful enough to generate even a theoretical signal return off of a stealth aircraft.

Regards,
p*a*t*t*o*n


maybe use sattalite? (sounds pretty obvious every faction hacks in the sattalites as upgrade for a couple of secs (like internet center))

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