An expansion/overhaul mod of epic proportions, with entirely rebalanced gameplay, expanded factions, new gametypes, graphical overhauls, and five new factions; stealth-based Confederate Revolutionaries, tower defense-inspired Atomic Kingdom of China, economy-focused Mediterranean Syndicate, DotA-esque Order of the Talon and spammy Electrical Protectorate.

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Our final list, the Mediterranean Syndicate are here! Nothing can stand in the way of profit!

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Mediterranean Syndicate Security Forces

At first glance, the Syndicate is an international electronics, weapons and industrial megacorperation with an unusual obsession with the Classical Era. Neon lights and glass skyscrapers mingle with columns and frescoes of long-dead heroes and the golden statues of pagan gods, and grim-faced security personal mix ancient armour with high-powered weapons and cybernetic prosthetics. Though initially the Syndicate appear nothing more than eccentric, under the corporate facade lies ancient secrets.


At A Glance

Faction Colour : Turquoise
Gameplay Style : Combined Arms
Preferred Theater of Operations : Tactical Infantry and Urban Warfare
Strengths : Good infantry and battlesuits, extremely long ranges, good at making money in the field, extremely flexible due to Aura system and field upgrades
Weaknesses :Vehicles are useful only in a supporting role, lack of large ships or fast planes

Build Mechanic
The Headquarters constructs Construction Lifters, which are basically reusable Nanocores. Costs are split between the lifter and the building; it is far cheaper for the Syndicate to build multiple of the same structure.
Defenses are constructed in the style of the Allies. Each building generates a build radius.

Tier Mechanic
The Research Department projects tier levels to up to three buildings, as selected by the player. They can be moved around instantly by the player's choice.

Upgrade Mechanic
The Research Department allow the researching of field upgrades. Field upgrades carry global improvements to certain units for a flat cost, and can be accessed under the Defenses tab. The tier upgrade from 2 to 3 must be purchased at the Research Department.

Auras
Auras are radii generated by certain units, that effect infantry and battlesuits. Each is basically a buff to the effectiveness of each unit.

Weapons
Gyrojets : These weapons appear to be guns but instead of bullets they fire tiny finless rockets, which accelerate as they travel. The farther away you are from these anti-infantry weapons, the more damage they do.
Railguns : Railguns are recoil heavy, maintainance intensive weapons that use high-powered magnets to propell long needles of iron at hypersonic velocities. These are not the low-velocity, low maintainance weapons found on the Allied Assault Destroyer; the Syndicate keep their best toys for themselves. The anti-tank weapon acts like Natasha's sniper rifle, passing clean through each target onto the one behind. They tend to do less damage as they do not explode or leave much impact force, but they are deadly against massed enemies.

Buildings
Headquarters : The Syndicate do not posses MCVs, so their headquarters structure cannot move. However, their Construction Lifters allow them to mitigate this weakness. The Headquarters can be garrisoned by up to 8 troops, turning it into a fortress.
Generator: The small Syndicate generator functions as a power plant. They can be upgraded to provide more power.
Academy: The Academy constructs infantry units.
Field Clinic : Heals all infantry in a radius to full health when activated. Costs money to use; you think medicine is free?

Hall of Heroes : The Hall of Heroes constructs battlesuits, heavy infantry constructs which function as the Syndicate's heavy hitters. As a secondary, constructs control nodes for battlesuits.
Vulcans Forge : The Vulcan Factory constructs the fleet of Syndicate ground vehicles. It is also the faction's refinery.
Marina: The Marina constructs the Syndicate fleet.
Aerodome : The Aerodome constructs the Syndicate helicopter fleet.
Research Department : Constructs stolen tech units and researches upgrades, as well as projecting tech levels.

Defenses
Walls : These walls are slightly cheaper than normal walls, but that comes at a cost as they are generally easier to destroy.
Mono-Wire Walls : Almost invisible to the naked eye mono-wire walls do not prevent enemy movement but rather cut them apart as they move through. Infantry are immediately slain and vehicles take huge damage from this deadly wire, which is consumed by the action. A warning, the Syndicate do not let their soldiers know where their wirefields are, and more than one unfortunte Auxiliary has met a messy death when not paying attention!
Acropolis : These bunker hold four men and cannot be cleared by normal garrison clearing mechanisms.
Gyroturret : These light turrets, little more than a gun on an automated mounting, fire at extremely long ranges with deadly accuracy. Like all Syndicate turrets it is completely unarmoured and thus very venerable to attack.
Rail Turret : These automated weapons are similar in most respects to the Gyroturret but they are instead armed with a high-powered railgun for anti-vehicle work.
Missile Turret : No airbourne target can stand against the missile turret, which shares it's weaknesses and strengths with the other Syndicate turrets.
Hacker Tower : Every machine has electronics of some kind and the Hacker Tower is it's downfall. Jamming signals prevent the enemy from firing while virus uploads prevent their movement, though only one signal may be projected at a time.
Digitech Aura Projector 2000 : Any unit under the Digitech Aura Projector's radius of effect gains huge bonuses to their agressive, defensive and manuvering capacity, while enemy units are heavily effected in a negative fashion. The Projector can essentially ensure your victory in a single given battle, or pump your troops up for an assault.
Weather Control Machine : This Ultimate Weapon calls on the power of nature herself to destroy the enemy, lightning and gale-force winds tearing enemies apart. The attack radius of this weapon is massive, but it's damage is less than that of the other faction's superweapons.

Infantry
T1
War Wolves : Cybernetically altered packs of wolves are used by the Syndicate as guards, scouts, assassins and pets. Their steel jaws tear apart infantry, while their computer implanted minds can hack and disable vehicles, allowing them to slip past or disrupt the enemy battle-line.
Auxiliaries: Recently inducted members of the Syndicate, these soldiers are junkies for the wide range of illicitly produced designer drugs the Syndicate has flooded the underground with for years. Fanatical to the cause if it means a steady supply, they charge enemy positions with machine-pistols and pipe bombs. Though they do very little damage, they affect infantry, buildings and tanks equally, and are very cheap, making them excellent troops to lead the charge. When faced with an insurmountable obstacle they inject their entire drug reserve and throw themselves into combat. Though the anaphlectic shock will eventually overwhelm their system, they are immune to damage in the meantime, and will clear garrisons in this mode.
Legionary : Highly trained, well motivated and grim to a fault, the Legionary Mercenary Corperation provides the basic infantry of the Syndicate. Armed with high-powered, rocket-propelled rifles and shaped charge grenades, Legionaries do more damage the farther the enemy is from their location. They're heavy armour keeps them safe from most small arms fire, while their grenades slow down enemies and can harm multiple vehicles.
Hoplite : The Hoplite is the prototypical infantry package of the late 20th Century as seen by the Spartan National Security Corperation, a heavy infantry unit armed with a highly advanced railgun weapon, a light carbon nanotube shield/bipod, and a wetware/hardware targeting interface. The emotional partways of these soldiers have been trimmed, making them merciless, machine-like killers.
Certaman : The Certaman Project may have lost the bid as the Allies anti-air infantry, beaten out by the American manufactured Javalin, but the anti-air mortar has gotten a new lease on life due to it's low cost. Each two and a half foot long missile is an intelligent, AI controlled machine; the intelligence behind it concerned only with ending as many lives with it's own as possible, possibly what put the Allies off the concept. In addition, the Certaman can lay a powerful explosive mine that will leap into the air and strike all nearby units.
Immune : The Immune is the Syndicate field engineer, a man with a computerized brain which allows him to make any modification necessary to capture a structure, repair a building or construct an Obelisk, which is a light structure with a large sight range. The Immune captures structures from a distance; this takes several seconds longer than normal, but can be done over walls!
T2
Helios Security : These professional corporate security forces use non-lethal zero point energy to shunt, slow and damage enemies, or else freeze them entirely at short range. Lightly armoured and slowed by their weapon's considerable wieght, Helios are excellent at keeping the enemy at arm's length where the long-ranged Syndicate are better equipped to deal with them.
Satyr : The strange leg projections from Wilderness Solutions Co equips this quick-moving, lethal infiltrator and assassin, who employs the spring-loaded machines to leap huge distances and travel at extreme speeds. Their mono-molecular wire implants allow them to slice apart troublesome enemies of the Syndicate at close range, cutting their targets apart with casual ease. Psych profiles have indicated these soldiers have a jovial attitude to life, treating everything from their training to murderous acts with the same carefree smile. Treatment priority is low.
T3
Centurion : The Centurions are high-ranking members of Legionary Mercenary Corp, and they use the traditional weapon of an officer; a long-barrelled sniper rifle. He projects a minor aura of health regeneration, activating reserves which heals nearby infantry units, and possess a long thermo-optic cloak that allows him temporary invisibility so he can take a shot unseen.

Battlesuits
What are Battlesuits: Battlesuits are sorta like uber-infantry, combinations of features from tanks and infantry. Battlesuits are uncrushable, and in fact some of the heavier ones can crush infantry. They receive damage like tanks, making them mostly immune to anti-infantry weapons but more venerable to anti-tank. They can garrison structures as well. Battlesuits requiring controlling monitors which keep close tabs on these expensive assests; you are limited to eight battlesuits per control node. Like infantry they gain bonuses from Auras.
T1
Praetorian Battlesuit : These infantry cyborg suits, armed with a pair of oversized burst-fire pistols, which are great against infantry. They're heavy armour renders them mostly immune to infantry retribution, allowing them to simply stride through large groups of foot soldiers. They are the lightest battlesuit.
Odysses Aquaitic Armour : Armed with a set of torpedo harpoons, the Odysses acts like a submarine in water, highly effective against sea-based targets and capable of firing without surfacing. On land it is awkward in both movement and combat, losing it's effectiveness against vehicles but becoming deadly against infantry units. While underwater it can fill the sea with crude oil from the tanks on it's back, instantly slaying any animals in the water and forcing subs to surface.
Hercules Heavy Armour : Armed with a light railgun, the extremely mobile Hercules contains the cyberneticly incorperated body of an elite Hoplite, whose supressed emotional core doesn't allow him to appreciate his newfound power. Extremely mobile, the Hercules can easily flank enemy armour, leaping on it's piston legs and jetpack to crush enemy infantry or just navigate obsticles.
Brutus Gladiator Armour : Nothing deals with aircraft, says manufacuring corperation Olympus Technologies, like a net of monomolecular wire heated to thirteen hundred degrees. Any aircraft caught in this net are invaritably heavily damaged; most are destroyed instantly. The "Trident" sear gas system allows them to support their allies in ground-based conflicts as well.
T2
Hector Supression Armour: It is rumoured that the controlling force behind these machines are now little more than a brain, spine and upper torso, that of an uncontrollable addict to psycotropic drugs, no less. The sear gas lauchers mounted on the shoulders of these machines allows them to flush enemies from cover and stun them while their heavy chain-guns tear them to pieces. Cutting off the soothing feeds of narcotics to controlling wetware results in a violent outburst, causing the machine to charge into nearby targets, flipping tanks and splattering infantry with it's great strenth. In normal movement the Hector can crush infantry.
Harpy Air-Mobile Armour : Flying infantry created with data stolen from the Allied Rocketeer, the Harpy uses an EMP rifle to shut down and damage vehicles, as well as to temperarily take buildings off-line. Switching to their flecette cannons gives them decent anti-aircraft power as well.
T3
Mars Artillery Armour: Using massive quad railguns, the Mars has to deploy to overcome the extreme recoil of it's armdement. So powerful are the weapons it carries that these railguns are essentially indirect weapons; firing through the ground, cliffs, buildings, or any other objects is trivial to these hypersonic weapons. The machine maintains a decent rate of fire by cycling the weapon firing at the time; this makes up for the weapon's lackluster damage compared to other heavy artillery. It can, after a breif charge time, fire all four weapons at once, the recoil of which usually knocks it over, but causes massive damage the target.
Spartan Assault Armour : Armed with a long-barrelled rocket launcher, the Spartan is controlled by a bare minimum of wetware, being mostly a robotic machine. It's armour piercing flecette rockets slice any enemy unit to pieces while it's heavy shield makes resistant to most damage. When enemies get too close, the Spartan becomes a deadly close combat machine, striking with inhuman fluidity and grace against tanks and infantry alike. Deployed into Phallax Mode, the Spartan gains a defense bonus for each nearby Spartan around it.
Minerva : Exactly how much of this woman is human anymore is a subject of much debate, but the fact of the matter is Minerva is one of the deadliest people alive (if that word even still applies) Wicked fast and unnaturally skilled with her gryojet rifle and it's underslug grenade launcher, Minerva is highly effective against infantry, buildings and structures. Enemies that get past the hail of rocket bullets and grenades face her monomolecular blades, built directly into her fingers. Unfortunately, Minerva lacks the ability to swim, a grave restriction to an otherwise incredible warrior.

Vehicles
T1
Prothemius : So effective are these ore miners they are sometimes used as combat vehicles, though their high cost and value often makes this unfeasible. Their gattling gun does decent damage to both vehicles and infantry, and their heavy armour allows them to simply crash into enemy positions. Their secondary function deploys them into a repair node and releases a dozen small repair machines that will quickly get an army in tip-top shape.
Hydra : The Tessier-Ashpool Hydra Scout AFV is an extremely quick AFV with a low profile, computer assisted aiming protocols and a brutal reputation as an urban combat vehicle. The Hydra's turret contains two independently mounted gyrojet automatics on ball mounts, allowing the targeting of multiple targets at the same time. In between bursts the Hydra fires sear gas grenades, choking chemicals that burn at the throat and lungs stunning and immobilizing infantry targets, making them easy prey. By deactivating it's weapons, the Hydra can project the Digitech Maneuvering Aura, which increases the speed of nearby units.
Testudo : A heavy infantry carrier which can transport four men, the Testudo is well armoured, amphibious, and fairly nimble for a vehicle of it's size. The infantry inside can fire their weapons out the front of the vehicle; though a limited arc, this gives the Syndicate a very powerful mobile vehicle to project their considerable offensive force. When not transporting troops, the Testudo can project the Digitech Defensive Aura, which increases the defenses and overall health of nearby units. The Testudo is amphibious.
T2
Talos
: This wheeled AFV from AdvanceArmour Inc. is a vehicle for the future of warfare; light, mobile and armed with an extremely high-powered railgun, which will put a 6mm spike through the armour of multiple vehicles without stopping. The lightly armoured design will not hold up to much damage from enemy anti-armour weapons, so the weapon's extreme range is very important. By shutting down the electromagnets powering the railgun, power can be diverted to the projection of the Digitech Aggressive Aura, which increases weapon damage of receiving units.
Lamia : The Lamia Launcher is a fairly heavy anti-aircraft platform which launches and controls a small swarm of intelligent missiles which it uses to down enemy fighters, bombers or helicopters. The missiles have minds of their own and controlling them can be difficult; missiles will attack all targets in the vicinity, not necessarily the one you targeted. It's secondary function is a pulsed electronic signal that disables all weapons, friend or foe, in the vicinity; this can save you from bombers or ground attack planes if well timed.
Cerberus : A triple-turretted tank with a railgun, a gyrojet and an AA missile laucher, the Cerberus, in normal operation, cannot use it's guns but must first deploy into a defensive turret. This is a fairly slow process, but if completed you gain one of the best defensive turrets avaliable. The Cerberus can pack back up if nessesary.
T3
Colossus : Armed with a pair of massive Gladius missiles, the Colossus is an effect and fairly fast artillery piece whose slow-moving missiles are uniquely deadly. Just before impact, the Gladius splits apart into hundreds of tiny monomolecular flecettes which slide through steel and flesh with no resistance. Lethal to infantry, they do much less damage to vehicles, but will slay the crew, allowing the vehicle to be taken over by infantry units. It's secondary function detonates the missiles early, losing their damaging effect to vehicles but killing infantry in a huge radius. Dispite it's power the vehicle has many drawbacks; slow speed, a downright massive minimum range, and a tiny sight radius requiring the support of spotters to use it's long range.
Medusa : The Medusa is an extremely heavy transport vehicle, the largest in the world, in fact. More a self-contained barrack than a fighting vehicle, the thick slabs of armour and huge wheels of the Medusa allow it to crush other vehicles with ease, while it's massive zero-point energy freezes whole groups of targets to be crushed. Transporting up to ten men, who can fire with limited targetting arcs from the vehicle's sides, this vehicle can punch many times above it's cost when filled with infantry. The Medusa is amphibious.

Aircraft
T1
Phoenix : The anti-aircraft copter relies on it's huge range to counteract it's crippling lack of armour. It's seeking gyrojets strike rapidly, quickly knocking enemy craft from the air, but it's lack of ability to shoot and move gives it a definate restriction against enemy craft. By activating it's boosters it can join the dogfighting for a short time, where it's more effective flecette cannons give it more damage and splash. When it dies, gelled gasoline packets lining in inside of the fighter detonate to prevent the technology falling enemy hands, turning the Phoenix into flaming bomb that affects anything it strikes, air or ground.
Chariot Transport : These twin-rotor craft are highly effective at transporting groups of infantry through the air. Capable of carrying five men, it can also use it's zero-point energy system, either to tow a friendly vehicle or to lift an enemy one high in the air.
T2
Stymphalian : This bomb-throwing copter is supremely effective against ground-based threats when employed in suffient numbers. Each bomb is a highly intelligent bomb capable of rolling along the ground independantly towards a target, latching on, then exploding with huge force! With it's secondary the craft sends itself into a dangerous spiral while letting centrifical force launch bombs in all directions, devistating the surrounding area.
Fury Combat Drone : A tiny spinning drone, it's unclear exactly how the Fury stays airbourne. The array of blades, drills and claws lining it's body makes it a great deal more clear how it damages enemies. Diving into the fusilage of enemy planes, it quickly tears them apart and then stands by for further orders. There is a chance that the Fury doesn't escape a downed aircraft, but such is life for these unfortunate drones. The Fury can also bury itself into the ground, waiting like a mine for a passing aircraft before springing up into it's underside. Unfortuately this tactic greatly decreases it's survival chances.
T3
Alexander-class Private Jet : Nothing says "class" quite like this extremely effective aircraft, and there is no better way for a trio of infantry to fly in style. Landing (and automatically, if relutantly, disembarking) with secondary fire, the Alexander is hugely fast and immune to most weapons due to it's wide range of sensor disruptors and safty features; you can only harm it once it has touched down. There is no better way of ensuring a unit reachs it's destination than the Alexander J-34 Private Jet, and that's a fact!
Pegasis Combat Helicopter : The strange specticle of a three rotor combat helicopter is often the last sight of many enemies of the Syndicate; it's huge number of missiles, gyrojets, and mononet launchers boggle the mind about as much as they tear apart ground targets. Normally it keeps the mononet in reserve for special targets, which can be designated by the commander.

Seacraft
T1
Argonaught : Brave men armed with explosive-tipped harpoon guns and C4 charges, Argonaughts wreck havok against enemy boats, sea-based scouts and bases. They can waddle slowly from the water to sneak-attack enemy bases, but are slow to move or fire on land. They cannot be detected by radar.
Neptune-Class Speedboat : Three torpedo launchers line the front of this rapid moving vessel, allowing it to tangle with enemy boats with surprising skill.
Hydra-Class Speedboat : The Hydra is a sea-based transport that can move up to six men extremely quickly over water. It is just barely amphibious, capable of slowly crawling onto land to disembark troops. It's armed with a flecette shotgun for self-defense.
T2
Siren-Class Speedboat : The Siren pulls in enemy forces with it's zero-point energy gun before shooting them with a large, toxic dart, which will quickly kill the crew and leave the vehicle free for the taking if nothing is done. It can also pull submarines to the surface in this mode. Secondary unleashes the virus into the vehicle, turning it into a floating plague-ship which will infect nearby units!
Smuggler Sub : Built to sneak illegal cargo ashore in foriegn ports, this compact submarine can actually somehow carry a vehicle in it's hold. It can also use a specialized zero-point energy gun to steal ore straight out of an enemy ore collector!
T3
Terramerene-Class Gunboat : The heaviest ship used by the Syndicate, the Terramerene is technically a converted merchant vessel with hidden guns. By activating it's civilian mode, the Terramerene changes it's appearence to resemble an enemy ship, before converting back to gunship mode and letting loose with it's sea-based railguns!
Pluto-Class Airmobile Submarine : This heavy, tracking torpedo-armed "Submacopter" is notable for it's inbuilt twin rotor system that can turn the submarine into a somewhat unusual flying machine. In the air, it uses it's torpedoes to attack other aircraft as missiles, while dropping clusters of bomb mines onto unfortunate targets below.

Upgrades
Spacious Interiors : Doubles the infantry capacity of all garrisonable vehicles or structures.
Black ICE : These lethal hacking countermeasures will kill fifty precent of all engineers or inflitrators attempting to enter your buildings.
Focusing Lenses : Increases Aura radius by 25%.
Carbon Nanotube Armour : Increases the armour of battlesuits and vehicles.
Titanium Inserts : Increases the armour of infantry.
Teflon Manstoppers : Increases the damage potential of gryojet weapons.
Tugsten Cored : Increases the damage potential of railgun weapons.
Digital Scopes : Universal Range Increase.
Cutting Corners : Decreases all unit costs by 10%.

Post comment Comments
stephanovich
stephanovich - - 246 comments

Wow can't wait to try this faction out. They sound so badass.

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shinmg92
shinmg92 - - 496 comments

oh god please help paradox development team to finish this mod

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Xantor
Xantor - - 43 comments

Good faction... But I more like Order of Talon or Electrical Protecorate:)

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darkus13
darkus13 - - 79 comments

So... Minerva is like, a commando?
And, this seems very high tech to me so:
-wasn`t the EP supposed to be the most teched-up faction?
-don`t you think those high-tech factions are a bit unfair to the low-tech Confederates?

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Kerensky287
Kerensky287 - - 483 comments

Minerva is a commando, yep. She can't swim, but I seem to remember there being a huge plus to her that balances it out.

And yeah, the Protectorate are still the highest tech. Syndicate forces use some high-tech stuff but it doesn't compare to an army composed of robots with alien weaponry.

And the Confederates are low-tech, yeah, but they use epic guerrilla tactics and dirty bastard techniques to keep up.

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DarkyPwnz
DarkyPwnz - - 482 comments

I think Black ICE should double the capture time instead ;)

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open_sketchbook Author
open_sketchbook - - 1,602 comments

Her huge plus is her grenade launcher, which is basically C4 at long range. She's absolutely deadly on land (On par with Tanya plus the grenades, almost as good as Venus) but her inability to swim limits her to frontal assaults. She's basically the only real heavy hitter in the Syndicate list; everything else is very much on a defensive stance.

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theSniperDevil
theSniperDevil - - 19 comments

When I initialy designed this faction it was based around teh concept of an infantry focus with its otehr vehicles provoding support in "auras". I also designed it specificaly to abalnce with vanilla RA3 armies- so its had some otehr focuses added to it to bring it in line with the other factions. rest assured that it will play different to any other faction in the game- the descriptions are after all- descriptions =)

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Skydragon222
Skydragon222 - - 60 comments

This is looking like a great faction, the battle suits seem like they will be a really cool unit and I look forward to fighting them.

However I have did notice a small problem with this faction. I believe you misspelled the anti-air infantry. It should be certamen. But still that's just nitpicking, I can't wait to try these guys out.

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8ft_Robot
8ft_Robot - - 297 comments

only a supercorporation can rally an army of druggies to take up arms.:P

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Experimentalweapons
Experimentalweapons - - 12 comments

yep, that's what it seems like XD

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overwhelmed Creator
overwhelmed - - 522 comments

Can't wait to use those zero-point energy weapons... Muahahaha~!

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bulletbarrage
bulletbarrage - - 6 comments

Wow, can't wait for those battlesuits!
And nice Shadowrun reference up in the upgrades, haha.

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open_sketchbook Author
open_sketchbook - - 1,602 comments

Shadowrun? Not a chance buddy. My references come from the original source; William Gibson's Sprawl Trilogy, the first Cyberpunk sci-fi. Shadowrun took them from there too.

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Skydragon222
Skydragon222 - - 60 comments

So how do Battlesuits respond to terror drones? Do they die instantly like infantry, or is there time to save them like vehicles?

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open_sketchbook Author
open_sketchbook - - 1,602 comments

Chances are, they'll be immune to their claws entirely, though the EMP might shut them down.

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Admiral_FCS
Admiral_FCS - - 113 comments

How can the researches be implented into the game? A secondary que in the Defence tab?

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open_sketchbook Author
open_sketchbook - - 1,602 comments

Yes, that's pretty much it.

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8ft_Robot
8ft_Robot - - 297 comments

i have a feeling that the Syndicate has something to do with the Order of the Talon.

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Unknown1080
Unknown1080 - - 65 comments

Weather Control Device?? = Allied SW FTW?? If its a WCD, I suggest it needs a lot of abilities like Lightning Storms and tornadoes...maybe Tornadoes are more powerful but can't be controlled and are slow...well its your mod after all..

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yaik7a
yaik7a - - 544 comments

this is my favorte side already

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robbymac
robbymac - - 8 comments

How would spacious interiors work for captured Multigunner stuff?

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open_sketchbook Author
open_sketchbook - - 1,602 comments

It wouldn't. Upgrades apply only to Syndicate vehicles.

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sgtNACHO
sgtNACHO - - 212 comments

that spacious interiors thing will turn the Medusa into the biggest badass in the game!
20 infantry in one vehicle, imagine if you combined factions. You could have tankhunters for antitank, mixed with all kindss of battlesuits, tesla Troopers, Desolator troopers, and don't forget all those sweet ladies the Commandos. 4 Medusas each filled with infantry could bulldoze the world and back. I hope you know what your doing here, because I love it to much to be balanced :)

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open_sketchbook Author
open_sketchbook - - 1,602 comments

If you went for the absolute best combo (Medusa, spacious interior, 8 commandos and 12 minutemen) it would end up costing like 25,000 dollars. And it would be awesome.

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robbymac
robbymac - - 8 comments

Can battlesuits garrison? They're kind of like infantry.

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robbymac
robbymac - - 8 comments

never mind, already answered

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averyfeagan
averyfeagan - - 15 comments

you could add a 2nd upgrade called super interior and it could hold up to 100 infantry or 40 tanks but to keep it balanced, it would cost 5,000,000,000

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open_sketchbook Author
open_sketchbook - - 1,602 comments

I don't know if a game could last long enough to make the upgrade happen.

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renteria
renteria - - 41 comments

Although I am new to this site I have to admit that I am rather impressed by how much work this team has put into this mod. As a Colombian who intends on majoring in robotics and embedded systems I beg you to let me on to this team as a mapper. Even though it may be latter on I would love to work on the Syndicate faction. As someone who had an internship at Lockheed Martin,I love the way you designed the Syndicate. If anything at all I would recommend a level for the Syndicate involving "The Palace of Justice seige". Look it up on Wikipedia and you'll understand why I feel that this should be the opening mission for the Syndicate. BTW this is a long *** post.

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renteria
renteria - - 41 comments

Also I am worried that the syndicate may be at a disadvantage on sea because although its combined arms strategy may be effective; without a commando at sea, and a noticeably weaker vehicles how will the syndicate stand up to the Japanese or any other factions navy's without imbalance?

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open_sketchbook Author
open_sketchbook - - 1,602 comments

Their land units have incredible reach; some Syndicate units can hit enemy artillery with distance to spare. To be effective at sea enemy units will have to avoid straying near to the shores. In addition, the Syndicate's got the Argonaut, who is a very cheap sea unit capable of doing huge damage to enemy ships, but who are very hard to hit in return.

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eyebite22
eyebite22 - - 12 comments

This mod looks great. Can wait to play Empire of the Rising Sun and the Syndicate. I saw something about stolen tech units. Are they like the special troops from RA2? Are the listed somewhere?

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Myrrh7x
Myrrh7x - - 127 comments

Just point out something I realized (Via the Paradox Wiki), there are two units with the name of "Hydra" O_o (Hydra Speedboat and Hydra scout vehicle).
I don't know if that's intentional, but ...
Yeah O_o

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open_sketchbook Author
open_sketchbook - - 1,602 comments

Oh, crap. We'll deal wid that. Thanks.

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Galgus
Galgus - - 554 comments

What is the idea behind upgrades? Are the Syndicate meant to be at a disadvantage without them, requiring them to play defensive until they have them?

Also, whats the point of Black ICE other than making Engineer and Infiltrator attacks even more unreliable? They seem to have enough defensive measures without it, but I may not be seeing the big picture.

And how are players meant to deal with mono-wire walls? Send sacrificial infantry?

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xitsukalong
xitsukalong - - 2 comments

Niceeeeee....ee.e......

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blokrokker
blokrokker - - 21 comments

Another one: the Odysses Aquatic Armor has aquaitic instead of aquatic. And vulnerable is frequently misspelled as venerable (which means old).

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blokrokker
blokrokker - - 21 comments

Spelling corrections:

Prothemius --> Prometheus
Phallax (Spartan ability) --> Phalanx
Argonaught --> Argonaut (no 'gh')

Just helping out. Gotta look professional, eh?

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Blood-Russia-Mk2
Blood-Russia-Mk2 - - 447 comments

Whatever btw The promethius has been removed

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blokrokker
blokrokker - - 21 comments

Oh, really? Thanks for pointing that out. Just trying to help keep the mod professional.

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Bollivar
Bollivar - - 154 comments

for the GREAT FUTURE i add for MEDITERANEAN FOR " GODS "
well in choosing a 1 god from 5 god
5 god - Zeus ( Greek God )
- Jupiter ( Roman God )
- Dido ( Ancient Old Queen of Carthage )
- Hera ( Wife of Zeus God )
- Alexander the Great ( Ancient Macendonian Great Leader )
every god have many bonus and ability for destroy the enemy faction

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Vengefulnoob
Vengefulnoob - - 375 comments

@the_piracy : thats brilliant. Zeus and jupiter were the SAME god!

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Crazycryodude
Crazycryodude - - 5 comments

So if I were to hit a batllesuit with a vacum imploder, who would die first, the suit or the druggie? btw you should have the druggie pop out with a pistol when a suit dies

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