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BigPoppaBear

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Everything posted by BigPoppaBear

  1. BigPoppaBear

    C&C: WIII - Rise of the Middle Kingdom

    Just as in C&C: WWIII, I believe the ideal format is the top-down isometric real-time strategy format, for the same reasons I used when justifying this for use in C&C: WWIII. In contrast to C&C: WWIII, I envisage three types of game play in Rise of the Middle Kingdom. 1. Skirmish Mode: Simply where players choose one of the 8 teams and play off amongst themselves or against AI players, or both over the Internet or PS2/Xbox broadband. The winner is the last team standing and there is no mission structure. This was the recommended type of game for C&C: WWIII. 2. Campaign Mode: This is where the player chooses to play as China, the new team, against another team in a mission-based structure. I recommend a five-mission campaign against each of the other seven sides. I also recommend that this be only done for China, because as stated before, I am no technical wizard and am unsure as to whether or not this could be accomplished for all eight teams. 3. Multi-player Campaign Mode: Inspired by the Co-operative mode of multi-play on Red Alert 2. Two or more players work together as any two teams (except China) to fight against a Chinese army stronghold. Again, I suggest about five different missions. I believe that the Campaign and Multi-player Campaign modes will bring a new dimension to WWIII and with it, mass market appeal
  2. BigPoppaBear

    C&C: World War 3

    Not for long.... mu ha ha ha ha ha ha ha
  3. BigPoppaBear

    C&C: World War 3

    My comp doesn't have the minimum specs for Generals. I almost killed myself over it.
  4. BigPoppaBear

    C&C: World War 3

    The Obelisk is just an old-fashioned Prism tower. Although it was cool how everything except the Mammoth tank took one hit to kill. I thought the Orca bomber was too slow, it never seemed to get where I sent it. Maybe that reflects my skill at TS... :cry:
  5. BigPoppaBear

    C&C: World War 3

    I kinda liked the Mammoth MkII. Except it was a big useless bit of junk on a big map. It was far too slow. The bi-pedal robot tanks, like the Wolverine were pretty cool, but it's too futuristic. I liked the Orca Carry-All, it just made so much sense to me.
  6. BigPoppaBear

    C&C: World War 3

    Yeah, in a game full of ****ty units... :roll:
  7. BigPoppaBear

    C&C: World War 3

    Okay, I'll be honest. I thought that TS totally blew, and I wouldn't include anything except maybe the Hunter-Seeker, and the Orca Carry-all. I could include the FireStorm Generator in the add-on pack for all sides if everyone thinks it would make the game better.
  8. BigPoppaBear

    C&C: World War 3

    Would anyone be interested in reading the script for the add-on pack for WWIII? You reckon it's worth posting? Also cheers to El Julz (real name or other alias unknown) for his recommendations and advise. Thanks mate
  9. BigPoppaBear

    C&C: World War 3

    I did send an e-mail through the official site - this generated no return. Well, you heard Nachmore - I have no skills whatsoever in remodding games, but I can learn fast, and I can give some basic artwork on my design ideas. Anyone who knows better wanna get set on this? Write me: [email protected]
  10. BigPoppaBear

    C&C: World War 3

    The FireStorm Generator and Subterrain vehicles were in Tiberium Sun, which when I first wrote this script had yet to be released. I would probably not include them now, as the firestorm kinda pissed me off and the Devil's Tongue, for example, was never in my mind a specimen of a fine unit. While I loved the strategic implications of being able to tunnel, it came across as somewhat disappointing.
  11. BigPoppaBear

    C&C: World War 3

    Anyone excited about the soon-to-be printed add-on pack, Rise of the Middle Kingdom?
  12. BigPoppaBear

    C&C: World War 3

    I remember Thieves not having that ability in RA, and it annoyed the hell out of me - how were you meant to use them effectively if they can't get anywhere? Just as in Spies, Thieves can disguise themselves, but will be recognised by dogs. Phoenix - One missile per satellite, GPS charges much faster than the Anti-sat missile, which can also target the Ion Cannon satellite.
  13. BigPoppaBear

    New CnC Games ANYTHING AT ALL!!!

    :shock: Haven't you heard of World War 3?
  14. BigPoppaBear

    C&C: World War 3

    Yeah.... *smiles and nods*... What you talking about? :?
  15. BigPoppaBear

    C&C: World War 3

    The spy in the Construction Yard never occurred to me - maybe halted production for a set amount of time? Thieves would steal half of the other player's money. I don't wanna make this too easy for people. As for the Spy Satellite, the Allies have GPS, which fulfilled the functions of the Spy Satellite without the need for a seperate building. It can, however, be destroyed through the use of the Phoenix Anti-sat Missile. Advanced Radar Domes/Centres also reveal the entire map.
  16. BigPoppaBear

    C&C: World War 3

    Cheers for the input Iraq: I actually wrote this "script" originally back in 1998, when Saddam was still in his power. I would be hesitant to remove him from the game as I feel that many consumers would be happy to have the chance to kick Saddam in the ass. In the interests of the balance of power, the power of each team is essentially balanced. Whilst some teams have extremely good tanks, for example, their Airforce, infantry and naval units will be significantly weaker than other teams. Obviously, each case is not as cut and dried as that, but I would like to think that I have made tactical thinking a necessity for a successful skirmish, as brute force alone will not win. Spies: When I first wrote the script (before the release of RA2), I had in mind that spies would hold the same purpose as they did in RA - that is, enabling the player to see what the opposition is building, hence also why I kept Thiefs in the Allies' construction options. However, following the release of RA2, there were a few attributes of spies that appealed to me, such as using disguises (fantastic idea when two teams are allied with one another), sabotaging power and radar, and stealing technology in order to gain new units. The uses of the spy for WWIII are as follows: Power Plant/Advanced Power Plant: Power is cut for 90 seconds Ore Refinery: Player can view how many credits the opposition has (until the building is sold or destroyed) Barracks: Player gains ability to build one basic infantry unit that is usually exclusive to the opposition. This unit is selected at random, and can only be used once per opposition team. War Factory: Player gains ability to build one basic vehicle unit that is usually exclusive to the opposition. This unit is selected at random, and can only be used once per opposition team. Radar Dome: Shroud is reset. Tech Centre: Player gains ability to build one advacned infantry/vehicle unit that is usually exclusive to the opposition. This unit is selected at random, and can only be used once per opposition team. Airfield/Helipad: The aircraft on that particular Helipad/Airfield is sabotaged, and will crash the next time it takes off. Superweapon/Bomb Silo: The timer for the weapon is reset. Campaigns: My main reason for not including campaigns was, as stated, that in order to meet C&C standards, each mission would need a fabulous intro and debriefing FMV. There's no way you could get that many discs and sell them. Also because I am lazy, I wouldn't have been able to come up with a varied mission structure for each and every team. There is a possibilty, for a five-mission campaign for each team in Rise Of The Middle Kingdom.
  17. BigPoppaBear

    C&C: World War 3

    Unless WW have spies infiltrated into the forum and steal me idea....
  18. BigPoppaBear

    C&C: World War 3

    lol, as soon as you help me sell it to WW
  19. BigPoppaBear

    C&C: World War 3

    Any comments at all on any of the new vehicles/units/weapons/bombs? Or the game in general.
  20. BigPoppaBear

    C&C: World War 3

    Bombs, Special Weapons and New Features There are five kinds of bombs available in the game: Nuclear, Biological, Atomic, Thermonuclear, and Hydrogen. Hydrogen: Hydrogen problems are the singularly most powerful bombs in the game. Although the blast range is smaller than that of any other bomb, it is guaranteed to destroy everything in its radius without fail. It takes the longest time to charge up. Nuclear: Nuclear bombs are the second most powerful bombs in the game. They have the widest blast radius, capable of eating the heart out of any base. Walls, buildings and defences will be reduced to ruin. As an added bonus, a wide patch of radiation resides on the battlefield for a period of time after usage, which sustained exposure to can destroy the strongest of vehicles, and instantly kills infantry EXCEPT those wearing protective clothing, i.e., shock troopers, chem-warriors, thermonuclear warriors, etc. Due to its power, it also takes a long time to charge. Atomic: The atomic bomb is similar to the nuclear bomb in terms of radius and strength, but does not scatter radiation. It is slightly weaker than a nuclear bomb, as some re-enforced defensive and key structures can withstand the blast. It has the advantage that it charges quicker than a nuclear bomb. Thermonuclear: Thermonuclear bombs release a large amount of thermonuclear energy into the surrounding area. It causes no blast damage. However all units and buildings are weakened by the huge amount of radiation, and extended exposure will destroy anything. The radiation stays around for a longer period of time than the radiation created by a nuclear bomb, and the charging time is moderate. Biological: Biological bombs are similar to thermonuclear bombs in that they do not cause blast damage. However, the difference is that this bomb scatter virus particles across the blast zone, infecting all infantry with the virus, except those wearing protective clothing. It does not harm buildings or vehicles, but the virus particle hang around for a while, so if strategically placed, a biological bomb can be very effective. The Special Weapons The Soviets The Electro-magnetic Pulse: This beautiful device freezes all enemy production and stops tanks, air vehicles and naval units all dead in their tracks, apart from your own. Invulnerability: This weapon makes a group of up to six vehicles completely invulnerable for a certain period of time. The Allies Chronoshift: This allows you to move a group of up to six selected vehicles anywhere on the map. The Ion Cannon: This space-launched weapon fires a laser from a satellite powerful enough to burn through any units and some structures. Airstrike: As soon as the planes have been loaded and refuelled, you can call upon the 5 bombers to deliver a massive napalm payload over anywhere on the map. The Federation of the Black Sun The Thunderball: This weapon is the harnessed power of the Chonosphere side affect known as the Vortex. This extremely powerful weapon fires chrono-blasts to structures at such a high velocity, the building or unit is shattered within a few blasts. It lasts for 5minutes, but has to be released from your base. It will attack anything it encounters on its way. The Cloak: This device allows a group of 6-8 units roam the battle field undetected even where firing. It can also cloak a building for the entire mission/skirmish. The Iraqis Radioactive Strike: The leftover radiation from the thermonuclear bombs is stored and built up. This radiation can be released at anywhere you want on the map. It corrodes tank armour, decays buildings and melts infantry. The Serbs Radar Knockout: This effectively blinds all of your enemies by shutting down all radar domes across the map. It has no effect on GPS. Airstrike: See The Allies. Phoenix Miniature Homing Vehicle: This little machine makes its way from your Space War Factory into space, then fires itself down on the specific target with enough velocity to shatter it to pieces. The beauty is, if during the time it takes to come down from space the target moves, the MHV will follow it and self-destruct on it. Nike-zeus Missile: This missile is launched from space and separates into a cluster missile once penetrating the atmosphere for widespread damage to the target base. NATO Blackout: The Blackout takes out all the power across the map. It renders all teams helpless for the entire duration of the blackout. This does includeyour own power supply, so building a Back-up Power Plant is well advised. Special Weapons Interceptor: This super-missile will destroy an incoming missile in mid-air or, if launched at the right time, inside the enemy base, causing it to damage the surrounding units and structures. Tracking: By use of a Tracking Tank or Trooper, an enemy unit can be “bugged” and tracked to wherever it goes. This reveals on your map where the unit you bug goes. It will remove shroud and if you bug the right unit, lead you to the enemy base. If a unit becomes cloaked, you will be able to track it on radar. New Features of C&C:WIII Terrain C&C: WWIII is home to four different kinds of terrain, each providing a unique fighting experience. Temperate: The most versatile terrain, Temperate can be long flat fields, rocky mountainsides, forests, or bumpy fields with rural communities. These may contain lakes and rivers, and may often be on a shore. There will be a few country roads and bridges. Snow: There are two main maps that use Snow terrain – rocky mountain tops and snowfields. Units are generally a little slower on Snow terrain, due to the cold and the depth of the snow. There is likely to be sea nearby. Desert: Desert terrain is very bumpy and most units need to drive slower than on Temperate terrain (except Desert Buggies). There is no chance for naval warfare here. Urban: In C&C: WWIII, battle can be fought within cities, on the streets, alleyways and in parks. Civilian buildings can be destroyed to clear way for bases and battlegrounds, adding to the destructive fun of previous C&C titles. Another new feature is that having more than one of any kind of Production buildings (Barracks, Kennels, War Factories, Naval Structures, Airfields, etc EXCEPT CONSTRUCTION YARD) will enable you to train or build two units at the one time, i.e., two War Factories allows construction of two vehicles at the one time. The Service Depot One new feature of C&C: WWIII is that now vehicles can be sold for a fraction of their original cost. To sell a unit, place it on the Service Depot and use the “Sell Icon”. So that's lowdown on C&C:WWIII. Let me know what you all think, and I'll soon post the details of the add-on CD; Rise of the Middle Kingdom[/b][/u]
  21. BigPoppaBear

    C&C: World War 3

    NATO FULL CONSTRUCTION OPTIONS Buildings Power Plant, Advanced Power Plant, Ore Refinery, Silos, Barracks, Kennels, War Factory, Radar Dome, Technology Centre, Advanced Radar Dome, Airfields, Sub Pens New Buildings Back-up Power Plant: This power plant, in times of crisis or when you have just released the Blackout, will keep your construction yard and manufacturing structures online. It will not power your defences, and will give you no extra power. Tracking System Station: This building records the movement of vehicles with tracking signals on them and shows where that unit goes. Incredibly handy in a mission with lots of shroud on a huge map. It is a prerequisite for the Tracking Tanks and the Tracking Troopers. Interceptor Silo: Similar to the Phoenix ABM Silos, the Interceptor Silo will launch a missile to destroy another enemy’s missile and also removes other teams interceptor missiles. Nuclear Silo: Houses NATO’s Nuclear Bomb. The Pentagon: This impressive structure, although it has no uses in itself, is a prerequisite for the Tracking System Station, the Blackout Generator, the Nuclear Silo and the Back-up Power Plant. Blackout Generator: Generates the NATO special weapon, the Blackout. Defences Sandbags, Concrete Wall, Radiation Posts, Chemical Guard Towers, AA Guns New Defences Radiation Posts: The radiation posts constantly contaminate the area around them with radiation. Since they can be built a distance away from your base, they can reduce all incoming infantry rushes to green goo and weaken tanks to the stage where your bases’ main defences can eliminate them easily. Chemical Guard Towers: These defence structures emit blasts of chemical waves that melt infantry and cause tank armour to corrode. Vehicles MCVs, APCs, Ore Truck, Armed Ore Truck, Demolition Trucks New Vehicles Power-overload Vehicles: These cloaked tactical vehicles, if they can be attached to an enemy power plant, provide the enemy with an increasing amount of power, which eventually becomes more than the power plant can handle and causes all power across the base to be shut down. If contact with the power plant is broken, or the vehicle is damaged, the enemy’s power returns, at the power level 50% more than what is required. However, this is a small risk to take, as the Power-Overload Vehicle is cloaked and impossible to detect. Warhead Tanks: This tank is so powerful that only one tank may be built at the one time. Heavily encased in a titanium alloy armour 11-inches thick, this huge beast rumbles across the battlefield at a menacingly slow speed. From its huge 24-inch cannon, it fires small nuclear warheads, with a yield of about 10-kilotons per warhead over a large distance. Its only drawbacks are its minimum firing range and its price. However, its massive armoured bulk can withstand a huge pounding, and its long range mean that it could single-handedly take on an enemy base…and win. Tracking Tanks: These small tracked vehicles move quickly across the terrain to fire a tracking bug on an enemy unit, whose progress is watched on radar. Immensely useful for revealing shroud and finding enemy bases, these units are otherwise fairly useless, having no weapon and light armour. zero-90 Rockets: Similar to the Iraqi Zero20s, these missile platforms can elevate to 90 degrees, eliminating the minimum range, and also creating the opportunity to hit over passing aircraft. Hovering People Carriers: These transports have heavy armour to ensure people arrive at their destination, with a mounted Chaingun for their protection. The Hover People Carrier gives NATO an advantage: the ability to transport troops over the water, without having to build a naval factory. Aircraft Parabombers, Paratroopers New Aircraft Vehicle Air Transports: Large transport aircraft that can move one large or two small vehicles to any point on the map. Heavily armoured and durable, they are armed with a Chaingun to help clear the landing zone of minor threats to the landing force. They can move moderately quickly, but rely on their heavy armour to get their load to their destination intact. Harriers: The Harrier is a high-speed fighter/bomber with the ability to shoot down incoming enemy aircraft or bombard the enemy base from high altitude. Infantry Riflemen, Grenadiers, Commandos, Engineers, Mechanics, Rocket Soldiers, Dogs, Spies New Infantry Tracking troopers: See Tracking Tanks. New Naval Units Submarine Warhead Launchers: The ultimate sea-based missile platform. Once it gets close to shore, it is able to fire a conventional cluster warhead at the enemy base, causing devastating widespread damage. Fairly speedy, it is able to move from location to location to attack a base from all different angles. Its disadvantages are its relatively short range, its long reload time, and its high instability due to the number of warheads it carries – a couple of hits can damage the warheads, causing them to explode in the holding bays. To fight against this, the Submarine Warhead Launcher is armed with two torpedo tubes. Like all sea-based missile platforms, it must surface to fire its cluster warhead. Beach Boats: The Beach Boat is the new method of transportation for NATO forces. Capable of carrying 5 passengers and 2 vehicles, Beach Boats travel at a phenomenal speed across the waves towards the shore, beaching itself to allow its crew to get off. Due to its high speed, it is extremely difficult for torpedoes to lock on to and has no need for weaponry. However, to maximise speed, it is very lightly armoured. It is also extremely vulnerable when it has unloaded its crew and is heading back into the water. Bombs: Nuclear Special Weapons: Blackout, Special Weapons Interceptor, Tracking.
  22. BigPoppaBear

    C&C: World War 3

    PHOENIX FULL CONSTRUCTION OPTIONS Buildings Power Plant, Advanced Power Plant, Ore Refinery, Silos, Barracks, Kennels, War Factory, Radar Dome, Technology Centre, Airfields, Heli-pad, Sub Pens. New Buildings Advanced Technology Centre: The Phoenix technology and research building. It is a prerequisite for the Anti-Satellite Missile Launch Sites, the ABM Silos, the Space War Factory, the Mobile Missile Sites, the Missile Tanks and the MAD Planes. Anti-Satellite Missile Launch Sites: A special defence system that will periodically fire a missile into space and destroy enemy satellites such as GPS or the Ion Cannon. ABM Silos: These silos store a special missile that will intercept an enemy missile as long as it is ready when your opponent launches. Space War Factory: This building powers up the Phoenix special weapon, the Miniature Homing Vehicle. Defences Sandbags, Concrete Walls, Turrets New Defences Missile Turrets: Similar to the ordinary Turret, the Missile Turrets launch heat-seeking missiles instead of shells, and can target aircraft. Vehicles APCs, MCVs, Ore Truck, Armed Ore Truck New Vehicles Demolition Tanks: These large vehicles are equipped with a huge powerful piston that pounds the target repeatedly at high speed delivering destructive punches that weaken the foundations of buildings and crush tanks and infantry like bugs. Heavily armoured and moderately quick moving, the Demolition Tank is a powerful asset to the Phoenix armed wing. Mobile Missile Sites: Poorly armoured and highly explosive due to the warheads they carry, the MMLS is nevertheless a valuable instalment in the Phoenix army. It gives the team the tactical advantage with being able to launch a small high yield missile from any position on the map. It has a long range, and the mobility ensures that it will reach its target. However, air defences can shoot down missiles, and the reload time is about 30 seconds. Missile Tanks: Improvement of the MMLS, the Missile Tank is a stronger tank with the capability to launch Stinger missiles from both of its twin turrets. The lock-on nature of the Stinger allows it to chase aerial units, as well as almost certainly guaranteeing it will hit a land or even sea unit. The range is not as vast as the MMLS, but the reload time, armour, and accuracy of the Missile Tanks are all far superior. Kamikaze Tanks: These tanks carry around 200 kilos of C4 plastic explosive, and travel quickly towards their target. With no gun to defend itself, its only defences are its speed and the blast radius of the explosives. The tank drives along to its target and detonates, causing huge damage to all structures, vehicles, and infantry in its vicinity. Black-out Tanks: These special tanks are the pride of the Science & Technology wing of Phoenix. Once close enough to the enemy base, it projects an ionised magnetic field around the base, which shuts down the power and interferes with all radar devices. This then opens the base up for attack. However, it has no other weapon and is extremely fragile, so it must be well protected. Aircraft Chinooks New Aircraft MAD Planes: Essentially, a kamikaze aeroplane controlled by computer systems and robots that direct it towards an oncoming infantry/tank rush, or into the enemy base. It carries a small nuclear payload, around 50kilotons, which is enough to cause severe damage. Effective as this may be, these planes are not masterpieces. They are poorly armoured, relatively slow, and have no on-board weaponry. That said, it actually makes sense, seeing as the planes are not exactly built to last, but they can easily be taken down before they reach their target destination. Infantry Riflemen, Grenadiers, Rocket Soldiers, Engineers, Dogs New Infantry Extermination Troopers: These are the supreme infantrymen. They have two weapons; a Chaingun and a handheld stinger launcher. This makes them deadly to all manner of enemy – infantry, vehicles, and aircraft. They also have the ability to plant C4 charges onto buildings, demolishing them in seconds. Extermination Troopers are heavily armoured, and their use of weaponry gives them a fast reload time and a medium to long range. However, the weight of their weaponry and armour slows them down a great deal. Naval Units Transports New Naval Units ABM Subs: Similar to Soviet Missile Subs, the ABM Sub is a submerged sea-based missile platform. However, the primary weapon is a small nuclear warhead that can be launched over huge distances. For defensive purposes, it also has one torpedo tube and a Stinger launch tube. For use of the primary weapon and the Stinger launcher, the ABM Sub must surface, but otherwise it is undetected while it launches torpedoes. While it is a hugely powerful weapon, it has a number of drawbacks, such as the long reload time for the primary weapon and the incredibly slow speed at which it moves through the water. Bombs: None. Special weapons: Miniature Homing Vehicle, Nike-zeus Missile. [/b]
  23. BigPoppaBear

    C&C: World War 3

    The Serbs Full Construction Options Buildings Power Plant, Advanced Power Plant, Ore Refinery, Silos, Barracks, Kennels, War Factory, Radar Dome, Technology Centre, Airfields, Heli-pads New Buildings Harbour: The naval warfare construction factory. Water-based structure. Prisons: These structures can be used to hold civilians as hostages. You receive ransom money for every civilian you bring in. Although more difficult, you can also capture enemy infantry and hold them hostage, taking money from the other team. The prison is a prerequisite for the Kidnappers. Defences Sandbags, Concrete Walls New Defences Serb Laser Guard tower: The SLT fries incoming infantry and penetrates through tank armour with a concentrated laser. Bunkers: Heavily enforced small buildings equipped with a powerful Chaingun for removing infantry and causing light damage to vehicles. Missile Turrets: Another defensive structure, used for launching small Stinger missiles in to the air and across a long range. Vehicles APC, Nod Buggies, Demolition Trucks, Ore Trucks, Armed Ore Trucks, MCVs. New Vehicles B-Rockets: When the Russians used to deal with the Serbia military, the Serbs got their hands on a small army of V2-Rocket Launchers. They modified the warheads on the SCUD missiles to hold a biological nerve agent that was released when the missile explodes. Deadly to infantry, it would ordinarily have no affect on vehicles, but the missile still explodes on impact, causing the standard damage of a SCUD missile. H-Tanks: The “hydrogen tank” bombards the enemy with neutrons from the fusion reactions taking place in the generator of the tank. While this demolecularises infantry, it does not directly harm vehicles. Instead, it weakens the armour, meaning that even a mini-gunner may be able to kill a Mammoth Tank. The armour of the H-Tank is very weak, but the energy produced in the fusion chamber gives the tank both high speed and quick reloading time. One slight problem is that fusion reactions are very unstable, and if the H-Tank is not kept in good repair, it is likely to blow itself up. Siege Tanks: The best Serb instalment in base defence. Looks like just an ordinary Medium Tank, until deployed. It digs itself into the ground ad changes its weapon to a 6-inch projectile cannon. With its vast range and powerful weaponry, the Siege Tank can easily eliminate columns of incoming enemies. The armour is strong, but it moves extremely slowly with the weight of the second cannon. Aircraft MiG-29, Chinook New Aircraft Flying Fortress: The Serb army holds the key to sky domination with this piece of weaponry known as Armageddon on Wings. This massive beast can carry up to five small vehicles or two large ones, and is armed with enough high-yield conventional bombs to level an entire war zone. It is extremely heavily armoured and even has a missile bay to launch Stinger missiles from at incoming enemy aircraft. Its only drawback is in its irritatingly slow speed, which is to be expected from something that is almost the size of a nuclear silo. Obviously, with so much power, only one can be built at any one time. Infantry Riflemen, Engineers, Commandos, Flame troops, Dogs. New Infantry Petrol Bombers: The Serb army has not lost its edge in guerrilla warfare. These troopers throw their bombs, which land in an explosion of fire due to the scattered petrol. They are lethal to infantry, but only moderately effective against tanks and structures. However, the Petrol Bomber has the ability to set fire to buildings, so that if they stop attacking, the building gradually loses health until the fire is extinguished. These soldiers are able to move across the battlefield quickly due to their lack of large weaponry, and they are effective at close range. However, they are extremely weak due to their high flammability. Kidnappers: In order to generate more income, the Serbs have teams of highly-trained Kidnappers, who go to villages or onto the battlefield in search of potential hostages. Firing a net that enemy infantry or civilians become trapped in, they escort their prisoners back to the prison, where they are held indefinitely. The team is given additional credits for each prisoner they have every second: Civilians: $10 a second Enemy Infantry: $50 a second Enemy Key Characters (Tanya, Commandos, Einstein, etc): $150 Kidnappers are unarmed, and are easy targets for tanks. However, their economical contribution to the team is very useful. Naval Units Transports New Naval Units Stealth Yachts: Stealth Yachts are small boats armed with a single 2-inch cannon that are completely undetected by radar or automatic weaponry. Although not cloaked, they are the fastest naval assault unit in the WWIII. The only drawback is the weak armour; as the Stealth Yacht is so small, it is easily sunk. It holds a small sonar that allows it to find submerged targets, which it can attack using its small Mark-52 torpedoes. V2 Boats: The naval equivalent of the Soviet V2 Launcher. These missile platforms can launch over long distances from the sea, either to a land or sea-based target. This allows a powerful assault from a safe distance away from the enemy base. The V2 Boat must be guarded with anti-submarine weaponry, as it has no defences of its own. Armed Transports: Identical to a conventional Transport, the armed model boasts a Chaingun and a small torpedo launcher to ensure its passengers arrive at their destination safely. Special Weapons: Radar Knockout, Airstrike. Bombs: H-Bomb
  24. BigPoppaBear

    C&C: World War 3

    I tried to balance out the tams as much as possible, but some teams received, say, better anti-tank weaponry but a weak array of tanks on their own. It makes the game more interesting. Thanks for the feedback.
  25. BigPoppaBear

    C&C: World War 3

    The Iraqis Full Construction Options Buildings Key Structures: Power Plant, Advanced Power Plant, Ore Refinery, Silos, Barracks, Kennels, War Factory, Service Depot, Radar Dome, Technology Centre, Heli-pads. New Buildings: Thermonuclear Charger: This building houses the radiation for Iraqis’ bomb, the Thermonuclear bomb . It is a prerequisite for the Thermonuclear Bomb Silo, the Radiation Charger, the Thermonuclear Troopers and the Thermonuclear Tanks. Thermonuclear Silos: This structure is the launching site for the Iraqis’ Thermonuclear Bomb. Radiation Charger: This building takes the leftover radiation from the bombs made in the Thermonuclear Charger, and builds up radiation that can be released in a Radiation Strike. Defences: Sandbags, Concrete Walls New Defences: Rocket Towers: These posts are ground and air defence for your base. With an impressive range and the ability to shoot down air threats, these are a must-have base defence. Heat-Sensitive Detection Emitters: These posts can be built a certain distance away from your base. They detect cloaked vehicles. Vehicles: APCs, Ore Truck, Armed Ore Truck, MCVs, Demolition Trucks New Vehicles: Desert Buggies: These vehicles were made for being able to travel quickly over rough terrain. Armed with a Chaingun and with medium armour, these buggies are most effective in groups. Hover Tanks: To compensate for their lack of naval units, Iraq has equipped itself with vehicles that can hover about a metre and a half off of the ground. As well as having quite thick but light armour, they are equipped with 4-inch cannons to effectively destroy both enemy naval and land units. They move incredibly slowly but they have a medium-long range on their cannon, and armour to protect themselves from any minor threats they may encounter. Zero20 Rockets: Missile launch platforms that can elevate to 20 degrees. Powerful SCUD missiles are launched from these platforms over great distances. Although the reloading time is long, the platform itself can move quickly from place to place and evade enemy units. The armour, however, is very weak due to the simplicity of the structure, and because of the angle of elevation, it has a minimum range. Gas Tanks: See The Soviet’s B-Tanks. Rocket APC: Standard conventional APC, but with modified weapon. Launches medium-range RedEye missiles. Aircraft: Chinooks New Aircraft: Laser Helicopter: See The Allies’ Laser ORCA Air-to-air Combat Choppers:Each carries 6 deadly heat-seeking Hellfire missiles, these powerful anti-aircraft units can manoeuvre easily into position to take out enemy aircraft. Their ability to remain more or less stationary in their air makes them a valuable asset to base perimeter security, since they do not rely on radar to track enemy units. However, they can only hit targets above ground level, and their agility only just compensates for the lack of armour. Infantry: Grenadiers, Rocket Soldiers, Engineers, Spies, Dogs. New infantry: Uzi troopers: Similar to the riflemen of other armies, the Iraqi Uzi Trooper uses the Uzi 9mm as their standard issue weapon. It has several advantages, as its lighter weight enables the troops to move faster. It has a higher rate of fire and reload than the standard M15 Carbine, and so the Uzi Trooper is more effective in combat than a standard Rifleman. Thermonuclear Troopers: Using micro-warheads, these soldiers have contained a lethal dosage of thermonuclear radiation into a 2-inch diameter shell. Using a rocket-propelled grenade launcher, these shells can be fired moderate distances. Upon impact, infantry are instantly killed, and vehicles can be killed in a few shots. The radiation also decays structures. The Thermonuclear Trooper has to wear protective clothing due to the radioactive nature of his ammo, which provides him with some armour. The suit and the launcher also considerably slow down the trooper. Suicide Bombers: Completely unarmed, except almost 50 pounds of explosives, the Suicide Bomber runs towards the target and blows himself up. The resulting explosion will cause a great deal of damage to the recipient. The Bomber is very fast, but they are relatively weak and have no armour. Naval Units: None Bombs: Thermonuclear Bombs. Special Weapons: Radioactive Strike. [/b]
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