Inf. Research proposal 2

Discussion in 'Game Play' started by Roflcopter Rego, May 13, 2009.

?

What about this time?

  1. Over 90% of this is good, would be happy to see in game

    0 vote(s)
    0.0%
  2. Over 50% of this is good, I will post on how to make it good enough to see in game

    0 vote(s)
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  3. Over 25% of this is good, needs a large rethink before I would want anything like this in game.

    1 vote(s)
    100.0%
  4. I hate infantry research.

    0 vote(s)
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  1. Roflcopter Rego

    Roflcopter Rego Member

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    This is an attempt to streamline the first proposal, and bring it more in line with the structure of tank research, especially in regards to time. Most things have also gotten a considerable improvement so that they are noticable, but not as powerful as infantry rank skills. Seeing as this is just a wall of text, it may still seem like it is incredibly blocky, but try to read it through. Evolutions of items (such as the warhead RPG bonus) can be considered as just 1 really long, really powerful research. Genetics/Nanotechnology is a strange one, ignore it if you don't like it and post to say so.

    Biology (benefits for all classes, regeneration and bio effects):
    Regenerative bullets {50R, 90S} (Bullets regenerate at a rate of 1 every 5 seconds (regenerates out of magazine))
    Regenerative explosives {50R, 90S} (Explosives (nades, RPG, mortar) regenerate at a rate of 1 every 12 seconds)
    Cell regeneration {75R, 120S} (Infantry regenerate health, around the current effect of engy lead aura)
    Small Biological Weaponry {150R, 75S} -->
    ->Biologically spiked bullets {50R, 90S} (bullets have a 2% chance to initiate bio effect against infantry, HMG has 1% chance to initiate bio effect against tanks)
    ->Biologically spiked explosives {75R, 90S} (explosives have a 10% chance to initiate bio effect against tanks ONLY)

    Electrical (engineers and scouts):
    Sensors {50R, 150S} (Scouts and riflemen act as engi camera, Scouts and engineers show nearby enemy buildings on minimap, Scouts and grenadiers act as engi radars)-->
    ->Biological sensors {30R, 45S} (Engis, Scouts, Rifles can see enemy HP when looking at them)
    Improved algorithms {90R, 160S} (Calculators repair, build and heal 33% faster, although they do not give more health per unit of charge)
    Personal expertise {50R, 180S} (Engineers using the 'turret upgrade' skill place their turrets at level 3)

    Mechanical (benefits all classes, focus on mobility):

    Thy implants {30R, 160S} (33% speed increase)
    Heart implants {30R, 160S} (33% stamina increase)
    Finger implants {30R, 60S} (+60% melee damage)
    Precision manufacture {30R, 210S} (Reload times of all weapons decreased by 33%) -->
    ->Improved fragmentation structure {50R, 60S} (Nades + Mortars have 15% larger radius)
    Mechanical exoskeleton {75R, 90S} (Infantry take 40 damage per second that they are in contact with enemy tanks instead of instant death)
    Mechanical pain inhibitors {100, 120S} (Infantry can press a key once per life that gives them infinate stamina and 25 more health for 10 seconds, after which they lose all their stamina and 25 health (if they have been hit and are now at less than 25 health, they will, tragically, die)

    Chemistry (focus on RPG, mortar and nades):

    Miniature warhead compounds {50R, 120S} (RPGs do 15% more damage) -->
    ->Improved warhead concentration {75R, 120S} (RPGs do 15% more damage) -->
    ->->Perfect warhead concentration {100R, 160S} (RPGs do 15% more damage)
    Small high explosives {75R, 160S} (mortar + HE nades have 15% larger radius, 15% more damage) -->
    ->Perfect HE concentration {100R, 180S} (mortar + Sticky nades + sticky stuns do 20% more damage)
    Absorbent vests {150R, 180S} (33% less damage taken from explosives)
    Mortar Barrel cooling {75R, 210S} (decreases mortar reload time by 25%)
    Flagration tipped projectiles {100R, 75S} (HMG does half the power of DU/s to tanks (~3 damage))

    Physics (focus on rifles, HMG and pistol):
    projectile aerodynamics {75R, 240S} (Rifles + HMG + pistol 1 do 33% more damage,)
    Projectile lift {50R, 90S} (30% more damage falloff range)
    Heavy Calibers {50R, 120S} (10% more HMG damage, HMG does half the power of DU/s to tanks(~3 damage))
    Small uranium fusion {300R, 300S} (15% more damage from every weapon except melee)
    Heat experimentation {100R, 90S} (HMG does small but noticable heat to vehicles) -->
    ->Heated RPGs {100R, 60S} (50% more heat from RPGs)
    ->Hot flagration {75R, 60S} (50% more heat from mortar, 50% longer effect from sticky stuns)

    Genetics/Nanotechnology (For giving teams a large advantage that can be used to swing stalemates (all items togglable after first research)):
    Combat Genetics/Nanotechnology {0R, 75S} (Riflemen and grenadiers do +12% damage from all weapons, current infantry research effects double for R+G, R+G take 2 tickets to spawn) -->
    Perfected Combat Genetics/Nanotechnology (Riflemen and grenadiers do 18% damage from all weapons, current infantry research effects give extra 150% for R+G, R+G take 4 tickets to spawn)
    Support Genetics/Nanotechnology {0R, 75S} (Engineers and scouts do +12% damage from all weapons, current infantry research effects double for S+E, S+E take 2 tickets to spawn) -->
    Perfected Support Genetics/Nanotechnology (Engineers and scouts do 18% damage from all weapons, current infantry research effects give extra 150% for E+S, E+S take 4 tickets to spawn)
    Edit/Delete Message



    Also, I have not made the grenadier massively overpowered as some of you wished. If you want research to be exclusively anti-tank, please vote for the forth option because you don't want infantry research, you want a buffed gren.
     
    Last edited: May 13, 2009
  2. Mr. Weedy

    Mr. Weedy I will report bugs on the bug tracker

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    These do have potential but some of them may require removing the normal skill to prevent overpowering one attribute or they just would make something overpowered.

    For example taking speed upgrade plus getting researched speed upgrade would be just way too fast. Faster than tanks in some cases.

    But I like some of your ideas. There are some good ones among these and would only require small adjusting to find the good balance.
     
  3. arklansman

    arklansman Member

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    Keep it to one thread.
     
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