Some upgrade ideas for Zero Hour...
--- Leg Augmentations - USA Vanilla, Laser, and SupW
Purchased from: Barracks
Cost: $1000
Infantry are upgraded with cybernetic leg enhancements, increasing the movement speed of all US infantry (Rangers, MD's, Burton, Pathfinders, and Pilots) by 50%
Comments: Pretty basic. I could see this being useful for quick micromanagement.
--- Move Silent - USA SupW
Purchased from Particle Cannon?
Cost: $1200
Pathfinder's boots are given electronic sound dampeners that effectively allow them to stay stealthed while moving in addition to shooting.
Comments: This would make Pathfinders even more deadly than they already are, but at the same time it's fairly hard to come by. I'm not sure but I think this may actually be impossible to code, because of how the stealth modules work.
--- Electrostatic Discharge - China Tank
Purchased from Prop Center
Cost: $1000
Tank shells become charged with EMP, shutting down vehicles and buildings when at least 3 tank shells hit the same area.
Comments: Using the Historic Bonus Count thing in weapon.ini, this would be very possible to code and would be kept fairly balanced. This would help Kwai out with the fact that he has no long-range weaponry but would still give other units some chance to do something back or get away if they end up within range.
--- Super Knife - All USA's
Purchased from Strategy Center
Cost: $1500
Reinforces Colonel Burton's knife with an unknown, extremely strong material, allowing him to sneak up onto a vehicle and stab the driver while leaving the vehicle open for capture.
- Or -
Reinforces Colonel Burton's knife with an unknown, extremely strong material, allowing him to sneak up onto a vehicle and stab it, causing it to explode.
Comments: I got this idea from the patched-out bug where Colonel Burton could
stab grounded aircraft. Here, he can
stab a tank and cause it to blow up, or stab the driver and leave it open to capture, giving the USA a similar ability to Jarmen Kell's vehicle snipe or China's neutron shells or neutron mines.
--- Drones for USA infantry
Build them at any USA infantry
Same cost as the regular drones
Comments: This would probably be best for USA AirF or SupW, in my opinion, because it fits their themes well enough. Simply put, any USA infantry can build a drone buddy for themselves like a vehicle.
--- Revenge - GLA Vanilla
Purchase from Palace
Cost: $1250
When an infantry unit takes damage, all following attacks from that infantry will deal double damage for 10 seconds.
Comments: Could add more late-game value to infantry like even the humble Rebels, but is unfortunately this upgrade is just impossible to code.
--- Fragmentary Rounds - GLA Demolitions
Purchase from Palace
Cost: $1250
Causes shots from ballistic weapons (Quad Cannon, Technical, Rebel, Jarmen Kell) to explode on impact, inflicting radius damage.
Comments: Could give bullet shots an orange tracer and tons of sparks for the damage effects. This could very useful against clumped-up units and China players, since Chinese units have to group up to get Horde Bonus.
--- Incinerary Rounds - All Chinas
Purchase from Prop Center
Cost: $1250
Coats bullets with napalm, causing shots from ballistic weapons (Red Guard, Gattling weapons) to create small fires on impact. Can be upgraded with Black Napalm.
Comments: I really want to try this. This could be done by making a weapon object with no art or that is so tiny it can't be seen, an attaching a fire particle thingy to it, and in the new entry in Weapon.ini setting the weapon to create a small OCL upon impact. Only thing is that weapon firebone code would have to be added to the units.
--- Second Wind - GLA Toxin
Purchase from Palace
Cost: $2000
Infantry will mutate into Anthrax Alpha Mutants upon death. Anthrax Mutants have low HP, but are extremely fast-moving and can lob balls of Anthrax Alpha at ground and air units, as well as clear out structures. Anthrax Mutants explode into a cloud of toxins upon death, leaving a small pool of poison behind.
Comments: Fast zombies with ranged attacks. Heheh.
--- Camouflage - GLA Stealth
Purchase from Palace
Same cost as vanilla GLA
Stealths all infantry when they are not attacking, except for the Angry Mobs. Terrorists will also only be stealthed when not moving.
Comments: Really putting a lot of emphasise on Kassad's STEALTH. Ha.
--- Nuclear Suic!de - China Nuke
Purchase from Prop Center
Same cost as Isotopes
Equips all infantry, vehicles, and even aircraft with a small nuclear explosive that detonates upon their death, or can be detonated at will from the press of a button.
Comments: This would replace the fairly useless Isotopes ability, since a lot of players forgo it in favor of using the nuclear explosion to send their speedy Nukemasters into the enemy's face and deal out damage when they blow up. This would effectively turn every unit into a nuclear Terrorist for Tao.
--- Communist Pathfinders - China Infantry
This the Pathfinder Science General's Point thing from the USA, but for the China Infantry General.
Comments: China finally has a sniper unit. This helps Fai out against USA Pathfinders, which would often be the undoing of a manspam strategy for Fai.
--- Mag Rail - USA SupW
Purchase from Strategy Center
Cost: $2000
Gives Colonel Burton the prototype Mag Rail Lasergun, which is slow-firing but very powerful and can shoot through walls and buildings.
Comments: This would make Burton very powerful against all unit types, minus the minor inconvienence of not firing very fast. Plus, he could shoot right through walls, which would be a huge headache for the enemy.
The only problem is that Burton would have to have his KindOf "ATTACK_NEEDS_LINE_OF_SIGHT" removed, which would let his regular weapon fire through walls. So maybe a better option would be to simply replace the SupW Burton with the Mag Rail Burton to begin with, no upgrades needed.
Thoughts, anyone?
Edited by user Wednesday, April 6, 2016 1:15:11 PM(UTC)
| Reason: Typo