New Idea: Paratroopers!

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    • I want to introduce my proposal of paratroopers:


      Note
      Gamebalancing has highest priority.

      Dropping paratroopers in areas with great numbers of enemies have to be a desatrous failure. That happens in the real world and also has to happen in the game similarly.

      The only usefull place of action for paratroopers has to be the undefended rear, behind the lines, inaccessible terrain, on isles and so on.
      They have to be unusefull used as assault troops!


      Paratroopers in Game

      • Paratroops are special forces like commandos which can only been built in captals
      • Paras have three states: "airedmode" , "droppedmode" and "groundmode"


      Airedmode
      pictured as little planes
      • Paratroopers get aired, if started from a friendly airbase. Boarding lasts one hour.
      • After boarding is completed the Unit chances its icon from the groundmode icon to a little plane. (similar to the method of boarding to the sea)
      • In airmode they have no combatvalues, also similar to transports over sea.
      • Started from an airbase they have a range of 180 miles and a flightspeed of 120 mph.
      • They can land normally at another airbase and after one hour debarkation, they change back to groundmode
      • If dropped, they chance to droppedmode
      Droppedmode
      pictured as little parachutes
      • Once dropped paras have to form up till they can get back to groundmode. This procedure lasts 4 hours.
      • In this very vulnerable state paras cant move and have bad combatvalues but they are partial hided.
      Groundmode
      pictured as commandos with a backpack
      • In groundmode paras have the same combatvalues and movement as commandos.
      • They retain this mode until they become started from a freindly airbase and change to airedmode.

      The post was edited 3 times, last by Arbales ().

    • Arbales wrote:

      I want to introduce my proposal of paratroopers:


      Note
      Gamebalancing has highest priority.

      Dropping paratroopers in areas with great numbers of enemies have to be a desatrous failure. That happens in the real world and also has to happen in the game similarly.

      The only usefull place of action for paratroopers has to be the undefended rear, behind the lines, inaccessible terrain, on isles and so on.
      They have to be unusefull used as assault troops!


      Paratroopers in Game

      • Paratroops are special forces like commandos which can only been built in captals
      • Paras have three states: "airedmode" , "droppedmode" and "groundmode"


      Airedmode
      pictured as little planes
      • Paratroopers get aired, if started from a friendly airbase. Boarding lasts one hour.
      • After boarding is completed the Unit chances its icon from the groundmode icon to a little plane. (similar to the method of boarding to the sea)
      • In airmode they have no combatvalues, also similar to transports over sea.
      • Started from an airbase they have a range of 180 miles and a flightspeed of 120 mph.
      • They can land normally at another airbase and after one hour debarkation, they change back to groundmode
      • If dropped, they chance to droppedmode
      Droppedmode
      pictured as little parachutes
      • Once dropped paras have to form up till they can get back to groundmode. This procedure lasts 4 hours.
      • In this very vulnerable state paras cant move and have bad combatvalues but they are partial hided.
      Groundmode
      pictured as commandos with a backpack
      • In groundmode paras have the same combatvalues and movement as commandos.
      • They retain this mode until they become started from a freindly airbase and change to airedmode.

      Great idea. Let me just add a few tweaks.

      Paratroopers can only be researched in mid game (let's say from day 30) and need barracks level 3, industrial complex level 1 and air base level 1 to be produced. That stops people from spamming them.
      "You can't break a man the way you break a dog, or a horse. The harder you beat a man, the taller he stands." -Jackal (Far Cry 2)

    • lets say day 24 because that is the next column after commandos, which should be the prerequisite research.

      important addendum
      RE Landing on friendly airbases

      The disembarking (1 hour changeprocess from airedmode directly to groundmode) should not be initiated until the aired unit tries to walk away from the airbase on foot.
      Only reaching the friendly airbase should not start disembarking, because of the possibility to continue the flight to another airbase or droppoint.
      So aired units with a longer flightpath touching several airbases dont have to disembark at every airbase on their way.
    • Guys I cant tell you the amount of times that this has been recommended
      and the one of the best additions it would be if they added them ..

      really cos I can only remember a few, but I made my proposal for this



      Ocean's Paratroopers



      1) Well first and most importantly, paratroopers can only be dropped on roads, not actual center points of the Provence...

      2) Paratroopers are produced in barracks, just like standard infantry( level 2 barracks required)( and after 25days for research)

      3) we introduce a new plane, cargo plane, which can transport units from one airfield to the next ( or just paratroopers)
      however paratroopers can be parachuted onto roads other units cannot

      4) paratroopers are superior to infantry, and have a bonus for urban fighting, and have a bonus for woodland areas, however no advantage in fighting in mountainous terrain

      5) after being dropped they need 30min to regroup, at which they are .... not sure yet

      stats Im not sure on yet, but Im thinking

      level 1


      attacking- 3.0 2.0 0.5
      defending- 3.5 2.5 1.5







      as for the aircraft side of things

      boarding takes 30min at level 1 airbase
      25min at level 2 airbase
      20min at level 3 airbase

      that was for infantry

      armour, and rockets

      just add an extra 10min to every time above...

      have more ideas around this aswell..



      I can continue them for level 2, if people like this set of stats



      production costs

      food- 1000
      goods- 1000
      mp- 1000
      metal- 250
      rare 350

      cash 2500




      I also think, that we should make commandos able to parachute onto roads, just like paratroopers


      "why did you want to join the paratroopers?"


      " I wanted to fight with the best sir"



      If Socialists understood Economics, they wouldn't be socialists
      -Friedrich von Haye


    • Arbales wrote:

      I want to introduce my proposal of paratroopers:


      Note
      Gamebalancing has highest priority.

      Dropping paratroopers in areas with great numbers of enemies have to be a desatrous failure. That happens in the real world and also has to happen in the game similarly.

      The only usefull place of action for paratroopers has to be the undefended rear, behind the lines, inaccessible terrain, on isles and so on.
      They have to be unusefull used as assault troops!


      Paratroopers in Game

      • Paratroops are special forces like commandos which can only been built in captals
      • Paras have three states: "airedmode" , "droppedmode" and "groundmode"


      Airedmode
      pictured as little planes
      • Paratroopers get aired, if started from a friendly airbase. Boarding lasts one hour.
      • After boarding is completed the Unit chances its icon from the groundmode icon to a little plane. (similar to the method of boarding to the sea)
      • In airmode they have no combatvalues, also similar to transports over sea.
      • Started from an airbase they have a range of 180 miles and a flightspeed of 120 mph.
      • They can land normally at another airbase and after one hour debarkation, they change back to groundmode
      • If dropped, they chance to droppedmode
      Droppedmode
      pictured as little parachutes
      • Once dropped paras have to form up till they can get back to groundmode. This procedure lasts 4 hours.
      • In this very vulnerable state paras cant move and have bad combatvalues but they are partial hided.
      Groundmode
      pictured as commandos with a backpack
      • In groundmode paras have the same combatvalues and movement as commandos.
      • They retain this mode until they become started from a freindly airbase and change to airedmode.

      eeehhh no

      thats not a great idea, more times paratrooper units fought in battles that were no continuation from their airborne landings
      they are better than standard infantry, they go through much harder training and hence are better units
      they are the best the army has to offer

      and well often most special force members come from there

      lot of SAS members come from the airborne
      and same over in the states, lot of 82nd and 101st members go onto fight in special force units



      If Socialists understood Economics, they wouldn't be socialists
      -Friedrich von Haye


    • @oceanhawk

      Ok, mate, I like all of your ideas, but let me add some.
      1. At the 30 mins regrouping time, paras are extremely vulnerable, meaning that if they land on an enemy unit, they'll be wiped out.
      2. Paras can land on provinces, but because they'll likely be occupied, they will probably get destroyed (see above) which means people will only drop paras on province centers when they're sure there's no threat for them there.
      "You can't break a man the way you break a dog, or a horse. The harder you beat a man, the taller he stands." -Jackal (Far Cry 2)