New Idea: Paratroopers!

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    • oceanhawk wrote:

      1) Well first and most importantly, paratroopers can only be dropped on roads, not actual center points of the Provence...
      they should need at least 3 hours to capture a emty province (or they could not capture it at all). even if dropped in cener point.

      oceanhawk wrote:

      2) Paratroopers are produced in barracks, just like standard infantry( level 2 barracks required)( and after 25days for research)
      lvl 3 Barracks!+lvl 3 airbase!!! to produce. lvl 2 airbase to launching. lvl3 tacB and Commandos prerequisite research

      oceanhawk wrote:

      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
      No they are weaker infantry. But should have stronger Attack than deffense skill. No Areas bonus at all.

      oceanhawk wrote:

      5) after being dropped they need 30min to regroup, at which they are .... not sure yet
      at least 1 hour. (also at least 1 tik fighting, or it would not give a sence)

      oceanhawk wrote:

      level 1


      attacking- 3.0 2.0 0.5
      defending- 3.5 2.5 1.5
      lvl 1 attacking - 5.5 2.5 0
      lvl 1 deffending- 3.5 1.8 1.0

      oceanhawk wrote:

      boarding takes 30min at level 1 airbase
      25min at level 2 airbase
      boarding 2 hours. launching at least airfield lvl2

      oceanhawk wrote:

      food- 1000
      goods- 1000 +1000

      mp- 1000
      metal- 250 -250

      rare 350 -350

      Oil +250

      cash 2500 +1500
    • f118 wrote:

      oceanhawk wrote:

      1) Well first and most importantly, paratroopers can only be dropped on roads, not actual center points of the Provence...
      they should need at least 3 hours to capture a emty province (or they could not capture it at all). even if dropped in cener point.

      oceanhawk wrote:

      2) Paratroopers are produced in barracks, just like standard infantry( level 2 barracks required)( and after 25days for research)
      lvl 3 Barracks!+lvl 3 airbase!!! to produce. lvl 2 airbase to launching. lvl3 tacB and Commandos prerequisite research

      oceanhawk wrote:

      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
      No they are weaker infantry. But should have stronger Attack than deffense skill. No Areas bonus at all.

      oceanhawk wrote:

      5) after being dropped they need 30min to regroup, at which they are .... not sure yet
      at least 1 hour. (also at least 1 tik fighting, or it would not give a sence)

      oceanhawk wrote:

      level 1


      attacking- 3.0 2.0 0.5
      defending- 3.5 2.5 1.5
      lvl 1 attacking - 5.5 2.5 0lvl 1 deffending- 3.5 1.8 1.0

      oceanhawk wrote:

      boarding takes 30min at level 1 airbase
      25min at level 2 airbase
      boarding 2 hours. launching at least airfield lvl2

      oceanhawk wrote:

      food- 1000
      goods- 1000 +1000

      mp- 1000
      metal- 250 -250

      rare 350 -350

      Oil +250

      cash 2500 +1500

      f118 wrote:

      oceanhawk wrote:

      1) Well first and most importantly, paratroopers can only be dropped on roads, not actual center points of the Provence...
      they should need at least 3 hours to capture a emty province (or they could not capture it at all). even if dropped in cener point.

      oceanhawk wrote:

      2) Paratroopers are produced in barracks, just like standard infantry( level 2 barracks required)( and after 25days for research)
      lvl 3 Barracks!+lvl 3 airbase!!! to produce. lvl 2 airbase to launching. lvl3 tacB and Commandos prerequisite research

      oceanhawk wrote:

      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
      No they are weaker infantry. But should have stronger Attack than deffense skill. No Areas bonus at all.

      oceanhawk wrote:

      5) after being dropped they need 30min to regroup, at which they are .... not sure yet
      at least 1 hour. (also at least 1 tik fighting, or it would not give a sence)

      oceanhawk wrote:

      level 1


      attacking- 3.0 2.0 0.5
      defending- 3.5 2.5 1.5
      lvl 1 attacking - 5.5 2.5 0lvl 1 deffending- 3.5 1.8 1.0

      oceanhawk wrote:

      boarding takes 30min at level 1 airbase
      25min at level 2 airbase
      boarding 2 hours. launching at least airfield lvl2

      oceanhawk wrote:

      food- 1000
      goods- 1000 +1000

      mp- 1000
      metal- 250 -250

      rare 350 -350

      Oil +250

      cash 2500 +1500

      Disagree with all your points

      par the last one, I wanted to add more, but then it would cost more than commandos
      didnt want that



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


    • oceanhawk wrote:

      Disagree with all your points
      that you would disagree, i knew before i typed a message, i did it for other member.

      Your advice is "gamekilleradvice" also not that some one would think it is not a joke. You did not thought about gameballance, you thought oinly on unit that would help you in your games with problems you already have. But you forget: other players would have this units too!

      And players who cannot be often online would not be safe vs this units, also we need some debuffs for it.
    • To me, they should have 5 hitpoints (or less) as aircraft in air, and need an hour to land and regroup on the ground, where they would still have only 5 hitpoints to show they are weak from being scattered.

      However, because of how AA works in the game, paratroopers would be overpowered. Until Devs give at least AA units a range, I'd hate to see paratroopers come into play.
      Free Time looks good on me
    • f118 wrote:

      oceanhawk wrote:

      Disagree with all your points
      that you would disagree, i knew before i typed a message, i did it for other member.
      Your advice is "gamekilleradvice" also not that some one would think it is not a joke. You did not thought about gameballance, you thought oinly on unit that would help you in your games with problems you already have. But you forget: other players would have this units too!

      And players who cannot be often online would not be safe vs this units, also we need some debuffs for it.

      so your saying, cos im rubbish I want to bring in an overpowered unit to help me

      that for some reason, will only help me and no other play in the game




      you a


      thats no arguement at all, sure if a player is off line, rockets and aircraft already abuse them
      they can do a lot of damage if the person they are attacking is offline
      nobody is safe as it is offline, thats part of the game you gotta learn to defend your self when your offline


      Im presuming you are a victim of getting beaten badly when your offline
      try use fire control, on your art guns on coasts..

      keep an eye on ranges of aircraft that your enemy has at the nearer airbases

      try keep AA ( Anti- aircraft) units stacked with units on borders or in range of enemy bombers


      want some more advise?
      happy to help :)



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


    • Balls of Patton wrote:

      Another possible Idea that may not shake up things that much is to simply create a cargo plane in the airbase and then allow the commando units to be transported in the cargo planes and dropped into an area.. As you level up the cargo plane unit, it would allow you to fit more troops into each cargo plane and travel farther distances.. etc...

      thoughts?
      what I want to do

      but also have para and commandos able to drop

      and the other units travel from airbase to airbase

      like the level up bit, thats another good thing we should add



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


    • Butter BaII BiII wrote:

      TylerAB wrote:

      SO these are like infantry that you can load up on planes and drop can be drop off behind enemy territories are over neutral nations to attack the nation on the other side.

      Basically just putting infantry on flying airplane convoys.
      No. No paratroopers. Too complicated.
      I have to say, though it makes me sick to say it: I agree with Bill.




      Try to stay on topic, please.
      Free Time looks good on me
    • you can say a lot about paratroopers, pro and contra, but what the hell is complicated?

      If you follow my proposals of the transport theme, you will recognize that there is some similarity in the handling and technical implementation of transport by sea, train and air.

      So as marines in my suggestion are able to land at each coast without restriction there is infantry that can debark from trains without a station (vehicles need the support of station workers and infrasructure) and also paratroopers are the unit, which can debark from transportplanes without landing at an airbase.

      So you see, its all very simple, if the transport suggestion is allready implemented, which enables transport through air and by train with the same functionality as allready exits for the transport over sea.

      Only thing you need, is to manage airbases and as new buildung trainstations in the same way as seaports.
      (in a way which allready exists and which handling is very intuitive)

      When one units path passes a trainstation to trainstation connection, you need a controllbutton, if you want to enable usage of this connection generally within yor army path.

      Similar you need a button in your movement menu if you want to use airtransport if your path touches two airbases which are in range.

      Transport has to be optional, because whenever you use the transport move, the unit looses its combatility like you know allready from sea transport. (I suggest to realize that new button for the existing sea transport too, because sometimes I dont want to use sea transport, if a longer coastway exists, which is safer)

      So, if you get all theese three transport systems, sea, train and air, it will be the simplest step to have one special unit type, which can debark at every location.

      Units which can debark without a port, will be named marines. Units which can debark from train at each point of the path are named infantry and militia.
      And guess which units can debark from plane at every location?
      right!
      its the paratrooper.

      So you see, its really simple and intuitive to handle for every user and because of the existing seatransport mechanism its easy to realize.

      Only thing you must look for is the exact balancing of boarding and debarking times, the flight ranges and the combat values.

      The post was edited 5 times, last by Arbales ().

    • Fellas, it's all very easy. I'm leaving the hitpoints and the stuff like that to the others, 'cos I don't understand it :)

      But the concept is easy.

      Three modes:
      1. Air: No strength whatsoever. The paratrooper planes didn't have weapons. This mode includes when paras are on the planes and when they're falling I suggest the 'falling' stage lasts no more than 15 minutes.
      2. Regrouping: Paras are regrouping in this stage. They have 90% less strength than normal. Kind of like a debuff.
      3. Land (normal mode): Paras have full strength.
      I suggest paras are able to land wherever they want to, but since they have 90% strength penalty when regrouping, if they fall on a province center with troops in it. they'd be wiped out.

      Costs for making paras:
      • 4500 cash
      • 1500 oil (planes)
      • 500 metal (weapons and ammo)
      • 1000 manpower
      • 1000 food
      • 1000 goods
      "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)

    • Pablo22510 wrote:

      Fellas, it's all very easy. I'm leaving the hitpoints and the stuff like that to the others, 'cos I don't understand it :)

      But the concept is easy.

      Three modes:
      1. Air: No strength whatsoever. The paratrooper planes didn't have weapons. This mode includes when paras are on the planes and when they're falling I suggest the 'falling' stage lasts no more than 15 minutes.
      2. Regrouping: Paras are regrouping in this stage. They have 90% less strength than normal. Kind of like a debuff.
      3. Land (normal mode): Paras have full strength.
      I suggest paras are able to land wherever they want to, but since they have 90% strength penalty when regrouping, if they fall on a province center with troops in it. they'd be wiped out.

      Costs for making paras:
      • 4500 cash
      • 1500 oil (planes)
      • 500 metal (weapons and ammo)
      • 1000 manpower
      • 1000 food
      • 1000 goods


      I agree with the units

      but I think the planes are paratroopers are separate



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


    • oceanhawk wrote:

      Pablo22510 wrote:

      Fellas, it's all very easy. I'm leaving the hitpoints and the stuff like that to the others, 'cos I don't understand it :)

      But the concept is easy.

      Three modes:
      1. Air: No strength whatsoever. The paratrooper planes didn't have weapons. This mode includes when paras are on the planes and when they're falling I suggest the 'falling' stage lasts no more than 15 minutes.
      2. Regrouping: Paras are regrouping in this stage. They have 90% less strength than normal. Kind of like a debuff.
      3. Land (normal mode): Paras have full strength.
      I suggest paras are able to land wherever they want to, but since they have 90% strength penalty when regrouping, if they fall on a province center with troops in it. they'd be wiped out.

      Costs for making paras:
      • 4500 cash
      • 1500 oil (planes)
      • 500 metal (weapons and ammo)
      • 1000 manpower
      • 1000 food
      • 1000 goods

      I agree with the units

      but I think the planes are paratroopers are separate
      No, mate, that would just make it too complicated.
      "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)