IOT Developmental Thread

I shouldn't have added Florida, USSR certainly, and a US without Florida (Just think the Spanish held it until 1870 and the US never took it)

That would be awful. Florida is the #1 US State. You can't HAVE the US without Florida. It just plain doesn't work.

And we could never decide who to vote for:)
 
The Founding Fathers managed quite well without Florida, I believe. :)
 
I shouldn't have added Florida, USSR certainly, and a US without Florida (Just think the Spanish held it until 1870 and the US never took it)

Wouldn't that have affected the Spanish-American War, the Philippines, all of World War 2 and-

Nevermind. :lol:
 
The Founding Fathers managed quite well without Florida, I believe. :)

Well, we didn't even have Lee County back then. We've advanced since then:)

Then you can't be Ft.Meyers if I give the US Florida

Oh you were talking about a different game? Nevermind then, keep it as it.
 
Here's the unit listing. The general pattern is that a unit generally receives bonuses against units in its class a tier or more below it and receives massive bonuses against the counter class. Tier 5 units, in decent conditions, can instant-kill lower Tier-1 and Tier-2 units. Artillery may need to be balanced out a bit.


Infantry: Counters Artillery. Requires $5 each. $2 maintenance.
(Infantry are very hard to kill with simple artillery strikes but can't stand up to Armor).
Spoiler :
20% versus Artillery
10% versus SPGs


Armor: Counters Infantry. Requires $7 each. $3 maintenance.
(Armor can punch holes through infantry lines but crumple under artillery bombardment).
Spoiler :
20% versus Infantry
10% versus Motorized Infantry


Artillery: Counters Armor. Requires $9 each. $4 maintenance.
(Artillery get one free strike before their actual combat round. Because of this, they're the bane of existence to Armor. If the artillery fires into a city, it'll kill a pop).
Spoiler :
20% versus Armor
10% versus Heavy Armor


Second Tier

Motorized Infantry: Counters SPGs. Costs $7 each. $3 maintenance
(Motorized Infantry is faster than foot infantry and can carry more in the way of firepower)
Spoiler :
30% versus Artillery
20% versus SPGs
10% versus Rocket Artillery

10% versus Infantry


Heavy Armor: Counters Motorized Infantry. Requires $9. $4 maintenance.
(Heavy Armor have thicker skin against Artillery and pretty much chew through infantry.)
Spoiler :
30% versus Infantry
20% versus Motorized Infantry
10% versus Mechanized Infantry

10% versus Armor


Self-Propelled Guns: Counters Heavy Tanks. $11. $5 maintenance.
(SPGs fire two free shots before actual combat)
Spoiler :
30% versus Armor
20% versus Heavy Armor
10% versus Modern Armor

10% versus Artillery


Third Tier

Mechanized Infantry. Counters Rocket Artillery. $9. $4 maintenance.
(Mechanized Infantry is even faster and has enough firepower to fight Armor to a standstill)
Spoiler :
40% versus Artillery
30% versus SPGs
20% versus Rocket Artillery
10% versus Ultra-Artillery

20% versus Infantry
10% versus Motorized Infantry



Modern Armor. Counters Mech Infantry. $11. $5 maintenance.
Spoiler :
40% versus Infantry
30% versus Motorized Infantry
20% versus Mechanized Infantry
10% versus Powered-Armor Infantry

20% versus Armor
10% versus Heavy Armor


Rocket Artillery. Counters Modern Armor. $13. $6 maintenance.
(Three free strikes)
Spoiler :
40% versus Armor
30% versus Heavy Armor
20% versus Modern Armor
10% versus Mecha

20% versus Artillery
10% versus SPGs



Fourth Tier

Powered-Armor Infantry: Counters Mechs. $11. $5 maintenance.
Spoiler :
50% versus Artillery (instant-kill in flat conditions)
40% versus SPGs
30% versus Rocket Artillery
20% versus Ultra-Artillery
10% versus Artillery Platform

30% versus Infantry
20% versus Motorized Infantry
10% versus Mechanized Infantry


Mechs: Counters PAFs: $13. $6 maintenance.
Spoiler :
50% versus Infantry (instant-kill in flat conditions)
40% versus Motorized Infantry
30% versus Mechanized Infantry
20% versus Powered-Armor Infantry
10% versus Supersoldiers

30% versus Armor
20% versus Heavy Armor
10% versus Modern Armor



Ultra-Artillery: Counters Mechs. $15. $7 maintenance.
(Four free strikes)
Spoiler :
50% versus Armor (instant-kill in flat conditions)
40% versus Heavy Armor
30% versus Modern Armor
20% versus Mechs
10% versus Frames

30% versus Artillery
20% versus SPGs
10% versus Rocket Artillery



Final Tier:

Supersoldiers: Counter Artillery class. $17 IPs. $8 maintenance.
Spoiler :
60% versus Artillery
50% versus SPGs
40% versus Rocket Artillery
30% versus Ultra-Artillery
20% versus Artillery Platform

40% versus Infantry
30% versus Motorized Infantry
20% versus Mechanized Infantry
10% versus Powered-Armor Infantry


Frames: Counters Infantry Class. $19 each. $9 maintenance.
Spoiler :
60% versus Infantry
50% versus Motorized Infantry
40% versus Mechanized Infantry
30% versus Powered-Armor Infantry
20% versus Supersoldiers

40% versus Armor
30% versus Heavy Armor
20% versus Modern Armor
10% versus Mecha


Artillery Platform: Counters Armor class. $21. $10 maintenance.
(Five free strikes)
Spoiler :
60% versus Armor
50% versus Heavy Armor
40% versus Modern Armor
30% versus Mecha
20% versus Frames

40% versus Artillery
30% versus SPGs
20% versus Rocket Artillery
10% versus Ultra-Artillery
 
Sonereal, are you going to play Tropico, just so I know, Double A and Domination are playing, got to ask Math...
 
Oh wow.

When will this be set in?

20-50 years after the Third Revolution. So 2000-2030.

The last one hit pretty hard.

The combat system is rock-paper-scissors. The attacker (and defender, if fearing for defense) should PM me their "battle lineups") which would be the order they want their units to defend/attack.

For instance: A guy who attacks a nation with Armor/Artillery/Infantry as the lineup is going to have problems if the target's lineup was Artillery/Infantry/Armor. Once tiers get involved, the players should probably tell me if they want their attacks/defense to take place from highest tier to lowest tier or what. I'll save the doctrines and use that as the player's default until they change it.

Otherwise, I'll randomize the orders.

Sonereal, are you going to play Tropico, just so I know, Double A and Domination are playing, got to ask Math...

Of course. What would a game of Tropico be without my glorious Empire of the Caribbean Sun to liven things up?
 
I think you said no silly nations? Just make it clear to Math that Mathalamus Republic/Empire is a silly nation before you invite him:)

Im not going to allow the Math Republic, he may be the president and stuff and it may be called The Math Republic of X (Like the Bolivarian republic of Venezuela)
I think I should allow Corporations, it would be fun to have them and its a bunch of Islands, offshore banking and many Corporations actually by islands so I think they're okay
 
Im not going to allow the Math Republic, he may be the president and stuff and it may be called The Math Republic of X (Like the Bolivarian republic of Venezuela)
I think I should allow Corporations, it would be fun to have them and its a bunch of Islands, offshore banking and many Corporations actually by islands so I think they're okay

Wonderful.

When does this game start and I'm reserving western Cuba?
 
Im also playing, my nation will be passive and wont expand much, (Im just making the nation because I have a great Idea)
 
What would RIOT be without nuclear weapons? I added two tiers with the final tier, suitcase nukes, possibly being the weapon that makes players nervous. SRBMs, IRBMs, ICBMs, and X-Bombs requires the nation to be at DEFCON 1 to launch. When they're launch, it's no secret where they're launched from.

Suitcase nukes avert that. You can give irregulars in an enemy country these and they'll use it eventually and it won't be traced back to you in-game. How many of your population/troops survive is dependent on your DEFCON levels. Since going to DEFCON 1 will make other nations a little jumpy, they're slowly make their way to DEFCON 3 or 2 to mitigate effects of a possible nuclear war. A suitcase nuke detonated in a DEFCON 5 nation is terrible.

You'll also notice that the first two tier of weapons have ranges. Balance reasons. Mostly because it opens up for interesting Cuban Missile Crisis situations.


Program Minimum Cost: $140 for first tier. $280 for second. $560 for third. $1020 for Fourth. $2040 for Final.

First Tier: Short-Range Ballistic Missiles. Cost $10. Range: 105 pixels. These can be used for softening up defenses.

Second Tier: Intermediate-Range Ballistic Missiles. Cost $20. Range: 125 pixels. Five or six of these can level a large city.

Third Tier: ICBM. Can strike anywhere. Cost $40. A couple of these can level a city.

Fourth Tier: X-Bomb. Cost $80 Can strike anywhere. Ultra-devastating. Depopulation weapon.

Final Tier: Suitcase Nukes. Cost $15. DANGEROUS weapons. You can give them to irregulars who will detonate them in a city. The explosion is as small as a SRBM but devastating none the less. Causes the RR to drastically increase.
 
Back
Top Bottom