Privateer - Special Ops/Delta Force - Spy units ideas

damunzy

recovering former mod
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I haven't looked into the editor yet as I am at work but I had an idea for increasing the number of Privateer units in the game. Basically I would have every attack ship have a corresponding countryless ship with the same stats except the cost would be increased showing the difficulty of supplying these ships without being cost.

On a different tract I would also have a Special Ops/Delta Force/Spy type units that would be country neutral like the Privateer. Is it possible to make a unit like this able to use railroads? I was thinking that if it was a Spy it should be able to blend in and so it should be able. Now the Special Ops/Delta Force (sorry for the US specific terminology....but I don't know what other countries call theirs) wouldn't be able to use the rail as it is hard to blend in but they would have excelent movement, like an explorer, to show their ability to improvise and use their LPCs when needed. They wouldn't have a very high defense but their attack would be good plus they could capture enemy workers and either massacre them or capture them and whisk them to the waiting Special Ops sub that has transport capabilities.

Has anyone already come up with ideas? Are they possible? And what do you think of them if they are possible...is adding them a worthwile endever?
 
Basically I would have every attack ship have a corresponding countryless ship with the same stats except the cost would be increased showing the difficulty of supplying these ships without being cost.

Nah. Once you get past the wooden privateers, having private combat capable ships is too damn expensive. There is no way that some group of pirates or mercenaries could possibly buy their own little Ironclad, much less a destroyer, battleship, or aircraft carrier. It might work for submarines, though. If a ship gets sunk in the ocean, no one knows which country did it and the sub just goes back underwater undetected.

I like your idea of having hidden nationality ground units though. In addition to having secret special ops, you could also have assassins, terrorists, and guerilla fighters. They should probably have weaker stats than standard units, made up for by special abilities, lower price, or the fact that they're hidden nationality. And yes, I also think that spec ops and guerillas should have treat all terrain as roads.

If you want to add more units, I would encourage you to go for it. It would make the game deeper, more complex, and more interesting :)
 
Also give your SpecOps Team the ability to paradrop, and amphibious landing for purposes of realism :)

I wouldnt give them stealth though- but award them with the submarine flag instead- specialised anti-terror units (another nice thing to create ;)) could have the oppartunity to see them... besides: SpecOps teams are not completely invisible, but may be discovered by routine patrols (or the cleaning lady):D
 
I have already done this. I modded the Paratrooper in my game to be a UU for America, a Delta Force. I has same stats/abilities as the Paratrooper, but has hidden nationality.

I Gave them "use all terrain as roads" to balance out not being able to use enemy rails. By the time you get Paratroopers, most of hte land is roaded/railed anyway.

I also tripled their cost. They are extremely powerful, but this is tempered by that they have no hope against mech inf. and are automatically attacked in enemy territory. Quick raids are the key to using them.

I have yet to see the AI use them against me, but I'm still trying.

I like them, and theyre a lot of fun.
 
Originally posted by cephyn
I have yet to see the AI use them against me, but I'm still trying.
That is the only problem I see....these would be mainly for MP where a human can use them.


On the modern warships.....good point...I think the option should still be there though.
 
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