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Infantry Customization Prototype 2

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Yuriski
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Infantry Customization Prototype 2 Empty Infantry Customization Prototype 2

Post by Guest Sun Oct 19, 2014 3:26 pm

As technology progress infantry needs to stay modern. Nations who want to have modern militaries need to allocate resources into modernisation.

Development Pricing:

New infantry unit base cost 5 PP




Any equipment that has been developed previously does not cost anything to develop for other infantry squads.




Infantry size:

Small (500 Kerbs): 3 MP when produced, no development cost. Smaller units make up for their size with high quality training. They are mainly used in high risk missions or such as intelligence gathering, amphibious landings, paradrops etc.

Medium (2000 Kerbs): 2 MP when produced, no development cost. Medium sized units are often the bread and butter infantry of the world. These kerbs can field most kinds of weapons and are generally good at defending, counter insurgency operations and general infantry tasks.

Large (4000 Kerbs): 1 MP when produced, no development cost. Large sized infantry units recieve a limited training where one 1 kerb with this training would probably die against a kerb with medium training in a fair fight. However their superior numbers make them excellent storm troopers where they and overwhelm the enemy with firepower and manpower. However due to their limited training, they are not known as the most skilled marksmen around, thus are not that good in defending.




New Primary Weapon (choose one):

Submachine Gun: 2 PP. The submachine gun is cheap and easy to massproduce and has a really light weight. It is excellent in urban warfare due to its high rate of fire and mobility. It is also good for storm troops that seek to storm for example a trench due to their light weight and high firepower. However at medium or longer distances they do little to no damage to enemies, and some body armour can stop a submachine gun bullet.

Assault Rifle: 3.5 PP. The Assault Rifle is a rifle that can switch between semi-automatic fire and full-automatic fire. It is medium weight and costs more than a submachine gun to produce. Its is generally used at medium distances, but works ok in really short ranges aswell. While it is not as effective as a submachine gun in urban combat, it is still generally effective and it excells in medium ranged fighting. It also works ok at longer distances, but the battle rifle are much better there.

Battle Rifle: 5 PP. These weapons are more expensive than an assault rifle. While these weapons are horrible at close ranges, they are ok at medium distances and really good at longer distances. Their bullets will penetrate any body armour and guarrantee a one shot one kill if hit in the chest area.




New Support Weapon (choose one):

LAW: 2 PP. A shoulder fired anti-tank weapon that can take out light armoured vehicles or lightly entrenched enemy positions. However due to it being unguided, it is hard to hit targets at longer distances. This weapon is a one time use weapon, meaning that the infantry kerb only has one shot to hit the target before he needs to throw away the LAW. It is ideal for people who want a light weight unit.

Recoiless Rifle: 3 PP. Essentially a artilery piece that you fire from either your shoulder or a tripod. These weapons are great at taking out medium armoured targets and most entrenched positions. Due to their reloading capability, the infantry kerb wielding this weapon can decide what ammuntion to fire such as the HE, HEAT or HE-FRAG rounds. However it is much heavier than the LAW thus reduces the mobility of the unit carrying it.

ATGM: 5 PP. A brand new experimental system which lets the soldier to actually control the rocket by wire. It can take out the most heaviest armoured vehicles out there. However these things are really heavy to carry and needs time to set up on tri-pods and their ammunition are heavy so it really reduces the troop mobility. As technology progress into the future scientist has promised that these might be easier to handle, but now they are some times prone to being duds and have clunky controls, but are still the only real choice against incredibly heavy armour.

Flamethrower: 4 PP. Heavy but deadly, the flamethrower has always been well known as the harbinger of death to uncautios troops in the trenches. While the flamethrower is clumsy to carry and is prone to explode if someone fires at it, killing everyone in a few meters radius, it is still ideal for clearing out concrete, wooden or earthern bunkers and trenches and in some cases even tanks. It can fire napalm over great areas which and makes crisps of any soldier in the way. It is also good as an areal denial weapon for things such as making buring up a forest to prevent an enemy advance.

Napalm Rocket Launcher: 5 PP. A relatively accurate rocket which fires napalm rounds. It is heavy and don't really have a big area of effect and requires much ammunition. However if making an all out assault with thousands of kerbs screaming UUUURAAAAH! is not the thing for you then this might be it. You can easily take out bunkers, lightly protected armour and densly packed infantry with one well placed shot from a distance, however against things such as trenches or entire treelines, you might want to take the flamethrower instead.

MANPAD: 3 PP. The MANPAD is a rocket launcher weighing about as much as a Recoiless Rifle. It fires a anti-air missile which is usually guided by infra-red systems. It is highly effective against helicopters making every air-cavalry kerb fear the MANPADs. However larger aircrafts with much higher speed and altitude such as Ground-Attack, Air-Superiority, Bombers etc are not really threatened by these weapons. While it is true that a lucky kerb can shoot down a fixed wing aircraft with a MANPAD is often really unlikely but can at some points serve as a deterrent for the enemy not wanting to risk a bombing run in a area filled with MANPADs.




Second Support Weapon (choose one):

Light Mortar: 2 PP. A light weight artilery system generally carried by two kerbs. It fires low calliber mortar shells and are generally used against infantry in open areas or lightly entrenched positions. Due to its light weight it is often used by light infantry or areas where you can't really transport heavy equipment. It is also renowned for its high acurracy and its ability to take out enemy trucks. However armoured vehicles and medium+ entrenched positions renders this mortar useless.

Heavy Mortar: 3.5 PP. Much heavier mortar than the light mortar, this mortar can fire at longer distances and with much heavier shells. It is generally used at medium distances and can some times fire 120 mm shells at the enemy target, which is enough to destroy most entrenched positions, buildings and even armoured vehicles if it makes an direct hit on the top armour. However it is much more inaccurate than its lighter counter part which makes it so that precision bombing is not that easy. Instead it is generally used to shell villages and enemy positions. This mortar weighs alot as does it ammunition which reduces the mobility of the infantry alot.

HMG Squad: 3 PP. A heavy machinegun designed mainly to just carve through enemy infantry formations. If used correctly it can decimate entire squads or pin them down, making it ideal in situations such as defensive trench warfare. It can destroy enemy helicopters, trucks, cars and in some rare cases even low flying fixed wing aircraft. However it weighs alot and needs regular ammunition supply if used in prolonged engagements. It is also considered worse in urban fighting.




Miscellaneous options:

Kevlar helmet: 4 PP. A new experimental kind of helmet, which is designed to stop handgun bullets and shrapnel which is a great leap forward in military technology.

Light Kevlar Vest: 3 PP.  A really light weight kevlar vest designed to stop pistol bullets. Usefull in close quarter due to its light weight, and it is also usefull in full out infantry charges for the same reason. The draw back is that submachine guns, assault rifles and battle rifles can all carve through this vest with relative ease.

Medium Kevlar Vest: 4 PP. A medium weight kevlar vest designed to stop pistol, submachine gun and in some cases assault rifle bullets. Due to its medium weight it is usefull in most conditions such as charging, urban fighting and defending, however it can tire out an infantry kerb after prolonged fighting.

Heavy Kevlar Vest: 6 PP. A heavy weigh kevlar vest which is designed to stop most bullets. It is generally larger than most vests in its protection areas, adding places such as the groin. Pistols, submachine guns has no way of penetrating this vest, which requires them to get close to the kerb they want to kill in order to more accuratelly hit areas where the vest doesn't protect. Assault rifles has some success at closer distances to penetrate the vest. The vest does not provide any real protection against battle rifles and machine guns. The kerb carrying this kind of vest will quickly get tired if he needs to march any prolonged distances and are more inmobile than your standard infantry man, making him less of a threat in urban combat.

Night Vision Optics: 10 PP. Advances in technology has given the soldiers the capability of night vision goggles. Before this era night fighting was something that commanders tended to not want to conduct due to its complexity. Many garrison troops of the past has been subject to night time raids by the enemy which often has caught them off guard. However now the infantry can carry goggles which let's them see through a green light in the goggles the battlefield as if it was daylight. It also let's them detect infrared lasers that the enemy might use to guide aircraft on target or let the tanks aim on target. Prolonged night time fighting will however eventually cause the goggles to run out of battery.

GPS device: 10 PP. Any nation that is either paying for a GPS lisence or is owning a GPS constellation of satellites such as GloPOSS can use this revolutionary device. The every day soldier no longer needs to get lost in the woods with his map in the middle of the night just to find out that he has stumbled into enemy territory and is now captured as a POW and sent to gulag. Instead he can use this device to find his exact coordinates which allows him to navigate much faster which increases mobility.

Minesweeper 5 PP. No longer do you need to loose 8 000 kerbs in a minefield.




Perks (Select one)

Storm Trooper: A storm troopers main objective is to advance into the enemy lines no matter what, which makes them ideal spear head infantry. During boot camp they are taught assault tactics superior than a normal infantry regiment. However this focus on attacking makes it so that they recieve less training in defence, thus reduce their defensive capability.

Marksmen: Armies around the world have long had one proud regiment of marksmen. The kritish kempire had soldiers called Royal Fusilers and still utilize them to some extent today. They are known for their steady hand which makes them ideal soldiers in medium to close range fighting often with battle rifles. (2000 kerb regiment or 500 kerb regiment required.)

Commandoes: Great soldiers for high risk espionage or sabotage missions. They often operate in smaller groups to do the things that no one else can. (A mobility rating of 5 and a 500 kerb regiment is required.)

Fortification: Regiments with the fortification perk is known for their good fortifcation techniques, and makes them ideal defenders.

Engineer: Regiments with the engineer perk are well known bunker busters. These soldiers are trained in the various ways of attacking a enemy position and excell in handeling the flamethrower. (Flamethrower or Napalm Rocket Launcher is required)




Example infantry regiment:

Send the design to a moderator and he will give you these values:

Mobility: 1-5
Defending: 1-5
Attacking: 1-5
Firepower: 1-5
Soldier Protection: 1-5(body armour and such)

Costs and stuff are prone to change if found to OP.

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Post by Warriorbulb Sun Oct 19, 2014 3:47 pm

Appe96 wrote:Minesweeper 5 PP. No longer do you need to loose 8 000 kerbs in a minefield.
I love it. #neverforget

This system seems really good. I wanna set up a PMC cuz of this.
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Post by Yuriski Sun Oct 19, 2014 4:58 pm

It seems like a whole lot of micromanaging. If you guys really want to go ahead with this, then sure, it'll be added.
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Post by MysticPing Sun Oct 19, 2014 5:04 pm

I'm whole-heartedly against this. No, just no. Sorry appe but it's just unneeded complexity in my opinion. Same with the other (costumization) systems tbh
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Post by JayDee Sun Oct 19, 2014 5:42 pm

too complex
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Post by Warriorbulb Sun Oct 19, 2014 6:09 pm

Maybe a combination of the original mebe?
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Post by borisperrons Mon Oct 20, 2014 3:21 pm

The miscellaneous and perk sections to me is plainly useless and only adds unneded complexity, while the transportation section had plenty of reasons to exist.
I guess it's the combination of equipment and transport that makes the unit's specialization, e.g. a 500 kerbs unit armed with LAW, SMGs and jeeps is easily recognizable as an elite tank hunter unit. Also, IMHO stuff like protective gear, 'nades and other accessories could be considered general issue.
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Post by dogon11 Mon Oct 20, 2014 10:51 pm

I think the problem lies with the fact that you can field 12,000 troops for the same MP cost as 500. The 12,000 easily win.
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Post by Yuriski Tue Oct 21, 2014 7:39 am

dogon11 wrote:I think the problem lies with the fact that you can field 12,000 troops for the same MP cost as 500. The 12,000 easily win.

Depends on the situation. We're taking into account these two regiments will be fighting each other. They could be for different purposes. Nonetheless, I'm still against this system. I'd rather have more types of infantry regiment for people to choose from instead of complete customisation.
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Post by MysticPing Tue Oct 21, 2014 8:12 am

Still against all the costum systems, they need to be dumbed down
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