Air Lord, Engineering Corps
Quote from Rage3069: "In the previous thread, Firebird11 and I discussed about small hovercraft and this prototype was born. Equipped with four charged suspendium tanks and two sails. The pilot can change the configuration of the sails with two levers. The Gatling gun is mounted on a ball hinge."
So like the above statement, for stuff regarding lore, concept refinement, what it is in more detail and other parts of 'stage one' on this suggestion are here
Now, onto specifications
-The weapon spawns a small two seater craft that uses suspendium for lift and has a mitraileuse or Gatling gun.
-The gunship buzzes around the enemy its carrier has targeted and will act like an AI allied ship you cannot control.
-Gunships can be damaged and will retreat to the landing pad for repairs (which it takes from repair bays). Gunships can be destroyed if they take too much damage and don't respawn.
-Gunships are fragile but fast and don't stay still for long!
-The Gunships have their own ammo supplies and when low will return to the launch pad where a crew member must refuel it from the carriers supplies.
-The Gunships will still be active if the carrier dies BUT will no longer have a place to refuel and they have little max storage for resources so they become useless quickly!
-The Gunships never count as a combatant ship that can hold a battle on its own so you need other functioning ships to fight alongside it.
-Gunships will also NEVER spawn by themselves without a carrier!
-Gunships require at least three crewmen to work at maximum efficiency: one pilot, one gunner, one 'ground' crew (Optional)
I feel this suggestion is finally picking up steam (no pun intended)!
So time to refine this, Community/Developer!
I love the 3D model. :D
Your details look really solid. Weirdly, the major complication I can think of right now is how to correctly model crew going into the gunship, but I'm sure that's doable.
Next question is where in the dev plan it should fit... Do you want this more or less urgently than landships? Than dragons? :D
I think you have to stick to your plan for landships first (I'm sure you working hard on it and your the master here ! ^^) and after landships, what will be the most easier thing to add first between this and dragons ? Come to think dragons and hovercrafts can use similar behaviours except the place where you spawn them first.
When the battle begin, crew need to be ready for flight... so maybe you can make this hovercraft including the crew inside directly (in this case, it's the hovercraft which count as 2 crewmen and we will never see crew leaving the hovercraft)...
I'm really happy this 3d model please you. If you have sketchup, just ask me the skp file, you will probably need it to analyse the beast !
This would be good against dragons so you should try to have them both at similar times. Also for this idea maybe you should be able to design your own mini attack drone thingy. :D
Yeah i think rage3069 just summed up exactly what i was going to say, landships first (since you are already coding them, even though i came up with the original idea and am dying to see it implemented!) then try the gunships, then dragons..
Also yeah the two crew can just be a part of the gunship texture and the module will just count as them..
Holy cow i was not expecting this idea to be included in the game for a long time (if at all) but it looks like things are really moving along!
-edit- Also if this is actually a thing i think you may need to update the roadmap! :D
So another thing to consider: the hard part of adding this is adding support for the concept of small secondary airships. But once I have that in, it would be a shame to only use it once - so what different types of gunships could there be, in terms of tech/tactics?
Huh, i have a few ideas:
(using the word "mini ships" until i find a better replacement!)
Also for defining "mini ships", the program could have an extra category and decide: "is it tethered to a "miniship" spawn point? if so where?/who?"
You could possibly just treat them like normal airships for the most part, same collisions, damage system (maybe treat it as an all-in-one block that flies around) but just with different AI and the fact it needs to merge with another airship/share interiors for a time to refuel or something?
I'll think of more and edit them in..
Let's go !
Drop ships, dropping a charge on the top of airships/buildings
Assault ships, equipped with gatling (trying to reduce distance with target to maximize precision of the bullets)
Flame ships, equipped with flamethrower, trying to target coal reserves once breach has been made by cannonballs or rockets.
Support ships, bringing small quantity of ammunitions to building/airships and maybe coal too.
Camouflage ships, creating smoke screen around target, making them more difficult to be targeted but reducing their accuracy in the same time.
And... This one can make you laugh : Grappling ships, to... wrap cable around feet of landing ships ! A small music theme coming to my ears lol
This kind of ships have to use a new layer to be able to fly everywhere on the screen.
EDIT : Firebird11 post a reply in the same time !! We're synchronize !
Actually i think they should use the same layer, then they need to avoid floating islands, buildings and other airships like everybody else..
(and can be rammed!)
-edit- @rage3069, I like how we came up with similar things at the same time! XD
Also support ships are new i'd like to see those in game, great idea!
Don't forget they are pretty small, avoiding ramming actions are obvious for pilots. If you create them on the same layer, most of the time, even every time, they will be stopped by a wall of ennemy ships making them so easy to be targeted that they will become useless. They need to stay in motion most of the time and with ten+ capital ships on screen + floating rocks, pathfinding will become a real nightmare... Only taking floating rocks and terrain into account can decrease processor time needs.
The path finding on normal airships is already really smart, they notice all objects they can collide with, find the safest route that still lets them attack with good efficiency so i don't really see a problem with using that AI but adding a "keep randomly moving within this spot" order somewhere. They are a lot smaller and more nimble too so if anything will have an easier time slipping by enemies!
In my opinion i think all ships involved in combat need to be on the same layer during fights for the game to work..
-edit- also because its a two seater craft i don't think the AI needs a command cool down at all, if so just a very small one to stop it from sending one-hundred-million commands a second and crashing the game! XD
Bullets already use the front layer in the game when they flying to coordinates of impact and there is no problem with that. Targetting by using coordinates of the hovercraft/airships/building and drawing on different layers are not the same thing.
CPU capacities are different for each customer. Trying to match a medium level computer is better when you want to attract more people. And hovercraft turning around capital ships can be more appealing than hovercraft moving by 20 pixels in any directions...
I never said anything about bullets..?
Oh, nevermind.. Just gonna cut that stupid bit of my last comment out..
QUOTE "In my opinion i think all ships involved in combat need to be on the same layer during fights for the game to work.." that is to say, calculations are made on the same layer.
I meant the airships.. all of the entities that house crew and stuff should probably be on the same layer as all other entities that house crew.
Just that way you don't have ships phasing through each other, same with the smaller ships this topics about.
I see no reason for airships and their fighter counterpart to be on different layers when they are smaller and have less of a command cool down. Based on that alone they should have a much easier time maneuvering between enemy ships!
(unless the enemy builds some kind of wall from the bottom of the map to the top but that's silly)
That two propositions are good for now, it's just two different approaches with advantages and inconvenients for each one.
I probably misread something but i don't really see the reasons behind having the fighters on different layers, could you explain a bit?
(i'm not really awake right now...)
-edit II- If you caught my last edit just ignore it, solved the problem!
To simulate a swarm effect around motherships...
You don't really need to have them on different layers for that..
So you want it something like this (the blue balloon)
(also yes i realize this is a completely different game but in terms of how it behaves/imagine if it was in Airships and had a different texture to match and moved alot faster)
I dunno, i had the idea as them acting closer to original airships and the normal ones coming in groups of 1-3 and the cheap ones in groups of 3-5 swarming (kinda just going in front/behind/whatever and constantly circling an enemy to shoot) but i can see your point..
Also, because this adds an entire new branch of options, do you think this should be a locked technology like heavy cannons? In that you need to defeat the nation with it to unlock it?
Yes exactly like that ! Pretty good example !
In fact, I'm not really fond of this system of locked technology and I think it's the only thing that really trouble me in the game... That's why I'm only using standard tech each time I play a campaign. To be frank, I never use locked tech not even once! Don't want to loose my time to constantly refit my ships according to cities I loose/take... And I don't want to take time to design ships I can't use because my spies are not able to steal a technology from enemy cities (there's an hidden suggestion in the last sentence - could you find it?)^^ A system of research is definitively better for me !
Yeah the system is kinda annoying at times, but you cant have EVERY city packing heavy cannon and Gatling guns can you?
I mean take this concept for example, if every single nation had access to heavy bomber and gunship variants (like i suggested above) why would anyone use fighters?
Or if everybody had access to Gatling guns from the start, why bother with rifles?
Each tech are different actually, and I will always use rifles instead of gatlings for a long distance attack. In this game, every weapon has his own strategic potential that why, with all tech unlocked, I will certainy use all weapons split in different ships. But actually campaign on the biggest map can be finished in less than one hour, so no need to use advanced strategical technics. Four of my capital airships equipped with standard weapons and it's a sure win... And with the new ia behavior, six of them and the enemy surrender immediately ! lol
Yeah it's true they all fulfill different roles, but with all technology unlocked. Why not have a battery of Gatling and throw on a targeting computer/crows nest?
And what if everybody did this?
I think the tech restrictions are a good thing to stop you from being overpowered in the very start (a Gatling gun ship is better than a rifle ship of the same design no matter what unless one team is a really really good commander)
Everybody makes ships with cannon batteries... 8 cannons in a row are not what I call "balanced" ! lol
Would like to see that when Zarkonnen adds the new module fragments!
"Support ships, bringing small quantity of ammunitions to building/airships and maybe coal too."
I really like this one. That way, you can have ships that don't have that many supplies and ships that carry tons of supplies and act as support. It would also add an additional use to buildings (and landships, once those are in), as they wouldn't be so weighted down by the supplies.
I also think, however, that this type of minship should have pretty limited efficiency, so that it takes a lot of them to increase supplies faster than a normal ship can deplete them. Having them too efficient would probably be a bit overpowered and make ships that have a lot of their own supplies so much less useful.
I think they should carry about 4-5 supply and be pretty quick but only when unloaded, when carrying supplies they could be slower and because its carrying 4-5 units of coal or ammo its going to also be larger (so an easy target, but very useful if it lands on the supporting ship)!
This makes a single unit very useful but a hindrance if shot down (because a ally ship just lost 5 coal for no reason). This is also a good way to prevent spamming them as one can do good by itself as opposed to an army that carries one coal each with little penalty for losing them.
Commander, Engineering Corps
Gunships should be on another layer, because think about it, you want to move your gigantic Dreaghtnout and a little gunship appears in front of it and your Ship stops, but now if Airships ignore gunships for braking, we get the problem that small Airships will suffer large amount of damage, besause they will ram the gunships. And swaming Gunships all over Airships must look neat.
We didn't think about how we control the gunships? My Idea is a more passive control. All gunships are in a group of 1 to 5 vehicles. Those groups have icons to access their order menu samewhere on the screen. Orders like "defend this Ship" or "Attak all Enemys there", but you can't tell them "attak this gunship now" or "move there". Gunships should mostly fight autarkic.
different Chassis for costum fitting, Sizes:
Movement-Penalty: MP means that the movement of "Gunships" gets worse and worse with taking damage by a rondom value. f a Hovercraft-Gunship isn't more than a flying burning wreck, it will be still quit movable, but a light Plane would be going down if it is hit 2 or 3 times by a rifle and bad luck.
this whole thing could be used for tanks and cars, too.
(edit: why doesn't the second list work?)
Yeah i was initially against the different layer idea but me and rage3069 already agreed that different layers are better for this idea (that's why a Stormwinds soundtrack is up there).
As for how to control them we never needed to discuss them because we also already had a good system for it: They act as Allied NPCs that just attack what the carrier has targeted.
And for custom chassis your spot on! Those are really good ideas (maybe heavies are in groups of 2 instead, seems slightly overpowering compared to light)!
I don't think helicopters/planes are needed. Well, maybe helicopters for 'deadzones' but probably not planes, as they would require a completely different method of movement, probably off screen and charging in lines so they don't become Luftrausers which seems silly. This wont work in airships:
Also movement penalties seem like a good idea, but only if the parts that get hit have a role in move speed (if custom), so you don't get "Oh that hit my gun, now my engine is smoking and im half as fast!"
-edit- Second list?
Oh, I must overlook that they are NPC. Well, I only suggest 3 for heavy, besause I just like the idea they fly in a triangle formation.
The idea behind classes is to make functional and visual distinctive units.(I wanted a list for the classes, but it didn't work)
Yes, this is the idea of the penalties. The random value is dependent of class and what is hit, like by planes, a hole in the hull or even the wing effects the movement quit a bit, but by a hovercraft, so long the tanks aren't destroyed, the damage has hardly a effect on them.
Yeah a triangle formation sounds neat, but when i think of 'heavies' i tend to think of the Hunters from Halo charging into the Frey side by side.
Also i think the 'class' system would work quite well, as well as reasonable moment penalties. Maybe with classes the bigger ships are just suited for their modules but the 'mini' modules aren't limited to one class only, like for example:
A light hovercraft and a heavy gunship design both are using heavy gunshipship cannons, the light ship suffers a severe height/movement penalty as well as a firing speed debuff, its too cumbersome but still possible (for crafty inventors). The gunship, -built with the cannons size and weight in mind- suffers no penalty.
This stops light ships with OP guns that should be on heavies, while still letting you keep the freedom to mix-match everything (although it may not bee too useful)!
Has not been a post on this in a while..
So i assume that means we've discussed everything that's needed to be discussed on the subject of hovercraft/gunship-thingies?
IMO yes. Currently working on finally getting out 6.4, and then I'll figure out where to slot this into the development plan!
Saw the nod to this topic in the Timmy, Johnny, Spike announcement and im REALLY glad you think its a good idea Zarkonnen!
But, what will the hovercraft look like?
The concept model you presented seemed pretty good, but in my opinion it should look a bit more, well, awesomey...
Perhaps if it was more like a glider with a suspendium core?
And of course multiple different versions, with their own in individual functions.
Such as a bomber(self explanatory, largest size), fighter(Smallest craft, has two rifles), and a gunship(a bit larger than the fighter with a Gatling gun).
Look at the link i put up in the very start of the post (that leads to the other thread).
I'm not really worried about any minor details right now, i think the only thing that matters at this time would be Zarkonnen's opinion on it fitting into version 8.0 or not, and then details should be talked about!
We also talked different gunship types earlier in this post.
I know, i'm just giving examples to go along with the glider look to make you think about it differently.
Basically a flying cylinder with wings. :D
Or, perhaps you could change this one up a bit by making the frame a little less heavy duty, and more crude and haphazard.
Somehow i don't think crude and haphazard is military standard..
We'll just have to see what the games almighty developer says.
Well, i doubt it is gonna be as clean and heavy duty as that frame is.
Pretty much every frame in airships appears to be wooden.
I think it would be metal in appearance, probably an aluminium frame.
Would they even have aluminum?
At any rate the aircraft would be crude and rudimentary in design. Sort of woven together out of random bits of airship with the hope that it works.
This is currently planned to go into v8. The main focus of v8 is monsters, which will be implemented in two ways:
Micro-airships will be "monsters" of the second type.
Ramming a floating beehive sounds fun.
Will each monster have different variants of itself?
what would be the effect of boarding those monsters? just damage over time and a chance that the crewmembers loos their gripe every time it moves around? or will it be complety useless?
will they have a lot of armor? will they be damage by rifles and gatlin guns? or are there going to be diffrent kind of monsters, heavy armored and other gaint non armored ones that have an insane amount of healt? the smaller ones can be trampeled on by tracks and legs?
Could we get some modules that are specific to monster like ships with bait storages so monsters attack that ship first because it smells good? maybe some deseae gun? harpoon gun need to be a thing :D. maybe we need a new damage type spesific for monsters?
Also could we slect them for the combat testing grounds so we cna try ships against them? or are they goign to be campaing exclusive?
So many questions :P
what would be the effect of boarding those monsters?
Not sure yet. I guess they can hack at it, screaming?
are there going to be diffrent kind of monsters
Yep, I am currently planning out the different types, their attack patterns and weaknesses.
Also could we slect them for the combat testing grounds so we cna try ships against them?
Totally. If I feel difficult, I might make them unlockable through something. :D
I think they will just get eaten if they try to board large monsters, maybe that will be how you get the 'horrible person' achievement.
Also, YES! I feel we need more progression!
I think it would also be cool to have the more organic monsters have a range for statistics to show the more organic elements and make them more different from airships, this would also add precious unpredictability to the game.
For example a giant spider's 'armour' (hide/chitin block?) could have a range of stats from spawning like 4-6 blast resistance.
What if after killing a monster, you got it's hide? Only a limited amount through, so everyone would know you're cool if a single airship of yours partially has dragonscale for armor. (An extremely light but effective armor, of course.)
Crew boarding a monster shouldn't get eaten immediately, because Shadow of the Colossus exists. The monsters could have various counterattacks though, like shaking, swiping, biting, etc.
I imagine the Fleshcracker Clanks would be the most vulnerable to boarding, because they have AI instead of brains, are much less dexterous, and they have an accessible interior. (Sort of?) Though your crew might not want to board it if they have the "terrified" status.
We do need more campaign item unlock events other than 'capture city A'...
Slimy: I think the nutcrackers are gonna be roughly human sized. :P
Side note: can we move this stuff to here on it's own topic please?
That way the concept all about allied drones and stuff doesn't merge/get forgotten/switch topics with monsters.
Oh, i doubt the robots are gonna be allied with anyone.
That's exactly my point read the top of this topic, i wasn't referring to those robots.
Sorry, i confused the two.
I figure micro airships are relevant again because of the newest post so hopefully people can now continue this discussion and find it under the recent tab!
Indeed, micro-airships are going to be in dev 8, unless they turn out to be completely unbalanced or something. :)
It would be interesting to see a glider which relies on suspendium and a prop.
I hope the micro-airships have unique AI that lets them avoid crashing into large things and act more autonomously than large airships.
But it would be interesting to know exactly what you had in mind for them at the moment, Zarkonnen?
Yeah, will they be on the same plane as airships, or will they be able to dart past the airships?
I think they would need to be on the same plane as airships.
Because all guns face outwards then smaller gunships that can go over top of bigger airships can fire on them without taking any damage back making them overpowered against single enemies.
Yeah, but it would be nice if they could at least tele to the other side of an airship.(There would have to be an animation of the micro airship darting across the larger craft)
No, teleporting seems a bit silly. I think a better idea would just be a 'loop' function in the AI that plots a path above/below an airship and won't hit it because it should take size into account.
The best/simplest way (in my opinion) would to just give them a higher plane than big airships but they just can't shoot at the airship if they are beside one (so only going over one to switch sides/fly past it).
Indeed, they're going to be non-colliding with airships and each other. They're actually going to be a type of "crew" technically speaking. :P
If they are a type of crew how are they gonna die?
Ships will be able to shoot crew directly, and vice versa. :)
Oh? So ships can now shoot marines? :D
Well, the plan is that they'll be able to. :)
I just finally finished converting the last of the data to JSON format and am now working to fix all the display bugs and crashes...
How will this behavior affect rifles? (since i think you can shoot through windows they might be a good weapon to soften up crew for boarding now, right?)
Also, find any bizarre bugs?
Have you decided on how the micro airships building will be handled? By that I mean do we get to design them or is it going to just be (a) set model(s)?
If you can't customize them basically it's one size fits all.
Warrant Officer, Engineering Corps
Im totally with stand alone units, infrantry, motorbikes, gunships, ect. good job
They are not going be standalone. I think they are gonna be deployed from airships like literal air carriers. I doubt there will be infantry considering the fact the game is about building airships/landships(tanks). Motorbikes would not be able to go up and down those jagged hills that this game has.
Hmm, There are already air sailors and marines that are stand alone units inside of buildings, ships. So I doubt with little effort it would be possible to make actual infantry. same with hovercrafts. same with motored vehicles, like jeeps and motorbikes. you can make everything go up to hill if you want it, you just need code it right.
As I readed the post, I think the hovercrafts going to work as same way than marines. you just build hangars, instead guard barraks. and you can sent them to fight..
So why not make infrantry barracks, soldiers will exit the ship when landed. and have no targeting range limit. so they will walk all way to enemy tanks or buildings. This is just one way to make it work. but point is, that its 100% possible to do. as everything else.
That is the thing about going up hill. See normal tanks can't go up straight hills in the game. However infantry can go up because they climb up. So why even bother with the jeeps or motor bikes, since tanks can easily crush infantry units? They would just get run over and mowed down, especially since crew are going to be targetable now. In fact tank treads/legs can crush smaller tanks which means jeeps will just get run over. These are things you have to think about when you are asking to incorporate such things.
Also standalone means that they would not require a barracks in order for them to be there so airsailors/Marines are not standalone, what you said means that infantry would require a building to be deployed.
Example:Air/landships are standalone you build and send them out to do whatever.
Here's the first part of this discussion if anybody wants to read about micro airships from the start (just continue posting on this one, we made a pt2 because it got too long).
@raitzuvimate: You can already do that with regular Air Marines. Just ground your ship and tell them to board something.
@DragoonIII: Of course all units, tanks and airships would take infrantry out like they're fly's. but thats the point. When you start campaing everyone would start with infrantry, tanks, and other small things, And the faction who would get bigger stuff would annihilate them like nothing. And also makes yourself feel more powerfull and feel actually controlling big ass airship.
infantry < jeeps < tanks < landships < airships. ect. It doesn't feel like battlefield without smaller and worthless units to massacre.
Only reason you to use infantry at start would be because you don't have enough budget or tech to make actual steampunk airships.
You could also use infantry to take out upcoming stand-alone monsters "bees" & "spiders", or least give them something to eat
Yeah, one of the things that's less than clear still about infantry is how to balance them against ships. If they're cheap and effective, why not just use massed infantry? If they're ineffective, why ever use them?
...Why start with infantry? Why not airships?
"Only reason you to use infantry at start would be because you don't have enough budget or tech to make actual steampunk airships."
Like really, it would be nice that those magic lift generators would be a unlockable tech, rather than common thing.
But the game is named Airships. I don't see how not starting with airships would be more fun. Infantry combat by itself in it's current form wouldn't by very fun - it's only fun now because it's an extension of your arsenal, not the bulk of it.
Also, the reason the airships can fly at all is also the reason there can be so many of them - abundance of suspendium.
Also2, I assume airship technology has existed for a while before the events of the game. Just because we view them as "magic lift generators," does not mean that they aren't completely mundane in the world of Airships. You can see random airships in the background when you battle!
I wish I had something good to add onto Slimy's rebuttal, but it simply makes no sense to rely on infantry in a game where all the content is airship oriented.
(That would be as if the developers popular game Space Engineers decided to rely on it's current FPS/PVP mechanics instead of the advanced vehicle destruction engine and construction)
Lieutenant, Engineering Corps
Just cutting in with this; this is how R.U.S.E, a WW2 RTS game balances it's infantry against planes and tanks
"Infantry are an essential part of any faction's army, as they are the only units capable of capturing enemy buildings without damaging them.
Typically, infantry are slow, but very effective against armored units in close quarters. However, since most armored units have much better range on their weapons, infantry typically overtake enemy armor through ambushes. Infantry are also susceptible to being strafed or bombed by aircraft, particularly fighter-bombers."
So basically, they'd be pretty shit against airships, but if they can get close to landships they could easily destroy them, and they take buildings very easily. Conversely, there could be garrisons of infantry in towns in the campaign that assist buildings with defense, maybe increase security against spies.
Or hell, they could just help capture towns faster.
Actually I just thought of another thing. You could have infantry move stealthily, so you could lay ambushes on roads to halt enemies from getting to your towns, or even use them for cutting off supply trains and make them lose income from towns
Is there a building that only has AirMarines as it's offense? I saw one in a YouTube video of this game, but I don't have it myself as a default structure. If not, it should become a default structure - you can tell them to leave the building, and board whatever you want on the ground. They're basically buildings full of infantry, without any new game mechanics needed.
Using the "infantry" from such a structure as a fleet on the campaign map for intercepting landships could be a great addition, (once Zarkonnen equips them with single-use hookshots or a leg climbing-ability that is,) however, I fear the landships would squish them easily, since they're programmed to target enemy soldiers with their stomps.
@twinCatalysts You have just given a good list of reasons why they should not be added.
The ai already play chicken. If you don't have every base defended they just send a small guy or big guy to capture it then run. I know what your thinking "why not just have your infantry guard it?" because of the same reason you don't have every base with a large tower or any tower in many cases. It's expensive. You have to pay the soldiers and considering the upkeep for crew, the amount of cash for them would be the same for a building. Oh and even if they have hookshots they will still get run over by treads. I have seen the spiders get shredded because they don't go up first they just run right into them.
If they can be stealthy then ai will just launch sneak attacks all the time and that bit about attacking cargo trains is is awful. Not the idea the idea rocks! it's the fact that brutal take over and pillaging already reduce the amount of cash for some time and it would make them overpowered(troll bait) because you mass produce them and have them just stop the A.I (or players in the possible future) from getting any cash.
@Slimy You need some sort of weapon on buildings; but if you just add one rifle you can just fill the rest with barracks.
@Dragoon A lot of those issues are with balancing, which can be done. For instance, it could be made so the upkeep is cheaper, and about the bit with them being stomped, in RUSE (which is what I was using as a reference) they are armed with explosives (whether it be grenades or rockets; both of which are in the game) so they could take them out, and they were able to move faster than the tanks, most of the time (although this was due to them being able to move in jeeps, I'm not sure how it would be done in this. Maybe suspendium allows them to be weightless and run faster?). And yes, it would be powerful, very much so. As it was in actual war. You have to make sure your bases have defense, you need to make sure that you can get supplies from your resources. These are things you need to think about in wars. But, I do see your point. In RUSE Ambushes are incredibly powerful, and are dealt with through recon units, which make the ambush completely useless, and ambushes can only be placed in certain tiles. Considering that airships can completely decimate infantry, and you wouldn't be able to make a landship or an airship ambush people, that would balance out to some degree. And for the cargo train, they would only be able to be ambushed in the same spot once, as once they find out the cargo train didn't make it, they would assume ambush, and redirect them elsewhere.
Either way, these are just spitballed ideas, they're not meant to be definitive.
How I commented the same thing twice is beyond me
@twinCatalysts "and about the bit with them being stomped, in RUSE (which is what I was using as a reference) they are armed with explosives (whether it be grenades or rockets; both of which are in the game) so they could take them out," I did not say they get stomped unless, you were referring to the posts before you threw you hat in and decide to join the discoussion about infantry. I HOWEVER was not clear in that I was referring to Slimy about the hookshot units getting sucked into tank treads which was about the A.I pathing. I do apologize that was not clear and will try to be clear in the future.
You just stated how they would be overpowered since airships stomping large amount of infantry units not likely since numbers vs how fast you can shoot. We ALL have seen how fast airships shoot without a gatling gun (which is inaccurate). Infantry armed with rpgs/rockets?=game over.
Yeah I know about actual war (it's pretty obvious). You cut off supply trains to weaken our enemies or to just kill them by loss of: food water and medicine ( infection fever whatever sets in your pretty much dead. Gruesome but necessary in war). however seeing as how there aren't any trains in THIS GAME (yet? Really they don't need trains just blimps for life) The only convoys would be by airship or landship (which again mass infantry with rpgs = death) and while it would be fun to blow up a cities in this game considering we need the cities to get our "resources" blowing them to Timbuktu is not a good idea.
The first part, yes I had mistaken that for being addressed to me.
The rockets in Ruse are /very/ short range, I'd like to note, so you would likely have to only use the infantry to take out ships in ambushes, or if the enemy ship is distracted. And, again, they would be completely useless against airships, only good against land ships and buildings.
And the idea was coming with the intention of being added alongside supply trains, although there wouldn't need to be much reason to have any new resources; it could just cut off money. And on a more realistic point of view, they would only transport goods by landship I would assume, as it would be very expensive to get a airship big enough to transport anything up and running.
@twinCatalysts There is no range in this game. Only firing arcs. units will fire across the map which i'm fine with honestly. The game has an intercept feature but it's not an "ambush" you start on one side they start on the other and them being short range even if there was range would not matter, since they would be firing at the tank treads before they get run over. Grounding the tanks and taking out the number one way to kill infantry because, the low fire rate would be to slow to take out large amounts of infantry.