Tank Crew OLD_TOPIC

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Urss2004
Posts: 36
Joined: Sat Jul 27, 2019 11:28 am

Tank Crew OLD_TOPIC

Post by Urss2004 »

Hi, this is my first topic.
I think about those three soldiers:
Light tank crew
-cost=2 turn
Medium tank crew
-cost=4 turn
Heavy tank crew
-cost=6 turn
Super heavy tank crew
-cost=8 turn

All of them have:
Hp=30(USA and Germany), 40 (Russia)
Speed=3
Attack power=0
Armor=0
Expl. Armor=0
Those units can repair tanks, and they give a bonus to their class tank (Light tank crew give a +2 attack and +1 speed on accident terrain only to light tank, ecc.).
Those soldiers, if they can enter in a tank (like camions), can give this effect. I know that mechanic isn't in the game, but I think that idea have potential. Thanks.
(If I did some grammatical error, I'm sorry, I am very bad with english).
Last edited by Urss2004 on Sat Jul 27, 2019 8:27 pm, edited 7 times in total.
Urss2004
Posts: 36
Joined: Sat Jul 27, 2019 11:28 am

Re: Tank Crew

Post by Urss2004 »

I forget, I saw all the topics of this section, so if this is an old topics, I'm sorry, I don't want to steal any idea, thanks.
User avatar
Puss_in_Boots
Posts: 3211
Joined: Fri Apr 21, 2017 1:23 am
Location: New Jersey

Re: Tank Crew

Post by Puss_in_Boots »

This is a new idea, no need to worry.
OLÉ
IRONBLASTER36
Posts: 91
Joined: Wed Sep 25, 2019 6:22 pm
Location: Mumbai, India

New building units recreate and tank crew modified

Post by IRONBLASTER36 »

Urss2004 wrote: Sat Jul 27, 2019 7:57 pm Hi, this is my first topic.
I think about those three soldiers:
Light tank crew
-cost=2 turn
Medium tank crew
-cost=4 turn
Heavy tank crew
-cost=6 turn
Super heavy tank crew
-cost=8 turn

All of them have:
Hp=30(USA and Germany), 40 (Russia)
Speed=3
Attack power=0
Armor=0
Expl. Armor=0
Those units can repair tanks, and they give a bonus to their class tank (Light tank crew give a +2 attack and +1 speed on accident terrain only to light tank, ecc.).
Well nice idea but I think making 3 different individual units will make it very complicated, rather let's just keep one unit i.e. "Tank crew"
With some pistol with them, well they did have that with them. Here are the following specs (mostly same as Yours with slight modification)
Cost=1 Turn (I know that it's against the guidelines but what if the players tank crew dies, he/she will need them immidiately, or else there tank would be absolute junk, anyways this unit is not more useful for fighting with other infantry, except against anti-tank infantry. This will help the player if his/her tank is surrounded by such units it wants to get in the tank, still it won't cause much of damage)
Hp=20(all countries), 28 (Russia, Germany, USA) [They are not supposed to fight in war like other infantry, it's just for their protection)
Speed=3
Attack power=4 (they have pistols)
Armor=0
Expl. Armor=0
Action: 1 attack every turn and 1 repair every 2 turns. (Since they don't have lot of repairing supply with them compared to engineers (assumptions since they are only used for building and repairing))
Attack Bonus: 50% Infantry. AT Rifle: 100%
Repairing power: base-6 for all. (note: they cannot build buildings, except Caltrops.)
Repair bonus:Tanks light: 400% Tanks Medium: 300% Tanks Heavy: 75%. Vehicle Non-combat: 150% Planes:40% (Please make riflemen repairing power for planes between 1-3, since planes were hard and very complex to repair by people other than the ground crew, well I'll start another topic for creation of a new unit for that) buildings:20% (that's not their field of expertise).

Concept: Please make such mechanics that if a tank crew unit is not present in the tank, the tank won't work. You need them present in the tank to make the tank move or attack. And only one unit can occupy inside, i.e. Tank crew. No other infantry can enter. Carry capacity of tanks=1. Normal "Tank crew" play on the default tank's stat and elite tank crew gives 20% attack boost and 10% HP boost. I was also thinking of +1 sight but it may cause problem in game balancing or maybe it can work but first we'll work on the base concept.
And then we'll have another unit called "Elite Tank crew"
Specs are as follow:
Cost= 3 Turns
HP= 30 (all countries), 38(Russia and US)
Speed=4 (land), 2 (water, for amphibious tanks)
Attack power=8 (they'll have SMG or Machine guns, their attacks are given respectively)
Armour=0
Expl. Armour=0
Action=1 attack per turn and 1 repair per 2 turns (note in both units, on the second turn they should get both attack and repair action)
Attack Bonus= infantry=75%, AT Rifle/panzergrenadier=180%, Bazooka/panzerschreck=100%, Non-combat vehicle=25%, Machine guns=125%(if SMG is finalised).
Repair power= 9
Repair bonus=Light tanks=650%, Medium Tanks= 500%, Heavy Tank=150%, vehicle non-combat=200%, Planes=70%, Building=45%.

I think as it is a new concept and to not make it very complicated we can give one "Tank crew"(normal) loaded in it by default. And to train them another producing building called "Builder Barracks", specs are as follow:
Hp=35
Speed=3
Sight=3
Attack power=0
Heals itself= at the rate of 3hp if damaged (since it is builder troops producing, maybe the professors can do some work, lol ;) )
Produces: Engineers, Tank Crew, Elite Tank Crew, Ground Crew (for planes I'll add it's detail below), Navy Crew(for ships, any suggestion for better name?)

Ground Crew (for Planes): It'll repair planes very efficiently compared to other units. Repairing planes is it's speciality. Category:Builder unit. The specs are as follows:
Cost:3/4 (we can open a discussion on it below)
Hp=25
Speed=3
Sight=5 (since it's a unit for repairing planes, but I guess it won't be necessary, cause Planes already have a lot of sight, so maybe we keep it to 3 only, but anyways we can discuss)
Attack bonus= none, since no attack
Repair/build power= 7
Repair bonus= Tanks light=60%, Tanks medium=15%, Vehicle non-combat=150%, Planes=250%, Buildings=30%

Navy Engineer: They mainly work on/in ships. Remember how aircraft carriers can repair itself. But to add more realism, we can add 2 more carrying capacity in it, in which you can add this unit as default and also a ground crew for planes. It will feel very real, plus you can also add a permanent at least photo in shipyards, and state it as fixed navy engineer. At least for name sake it will look very real (I'll upload that later, I'm short of time). Following are it's specs:
Cost: 3/4 turns
HP=25
Attack Power=0
Speed=3 (land), 1 (water)
Sight=4
Attack bonus=none
Repair/build power=5
Repair bonus=transport Ships=400%, Cruiser=2000%, Ship Destroyer= 950%, Uboat=500%, Battleship=4500%, Aircraft Carrier=4800%

That's all I can write for today sorry I'm running short of time, will add on other things later including balancing riflemen and engineers. well it'll take a lot of work for dev, but I can guarantee that this will enhance the gameplay experience by at least a factor of 10. I suggest that if you were to implement this, you should give a testing version copy to To limited trusted users.. We should first test this on beta, this changes the game mechanics, so if published on playstore without enough testing and work will be a huge turn down and will destroy the players gameplay. Anyways what do you think about this dev (I dunno how to tag)? I'll create a new topic too. Note this is not a completely written post, I'll upload the latter part tomorrow. Any querries are welcomed. Note the core idea of tank crew is by User:Urss2004 while have heavily modified that idea! Rest all are my own original ideas, well has there been any idea like this before? Thanks Urss2004 you made my brain overflow with ideas! Have a great Day!
Urss2004
Posts: 36
Joined: Sat Jul 27, 2019 11:28 am

Re: New building units recreate and tank crew modified

Post by Urss2004 »

IRONBLASTER36 wrote: Fri Sep 27, 2019 5:53 pm
Urss2004 wrote: Sat Jul 27, 2019 7:57 pm Hi, this is my first topic.
I think about those three soldiers:
Light tank crew
-cost=2 turn
Medium tank crew
-cost=4 turn
Heavy tank crew
-cost=6 turn
Super heavy tank crew
-cost=8 turn

All of them have:
Hp=30(USA and Germany), 40 (Russia)
Speed=3
Attack power=0
Armor=0
Expl. Armor=0
Those units can repair tanks, and they give a bonus to their class tank (Light tank crew give a +2 attack and +1 speed on accident terrain only to light tank, ecc.).
Well nice idea but I think making 3 different individual units will make it very complicated, rather let's just keep one unit i.e. "Tank crew"
With some pistol with them, well they did have that with them. Here are the following specs (mostly same as Yours with slight modification)
Cost=1 Turn (I know that it's against the guidelines but what if the players tank crew dies, he/she will need them immidiately, or else there tank would be absolute junk, anyways this unit is not more useful for fighting with other infantry, except against anti-tank infantry. This will help the player if his/her tank is surrounded by such units it wants to get in the tank, still it won't cause much of damage)
Hp=20(all countries), 28 (Russia, Germany, USA) [They are not supposed to fight in war like other infantry, it's just for their protection)
Speed=3
Attack power=4 (they have pistols)
Armor=0
Expl. Armor=0
Action: 1 attack every turn and 1 repair every 2 turns. (Since they don't have lot of repairing supply with them compared to engineers (assumptions since they are only used for building and repairing))
Attack Bonus: 50% Infantry. AT Rifle: 100%
Repairing power: base-6 for all. (note: they cannot build buildings, except Caltrops.)
Repair bonus:Tanks light: 400% Tanks Medium: 300% Tanks Heavy: 75%. Vehicle Non-combat: 150% Planes:40% (Please make riflemen repairing power for planes between 1-3, since planes were hard and very complex to repair by people other than the ground crew, well I'll start another topic for creation of a new unit for that) buildings:20% (that's not their field of expertise).

Concept: Please make such mechanics that if a tank crew unit is not present in the tank, the tank won't work. You need them present in the tank to make the tank move or attack. And only one unit can occupy inside, i.e. Tank crew. No other infantry can enter. Carry capacity of tanks=1. Normal "Tank crew" play on the default tank's stat and elite tank crew gives 20% attack boost and 10% HP boost. I was also thinking of +1 sight but it may cause problem in game balancing or maybe it can work but first we'll work on the base concept.
And then we'll have another unit called "Elite Tank crew"
Specs are as follow:
Cost= 3 Turns
HP= 30 (all countries), 38(Russia and US)
Speed=4 (land), 2 (water, for amphibious tanks)
Attack power=8 (they'll have SMG or Machine guns, their attacks are given respectively)
Armour=0
Expl. Armour=0
Action=1 attack per turn and 1 repair per 2 turns (note in both units, on the second turn they should get both attack and repair action)
Attack Bonus= infantry=75%, AT Rifle/panzergrenadier=180%, Bazooka/panzerschreck=100%, Non-combat vehicle=25%, Machine guns=125%(if SMG is finalised).
Repair power= 9
Repair bonus=Light tanks=650%, Medium Tanks= 500%, Heavy Tank=150%, vehicle non-combat=200%, Planes=70%, Building=45%.

I think as it is a new concept and to not make it very complicated we can give one "Tank crew"(normal) loaded in it by default. And to train them another producing building called "Builder Barracks", specs are as follow:
Hp=35
Speed=3
Sight=3
Attack power=0
Heals itself= at the rate of 3hp if damaged (since it is builder troops producing, maybe the professors can do some work, lol ;) )
Produces: Engineers, Tank Crew, Elite Tank Crew, Ground Crew (for planes I'll add it's detail below), Navy Crew(for ships, any suggestion for better name?)

Ground Crew (for Planes): It'll repair planes very efficiently compared to other units. Repairing planes is it's speciality. Category:Builder unit. The specs are as follows:
Cost:3/4 (we can open a discussion on it below)
Hp=25
Speed=3
Sight=5 (since it's a unit for repairing planes, but I guess it won't be necessary, cause Planes already have a lot of sight, so maybe we keep it to 3 only, but anyways we can discuss)
Attack bonus= none, since no attack
Repair/build power= 7
Repair bonus= Tanks light=60%, Tanks medium=15%, Vehicle non-combat=150%, Planes=250%, Buildings=30%

Navy Engineer: They mainly work on/in ships. Remember how aircraft carriers can repair itself. But to add more realism, we can add 2 more carrying capacity in it, in which you can add this unit as default and also a ground crew for planes. It will feel very real, plus you can also add a permanent at least photo in shipyards, and state it as fixed navy engineer. At least for name sake it will look very real (I'll upload that later, I'm short of time). Following are it's specs:
Cost: 3/4 turns
HP=25
Attack Power=0
Speed=3 (land), 1 (water)
Sight=4
Attack bonus=none
Repair/build power=5
Repair bonus=transport Ships=400%, Cruiser=2000%, Ship Destroyer= 950%, Uboat=500%, Battleship=4500%, Aircraft Carrier=4800%

That's all I can write for today sorry I'm running short of time, will add on other things later including balancing riflemen and engineers. well it'll take a lot of work for dev, but I can guarantee that this will enhance the gameplay experience by at least a factor of 10. I suggest that if you were to implement this, you should give a testing version copy to To limited trusted users.. We should first test this on beta, this changes the game mechanics, so if published on playstore without enough testing and work will be a huge turn down and will destroy the players gameplay. Anyways what do you think about this dev (I dunno how to tag)? I'll create a new topic too. Note this is not a completely written post, I'll upload the latter part tomorrow. Any querries are welcomed. Note the core idea of tank crew is by User:Urss2004 while have heavily modified that idea! Rest all are my own original ideas, well has there been any idea like this before? Thanks Urss2004 you made my brain overflow with ideas! Have a great Day!
Wow, thank you so much, I'm very happy you are inspired from my idea, and you drastically improve it! You are great 👍
IRONBLASTER36
Posts: 91
Joined: Wed Sep 25, 2019 6:22 pm
Location: Mumbai, India

Re: Tank Crew

Post by IRONBLASTER36 »

Well unfortuantely, this makes the game very complex. I talked to dev on mail, he said it would make the game too much complex. Well I've eloborated it bit more on this topic. http://www.ageofstrategy.net/viewtopic.php?f=195&t=7401.
Well anyways your idea was good, but even I got the feeling that it would make it too complex.
Anyways
Have a great day! :)
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