Endwar 2: Battalion Customization?

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Paragon Fury

The Loud Shadow
Jan 23, 2009
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Well, since Endwar 2 has not been officially cancelled (or confirmed to be contiuned), I've been thinking about the Battilions. And think I've come up with an interesting system for EW2. I think it surpasses the original and addresses some of the issues with the older EW1 system. I'll be using the JSF only, just for clarity here.


Part 1: Creating your Battalion
There are no longer any set Battalions. Every player is forced to create their own, using a limited number of "Unit Points". The only restrictions are that your Battalion must have 1 Command Vehicle (a most), and at least 2 of every other unit. Other than that, players are free to create their own mix. IE: You could have 1 CV, 2 Arty, 2 Helis, 2 APCs, and then 7 Tanks and 9 Infantry or so. Units cost different amounts, so players could just completely cram their Battalions full of just Arty or Helis or Tanks, etc. Battalion bonuses are removed. Battalions can be rebuilt at the start of every war.

New units that can be included in Battalion make-ups are: Transport Helicopters, LAVs, Support Vehicles (Bridge Builders, Portable Covers, Electronic Warfare Vehicles, etc.).



Part 2: Customizing Your Units
Scrapping the linear and basic progression of EW1, EW2 would use a branching system for upgrades. Every type of unit has three Upgrade Branchs, General, Specialty 1 and Specialty 2. General is avaliable no matter what; however, once you pick an upgrade from a Specialty, the other Specialty is locked out. In addition, each Specialty Branch has two seperate paths; picking from one path disables picking from the other.

JSF Infantry Upgrades:

General
Tier 1 - Improved Ballastics: Higher grade ammo is supplied to your soldiers, making them more accurate. (+10% Accuracy)....

Tier 2 - LANDWARRIOR: Upgrades Infantry with the LANDWARRIOR system, allowing for better information sharing. (+5% Sight Range, +3% Target Tracking Time)

Tier 3 - Dragonskin Armor - Upgrades your Infantry with Dragonskin armor, giving them better protection. (+5% Damage Resist)


Rangers Tree
Sapper Branch
Tier 1 - Smart Mine: Equips your soldiers with Smart Mines. (Allows Infantry to place Smart Mines, attack Ground/Air.)

Tier 2 - Drone Support: Equips your Infantry with prototype drones, giving them more firepower and intel. (Gives Infantry Personal Drones, with are used to defend locations, gather intel, and assault structures.)

Tier 3 - Enhanced Computer Equipment: Upgrades your Infantry's electronic. (Decreases CP capture time, increase drone range and power.)

Tier 4 - Ballasitc Shields: Equips your Infantry with Ballastic Shields improving their defense. (Damage Resist +10%)

Tier 5 - Hacking Tools: Equips you Infantry with hacking tools, allowing them to inflitrate enemy systems. (Allows Infantry to hack enemy drones, buildings and vehicles, disabling them for a time. Cannot move, use equipment or attack while using this ability.)

Assault Branch
Tier 1 - Explosive Weaponry: Infantry are now equipped with explosives for dealing with hardpoints and vehicles. (Equips team with AT4, Grenades.)

Tier 2 - Assault Training: Increased training time in various enviroments has made your Infantry more effective. (+10% cover bonus, vs. structure bonus.)

Tier 3 - Level 4 Armor: Infantry are now equipped with Level 4 Armor. (+25% damage resist, does not apply vs. vehicles)

Tier 4 - Level 5 Armor: Infantry are now equipped with Level 5 Armor. (+50% damage resist, can walk through light cover)

Tier 5 - Heavy Weaponry: Infantry are now equipped with the best and most damaging weapons avaliable, making them into walking tanks. (Equips 1 member of each squad with a 25mm cannon. Must stop and set-up to use.

Covert Ops Tree
Delta Force Branch
Tier 1 - Ghillie Suits: Infantry now are equipped with ghillie suits, making it much harder for enemies to spot them at a distance. (Enemies spot range of Infantry reduced by 30%)

Tier 2 - Sniper Rifles: Infantry have a Sniper in their squads now. (Range +15%)

Tier 3 - Spotting: Infantry can now spot targets for Artillery and Off-Map Support, even when CV or Commander doesn't have line of sight. (Adds spotting ability-passive.)

Tier 4 - AP Rounds: Infantry now have AP rounds, allowing them to attack through cover and damage vehicles. (Break Cover, Damage Vs. Vehicles +5%)

Tier 5 - Assassinate: Infantry can now assassinate a single enemy Infantry unit once per-game, immediately disabling them. Reveals, position immediately, cannot move for 15 seconds before or after the shot is taken. (Adds Assassinate ability.)

Ghost Recon Branch
Tier 1 - Survival Training: Infantry become better urban and harsh enviromental combatants through survival and combat training. (+10% Damage in Urban, Snow, Desert Enviroments. +15% Move Speed in said enviroments)

Tier 2 - Advanced Weaponry: Infantry now are equipped with cutting-edge weapons, providing an advantage in combat. (+5% Damage in Structure Clearing, Vs. Vehicles, Infantry in Cover)

Tier 3 - Sabotage: Infantry are now trained on how to sabotage enemy equipment. (Can sabotage enemy buildings, vehicles and equipment, instantly disabling them. Set-up time required; varies based on enemy level and target in question.)

Tier 4 - Active Camo: Infantry are equipped with cloaking systems, allowing them to inflitrate enemy positions. (Cannot be spotted excpet when firing or by CVs or CV drones. Can sabotage while cloaked.)

Tier 5 - MULES: Equips each squad with a MULE, allowing them re-supply and heal while in the field. (Allows for recharge of sabotage, slow health regen, portable cover. MULE can be destroyed seperately of Infantry unit.)


Off-Map Supports
Off-Map Supports change significantly from EW1. You now have 4 "Support" slots to fill: Level 1, Level 2, Level 3 and End-Game. You can only put 1 thing in each slot, and no dupilcates of multiple powers. You still must buy each level of a power seperately. Howeve,r you no longer need to build upgrades on the field to use powers; simply capture enough CPs to call in your abilities now.

Air Strikes - Requires a nearby Air Field
Air Strike Level 1: A small, precision Airstrike.
Air Strike Level 2: A cluster bomb in dropped on the target, with some AOE damage. Effective vs. Infantry, buildings.
Air Strike Level 3: An A10 does two strafing runs on a path determined by the user.


Force Recon - Requires a nearby Army Base
Force Recon Level 1: Calls in Regular Army Troops. Arrive by LAVs to location.
Force Recon Level 2: Calls in Rangers. Arrive by airdrop at target.
Force Recon Level 3: Calls in Calavry. Infantry and APCs arrive at target by ground.


EMP - Requires nearby EW Base. Can only be equipped in Level 2 slot. Disable's targets electronics (causes aircraft to crash). Can only be used twice in a game.


Electronic Warfare - Requires a nearby EW base.[/i]
Electronic Warfare Level 1: Crash a Single CP
Electronic Warfare Level 2: Crash 2 CPs.
Electronic Warfare Level 3: Crash 2 CPs; disable enemy Off-Map Support for 1 Minute.


End-Game Support - End Game Supports are like the WMDs from EW1. They can only be activated when yuor side starts to lose severely. In addition, you can only equip one of them, so you must decide which one you want. The only exception to this is the WMD: if you do not have a WMD End-Game equipped, but your opponet uses one against you, may call in your team's WMD option, but you won't be able to call in the option you had equipped if you do. (Also, you can't use it if you already used your End-Game option._ Each team has 3 different End-Game options; here are the JSF examples, just like from above.

Kinetic Bombardment (WMD) - Devastates a large area with strikes from orbital satelites.

Broken Arrow - Declares "Broken Arrow". Massive airstrikes and EW attacks are called in on enemy forces for 45 seconds (disables units. Will not kill any units at 50% health or above). However, JSF forces cannot call in more units or use any more Off-Map Support after declaring "Broken Arrow".

Technological Supremacy - Authorization is given to use all the JSF's technical equipment; all units gain basic drone support, Intel drones are launched, units gain sight, accuracy and speed bonuses. Lasts for 1.5 minutes.