Hi all. Me again. Making a thread... Again....
Anyways was doing some thinking about how to liven up faction teching and ensure that everyone has a chance at a comeback should they fail to grab a fuel. An uphill battle of course but some sort of hand hold.
Most recently thinking about the OKW and their interesting truck teching system.
Basicly... With their t0 master tier offering most things they need it got me thinking about accessibility not necessarily being restricted to the tiers themselves
So this is a bit out there so please hear me out
Why not attempt to have trucks unlock a unit based on the number of trucks?
Over on the *other* forum I was playing with the idea of increasing ober access ability and that has led to this
So basically.... Here we go.
T0 to start:
1st truck built
Mg34 unlocked in t0 (I think a truck placed is too long to wait for an MG and possibly leads to the volks spam we see today)
Stick grenade for volks and smoke grenade for sturms unlocked (the flame nade as is is too much quite simply But okw need an answer to garrisons.
Truck 1 placed
MP40s unlocked for volks (replaced by STGs in fire storm, along with flame nades of course) 45mu.
Faust unlocked for volks
Shrek for sturms
Mg42 upgrade for Kuble that allows it to suppress for munitions. Cannot move or Supression ability is canceled and munitions forfeit like the Maxim ability. (something cheap like 30mu because of durability)
Med truck provides:
Reduces the cost of Sturm med kits by 5mu
Enables self healing for units that self heal at vet.
Medic unlock provides 3 medics on med truck and 2 on t0.
Mech truck provides:
Repair increase with Sturm sweeper
Self repair for kuble
Unlocks salvage on volks and increases yields by 100% for sturms only.
Mechanics upgrade provides 4 mechanics at mech truck and enables sturms to repair critical like USF crews
2nd truck built either med or mech
Obers unlocked in t0
If the OKW player decides to go med truck this can be fairly early, however they run the risk of being over run by enemy light armour with naught but raks to save them. This is a risk factor that I think is missing currently. Obers are ever vulnerable to snipers and of course opens up more lieutenant play from USF.
Placing the 2nd truck deployed enables new options for the first truck as well:
2nd truck unlocks the IR HT in med truck
The IR HT hower has been changed.
It now inflicts a munitions reduction (old Soviet self repair), if turned on BUT inflicts a 10% target size debuff to units while they are being swept as well as revealing as it does now.
2nd truck deployed enables the Jp4 in mech. As a more expensive tier the hard AT option is made availible here, going med then schwere leaves it inaccessible but going mech and schwere or if pressed getting mech and med enables use of this single purpose unit.
3rd truck built unlocks:
Adds an extra model to healers and mechanics
Target size reduction to sturms
Lmg34 for obers
Schwere cheaper (80 fuel?)
Schwere Upgrade to AA (40 fuel)
All 3 trucks+AA upgrade unlocks KT
As always this is a work in progress theory kind of discussion. So let me know what you think about the spirit behind a change like this.