09-13-2006, 03:25 AM
Infantry
This would be the group with the martial-arts training. They're trained engage as many opponents at one time as they can to draw fire for their comrades. A kind of close-range support, if you will. While they engage enemies and draw fire, the support and assault troops thin the crowds.
Spec Ops
They find the most dangerous enemies on the battlefield and neutralize them. Snipers and artillery are common targets, but these troops would also be what you would deplot against an opposing character (meaning Rad or Rei or somesuch). Their skills are superior to Infantry in one-on-one combat, but they're easily overwhelmed. While they are trained in martial arts and CQC, Spec Ops also have limited ki-manipulation, giving them the ability to travel the battlefield quickly with skills such as flight and zanzouken.
Support
Like infantry, Support troops engage as many targets at once with high-power rifles designed purely for ROF, and not accuracy. As such, it is easy for a single target to engage a support unit given the inability of a support unti to pick someone off specifically. By the same token, a squad of infantry can be easily mowed down by a well placed support unit.
Assault
A variation on the Spec Op-class units, Assault are designed to engage particularly powerful units with concentrated blasts of energy. They're highly accurate, unlike Support units and effectively combine ki training and modern weaponry. By using their inner energies to focues their mind, they can more clearly process the chaos of a battlefield and cut through it with bursts from powerful rifles.
Artillary
Artillary class units have mastered their ki manipulation. Through rigorous training they can fire massive salvos of ki blasts, or concentrated "bombs" depending on the situation. Because of their purpose, they are heavily armored, but possess little-to-no close quarters training. Though strategically placed artillary can devastate an opposing army, they're defenless with no one to support them.
Snipers
Unlike the other single-opponent units, Snipers have little to offer in the midst of battle. In fact, their lack of manipulation abilities in addition to martial training on par with Artillary means that if caught in the middle of a fight there's little they can do. That's not to say Snipers have no use, however. With light armor, high mobility, and incredibly long-range weaponry, Snipers can take out units before a fight even starts (Artillary and Spec Ops are popular choices) with deadly efficiency. By stacking the odds in your favor with Snipers, the battles become easier for the rest of your troops.
Ok, that doesn't exactly answer what you were asking, but that's how I was thinking of the different troops. There are a few different ways of deciding how to do things, I'm just going to pick numbers to show how I would stack up the troops.
Infantry
Range: 0
Attack: 2
Defense: 3
Spec Ops
Range: 0
Attack: 1 against undesignated targets
Attack: 3 against designated troops or players
Defense: 1
Support
Range: 1
Attack: 2
Defense: 2
Assault
Range: 1
Attack: 1 against undesignated targets
Attack: 3 against designated troops or players
Defense: 1
Artillary
Range: 2
Attack: 1 using a volley
Attack: 2 using a bomb
Defense: 0
Sniper
Range: 2
Attack: 0 against undesignated targets
Attack: 4 against designated targets
Defense: 0
This is based on you using a grid. Range would be how far away opposing troops could be to attack them (0 meaning they need to be in the same square and so on). Attack is the amount of damage a unit does. Defense is the level of attack a troop can sustain before being killed.
I'm just kind of spit-balling here, so feel free to use to ditch whatever you want.
This would be the group with the martial-arts training. They're trained engage as many opponents at one time as they can to draw fire for their comrades. A kind of close-range support, if you will. While they engage enemies and draw fire, the support and assault troops thin the crowds.
Spec Ops
They find the most dangerous enemies on the battlefield and neutralize them. Snipers and artillery are common targets, but these troops would also be what you would deplot against an opposing character (meaning Rad or Rei or somesuch). Their skills are superior to Infantry in one-on-one combat, but they're easily overwhelmed. While they are trained in martial arts and CQC, Spec Ops also have limited ki-manipulation, giving them the ability to travel the battlefield quickly with skills such as flight and zanzouken.
Support
Like infantry, Support troops engage as many targets at once with high-power rifles designed purely for ROF, and not accuracy. As such, it is easy for a single target to engage a support unit given the inability of a support unti to pick someone off specifically. By the same token, a squad of infantry can be easily mowed down by a well placed support unit.
Assault
A variation on the Spec Op-class units, Assault are designed to engage particularly powerful units with concentrated blasts of energy. They're highly accurate, unlike Support units and effectively combine ki training and modern weaponry. By using their inner energies to focues their mind, they can more clearly process the chaos of a battlefield and cut through it with bursts from powerful rifles.
Artillary
Artillary class units have mastered their ki manipulation. Through rigorous training they can fire massive salvos of ki blasts, or concentrated "bombs" depending on the situation. Because of their purpose, they are heavily armored, but possess little-to-no close quarters training. Though strategically placed artillary can devastate an opposing army, they're defenless with no one to support them.
Snipers
Unlike the other single-opponent units, Snipers have little to offer in the midst of battle. In fact, their lack of manipulation abilities in addition to martial training on par with Artillary means that if caught in the middle of a fight there's little they can do. That's not to say Snipers have no use, however. With light armor, high mobility, and incredibly long-range weaponry, Snipers can take out units before a fight even starts (Artillary and Spec Ops are popular choices) with deadly efficiency. By stacking the odds in your favor with Snipers, the battles become easier for the rest of your troops.
Ok, that doesn't exactly answer what you were asking, but that's how I was thinking of the different troops. There are a few different ways of deciding how to do things, I'm just going to pick numbers to show how I would stack up the troops.
Infantry
Range: 0
Attack: 2
Defense: 3
Spec Ops
Range: 0
Attack: 1 against undesignated targets
Attack: 3 against designated troops or players
Defense: 1
Support
Range: 1
Attack: 2
Defense: 2
Assault
Range: 1
Attack: 1 against undesignated targets
Attack: 3 against designated troops or players
Defense: 1
Artillary
Range: 2
Attack: 1 using a volley
Attack: 2 using a bomb
Defense: 0
Sniper
Range: 2
Attack: 0 against undesignated targets
Attack: 4 against designated targets
Defense: 0
This is based on you using a grid. Range would be how far away opposing troops could be to attack them (0 meaning they need to be in the same square and so on). Attack is the amount of damage a unit does. Defense is the level of attack a troop can sustain before being killed.
I'm just kind of spit-balling here, so feel free to use to ditch whatever you want.
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