Russians have very fast reinforcement speed. Giving them reinforce truck will make them too powerful, as it will just drive with the blobs and they won't get wiped. Russians need some tactic micro to put outposts in the right areas and move to them when they need to reinforce.
Quote from: Oxygen on January 29, 2010, 07:01:15 AMRussians have very fast reinforcement speed. Giving them reinforce truck will make them too powerful, as it will just drive with the blobs and they won't get wiped. Russians need some tactic micro to put outposts in the right areas and move to them when they need to reinforce.I wouldn't say giving the truck the ability to reinforce, but at least being able to bring in fresh troops would be nice. A simple way to balance it is this:Most trucks in the game have a pretty small capacity, usually 12. That's enough to fit one 2nd tier Soviet infantry (Apologies, I cannot remember the exact name at the moment) squad in and the command squad. Later on, it can put 2 Guard squads in there. Simply saying, make it to where the large sizes of infantry squads are a disadvantage, but be able to mechanize later in the game. The Soviets have a massive infantry advantage early on in the game, and it's quite easy to run across the map, suppress advancing German movements, and attempt to lock down. However, as time goes on, the Germans are able to easily counter this and bring the Soviets to bear.They take a massive amount of time to bring fresh troops to the front, and giving a late-game alternative to running would be a nice way to balance out the meager defensive capabilities of the Soviets. Yes, there are outposts, but they are not capable of bringing new troops in or reinforcing.My ideas, and again, I apologize for no actual model names. I am very uninformed when it comes to the Soviets in WWII.Small Truck -MP - 400F - 20Capacity - 12Armament - None (No upgrades)Armor - about that of the Jeep.Large Truck - MP - 500F - 45Capacity - 15Armament - None (No upgrades)Armor - Same as M3I know the idea is very shoddy, but with someone's refinement with historical accuracy could make it work without making the Soviets seriously overpowered.
Noone will pay 45 fuel for an extra 3 men, just make it one universal vehicle, carrying 12 men, no fuel cost but 150-200 MP, but the fact that it doesnt cost fuel should be balanced because the men inside are in danger (25%-50% damage to infantry inside, upon destruction if they are still inside the truck), and yes, the armor should be that of a jeep or bike, so if it gets hit with one Pak round or a Panzershrek, its toast, forcing the Soviet player NOT to rush the trucks, but to tactically deploy his troops from them, either on the flanks or close to the frontlines. So heres my "two cents":-Troop Carrier- -Armament: None -Upgrades: Improvised Armor (More protection vs small arms fire, EX: MG42s, STG44s, etc) Gunner's Hatch: When infantry is in the truck a single soldier can get into a MG mounted ontop or rear of vehicle and give some MG fire. (only doing German Bike damage and some minimal suppression) Observation Point: Just like the PE's Scout Car, the Truck can be upgraded to Hold down Points Extra Seats: Upon Upgrade the capacity is increased from 12 to 20. (Upgrade through armory) -Health: That of a Jeep, then an un-upgraded Greyhound once the improvised armor is purchased. -Abilities: Hall Ass!: Gets the truck to double its speed for a short while (Unable to do once Improvised armor is purchased) ***Expenses***-Troop Carrier GAZ-AAA: 150-200MP 2 Population cap -Upgrades: Improvised Armor: 45 Munitions Gunner's Hatch: 35 Munitions Lockdown: 25 Munitions Extra Seats: 75 Munitions -Abilities: Hall Ass: 25 Munitions Lock down: Free -Available in the Infantry Support Center, after you get a BarracksNote: All the upgrades can be purchased on the same truck.