Bah - I can't find my naote - I recently cleaned my room, and now I can't find
anything...
Anyways, here's a few of the ideas that I remembered, mainly centered around improvements to the various units:
Infantry: as I said before, they should be more versatile than depicted in RTS games - think along the lines of what you do as an infantry in C&C Renegade multiplayer, with the multiple weapons, etc.
Also, institute a command structure. Not sure how drastically it would affect gameplay, but something like being able to assign X amount of soldiers to a sgt/lt/captain/whatever. Said group X would by default have a balanced mix of standard infantry, snipers, anti-tank patrols, etc. Perhaps even a single construction order (one button click) would automatically begin cronstruction/training such a group. Orders would be given to the commander, who would lead his men.
Grenades and infatry-portable machine guns should
not be able to damage any tank or vehicle of equivalent armor, period. The only infantry-operatable weapons that have any affect on tanks today are certain types of grenade launcher ammunition, bazookas/RPGs and AT mines.
As I said before, tanks are far more effective against infantry than they are made out to be in games. Your standard MBT usually has a main cannon, parallel heavy or medium machine gun, one or two independant medium machine guns, 60mm mortar, and smoke/phosphor grenade launcher thingys. No amount of assaault-rifle-equipped infantry is going to do anything more than scratch the paint on an MBT.
APC's are usually fairly accurate, although the M-113's firepower is quite larger than usually depicted, with a HMG and 2 MMG's as standard.
Artillery...hehehe. Have your heard of the US Army's latest development, the
Crusader? Basically, it fires rounds via computer control at a single target in successively shallower angles, which causes them all to land more or less simultaneously. Basicallt, the barrage firepower of an artillery battery from a single barrel.
All armoured vehicles should have (at least) 2 different modes: one with hatches closed, and another with them open. With them closed, the crew is fully protected from non-AT fire. but cannot operate some of the weaponry from the inside. With hatches open, the vehicle can bring its full firepower to bear, but the crew is more vulnerable.
Accuracy - it should be based not only on the weapon beinf fired, but on the range and target type as well. For example, a tank shell can easily hit a stationary tank from kilometers away, but a humn target would be another matter entirely, due to the aiming mechanisim. Artillery would be much more accurate against buildings than vehicles. And infantry should have a very significant accuracy change as range to target closes.
That's all I can think of at 4am without going into too much detail... hopefully more to come.
