Yeah, that is a good summary of my impression, it's very hard to determine what will 'fit', esp. once lasers and hovertanks get introduced. It's hard for me to tell how common certain technologies were, but describing the various factions is very helpful.regret wrote:Also, because not everyone knows the GK lore or can accept the concept of Superscience, I felt it would probably be easier to explain it in a detailed summary than get a bunch of questions like "but this didn't exist or its not possible even today". And I am also using the lore I written as a guideline for myself to follow as the information was really scattered among all the different sourcebooks. When I finally get my act together and get a working mod out, I will probably start a new thread and condense all the information I got here over there too. I mean like ThvN, he has been really helpful with his comments but he doesn't really understand the lore so he finds it hard to decide what is acceptable or not.
And material wise, what I meant was the 45-46 years, the game seems completely blank on that. There seemed to be hints that the war took an additional year to end because of all the superscience stuff from the germans. But nothing was stated conclusively in the books/lore, they all seem to leave it hanging at 44 and almost everything the germans developed and didn't develop was out in play by 44. which means 45 would include next gen stuff like the fighter that was supposed to replace the Me262, we would probably be seeing Korean War level stuff. but the lore/books don't state what they were.
There lies the problem for me.But I suspect by the time I hit 43-44 and if there is enough interest in the mod, I can prolly get the userbase to me suggest the 45 units that could have been in play.
For the later years, various 'paper projects' sprinkled with Gear Krieg technology would make decent units, I guess. The lack of existing GK units is not a big problem I think. The upside is you can be very creative in figuring out some units, although on the other hand there is no 'guidance' as to what the GK makers intended.
I briefly looked at some 1950'ies cold war projects, they might provide some interesting looking hardware for the Allied, for the Germans there is the Luft '46 page, the ground units might need a little more digging. Personally, I'm a perfectionist and will usually try to be very consistent in applying techs, I'm not sure if the designers were very strict in this department. I can find plenty of cool-looking retro stuff for you if you need inspiration, though.
How common were certain techs? For example, were the infantry lasers and hover tanks prototypes that were only used in small numbers? I'm trying to get an idea of how common/widespread things are.Germans: Most advanced walkers designs and has the most dangerous Superscience stuff. Chemically pumped Supersoldiers and zombies, loves prototypes and seems willing to try anything.
Jet design will be easy, plenty of retro-futuristic concepts floating about. The info about their preference for quality is valuable, thanks for that. A lot of late-war and early cold-war designs were not designed to last very long on the (then-looming) nuclear battlefield, so this narrows the designs down a bit.British: Laser and Jet(Superior to Germans but loses out late war) tech and prefers sturdy quad walkers to bear heavier guns. Quality is important for them.
The USA actually tested several planes with mixed engine types, as a rather conservative way of implementing jet/rocket power, so a natural progression path into jets or rocket planes is actually viable. The Soviets tested similar planes, BTW.USA: Prefers piston aircraft, uses Rocket and Jet fighters late war. Places less focus on superscience and prefers tried and tested.
Railguns and supertanks... Mmmh, sounds a bit like Red Alert?Soviets: Railguns and supertanks. only developed rocket fighters in 43 and no jets. Used land-leased walkers in 41, only started developing their own in 43 which featured walker only mode but well armored.