User:Amitakartok

Don't laugh but I have a plausible theory about the C&C universe, trying to piece together as many games as possible:
 * It branched off our own, naturally. There were two divergences; one has occured when Einstein killed Hitler in 1929.
 * 1929: Killing Hitler retconned WW2 and created RA.
 * 1946: Einstein helped the Allies win the Great War, retconning C&C and creating RA2.
 * 1972: The Allies won the Second Great War, creating YR.
 * 1972: The Soviet taskforce failed to destroy the Chronosphere prototype in Germany, sealing their defeat and retconning Mental Omega.
 * 1972: The Allied taskforce defeated Yuri before he could set off the Psychic Dominator network, retconning YR.
 * 1927: Cherdenko killed Einstein before the latter has a chance to kill Hitler, retconning RA (and thus also retconning RA2).
 * 1939-45: Since killing Einstein replaced the Second Great War with WW3, there was a WW2 too.
 * 1945-72: Killing Einstein thus partially restored the timeline to ours, placing the divergence at a later point.
 * 1946: So, killing Einstein after he killed Hitler would result in the Soviets winning the Great War and retcon RA2 and RA3, resulting in C&C.
 * 1946: Alternatively, preventing Einstein in killing Hitler would again partially reset the timeline to ours.
 * 1995: When the Scrin asteroid hits Earth, it creates another divergence; thus, eradicating the asteroid before impact and fulfilling the above condition (preventing Hitler's death) would nearly completely reset the timeline.

I'm currently writing a simple mod for RA2 with the aim of changing gameplay into something more interesting. Some of the changes are the following: The new damage versus armor system is like this:
 * Basic infantry now can't even scratch tanks. This is to prevent some thirty deployed GIs being more or less invincible to anything that can't kill them from outside their range. The only chance infantry has against tanks is to garrison buildings which makes the tanks into the ones at a disadvantage.
 * 9K32 Strela troopers (AKA flak troopers) are now hitscan against ground and are pretty effective against tanks. They can also garrison buildings.
 * Rocketeers are now practically Rocket Angel expies against tanks.
 * Tesla Troopers are nigh-invulnerable to anti-infantry weapons due to their powered armor. As in, they're goddamn Terminators in terms of endurance. They specifically require at least one Tesla Reactor to be built and each one consumes a minuscule amount of base power.
 * Tanya is very tough against nearly every kind of attack except energy weapons.
 * The Chrono Commando plants Ivan-style timed bombs.
 * Tanks now have two kinds of ammunition:
 * AP shells against other tanks. Due to being shaped charges, they have a small explosion graphic.
 * HE shells against infantry and buildings. These have a large explosion graphic and do splash damage, instakilling most infantry on a direct hit.
 * Tank weapons fire slower but hit harder, farther and are hitscan.
 * Most tanks gain energy weapons when promoted to elite: Allied tanks get prism cannons while Soviet tanks get railguns (if I can implement it). War Miners get tesla cannons.
 * When not in combat, tanks can perform field repairs.
 * Wheeled vehicles go slower uphill and faster downhill. Tracked vehicles go slower on paved roads.
 * Chrono Miners have been replaced with simple Ore Miners. These can't teleport but have the same armor and slightly less capacity as War Miners. They're also somewhat cheaper.
 * M551 Sheridan light tanks are available to be built from the Allied War Factory. They are armed with a HE cannon and unguided anti-tank missiles. They have lower armor than a Grizzly but are amphibious - excellent for flaking and sneak attacks.
 * IFVs start out with a machine gun and can't even get missiles unless a Guardian GI is manning it. It's an infantry fighting vehicle, not a self-propelled anti-air gun.
 * Prism Tanks now do good damage against tanks but fire even slower.
 * The SJ-1 Jagdpanzer (AKA tank destroyer) is now armed with an anti-tank prism cannon. These do extreme damage to enemy armor and instakill most infantry as well but fire very slowly and can't ricochet like Prism Tank beams do. As a tradeoff, Jagdpanzers are more expensive and Germany can't build Grizzlies at all.
 * If I can implement it, Destroyers can whack infantry with machine guns.
 * The BTR-69 SPAAPC (AKA flak truck) now fires a mortar against infantry and buildings. It outranges Phalanxes and Sentry Guns and does good splash damage against infantry but has a minimum range, has trouble hitting moving targets and can't attack tanks or ships. Due to radar-based targeting, the unit can't attack Rocketeers. Amphibious but goes slower over water.
 * V3s now fire two missiles in one salvo.
 * Terror Drones are booby-trapped and explode when killed.
 * If I can implement it, Typhoon subs can surface and fire a machine gun against infantry.
 * Pillboxes have been replaced with Phalanx CIWS turrets. They are effective against infantry and V3/Dreadnought missiles but are useless against tanks. They can't attack aircraft.
 * Both sides' Barracks can now heal infantry that go inside. Engineers, SEALs, Chrono Commandoes and Tanya can heal themselves
 * Patriot batteries can operate as unguided rocket artillery against tanks. However, it won't auto-target them.
 * Grand Cannons now fire on a ballistic trajectory, artillery style. Due to shell travel time, they are ineffective against moving targets. This means bases with lots of GCs are no longer invulnerable to everything but a massed Kirov charge.
 * Ore Purifiers need power to function. As in, they stop increasing the amount of credits received from Ore Miners if base power goes down.
 * Allies can build Air Staging Pads. These can hold four aircraft apiece but don't provide radar (which also makes them cheaper).
 * Aircraft have been separated into lightly-armored (Harrier, cargo planes) and heavily-armored (Kirov, Black Eagle). Lightly-armored craft take more damage from flak while heavily-armored ones take reduced damage.
 * Harriers now strafe the target with rockets when attacking.

Once the mod is finished, I plan to make a YR version as well. None requires NPatch, RockPatch, Ares or any of that; all changes are ones that can be done from rules.ini and art.ini. I can't make voxels or SHPs so I'm making due with what I can get from the internet. I can't script the AI either so some help would be appreciated for that one.

Planned additions in the YR version:
 * Guardian GIs have grenade launchers when undeployed. These pack a punch against infantry and light vehicles.
 * Tanya has prism pistols that annihilate infantry and quickly demolish light vehicles. She only uses bombs against buildings, tanks and large ships.
 * Infantry killed by a Virus transform into Brutes. Brutes release viral clouds when killed.
 * Elite Magnetrons no longer lift and pull tanks; they instead fire a magnetic pulse that knocks the tank over.
 * If I can implement it, giving a Master Mind a deploy command releases all mind-controlled units and produces a massive psychic pulse similar to the Yuri Prime's. Killing enemies with this pulse gives the Master Mind experience.