Ok, i have done it, i figured out out a way of making covi and unsc different,taking a note from HW. ok its building layout ill start as always with unsc.
At tech 0- they start with engineers and a mongoose. also an outpost that deploys engineers.(defenses are as before btw)
At tech 1- outposts can build mongooses, engineer can build a barracks and supply distributer(ill explain later,but works in the same way as supply pad)barracks can build marines,flamers,snipers.thats it.
At tech 2 - enginner can build vehicle depot,and field armory and outposts,and muntion stores,and oil supply pads(all explained later). At barracks heavy troppers,cyclops,light mg team, AA and AT team and special forces become avaliable.in vehicle depot,warthhog and elephant become avaliable.
At tech 3- engineer can build hangers.in the barracks medics and heavy mg become avaliable,in vehicle depot,scorpions and in the hanger pelicans and hornets.
At tech 4-airborne become avaliable in barracks,in vehicle depot,wolves,gremlins,cobras.in hanger abatross(heavy transport) and hawks become avaliable.
At tech 5- engineers can build space uplink, in barracks the odsts become avaliable,in the vehicle depot - rhinos,grizzly space uplink-vulture.
not alot changes for unsc because they will act as the control,user friendly team,as for covi,things become a little different.
At tech 0-start with an engineer and a ghost,and an engineer den(on odst)this deploys engineers only.(defenses also remain the same for covi)
At tech 1-engineer can build a hall,this deploys grunts,short ranged jackels,ghosts and hunters,and light mg(this is a twist,sort of makes unsc defensive and covi rushers,or offensive,during tech one,hunters being the key)also engineers can build supply pads (or whatever there called in HW).
At tech 2 -engineer can build plasma conversion facility(also explained later),and Operations centre,this builds heavy infantry, heavy mg team, sniper jackels,spectres,and banshees.(banshees give the covi air advantage early game but there is counters for them at this time ,unsc also have elephants aswell,hard choice.)also they build there outposts and tech lab of some sort.
At tech 3-engineers build reclaimation centre,this builds,special forces,AT team, AA team,medics,wraiths,shadows,locusts and phantoms.(covi and unsc mostly even off here but covi still have an ace up there slieve)
At tech 4- war factory-airborne,AA wraith,AT vehicle(still undecided),unit to equal grizzly t5,vampire,spirit,and some artilery unit.(massive wraith,tech 5)
At tech 5- all units are avaliable,scarab contruction facility,and special op elites,(in war factory),scarab also avaliable.
as you can see tech one to three each have a side with an advantage in this area,at tech 1 unsc are defensive and covi are offensive,in tech 2 unsc have the edge in infantry section,(with the elephant and special forces)but the covi own the skies and have better defenses(heavy mg teams,good vs infantry).in tech 3 things even off for unsc but covi gain extra vehicles(locust),in my terms these 3 techs are the stage of advantage.in the last 2 techs it evens out.i would compare this to the chess because you have no advantage over your enemy(like in chess) in an area and you must use more stratagy.
this i think this is brilliant, i have devised a way of making them different without changing them at all.what do you think of that kevinator,what your looking for,no need more,i have got another idea.
SUPPLIES-new supplies,for covi its sort of similar to old version.you have your supply pads,they generate resources.also you can find resources with your ghost,like normal,but now theres a new resource,plasma.plasma is costly to make.so it requires alot of resouces.(dont ask me how covi make plasma rifles).the plasma convestion facility creates it at the cost of resouces.plasma is added into the price of vehicles and aircraft.for example-wraith 600 supplys ,200 plasma 8 pop.ok heres the chain.first supplys are collected in warehouse.ever so often a fixed some of supplys,lets say 1000,(if you have it)is taken away and you recieve 500 plasma back.this is needed to buy some men and all vehicles and aircraft.
for unsc its much different.first you can collect supplys like normal,but when it comes to geting lots of supplys it different.first you must travel the map until you find a supply cache.this contains about 10000 supplys to 25000,then you press y on it and you start collecting it.not with a warthhog,oh no only a pacific unit can harvest it.ok heres the chain,first you find the supplys cache,press y,then two warthhogs(not selectable)drive out,pile supplys in the back (about 300 per hog) and drives back to the supply distributer,(looks like a garage with a warhouse to one side) this works like the harvesters in comand and conquer.it comes in a bit faster than covi but there is a risk collectors will be destroyed.to call collecters back,some return button is provided.
then munitions,work like supply pads,this is encluded in infantry and more vehicles than planes prices.
fuel is last, very expensive ,a supply pad with a fuel tank on thew side,every now and again supplys are taken for fuel,used more in planes than vehicles.example of munitions uses-scorpion= 600 resources,300 muntions, 100 fuel. example of fuel uses-pelican=500 resources,100 muntions 400 fuel.
another idea,makes tactical and makes differences beetween teams.
i think later ill go into detail about rebel, units,economy,bases and tech.