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Remix Escalation Suggestion


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#61 Thunder_Head

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Posted 06 November 2005 - 02:09 PM

China could get an upgrade

SU-47
Speed: 1,555 mph (2,500 km/h)
Armament:14 hard points designed for AA-11 Archer missles, 37mm single-barrell cannon


I mention that idea in normal ones and Creator says no, sorry :p I actually love to make China have SU-47 in Contra as you do but it is agianst Creator's will!!!

Grumman x-29 for the air force general
Maximum speed: 1,200 mph (1,930 km/h)


Dude! That's a prototype aircraft. Why do we need that junk if we have a real aircraft like a Raptor. But I have a crazy idea to give it to China instead of USA and rename it as J12/13. Did you know that China is going to make a new aircraft to be F-22's rival? So this is my reason
Fun fact:
1) Named after the Osean AWACS in Ace combat 5
2) The anime sith lord
3) Anakin is the best Jedi
4) His favorite faction in SW:Empire at war is the Galactic Empire
5) Always change signature

#62 Pendaelose

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Posted 06 November 2005 - 06:24 PM

can anyone tell me what aircraft China is REALY using now and is developing?
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#63 Creator

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Posted 06 November 2005 - 09:00 PM

J-10 and J-11

J-10 is here (the article is in Russian, but there are good photos there):
http://www.airwar.ru...ighter/j10.html

J-11 is renamed Su-30MKK

#64 Pendaelose

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Posted 06 November 2005 - 09:18 PM

J-10 and J-11

<{POST_SNAPBACK}>


I can see the resemblence from the J-10 the MIG in ZeroHour. The J-11 would be a good one to add.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#65 Phoenix911

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Posted 07 November 2005 - 01:55 AM

all of them ideas seem cool.
but some has tons of changed and some don't liek teh cyber gen seems to have soo much being done and airforce the weakest of the gens having hardly nothing.
soo hopfuly they will all be good and balanced.

also i hope some things like the infantrys battlefortress will have a range controler so it can make the infantry inside more usful aswell as some of the other changes i notied in some other thrends are inplemented.

4 ideas.
firstly the smerh and the berth and such can u make them not fire while on the move or nor fire unless orderd, this can be a very be pain in the ass if they fire on say a sneak attack or somthing in your base.
so i would rather them be manuly targets or programed not to fire while on the move.

second idea is this. the mobile anti air for the gla teams that have to fold out can u make them not fould out and just fire, reason beings is cos there gaurd range is better than there fire range and cos of this they are pointless, Basicly if u put them in gaurd area they will unset up and move too engage but the long set up time makes them usless.
Personly i like a deply butten added so u cna deply it and LOCK it in place nand it wont move again untill u press undeply.

thirdly Could u make the lunas have a deply butten as well so they can be deplyed behind defences or somthign and act as a long range missle site.

forthly could u not add in a super infernocannon it would be like teh scud for stealth gen or super nuke cannons. the only diffreance would be it fires 3 round volleys and would creat firestorms. O i also think the super nuke and scud for the stealth gen need to be boosted or get an upgrade to make them a littel more powerful cos they suck.

Why build super nuke cannons when i can build a tond of nuke cannons drive them over gaurd them and have a consent volloy of nuke shells? To me they need to be a little more powerful so that they can atlest kill a powerplant with 1 strike. and this should eb teh same for all the super long range artil.

Edited by Phoenix911, 07 November 2005 - 02:31 AM.

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#66 Pendaelose

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Posted 07 November 2005 - 04:02 AM

wow... thats alot to respond to... I'll try it by paragraph...

all of them ideas seem cool.
but some has tons of changed and some don't liek teh cyber gen seems to have soo much being done and airforce the weakest of the gens having hardly nothing.
soo hopfuly they will all be good and balanced.

<{POST_SNAPBACK}>

I chose my focus for generals based on how I felt bout the balance. those I felt were the weakest got the most changed. I would choose the one general I felt was weakest and work on them exclusivly until I felt they were up to par. AirF was muchstronger in previus version because the AA guns were weaker... but the B-52 does an outstanding job of taking out AA units... I don't realy feal they are week at all, but if they come up short in play testing they will get more. they are already getting about 3 new planes in the next remix, that could go up.

also i hope some things like the infantrys battlefortress will have a range controler so it can make the infantry inside more usful aswell as some of the other changes i notied in some other thrends are inplemented.

<{POST_SNAPBACK}>

This one I agree with. I will using it in the next version for sure.


firstly the smerh and the berth and such can u make them not fire while on the move or nor fire unless orderd, this can be a very be pain in the ass if they fire on say a sneak attack or somthing in your base.
so i would rather them be manuly targets or programed not to fire while on the move.

<{POST_SNAPBACK}>

I think the Smerch should be a deploy weapon... even if it dosen't use legs, a weapon that big shouldn't move and fire to begin with. the bertha could maby have a Fire/halt fire button. I'll consider it. I've had the same happen before, but its also a fair price to hording Berthas in your base... no promises, but i'll consider seriously

second idea is this. the mobile anti air for the gla teams that have to fold out can u make them not fould out and just fire, reason beings is cos there gaurd range is better than there fire range and cos of this they are pointless, Basicly if u put them in gaurd area they will unset up and move too engage but the long set up time makes them usless.
Personly i like a deply butten added so u cna deply it and LOCK it in place nand it wont move again untill u press undeply.

<{POST_SNAPBACK}>

not all, but many long range units have the guard button replaced with a "Guard close" button that keeps them from moving while they guard, even if something is in range. the double-click guarding bypasses this, but the control bar button works great. I'm trying to make sure most, if not all Artil and deploying units have this feature.


thirdly Could u make the lunas have a deply butten as well so they can be deplyed behind defences or somthign and act as a long range missle site.

<{POST_SNAPBACK}>

same deal... the guard close feature will force them to stay put and they stay ready to fire.

forthly could u not add in a super infernocannon it would be like teh scud for stealth gen or super nuke cannons. the only diffreance would be it fires 3 round volleys and would creat firestorms. O i also think the super nuke and scud for the stealth gen need to be boosted or get an upgrade to make them a littel more powerful cos they suck.

<{POST_SNAPBACK}>

Could I "not" ?? I wasn't planning on one at all... I don't like the 3 or even 2 barrled inferno cannon. I've been considering new units for flame, but that wasn't on the list so far.

Why build super nuke cannons when i can build a tond of nuke cannons drive them over gaurd them and have a consent volloy of nuke shells? To me they need to be a little more powerful so that they can atlest kill a powerplant with 1 strike. and this should eb teh same for all the super long range artil.

<{POST_SNAPBACK}>

its not how powerfulthey are that makes them valueble... its that they can fire from anywhere on anything... and there is no defense against it. that alone is a reason to make them weak in damage. if they were strong you'd need nothing else but those and base defenses... screw super-weapons. I don't think they should be any stronger, but posibly cheaper... that is a balance issue that will be looked at later in development of Remix3. I'm trying to give most generals a way to strike anywhere, but balance is easily affected by this.


I hope thats what you were looking for.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#67 Phoenix911

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Posted 07 November 2005 - 08:36 PM

ok i agree with u on most.

i thought of some ideas or points give me your input. (i'll try and be breif)

* Is there a way to make aircrafts target tanks as a prioity over infantry?
this would make them alot better on patrol as they always choose infantry over tanks.. (makes no sence)

* The airforce general hercules is pretty nice but could there be a upgrade on the plane itself, To give it spector cannon and miniguns. Make it have like 6 shoots before rearming like the nuke gens gunship. This way u can have some para hercules and some gunships. (best idea i think for airforce)

* this is more of a preferance but it all upto u. but i really like to see the f35 (jsf) teh plane for the airforce gen for attacking ground targets and the king rapture more for Anti air.
reason is teh f22 is capable fo both air and ground BUT its main role is air suppiorty and the main role for the JSF is ground support/bombardment. ALSO could u make the jsf's actuly take of verticly and land verticly?
Maybe add in a helo pad building that can hold 2 of them?

* Now forgive me if i am wrong but the airforce generals rocket pods don't seem to work it launchs a drown but nothing else? is that ment to happen?
If not then it needs looking at.

* the engin incress for the raptures i think should be unlocked at level 3. or something as level 5 is a long wait just for engins.

* and i'm not sure if i said this before but soo far all auroras i used for all us teams are being shoot down even in super sonic flight and this kinda makes them an expensive waste for a plane. So they need to be immunie to fire during the flight in again.

ps: wat is this force hold butten u speak off? i use the gaurd area butten and mine still undeply and move :(

Edited by Phoenix911, 07 November 2005 - 08:37 PM.

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#68 Pendaelose

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Posted 07 November 2005 - 09:04 PM

ok i agree with u on most.

i thought of some ideas or points give me your input. (i'll try and be breif)

<{POST_SNAPBACK}>


Don't worry about it, I enjoy the conversation, especialy on dull days like today. I also greatly apreciate indepth feed back, even if I don't use every idea, more ideas are very good to have.

While Remixis a seperate mod, many, but not all, of the bugs do carry over, so I pay extra atention to the Contra bug reporting topic to be sure I catch everything that will affect remix.


* Is there a way to make aircrafts target tanks as a prioity over infantry?
this would make them alot better on patrol as they always choose infantry over tanks.. (makes no sence)

<{POST_SNAPBACK}>

Most actualy do prefer tanks, but there is a catch. they prefer tanks IN THIER SIGHT RADIUS so there could be a tank 10 Ft away, or about to be in range any second, but if it is even 1 inch out of that radius it will attack the infantry instead of waiting for the tank, but if the tank and the infantry were side by side and both in the raduis it will usualy attack the tank, ofcourse this depends on the plane. Some prefer structures or have no preferance. I've tried to add prefrence where it is apropriate, but it is often hard to see the exact results.

* The airforce general hercules is pretty nice but could there be a upgrade on the plane itself, To give it spector cannon and miniguns. Make it have like 6 shoots before rearming like the nuke gens gunship. This way u can have some para hercules and some gunships. (best idea i think for airforce)

<{POST_SNAPBACK}>

I like it... turn it into Puff The Magic Dragon (I don't know if thats the real name, but thats what we call it in the field) The upgrade limit was reached a long time ago, but I might be able to work something out. this would be worth adding.

* this is more of a preferance but it all upto u. but i really like to see the f35 (jsf) teh plane for the airforce gen for attacking ground targets and the king rapture more for Anti air.
reason is teh f22 is capable fo both air and ground BUT its main role is air suppiorty and the main role for the JSF is ground support/bombardment. ALSO could u make the jsf's actuly take of verticly and land verticly?
Maybe add in a helo pad building that can hold 2 of them?

<{POST_SNAPBACK}>

I think the main reason for the current JSF and Raptor roles is more based on player expectations. ZeroHour playes expect the Raptor to be able to shoot both air and ground... the need for a good AA means the added fighter (JSF) needs to fill that role. it has nothing do with reality, but is convienint for players.

as for VTOL, it would be nice, but it doesn't look right on the exsisting airfield, and it is really too much trouble to add a whole new building JUST for the JSF VTOL.

* Now forgive me if i am wrong but the airforce generals rocket pods don't seem to work it launchs a drown but nothing else? is that ment to happen?
If not then it needs looking at.

<{POST_SNAPBACK}>

In Contra.04 is is broken, I have fixed this bug for Remix already.
No apologies needed... Its bug reporting, not personal character evaluation. As long as you talk about Remix and not my mother I'm pretty thick skinned about it :D


* the engin incress for the raptures i think should be unlocked at level 3. or something as level 5 is a long wait just for engins.

<{POST_SNAPBACK}>

nearly all level requirments are stripped from Remix, so this upgrade is available as soon as you get the Strategy Center. That aside that upgrade is alot more than "just raptor engines" it upgrades almost all of the aircraft. so much so it can more than double the life expectancy. this is probobly THE key upgrade for AirF to make them a stronger army.

* and i'm not sure if i said this before but soo far all auroras i used for all us teams are being shoot down even in super sonic flight and this kinda makes them an expensive waste for a plane. So they need to be immunie to fire during the flight in again.

<{POST_SNAPBACK}>

Or make them much cheaper. As long as they are balanced I will be glad both ways. I don't know why the gattling units are hitting them, but it will be fixed or balanced. at 2500$ it hurts way to much to loose one to a single gattling turret.

ps: wat is this force hold butten u speak off? i use the gaurd area butten and mine still undeply and move :(

<{POST_SNAPBACK}>

It looks just like the gaurd button, but the text label reads "Gaurd Close" I know some units have it, but I don't know about others. If it is missing completely in Contra, fret not... It will be in Remix3


Remix3 is kindof a testing ground for some new ideas that are just too radical to test in Contra. I've mad PM suggestions to Creator that were good, but pretty drastic, he liked them but told me to test them myself first. So I'm going to bite the bullet on these and see if they are as good as I think. If they work out to as well as I hope, and if Creator likes them, you might see them in the next version of Contra. It would be an understatement to say Creator is more conservative in what he wants to add to the game. I'm cool with this as it gives me more oportunities to be aubsurdly liberal with my ideas :p

It might disapoint some people, but Remix3 will have a ranking or level system slightly akin to Contra.03 and .04, but it will be very different. instead of fighting for EXP to get your units it will be based on a 3 tier Tech building and Upgrade system. I've nearly finished 3 generals and converted them to this system and I'm VERY happy with it. It gives the same controlled pace of game as Contra, but leaves the player with direct control over his own tech level.

an example of the new gameplay...

Laser general.

Lvl 1,
Start you base and build a Warfactory

After the warfactory select the command center and Research Tactical Escalation, this takes 90 Seconds and costs 2000.

Now you can build your strategy center.

After you have the strategy center go back to the command center and research Stratiegic Escalation, this takes about 180 seconds and costs 4000.

Now you can build you Tech2 center. the tech2 center is unique to every general. some have weak super weapons, others have specal factories... like I said, its unique to every general. Laser General has the Orbital Relay Center as his Tech2 center.

after you build the Orbital Relay Center, return to the command center and research Global Escalation, this takes about 360 seconds and costs 8000.

Now you can build your partical cannon...
with the partical cannon you can now build your super units.

Note: Each level of Escalation requires the Tech buildings be built before the upgrade is started...
Also Note: the times stated above are already old data... i've changed them to numbers that played better, but I can't remmber what the real numbers are, I don't have the code here with me


In pacing it takes about as long to hit Global escalation as it does to hit Rank5... in most games I get them within a few seconds of each other... what makes the escalation system better in my opinion is the player has DIRECT control over the situation... it does not reward turtling OR rushing... it encourages a balanced and careful gameplay... you can't spend money too fast on your tech level or you will be lacking in ground troops and base defenses... if you pure turrtle or pure rush, you can't afford the Tech upgrades and will be crushed in a long game. In many cases a player might be near the end game and choose not to invest in Global escalation because he needs units to finsh the battle more than he needs a super weapon... I think this is a good thing. Super Weapon Farming nearly killed multi-player for me... I think making people fight a battle is what the game should be all about.

Edited by Pendaelose, 07 November 2005 - 09:41 PM.

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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#69 Phoenix911

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Posted 07 November 2005 - 10:59 PM

humm that update system sounds pretty nice ^^ i would soo like to see how that plays out :-)

but aslong as the AI is challanging and builds still then i all for it ^^
if i think of any other idea's i'll be sure to post.
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Everyone should watch this and pass it on as its a very good argument on the subject of Global Warming.

#70 Phoenix911

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Posted 08 November 2005 - 12:18 AM

O another thing i thought of. the b52 dose crap damage adn the king raputer out damages it this is vs buildings.
now the b52 are big and are not that fast and the cruse missles are not locked so a moving target is not a good thing for these.
so make them more effective agest buildings

let me put it liek this 6 of them my friend used on a tomahawk storm and it only was damaged half way.
and the 6 raptures would of killed it.
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Everyone should watch this and pass it on as its a very good argument on the subject of Global Warming.

#71 Pendaelose

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Posted 08 November 2005 - 01:53 AM

O another thing i thought of. the b52 dose crap damage adn the king raputer out damages it this is vs buildings.
now the b52 are big and are not that fast and the cruse missles are not locked so a moving target is not a good thing for these.
so make them more effective agest buildings

let me put it liek this 6 of them my friend used on a tomahawk storm and it only was damaged half way.
and the 6 raptures would of killed it.

<{POST_SNAPBACK}>


I've not tried it against base buildings... I use it against base defenses... it always kills these in one volly. I think it does double damage to defenses. I will look at the damage and play test it.

humm that update system sounds pretty nice ^^ i would soo like to see how that plays out :-)

but aslong as the AI is challanging and builds still then i all for it ^^
if i think of any other idea's i'll be sure to post.

<{POST_SNAPBACK}>


the AI is easy to make use it.

Edited by Pendaelose, 08 November 2005 - 01:56 AM.

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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#72 Phoenix911

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Posted 08 November 2005 - 04:06 AM

Ah ok cool :p
aslong as the ai is a challenge, but i like to see a mix of units.
Is it just me or dose in contra 4 the computer spam artil?
not that that is a bad thing cos it dose make ppl that rely on defence have to work harder. But i see more of them than i doo other units.
Like the napalm general i see more inferno cannons being built than i do flame battlemasters, Varity is always good.

o and sorry i read my last post and i made no sence :| i'lll try and stay awake next time i post.

ps: new idea, Could u use this as a replacement for the smerch. as this is actuly china made.

Edited by Phoenix911, 08 November 2005 - 02:06 PM.

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#73 Pendaelose

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Posted 08 November 2005 - 04:37 AM

Is it just me or dose in contra 4 the computer spam artil?
not that that is a bad thing cos it dose make ppl that rely on defence have to work harder. But i see more of them than i doo other units.
Like the napalm general i see more inferno cannons being built than i do flame battlemasters, Varity is always good.

<{POST_SNAPBACK}>


I'm pretty sureit dose use alot more artillery, but its really just because against the AI 99% of players turrtle, and only artillery and air supprt can do anything about it.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#74 Phoenix911

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Posted 08 November 2005 - 01:18 PM

yer i have to say sitting on ones ass dose not work to good now ^^
but even when i'm turrtle i tend to build artil units aswell as fast moving scott for such reasons ^^

and i space my power round aswell as build extra.
I lernt from online games and such, alot of ppl never space power or build extra. and ppl that are turretal usly do not have any support units
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Everyone should watch this and pass it on as its a very good argument on the subject of Global Warming.

#75 Pendaelose

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Posted 08 November 2005 - 09:39 PM

yer i have to say sitting on ones ass dose not work to good now ^^
but even when i'm turrtle i tend to build artil units aswell as fast moving scott for such reasons ^^

and i space my power round aswell as build extra.
I lernt from online games and such, alot of ppl never space power or build extra. and ppl that are turretal usly do not have any support units

<{POST_SNAPBACK}>


these are very true, and it brings up the issue of player habbits and why those habbits exsist...

All player habbits exisist because the habbit works and is the easiest method to achive a goal. When a habbit is lame, such as super weapon farming, turrtling, or bumm rushing, it means there is a gross imbablance in the game. Any strategy is fine, and all of these are legitimate ways to play, but when it is used by the masses as an easy way to avoid REAL strategy it becomes a problem. There are 3 ways to address a problem strategy.

1. Make it imposible by restricting units or buildings.
2. Make it less effective by rebalancing the strategy to be weaker.
3. Make the counter-strategy more effective.

I think the only FUN way to adress it is to use a little of all 3 methods. If you over restrict contructioin people become frustrated because they can't make what they wanted. If you Nerf a strategy by gimping a unit or weapon you alienate people who really liked that unit or strategy. If you over buff the counter strategy you simply create a NEW abused method.

my GOAL, whether I can reach it or not, is to allow players the Freadom to build what they want without depending on outside factors such as EXP, but still restrict the construction so that the pace of the game is not over-accellerated, because EVERYONE wants thier super units and superweapons but they themselves are an abused method. Discourage turrtling by changing the scale and pace of the combat. And encourage assault style play by giving the afordability to let the player attack without fear of excesive loss.

When a tank costs more than the factory that made it the tank is worth more! its easy reasoning... I can defend and replace a 2000 dollar building, or I can attack and loose 3 2000 dollar tanks PLUS the 600 dollar addons. what do you think would be risked first?

Some reasons I've changed certain things in Remix and what I think the consequences are... at least I've tried for...

reduced cost of units and base defenses vs increased cost for superweapons and superunits: I want to see more ground combat in the game... to seldom are there good tank battles instead of Bertha vs base defenses battles. I also hate super-weapon farming... I don't think players should be blocked from it, I just think it should be less "super".

so I completely re-did the prices. I think the real result has been close to what I wanted... there are some unexpected perks though. I cut unit costs in half to encourage twice as many... I think this worked. I cut base defense costs in half to keep up with twice as many units... this sorta worked. Power demands are still the same, so twice the base defenses is twice the powerplants, but power is just as costly, so a base defense is twice as power dependent... OR, as I've seen alot of, build lots of units to supliment the base defenses and be less power hungry.

I think on a whole this whole idea has worked very well, enough so that I'm repeating the expierement in Remix3. Infantry are 1/4 cost (and buildable as squads for 1/5 cost), basic tanks are 1/2 cost, planes are 2/3 cost (with exceptions), super units are full cost, super weapons are X1.5 cost.

I feel like this set up encourages a more well rounded aproach to army building and a better attack vs defend ratio. There are exceptions ofcourse unts that provide an ability rather than just fight are usualy the same cost. Hackers, Dozers, characters, etc are unchanged because they were never a neglected part of any army, thus prooving they are well worth thier standard cost. Snipers and Auroras are actualy more effective than ever before because they get twice the chance to kill than they did before, and nearly without risk as well... so these units did not see large price drops.

The real truth of changing player habbits is just changing what works. It is a pure cause and effect of balancing. unlike ZeroHour, BFME actulay encourages raging and non-stop agression, especialy if playing as Mordor. I think this can serve as a strong building block of How to adress the balancing problems in ZH. other games can show us "Do's and Don'ts" that can't be found in just Zero-Hour.

Thats my Daily Rant!
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#76 Phoenix911

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Posted 08 November 2005 - 10:56 PM

ok thats good, only problem i see tho is u said u lowered the cost of defences to compensate for the lower unit prices, but having the power demand on the buildings the same or, the power plant output the same is the problem.
Even with teh lower cost u still can not build enough defences (if u wanted) cos u need power for this. and alot of maps do not have enough build room for tons.

anyways more idea's / bugs yay ^^ for u to think abotu or fix in your remix.

GLA assult generals planes suck ass, this is not the problem but they take forever to build and they are not that well armred aswell. soo maybe think about reducing the build time.

The tripel barrel upgrade for the assult general on the maranda tanks dose not work, even after getting the upgrade, i was still getting single barrels.

the demo general gets mines, this makes sences cos well hes demo gen, but can u remove the mines from chinas buildings and give them something uniqe, idk wat but i think would be better.

I am not sure about this one.
But dose the gla defence sites. like the quad cannon site get the upgrade "armor pircing ammo" if not could u make the defence sites get the necasry upgrades. maybe they already do it just they have no upgrade symbles in the picture of the building.
so i am unsure if they gain any of the upgrades.

the radiation tank for the nuke general should be able to put down a radiation wall like the fire wall. And the nuke generals artil liek the inferno cannons have less range than that of other china inferno cannons. was this a mistack ?
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#77 Pendaelose

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Posted 09 November 2005 - 01:04 AM

ok thats good, only problem i see tho is u said u lowered the cost of defences to compensate for the lower unit prices, but having the power demand on the buildings the same or, the power plant output the same is the problem.
Even with teh lower cost u still can not build enough defences  (if u wanted) cos u need power for this. and alot of maps do not have enough build room for tons.

<{POST_SNAPBACK}>

This is true... I even pointed out so myself. it leaves players who want to turrtle in more dependant of the power supplies they have, OR they can build units instead of base defenses to help gaurd thier turf. I don't think its really a bad thing at all. I find looking at a SOLID WALL of patriot launchers a little insulting to look at :ohmy: If he has power problems, I have no problem with that :p

anyways more idea's / bugs yay ^^ for u to think abotu or fix in your remix.

<{POST_SNAPBACK}>

yes, yay ^^

GLA assult generals planes suck ass, this is not the problem but they take forever to build and they are not that well armred aswell. soo maybe think about reducing the build time.

<{POST_SNAPBACK}>

it will be some time still until i look at the GLA, but when I do I will make sure the build times are comprable to other units.

The tripel barrel upgrade for the assult general on the maranda tanks dose not work, even after getting the upgrade, i was still getting single barrels.

<{POST_SNAPBACK}>

I've seen tripple barreled marauders before... I think the upgrade just makes it so they CAN get three barrels, but they still need to collect salvage to get there. I don't usualy play GLA unless I'm activly modding them in the process, so I can't really speak definitivly on this.

the demo general gets mines, this makes sences cos well hes demo gen, but can u remove the mines from chinas buildings and give them something uniqe, idk wat but i think would be better.

<{POST_SNAPBACK}>

No... I think Mines are just part of china's perminant set... It might be feasable to make a single China use something else, but I'm not inclined to change all of china off of it. I don't find it offensive that they both use mines... after all, thier mines... you GOTTA love mines! YOU MUST! START LOVING THEM NOW!!! NOW!!

still, without an idea of what to replace them with makes it twice as tough to replace them. and I don't see a problem with them to begin with.

I am not sure about this one.
But dose the gla defence sites. like the quad cannon site get the upgrade "armor pircing ammo" if not could u make the defence sites get the necasry upgrades. maybe they already do it just they have no upgrade symbles in the picture of the building.
so i am unsure if they gain any of the upgrades.

<{POST_SNAPBACK}>

They do, the reason the cameo's don't show is because the turrets are upgrades and the cameos are tied to the foundation. it would be silly to show AP bullet upgrade cameo on an artilery cannon or a missle launcher. Instead of trying to show ALL upgrades, none are shown. its just easier.

the radiation tank for the nuke general should be able to put down a radiation wall like the fire wall. And the nuke generals artil liek the inferno cannons have less range than that of other china inferno cannons. was this a mistack ?

<{POST_SNAPBACK}>

well, I guess it could... but I was actauly thinking about removing the Radiation tank all togeather... I don't care for it, and theres a million other radiation type weapons that could be added. like a Dirty Bomb morter, or a cluster mine launcher... I've not made any final decisions on this yet, but its likely on the Cut list.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#78 Phoenix911

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Posted 09 November 2005 - 01:23 AM

ok well triple barrel maraders maybe a salvage but personly i think this idea sucks then ^^. could u not add a building that drops salvage liek a drop zone every like 2 or 3 mins?
idk just a thought, then u could remove the salvage drop general promotion and add in another skill. Something usful, cos no offence but a salvage drop for a general points is a waste.

mines i don't really have a problem with its just no units can effectivly clear them, could u not make a tank or add an upgrade to tanks like the overlord for tank clearing (this would make them able to go over tanks and clear them while fighting ...
maybe make for china overlords, but i think all teams should have an effective way ov clearing them in battle.

humm removing the radiation tank sounds ok. But i don't wanna see a mine luncher added the nuke cannons already can. I am nto sure what i would like to see in its place but i'll get back to u on that :-D
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Everyone should watch this and pass it on as its a very good argument on the subject of Global Warming.

#79 Pendaelose

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Posted 09 November 2005 - 01:29 AM

ok well triple barrel maraders maybe a salvage but personly i think this idea sucks then ^^. could u not add a building that drops salvage liek a drop zone every like 2 or 3 mins?
idk just a thought, then u could remove the salvage drop general promotion and add in another skill. Something usful, cos no offence but a salvage drop for a general points is a waste.

<{POST_SNAPBACK}>

I like the idea of a building that calls them in. very new...

mines i don't really have a problem with its just no units can effectivly clear them, could u not make a tank or add an upgrade to tanks like the overlord for tank clearing (this would make them able to go over tanks and clear them while fighting ...
maybe make for china overlords, but i think all teams should have an effective way ov clearing them in battle.

<{POST_SNAPBACK}>

This is also very true... the dozers may be able, but they are not combat worthy units... a special heavy engeneer unit might be called for... I'll work on ideas that fit each faction.

humm removing the radiation tank sounds ok. But i don't wanna see a mine luncher added the nuke cannons already can. I am nto sure what i would like to see in its place but i'll get back to u on that :-D

<{POST_SNAPBACK}>


I was just giving quick examples, I don't know what to replace it with, its just an idea. There should be several new units, so it maynot even be an issue of a 1 for 1 replacement.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#80 oops2005

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Posted 09 November 2005 - 11:54 AM

I like your ranking system, Pendaelose! Very nice, I think.
It feels like the Age Of Empire. You research a new period, and when it finished, you can get more advanced toys.

As for the Squad, IMO you can give it to Inf Gen.
You can make a gen power " Infantry Squad Training". If player choose this gen power , then Infantry will be build as squads(4~5 individuals be better). I think it fits for Inf Gen.
Other Gen cannot build squads.




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