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MO 3.3 // Side 4 "The Foehn Revolt" - General Discussion


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#541 Solais

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Posted 17 May 2016 - 11:00 PM

Even though it is said in some descriptions that old Kanegawa technology was reactivated years later, not to mention, the cameos in the updated Act1 campaign?



#542 Speeder

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Posted 17 May 2016 - 11:55 PM

That's for stolen tech. Those units can combine techs.

 

The units which show up in Act One show up as 'prototypes'.


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#543 Solais

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Posted 18 May 2016 - 06:11 AM

Then there's the Harbinger. Though that instead shows the connection between KI and China, which is the long-lasting theory about Foehn's origins.



#544 Bernadiroe

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Posted 18 May 2016 - 07:14 AM

For some unknown reasons, now my browser (chrome) won't load this thread's page 27 (and some other specific pages like the latest bulletin news) ._. it just blank white, no error messages and no loading.

 

By the by, how about a mech engineer for Foehn? Same sprite but can't be attacked by dogs, immune to radiation/poison, weak to EMP, can't be mind-controlled and slower move speed?

Also, does clairvoyant regarded as Infantry or Armor? Like, weak to anti-infantry weaponry or anti-armor weaponry?


Edited by Bernadiroe, 18 May 2016 - 07:14 AM.


#545 CLAlstar

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Posted 18 May 2016 - 08:02 AM

Clairvoyant is an "infantry" unit.



#546 Atomic_Noodles

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Posted 18 May 2016 - 08:04 AM

The use of the Nanofiber Loom is meant to redesign unit roles in some ways. A Direct upgrade to the engineer would directly violate that design thesis... at least from what I'm seeing.


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#547 Bernadiroe

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Posted 18 May 2016 - 09:16 AM

Clairvoyant is an "infantry" unit.

Thank you!

 

 

The use of the Nanofiber Loom is meant to redesign unit roles in some ways. A Direct upgrade to the engineer would directly violate that design thesis... at least from what I'm seeing.

Well it's not like we can't create new Engineers in case we need their original purpose, no? xD

Also I just thought of that, maybe instead of changes to the engineer himself, how about make it a Nanofiber Loom upgrade like Atomic said :D

 

Maybe make him capable of turning any structure he enters turn to neutral structure (with his own original features stripped off)

Or make him can repair ('heal') other mech infantries (with his own original features stripped off)

 

I dunno, please make him unique I feel so sad for this guy.



#548 Solais

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Posted 18 May 2016 - 12:27 PM

Maybe syncing an Engineer could turn it into something like a Field Mechanic to repair vehicles. Similar support unit, but different role. Still can repair buildings and bridges, but it no longer can capture.



#549 Atomic_Noodles

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Posted 18 May 2016 - 01:48 PM

Foehn already has a repair unit from what I hear. So no Engineer turning into a Repair Infantry isn't in the interests.


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#550 Arr4err

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Posted 20 May 2016 - 10:19 AM

I'm aware that MO already has coop and all, but i'd really like to see some missions in singleplayer where you have an AI ally. And not like those in ACT 1 where, while helpful, they are very limited in numbers (Allied Zero Signal comes to mind). It would be great to actually have a full fledged AI with a base helping you out. Is there any chance this will happen?



#551 Protozoan

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Posted 20 May 2016 - 11:57 AM

I'm aware that MO already has coop and all, but i'd really like to see some missions in singleplayer where you have an AI ally. And not like those in ACT 1 where, while helpful, they are very limited in numbers (Allied Zero Signal comes to mind). It would be great to actually have a full fledged AI with a base helping you out. Is there any chance this will happen?

 

They would just get wrecked by the enemy AI's ability to magically paradrop 500 siege cadres into your base every 3 seconds


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#552 Arr4err

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Posted 20 May 2016 - 01:05 PM


 

They would just get wrecked by the enemy AI's ability to magically paradrop 500 siege cadres into your base every 3 seconds

 

 

Opposite is also true. At start of a mission AI ally could be perfectly able to hold its ground and attack without you, then something happens and you have to work together, then something else happens and now you have to help your ally to survive. With ally trying its best to help all the time.



#553 Oktavia

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Posted 20 May 2016 - 06:45 PM

Opposite is also true. At start of a mission AI ally could be perfectly able to hold its ground and attack without you, then something happens and you have to work together, then something else happens and now you have to help your ally to survive. With ally trying its best to help all the time.

So you want a glorified escort mission?

#554 The Jovian

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Posted 21 May 2016 - 05:05 AM

While I haven't discussed the story too much and let others speculate, I thought that the newly revealed units of the Foehn Revolt would strongly suggest there will be no "tech-scavenging".

Damn, I was really off the mark on that one. To be honest, I wasn't trying to make a serious prediction on the nature of the heroes so much as giving my thoughts as to what kind of heroes I wanted to see from Foehn. Well at least I managed to keep my fantasy heroes in line with their sub-faction's theme (as I understood it). You still could do tech scavenging in early Foehn missions before they figured out their nanotechnology and railguns and confusion weaponry, kinda like how Epsilon's Act 1 missions included soviet units in their arsenal. The Fohen reveal trailer even includes a unit that looks like a Mastodon with a more standard-looking cannon in place if its plasma railgun (which by the way how does that work? A railgun works by using electromagnetic fields to accelerate a piece of metal to ballistic velocities, Any metal hot enough to produce plasma of any kind would lose its magnetic properties. Maybe it's like Mass Effect's... um, mass effect fields, which is more a warping of spacetime rather than an electromagnetic cushion, sorry I got sidetracked), so I don't think it's out of the question that we see hero units using cobbled together hybrids of Allied and Soviet technology (at least lore-wise). But I can also see why you wouldn't be going there, since creating new infantry units is already enough of a hassle without making campaign-exclusive infantry and heroes that only appear in one or two missions before dying to be replaced with the new and improved versions. It probably isn't worth the effort.

 

In any case whatever Foehn's new heroes are, I'm sure they'll be something truly unique.



#555 Arr4err

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Posted 22 May 2016 - 09:27 AM

 

So you want a glorified escort mission?

 

Except that you start as an escortee and ally is more that capable of defending itself and actually fighting back alongside with you, you can call it that way. Just an idea.



#556 lovalmidas

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Posted 22 May 2016 - 02:23 PM

Allied AIs are part of my mission agenda. Seeing battles unraveling without player intervention has always been one of my dreams.

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#557 Solais

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Posted 22 May 2016 - 05:17 PM

Idea: A mission where you can win by doing nothing but let the AI take care of things. The Twist: You are almost always forced into doing things, screwing everything over, otherwise, you're obliterated. So your mission is to somehow not do anything, but still survive.



#558 lovalmidas

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Posted 23 May 2016 - 12:00 AM

I have made at least one mission where the AI handles the brunt of defense, but it is almost certain the AI won't make it by itself.

Because I have the tendency to pit more AI's against it.

I'll only do a small number of these missions. Apparently my way of arranging AI-v-AI battles tends to generate more lag than my other missions.

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#559 Chrono Stormer

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Posted 24 May 2016 - 03:17 AM

Regarding the Foehn Engineer, the sync could make him into a combat engineer, or replace the repair kits with C4. Possibilities are endless with troop upgrades.



#560 Speeder

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Posted 24 May 2016 - 04:37 AM

Yeah but surprisingly none of the ones you suggested fits because combat Engineers are impossible and Foehn doesn't use C4s. :shiftee:


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