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MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)


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#2701 Solais

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Posted 07 December 2017 - 09:44 PM

The only thing, really, and only mentioned in unit lore.


Edited by Solais, 07 December 2017 - 09:44 PM.


#2702 StolenTech

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Posted 07 December 2017 - 10:07 PM

I think the map (6)Dead Six seriously needs more ore and gems around the map, stalemates always seem to happen on it just because players are unable to afford any attacks.



#2703 Janusz Olender

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Posted 07 December 2017 - 11:37 PM

The only thing, really, and only mentioned in unit lore.

And that's enough. 



#2704 Solais

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Posted 08 December 2017 - 12:01 AM

One would think a continent would play a bigger role in a world war than a small island nation. Not to mention that small island nation making deals that put the entire PF faction on the enemy side, even though it was mostly a national deal with Japan, not involving the other PF member states. At this point in the storyline, I think the problem is not that Australia is ignored, but that Japan is acting separately from the rest of their faction. So Japan is its own faction, basically.



#2705 Dostayer

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Posted 08 December 2017 - 12:37 AM

One would think a continent would play a bigger role in a world war than a small island nation. Not to mention that small island nation making deals that put the entire PF faction on the enemy side, even though it was mostly a national deal with Japan, not involving the other PF member states. At this point in the storyline, I think the problem is not that Australia is ignored, but that Japan is acting separately from the rest of their faction. So Japan is its own faction, basically.

Japan has Over 127 Milions people, Australia only has around 24 Milions the last time I've checked.

Hell, even S. Korea got over 50 Milions people.

*for comparison: USA has over 320 Milions, Russia has over 140 Milions (USSR peaked at over 290 Milions, there was a massive population loss after the dissolution of the USSR, with Russia being hit the hardest, it's really terrifying to read those numbers), China has 1.25 Billion, the entierity of Latin America has near to 700 Milions and the European Alliance (EU population, there are probably more nations inside the Alliance so this figure might be higher) has around 510 Millions. So.. Yeah, Australia Doesn't come near to any of these nations in order to creat its own Sub-Faction, and its defence industry doesn't export a lot, even Israel exports more (actually, Australia is one of the Largest Importers of Military hardware).


Edited by Dostayer, 08 December 2017 - 12:47 AM.


#2706 Tathmesh

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Posted 08 December 2017 - 01:28 AM

I think Australia is to Pacific Front in MO, as Italy is to the Axis Powers in WW2. They're just kinda there, but they're pointless compared to the rest of the faction. The main player is Japan in PF and...Japan and Germany in the Axis Powers.



#2707 Solais

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Posted 08 December 2017 - 08:22 AM

Yeah, but it's an alternate universe. It could be different.



#2708 RedFox34

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Posted 08 December 2017 - 10:40 PM

As far as additional naval units go -- I think it might be hard to add too many new ones without adding unnecessary bloat -- but I keep thinking an Allied Chrono-ship would be useful, to teleport into small landlocked water areas for more harassment options.  Maybe for Euro Alliance.



#2709 Dostayer

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Posted 08 December 2017 - 10:55 PM

Yeah, but it's an alternate universe. It could be different.

There's a limit of how much can be changed in an alternative universe which its history is more or less similar up to 1924, one of such things is the population of Australia.

 

As far as additional naval units go -- I think it might be hard to add too many new ones without adding unnecessary bloat -- but I keep thinking an Allied Chrono-ship would be useful, to teleport into small landlocked water areas for more harassment options.  Maybe for Euro Alliance.

 

I thought abot it more as a replacement rather than addition, factions already has ships for all of the roles their navy needs (in the scope of the C&C franchise ofc), especially considering the fact that, with the exception of Russia, no subfaction has a unique Naval Unit of its own...


Edited by Dostayer, 09 December 2017 - 12:10 AM.


#2710 Solais

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Posted 09 December 2017 - 01:41 AM

I personally think that water is pretty much the same as land, just without elevation (besides the shore, that serves as a cliffside). So if land based units are allowed to have such diversity, then naval units should have something similar too.

 

Also, I wonder if the driller logic could be made to work with naval units. There could be a Deep-Sea Submarine, or something similar.



#2711 Dostayer

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Posted 09 December 2017 - 02:34 AM

I personally think that water is pretty much the same as land, just without elevation (besides the shore, that serves as a cliffside). So if land based units are allowed to have such diversity, then naval units should have something similar too.

Also, I wonder if the driller logic could be made to work with naval units. There could be a Deep-Sea Submarine, or something similar.

I think the engine itself doesn't have such option, C&C engines were never meant to have such complexities, for example: different attitude levels for aircrafts, that's one of the reasons why you have so many different aircrafts which seems to sit on the same roles, so goes for terrain and tanks (especially urban terrain, some tanks, like the Merkava 4, are specially designed for this, put a T-80 there and it will most likely blow up. Or the K2 from Korea which is designed to deal with the hilly terrain of the peninsula etc) CNC never went for such resolutions because it has a much smaller scope...

Funny enough, the CANC game which came the closest to properly portray Aircrafts was Generals, from there it went down hill...

Edited by Dostayer, 09 December 2017 - 02:44 AM.


#2712 Leitch Blitz Persimmon

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Posted 10 December 2017 - 02:50 AM

A group of Mental Omega players at my hostel wanted to ask you if you can modify the selection system, which it is have four selections: Construction, Defense and Reinforcements (Secret Weapon), Infantry and Unit. Why don't you seperate the Defense and Reinforcements (Secret Weapons), as it is made more easier to select. I am understanding the ability limit of Ares Expansion now, but if they can be expanded MOre, I hope you consider our suggestion!



#2713 Handepsilon

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Posted 10 December 2017 - 04:25 AM

The sidebar you mean? If I read Ares documentation correctly, such UI modification is impossible to do


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#2714 Damfoos

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Posted 10 December 2017 - 05:23 AM

Or maybe it is possible, but not for affordable amount of effort and time.

#2715 Solais

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Posted 10 December 2017 - 12:16 PM

I don't think the Meisters are concerned with such mortal things like "effort" and "time", considering how long this project was going on. So it's most likely not possible.



#2716 Dostayer

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Posted 10 December 2017 - 12:44 PM

I think it's hard-coded in the Engine, some things are just not modable without knowing the source code/obtaining the original development tools/design.
Some things, the engine can't do at all (it's especially evident in how aircrafts were implemented before RA2).
It's not only in this game, In Sonic Generations you had a hard coded limitation on the number of levels that can be in the game, and you can't change bosses beyond color palette.

Edited by Dostayer, 10 December 2017 - 12:57 PM.


#2717 Solais

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Posted 10 December 2017 - 01:59 PM

In Serious Sam games, you couldn't make new weapons, just limited replacements, due to hardcoding. Not until Fusion, that is, when that hardcoding was lifted.



#2718 Divine

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Posted 11 December 2017 - 08:09 PM

Separating the support powers and superweapons from the defense tab occured to me as well, but I think a new sidebar for them on the left side of the screen would be more ideal. Like in Tiberium Wars.


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#2719 BlackAbsence

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Posted 13 December 2017 - 02:51 AM

Considering that China is a defensive faction, their EMP powers should be territorial (imo) so I propose an EM Pulse Cannon as a replacement for the EMP Station.

Much like the one in Tiberium Sun, this cannon will have a range limit, and its projectile travels at a certain speed so closeby targets are hit quickly whereas farther targets have more time to evade the incoming projectile. Having a cannon, limited to a territory (but not too limited), may also somewhat balance their huge naval advantage of disabling entire fleets anywhere.

 

I don't feel like Dragonflies are all that great (and somewhat redundant due to Yunru) so how about giving them a bit more armour and making them disable units much longer?

That way, when they die from small AA fire (they're weaklings), even their aftermath will make them more worthwhile.


Edited by BlackAbsence, 13 December 2017 - 02:58 AM.

Infinitive absence.


#2720 UNSC THE CHILL OF WAR

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Posted 13 December 2017 - 08:55 AM

Now that save/load is fixed, will the single player campaign mission menu stay the same? (I hope so)




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