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


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#3501 StolenTech

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Posted 03 July 2018 - 04:04 PM

I agree with the part that the tech sat doesn't worth it and should be reworked somehow. I know that a map trigger can be made to grow the shroud by one cell - I wonder if it's for only a select player or for all players, and if the opposite can be made as well: pushing back the shroud by one cell in all directions. Maybe if a player captures the tech sat, it could provide a passive ability that would periodically push the shroud furher and further back by one cell in all directions for that player.

it's the downside of it that makes players not want to capture it, that's what should be changed.



#3502 Tathmesh

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Posted 03 July 2018 - 04:31 PM

Maybe they could be converted into SC2 Xel'naga towers? They give vision in a limited radius around them, but when destroyed they either shroud the radius they revealed (if that's possible) or do nothing.

#3503 J00B

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Posted 03 July 2018 - 05:09 PM

 

1. What

 

2. Pretty sure thats impossible to do

 

 

Which part are you perplexed by?

 

How do you know it's impossible?

 

Doesn't seem too different from:

 

Capture Tech Missile Bunker = Missile Strike count begins. Count ends; you can launch a missile to bamboozle a target.

 

Capture Tech Satellite Centre = Intelligence Download count begins. Count ends; radar structure now has passive TechSat ability to reveal the whole map.


Edited by J00B, 03 July 2018 - 05:12 PM.


#3504 BlackAbsence

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Posted 03 July 2018 - 09:34 PM

I propose integrating auras (that light produced by invisible light-posts) into certain structures.

Some structures in some missions already do this.

Is this necessary? No: This is just for the sake of aesthetics.

 

- The Allied Power Plant could produce a tiny blue-light aura, when upgraded with the Power Turbine upgrade.

- The Gap Generator could produce a large dark-light aura covering its EoA, depending on its mode.

- The Tesla Coil could produce a tiny white-light aura, when charged via Tesla Trooper(s).

- The EMP Station could produce a tiny white-light aura, when fully charged.

- The Iron Guard could produce a medium red-light aura covering it's AoE.

- The Bio Reactor could produce a tiny yellow-light aura, when containing bodies.

- The Nanocoat Regulator could produce a tiny green-light aura.

- The Plasmerizer could produce a medium green-light aura.

 

Perhaps their auras could disappear when on low-power.


Edited by BlackAbsence, 03 July 2018 - 09:40 PM.

Infinitive absence.


#3505 StolenTech

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Posted 03 July 2018 - 09:48 PM

I propose integrating auras (that light produced by invisible light-posts) into certain structures.

Some structures in some missions already do this.

Is this necessary? No: This is just for the sake of aesthetics.

 

- The Allied Power Plant could produce a tiny blue-light aura, when upgraded with the Power Turbine upgrade.

- The Gap Generator could produce a large dark-light aura covering its EoA, depending on its mode.

- The Tesla Coil could produce a tiny white-light aura, when charged via Tesla Trooper(s).

- The EMP Station could produce a tiny white-light aura, when fully charged.

- The Iron Guard could produce a medium red-light aura covering it's AoE.

- The Bio Reactor could produce a tiny yellow-light aura, when containing bodies.

- The Nanocoat Regulator could produce a tiny green-light aura.

- The Plasmerizer could produce a medium green-light aura.

 

Perhaps their auras could disappear when on low-power.

this can easily mess up the lighting of maps, and lighting in general is too sensitive in this game. but I believe lights like the ones from watch towers and such is possible ?



#3506 Speeder

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Posted 03 July 2018 - 09:48 PM

Absolutely no auras.


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#3507 Tathmesh

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Posted 03 July 2018 - 11:23 PM

I propose integrating auras (that light produced by invisible light-posts) into certain structures.
Some structures in some missions already do this.
Is this necessary? No: This is just for the sake of aesthetics.

- The Allied Power Plant could produce a tiny blue-light aura, when upgraded with the Power Turbine upgrade.
- The Gap Generator could produce a large dark-light aura covering its EoA, depending on its mode.
- The Tesla Coil could produce a tiny white-light aura, when charged via Tesla Trooper(s).
- The EMP Station could produce a tiny white-light aura, when fully charged.
- The Iron Guard could produce a medium red-light aura covering it's AoE.
- The Bio Reactor could produce a tiny yellow-light aura, when containing bodies.
- The Nanocoat Regulator could produce a tiny green-light aura.
- The Plasmerizer could produce a medium green-light aura.

Perhaps their auras could disappear when on low-power.

Disco Omega: Almost Perfect Yuri's Rave Party

Featuring:

- The Allied Eurobeat
- The Soviet Groove
- Daftsilon Punk
- The Foehn Rave

Changes:
- BUFF: Roadrunners are now disco balls with flashing auras.
- BUFF: All Prism units will use the Paradox's prism cannon.
- BUFF: All tech buildings will now have flashing disco lights and play their respective factions' themes at full blast when a support power is played: e.g. Libra drop triggers Relativity.
- BUFF: Volkov now has an afro.

Edited by Tathmesh, 03 July 2018 - 11:26 PM.


#3508 Carpotum

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Posted 04 July 2018 - 02:46 AM

I had been planning to finish this mission before I posted this, but after another one of many, many frustrating deaths, I kind of had enough. And for reference, I've been playing ever map on Mental.

As much as I enjoy this mod (better than any of the original campaigns), Hammer to Fall is honest to god the worst mission I have played so far. It's not exactly the hardest. I know what to do and it's easy enough to follow the patterns in the mission, but it is the most frustratingly tedious and repetitive one I've played so far, all because of the Wolfhounds, which are basically unkillable. They are the one unit that prevents you from proceeding directly throughout. There are a large number of them throughout the map that follow set patrols and are the one unit you cannot kill.

What makes it all so ridiculous is the fact after you infiltrate the airbase, you're given units who can kill them- 3 Guardian GI's. But you can't control them. They're under AI control and they sit in the starting camp the entire time. The only purpose they apparently serve is to provide anti-armor support against the vehicles that will be periodically sent to kill your other units. Oh, and to kill one Wolfhound early on that follows Tanya, and you have to lure it all the way back to them, because you can't control them.

So the entire mission, you have to endlessly evade units you can't kill because the units that can actually do damage to them are under permanent AI control and sit in the same spot the entire mission. As if to say "Yeah, we could let you control the exact units that could make this mission far less of a headache, but without any explanation, we'll have them sit in the same exact spot the entire time and force you to spend most of the mission evading helicopter patrols."

This is made all the worst by just how slowly Tanya heals, to the point it becomes necessary to often drag the medic around. And that adds another layer of excessive micro-management and tedium to an already ridiculously tedious mission.

Again, as much as I love this mod, this mission is just awful. I have yet to play a Tanya mission, or any other commando mission where the deterrent is unkillable units (for which there technically are units on the map you can use to kill them, but for no real reason, you can't control them.) Making the Wolfhounds the deterrent seems like sheer laziness in design and makes the mission just seem like a chore.

 

UPDATE: Just finished it. I noticed what seems like actually a fatal level design flaw. The lower left hangar is surrounded by a Soviet base wall. This base wall, though heavily damaged, was still standing all around. You have no units the entire mission capable of destroying base walls. Tanya is incapable of this. I was lucky enough to still have the Sea Stallion, so I was able to lift her over and destroy it.

The Guardian GI's would have been able to destroy the walls though. And if I lost the Sea Stallion beforehand, I'd be fucked. Although I did lose it repeatedly, I'd just reload saves. But I never once got a mission failure for losing it after destroying the mining facility. I never got any indication I'd still need the Sea Stallion, because of the walls. They do apparently get destroyed for some people when you blow up the barrels, as I saw in one of the playthroughs, but they were still standing for me.

If anything, either the explosives should be changed so they will always destroy part of the wall, or a portion of the base walls should be removed altogether so nobody has to run into this. But at the very least, you should be given control of the Guardian GI's, and maybe other aspects redesigned to make it so it isn't too easy if you get access to them (but not where it's obscenely repetitive like this.)


Edited by Carpotum, 04 July 2018 - 03:59 AM.


#3509 CLAlstar

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Posted 04 July 2018 - 06:48 AM

Some of wolfhounds can be lured to the GGI's. Im not sure how because i never tried it but it's certainly possible. Also, you can complete some of Objective 3 tasks while in pending infiltration of facility. It makes reaching the right hangar way yeaser as there are no additional reinforcements.

Also im certain that walls did explode for me when i played through it. Took a look in my recording.



#3510 Carpotum

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Posted 04 July 2018 - 08:59 PM

Only one of the Wolfhounds ever followed me.

I cleared out much of the base before I infiltrated the mining facility. Nothing really changes getting around the Wolfhound patrols.

And the walls absolutely didn't collapse for me. I was lucky enough to have saved my Sea Stallion to actually finish the mission.

Also, I just finished Idle Gossip and I realized hovertanks can run over infantry. That doesn't seem right.



#3511 JackoDerp

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Posted 04 July 2018 - 09:39 PM

Only one of the Wolfhounds ever followed me.

I cleared out much of the base before I infiltrated the mining facility. Nothing really changes getting around the Wolfhound patrols.

And the walls absolutely didn't collapse for me. I was lucky enough to have saved my Sea Stallion to actually finish the mission.

Also, I just finished Idle Gossip and I realized hovertanks can run over infantry. That doesn't seem right.

 

Hammer to Fall is easy, just time consuming. Wolfhounds are slow as shit.

 

Also Hovertanks crushing infantry is basically beheading them. Ez.


Everyone seems to be arguing over how Yunru came into such a position of power,

yet nobody is willing to explain how Rahn's weapon is able to teleport a pair of shorts.

 

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#3512 Carpotum

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Posted 05 July 2018 - 11:32 PM

It is easy, but time consuming, and with how it's setup, it's one of the most tedious and poorly designed missions in the game IMO.

Also, I'm playing Think Different and I just captured the Construction Yard and Battle Lab. Then I'm told I have to destroy the PF base, and I see the buildings in the immediate vicinity flash. Fair enough- I just reloaded a save and got most of my remaining army to the upper part, and destroyed it. The mission still wouldn't end.

I look at the playthrough and when they say base, they mean every base- there's multiple bases throughout the entire map, and I have to destroy all of them before the countdown. And I'm not told this at all until I complete the main objective and have 10 in-game minutes left. The only indication I'm given at all prior is the "destroying other buildings might push them to surrender."

Obviously it's not impossible to destroy every building before the timer ends (even on Mental), but it's really a bit much to not actually be told this until you capture the primary buildings.

 

UPDATE: I beat the mission with probably 15 seconds left. I'm not sure if I destroyed the exact number of buildings. By the time I destroyed every main PF building, the mission would still not complete, and when the countdown ran out, I was told I'd been discovered and a tactical nuke was launched. Then, finally, the map revealed and the enemy sold all of their remaining buildings (which all appeared to be defensive), and then I won.

The main playthrough, on there other hand, had victory occurring with 10 in-game minutes left:

So I'm not sure if I really destroyed all of the buildings and if this was a bug that I won.


Edited by Carpotum, 06 July 2018 - 01:39 AM.


#3513 Drezalnor

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Posted 08 July 2018 - 01:15 AM

The Tech Secret Lab is one of the little things that must be completely done away with.It would be better if it was replaced with a structure for each faction,allowing access to a couple of heavy-duty units instead of merely gaining access to a random T3 vehicle.
Something like-
Allies-Advanced Tech Center(Needed-MU/SC/ROCC+Tech Center+Experimental Warpshop)
Soviets-Heavy Ordnance Lab(Needed-Palace/Battle Lab/Atomheart+Field Bureau)
Epsilon-Cerberus Hub(Needed-Pandora Hub+Any Plug+Cloning Vats)
Foehn-Nanotronics Facility(Needed-CK/CP/NL+Expansion+Reprocessor)Attached File  Classified Tech.doc   20KB   51 downloads
Update-I made a few alterations to the Classified Tech docu.Please download the one given here-
Attached File  Classified Tech1.doc   24KB   51 downloads
The file has been refreshed further.Here is what it's like-
Attached File  Classified Tech1.1.doc   27KB   39 downloads
There is an interesting little change in the Odin schematics-you can check it out.
Attached File  Classified Tech1.2.doc   27.5KB   33 downloads
Sample voicefiles and unit model visualizations have been added-you can have a look.
Attached File  Classified Tech1.3.doc   34.5KB   33 downloads
I have added some basic ideas for the tech tree of a Naval War type of Skirmish.
Attached File  Classified Tech1.4.doc   41.5KB   34 downloads

Edited by Drezalnor, 11 July 2018 - 01:47 PM.

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#3514 Solais

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Posted 08 July 2018 - 09:56 AM

Instead of adding yet another tier on top of all of it, I'd rather see a sort of "side-tier" for naval battles, like naval Tech Building, naval defenses, naval airfield, maybe even an ore refinery with an amphibious harvester, if possible.and an expansion to the naval arsenal to have more naval units that are equivalents to the roles of each faction's ground units, making a naval-only economy and base completely viable like in Red Alert 3 or Total Annihilation. If all that would be possible, it could even be its own gamemode with its own maps, where the Naval Yard would be counted as your Conyard and everything is on water.



#3515 isaac103

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Posted 08 July 2018 - 12:52 PM

Instead of adding yet another tier on top of all of it, I'd rather see a sort of "side-tier" for naval battles, like naval Tech Building, naval defenses, naval airfield, maybe even an ore refinery with an amphibious harvester, if possible.and an expansion to the naval arsenal to have more naval units that are equivalents to the roles of each faction's ground units, making a naval-only economy and base completely viable like in Red Alert 3 or Total Annihilation. If all that would be possible, it could even be its own gamemode with its own maps, where the Naval Yard would be counted as your Conyard and everything is on water.

I'd like to see this happen in a future patch when that happens. 



#3516 BotRot

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Posted 08 July 2018 - 02:02 PM

Instead of adding yet another tier on top of all of it, I'd rather see a sort of "side-tier" for naval battles, like naval Tech Building, naval defenses, naval airfield, maybe even an ore refinery with an amphibious harvester, if possible.and an expansion to the naval arsenal to have more naval units that are equivalents to the roles of each faction's ground units, making a naval-only economy and base completely viable like in Red Alert 3 or Total Annihilation. If all that would be possible, it could even be its own gamemode with its own maps, where the Naval Yard would be counted as your Conyard and everything is on water.

Technically there is already a "naval only" gamemode in previous versions of the mod known as Naval War (same as normal gamemode but only naval units and basic infantry and vehicles are available to construct), and in the oldest version, naval defenses and exclusive naval maps existed.


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#3517 Drezalnor

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Posted 08 July 2018 - 02:12 PM

Instead of adding yet another tier on top of all of it, I'd rather see a sort of "side-tier" for naval battles, like naval Tech Building, naval defenses, naval airfield, maybe even an ore refinery with an amphibious harvester, if possible.and an expansion to the naval arsenal to have more naval units that are equivalents to the roles of each faction's ground units, making a naval-only economy and base completely viable like in Red Alert 3 or Total Annihilation. If all that would be possible, it could even be its own gamemode with its own maps, where the Naval Yard would be counted as your Conyard and everything is on water.


That is a very good idea-in fact,I definitely would like to see it in the future updates.I might even scratch up some ideas for the units and other stuff and release it in a document later on.But what I wrote earlier was regarding a solution for the Tech Secret Lab,so look at it in that context,and do leave some comments on the units I visualized.
"Just die already!"-Libra

#3518 BlackAbsence

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Posted 08 July 2018 - 11:17 PM

Let's think about a map that is 100% water. How could you make that fun?

For starters, I think underwater resources and a method to harvest it would be fun.

Naval defences could be a thing? Why not an entire naval base? Refineries, power plants, and all.

Then again, that seems like A LOT of work.


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#3519 Handepsilon

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Posted 08 July 2018 - 11:57 PM

Would be a hefty work to do the art, and even more so on the logic. We still can't get any naval resources due to engine limitation (oil derricks may work? Dunno)

Plus, a flat water map is not my idea for fun game

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#3520 Drezalnor

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Posted 09 July 2018 - 12:17 AM

On 2nd thought,I think it could be quite troublesome to make ore mines on water in a RA2 engine.So then how are you supposed to earn credits?In RA3,there were Oil Derricks at sea,I think that could be incorporated here?
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