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


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#221 Handepsilon

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Posted 29 December 2016 - 07:38 PM

I thought Iron Dragons were fun but I got to play around with Chrono Prisons today.

 

They can abduct ore miners I found out.

 

Ore. Miners. 

 

I want to get the chance to ninja an enemy war factory with these, basically a hijacker on steroids.

 

P.S. The Ghost Miner's entry on the MO website says it's immune to abduction, but I did that without any hitch. 

They can also abduct robots, I tried abducting stingers today. The hackers and reconditioners on 'the other side' are very skilled.

 

The Chrono Prison can't abduct the Mastermind (it can try, but the Mastermind will just shrug it off) and pretty much susceptible to mind control though. :v

 

I find it hilarious how Drakuv can abduct even Epsilon Adepts/Elites. You can be a god-level psychic, but it won't save you from a few punches in a face until you'll accept the Soviet cause :D Apparently, it works even on Brutes. Just love this unit.

 

Mindcontrolling the mindcontroller, the Drakuv way.

 

Not sure I want another voice for him, but if he does get his own voice, it should be as, if not more catchy as the current one


Edited by Handepsilon, 29 December 2016 - 07:40 PM.

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#222 Chrono Stormer

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Posted 30 December 2016 - 03:33 AM

New idea for fortress mode: subfaction or lore based maps, such as Last Bastion's Alaska fortress, Headquarters' Antarctica stronghold, a London Fortress esque area for EA, things like that. Thoughts?



#223 nikitazero678

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Posted 30 December 2016 - 06:14 AM

I think the player colors in MO 3.3 are fewer than 3.0, so I suggest more player colors for skirmish and multiplayer to be added.

 

The reason is to emulate each faction's preferred colors more accurately.



#224 CLAlstar

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Posted 30 December 2016 - 08:43 AM

The reason of removal of certain colors was that they gave unfair advantage during multiplayer matches. Imagine that you cant see any enemy buildings or units on minimap and then BOOM, building infiltrated/captured/our base is under attack by groupd of building killers.



#225 Steelpoint

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Posted 30 December 2016 - 09:13 AM

One very minor feature I miss from vanilla Red Alert 2 was how in the loading screens for each mission you would see the general state of the world, who controlled what. So as the campaign progressed you would see you're faction taking over more and more of the world, as well as have better context for the war at large.

 

Here's a image I found as a example.

 

Spoiler

 



#226 Damfoos

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Posted 30 December 2016 - 09:29 AM

We have a similar problem in ROTR, try to notice some sneaky bastard on a desert map trying to steal your stuffs or build a tunnel if his color is lime or light yellow.

Suggestion: can actual superweapons get an unique "superweapon ready" EVA sound? I'm not talking about announcements "X is ready" like in RA2, I mean an unique and obvious sound alarm, instead of the generic "ping" which announces abilities and recon powers. I'll think about something specific.

#227 Solais

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Posted 30 December 2016 - 11:11 AM

One very minor feature I miss from vanilla Red Alert 2 was how in the loading screens for each mission you would see the general state of the world, who controlled what. So as the campaign progressed you would see you're faction taking over more and more of the world, as well as have better context for the war at large.

 

Here's a image I found as a example.

 

Spoiler

 

This was discussed before, and Speeder said that there are too many missions in the game to have someone make a proper political map, it would take a lot of time. But personally, I think this community would be more than eager enough to help out with that, considering some of the old discussion threads about the same thing. :p



#228 Steelpoint

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Posted 30 December 2016 - 11:25 AM

Changing the paint around on the map can't be too hard.

 

I think the harder part is keeping the maps consistent with one another in the time line. 



#229 Graion Dilach

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Posted 30 December 2016 - 01:01 PM

One of the reasons the MO3 loadscreens can look more polished is because the palettes require less distinct colors. Mixing in the other faction colors through the political map with the loadscreen might decarese the image quality.
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#230 Starkku

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Posted 30 December 2016 - 08:04 PM

One of the reasons the MO3 loadscreens can look more polished is because the palettes require less distinct colors. Mixing in the other faction colors through the political map with the loadscreen might decarese the image quality.

 

This. Also most likely why the unit icons got axed from loading screens - they ate up precious color space from the limited 256 color palette.


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#231 Solais

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Posted 30 December 2016 - 08:31 PM

Though aren't the other faction colors already there, often part of the "shield"?



#232 Divine

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Posted 30 December 2016 - 08:46 PM

Just a random thought, but it'd really help both players, and especially the AI: would it be possible to make trees, light posts, street signs, and other tiny objects not obstruct building, but simply get erased when a building is placed over them? Lots of maps have these things around the starting points, and sometimes they seriously obstruct building. As the player, I can send out some units to go and chop some wood / lightposts /whatever, but the AI often just can't build a proper base because of these things. Deleting these objects would lower the quality of the maps, so I think what I suggest would be more ideal.


Edited by Divine, 30 December 2016 - 08:47 PM.

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#233 Graion Dilach

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Posted 30 December 2016 - 10:03 PM

This is impossible to do.

@Solais: The shield only has one other faction and IIRC it only has a single shade. The world map in MO uses more shades faded down to black.

Edited by Graion Dilach, 30 December 2016 - 10:05 PM.

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#234 Solais

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Posted 30 December 2016 - 10:11 PM

Yeah I figured the instant I posted that.



#235 Allied Commander ???

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Posted 31 December 2016 - 04:19 AM

Mmm... Anything happened to the Slave Miner? from the files I discovered a cut support power which features the deploymnet of Slave Miners for Epsilon. And strangely the Slave Miner i built deploys into a Mobile Epsilon Ore Refinery whithout slaves instead of a deployed Slave MIner, which is odd... Is this a WIP of it is just cut for a reason?



#236 Solais

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Posted 31 December 2016 - 09:22 AM

For a while there was a test about a Slave Miner support power, shown in one video somewhere, but I'm guessing in the end, it wasn't added in.


Edited by Solais, 31 December 2016 - 09:23 AM.


#237 Steelpoint

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Posted 31 December 2016 - 10:24 AM

This is likely beyond the realm of possibility, but one nice feature I think would be a nice addition is a sort of check marker next to each singleplayer mission denoting if you've finished the mission and on what difficulty. So if you finish a mission on normal a silver star appears next to the mission icon.



#238 Tyhednus

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Posted 31 December 2016 - 06:22 PM

One thing I am noticing is that Foxtrots in groups of 4 are oneshotting libra, Fin and Alize, maybe other heroes and they are also strong against units. They also leave napalm, which is pretty good of itself. Maybe it is too strong for 1300 credits? Not sure though. What do other people think of Foxtrots?

#239 CLAlstar

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Posted 31 December 2016 - 06:28 PM

All jets in groups of 4 can kill most if not all heroes.



#240 Tyhednus

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Posted 31 December 2016 - 06:36 PM

All jets in groups of 4 can kill most if not all heroes.


Ah, fair enough.




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