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


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#3021 Solais

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Posted 02 March 2018 - 07:41 AM

Except the part where he was.



#3022 PACER

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Posted 02 March 2018 - 09:17 AM

Can we remove the Nanosync and Harbinger ready quote from the game? No matter which faction you use it's always foehn's EVA who says these lines.

Considering that even superweapon ready is no longer reported, it's particularly weird to keep Nanosync's.


In-game speed vs real life speed?   
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#3023 SPCell

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Posted 02 March 2018 - 04:26 PM

I have a suggestion for future MO versions. On some maps you can capture a neutral old tech center from RA1, but it gives you nothing, so I have an idea what can be done to make it useful.

 

After you capture it you can get one of the following buildings to build or units by random (like Tech Lab):

1. Mammoth tank from RA1.

2. Nuclear demo-truck from RA1.

3. Iron Curtain for one unit like in RA1.

4. Nuclear silo from RA1 (stronger than missle strike from tech missle silo, bu weaker than Tactical Nuke).

5. Tesla tank from RA1.


Edited by SPCell, 02 March 2018 - 04:35 PM.


#3024 Vordik

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Posted 02 March 2018 - 04:40 PM

^up

SPCell Like^

I would also like to add that bonuses from Old Soviet Tech Center only when player have t3 access.


Edited by Vordik, 02 March 2018 - 05:25 PM.


#3025 TheWankBank

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Posted 03 March 2018 - 07:42 AM

No nuclear demo trucks, if you've played a certain game, you already know how much cancer that would be.


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#3026 XoGamer

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Posted 03 March 2018 - 09:56 AM

Also chrono tank?


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#3027 Divine

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Posted 03 March 2018 - 11:37 AM

I dislike the idea of buildable RA1 tech intensely. Most of these things you listed here would be quite redundant for Soviet factions, as they already have demo trucks, superheavy breakthrough tanks, Russia has Tesla Tank. Besides this, I don't think buildable RA1 tech would fit very well with Mental Omega's anime and meme polluted Yuri's Revenge theme.

 

One way RA1 stuff could be implemented without obnoxiously standing out could be in the form of crate goodies. That is, sometimes, collecting crates in skirmish or multiplayer games could yield a random RA1 vehicle. However, the current crate system is no good for that. The more RA1 vehicles are implemented, the higher the chance that one would appear. If all RA1 vehicles are implemented this way (as it should be), then whenever a crate yielded a vehicle, it would have about 1:3 chance to be one from RA1, and that's way too much, because RA1 vehicles should be super rare, easter egg kind of things. Maybe in the future Ares will add the option to assign different chances of appearence to individual vehicles.

 

Crates could also give temporary iron curtain effect to a vehicle that collects them, this logic is already in the game if I understand it right, it's just not used. It would be a really nice addition, actually.

 

Also, here is a suggestion for Infantry Only:

 

In this mode, Tank Bunkers and Gun Turrets are not buildable for obvious reasons. Why not replace them with buildable Epsilon and Allied Watch Towers, respectively? They may or may not detect stealth in a small radius around themselves, and they should be garrisonable by 3-4 infantry. This would balance out the very serious adventage the Soviets have with their Battle Bunkers in this game mode. Alternatively, to make the Epsilon and Allied Watch Towers different from each other, one could be garrisoned, and the other could work as a stationary IFV turret.


Edited by Divine, 03 March 2018 - 01:00 PM.

Some unofficial stuff I made for Mental Omega
 
Sidebar icons for normally not buildable stuff: Yuri Prime, Space CommandoAllied Jackal (obsolete)Gravitron
Skirmish Map: (2) Commietopia
 
Feedback and showcase thread

#3028 pikachu11

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Posted 03 March 2018 - 07:20 PM

Also chrono tank?

Allies already have the Quickshifter.



#3029 SPCell

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Posted 03 March 2018 - 08:32 PM

No nuclear demo trucks, if you've played a certain game, you already know how much cancer that would be.

A Path Beyond?

 

 

I dislike the idea of buildable RA1 tech intensely. Most of these things you listed here would be quite redundant for Soviet factions, as they already have demo trucks, superheavy breakthrough tanks, Russia has Tesla Tank. Besides this, I don't think buildable RA1 tech would fit very well with Mental Omega's anime and meme polluted Yuri's Revenge theme.

 

 

Well, there are very few maps with Old Soviet Tech Center on them and they are capturable. So what's the problem with adding some good references to RA1? They won't stand out as you say it because there are not much maps with RA1 buildings at all. Besides, such tech would be suitable for allies as well since in ant missions allies have Mammoth tanks and so do GDI in Tiberium saga. No one plays with crates on in a serious game. Even if you don't want to add RA1 units, RA1 nuke silo and Iron Curtain would still fit.


Edited by SPCell, 03 March 2018 - 08:34 PM.


#3030 Solais

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Posted 04 March 2018 - 08:53 AM

I dislike the idea of buildable RA1 tech intensely. Most of these things you listed here would be quite redundant for Soviet factions, as they already have demo trucks, superheavy breakthrough tanks, Russia has Tesla Tank. Besides this, I don't think buildable RA1 tech would fit very well with Mental Omega's anime and meme polluted Yuri's Revenge theme.

 

If you think about it, it's kinda ironic. Red Alert 3 is often disliked for going too silly and cartoony, even though it's actually an excellent game with its own flaws, so then Mental Omega tries to have a more serious approach to storytelling and all that.... only to end up with anime and memes. It's like, Red Alert's destiny to always end up as some sort of cartoon, as if that's the only way to justify all the weird technology in the game. :V



#3031 mrvecz

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Posted 04 March 2018 - 10:08 AM

It isnt destined, Yunru or Libra have no reason to exist (Well they could, but not the way they are presented) aside from personal feeling of the creators to add some personalities that looks like they were ripped from some anime.



#3032 Divine

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Posted 04 March 2018 - 10:49 AM

If you think about it, it's kinda ironic. Red Alert 3 is often disliked for going too silly and cartoony, even though it's actually an excellent game with its own flaws, so then Mental Omega tries to have a more serious approach to storytelling and all that.... only to end up with anime and memes. It's like, Red Alert's destiny to always end up as some sort of cartoon, as if that's the only way to justify all the weird technology in the game. :V

 

IMHO it's the way you make the game a bit silly is what counts. RA3 had stupid unit design, with not a spark of realism, the units themselves were designed to be very cartoonish, and the game's graphics itself was very cartoonish. Add the borderline softcore porn aspect and a half-assed story, and you get the mess that is RA3. Mental Omega on the other hand, has a very well thought-out story so far that takes itself seriously, and the unit design is the perfect balance between realism and creativity, not some cartoonish mess. I guess the two anime heroines are somewhat an exception, but even they fit in seamlessly. Anime billboards and the occasional meme-spouting are subtle enough to be easter eggs, and they are actually funny. Everything in RA3 seemed so forced, while MO is completely organic. I don't enjoy everything about this mod but I think so far, it's without the slightest doubt the best RA game ever made.


Some unofficial stuff I made for Mental Omega
 
Sidebar icons for normally not buildable stuff: Yuri Prime, Space CommandoAllied Jackal (obsolete)Gravitron
Skirmish Map: (2) Commietopia
 
Feedback and showcase thread

#3033 Solais

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Posted 04 March 2018 - 11:03 AM

Well definitely. But still, there's some parts that in a way feel a little too "out there". Like the Paradox Engine or the entirety of Foehn.

 

It's not that I don't like it, I like it very much. But I do think it's not as serious as some might say. It's still somewhat inherently silly. (Also btw, I do like some designs of RA3, like the focus on naval and amphibious battles and the Empire's units are pretty cool imo.)


Edited by Solais, 04 March 2018 - 11:05 AM.


#3034 Divine

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Posted 04 March 2018 - 11:14 AM

Well definitely. But still, there's some parts that in a way feel a little too "out there". Like the Paradox Engine or the entirety of Foehn.

 

It's not that I don't like it, I like it very much. But I do think it's not as serious as some might say. It's still somewhat inherently silly. (Also btw, I do like some designs of RA3, like the focus on naval and amphibious battles and the Empire's units are pretty cool imo.)

Well, I agree about Foehn, it stands out like a sore thumb. I think one of the reasons, aside from unit design, is the way their stuff is drawn. Their buildings look all too clean, and their coloring has too much contrast. The other three factions' stuff blends in the enviroment a bit, but not Foehn's.


Edited by Divine, 04 March 2018 - 11:14 AM.

Some unofficial stuff I made for Mental Omega
 
Sidebar icons for normally not buildable stuff: Yuri Prime, Space CommandoAllied Jackal (obsolete)Gravitron
Skirmish Map: (2) Commietopia
 
Feedback and showcase thread

#3035 Solais

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Posted 04 March 2018 - 11:21 AM

To be honest, Epsilon is kinda silly in itself as well. It really is basically a collection of 50s monster movie and old sci-fi tropes. Their entire design, to their units and buildings are all that. Which of course gives them their charm.


Edited by Solais, 04 March 2018 - 11:22 AM.


#3036 Divine

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Posted 04 March 2018 - 11:36 AM

To be honest, Epsilon is kinda silly in itself as well. It really is basically a collection of 50s monster movie and old sci-fi tropes. Their entire design, to their units and buildings are all that. Which of course gives them their charm.

Agreed. 


Some unofficial stuff I made for Mental Omega
 
Sidebar icons for normally not buildable stuff: Yuri Prime, Space CommandoAllied Jackal (obsolete)Gravitron
Skirmish Map: (2) Commietopia
 
Feedback and showcase thread

#3037 Divine

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Posted 05 March 2018 - 11:52 AM

M-M-M-M MEGA POST incoming

A collection of somewhat connected suggestions for the Infantry Only mode, some of which are new, some others I have hinted earlier

 

Infantry Only mode - probably my favourite gamemode in this mod. I played it more than all the other modes combined, actually. I enjoy the methodical gameplay it promotes - opposed to the fast paced, and quite random vehicle based engagements of other modes, Infantry Only allows a tactical, almost chess-like approach to the game, squads covering each other, house-to-house fights in urban theatres, and static defenses actually being viable - for a while. At first this mode might appear to be a spamfest, and indeed, spamming is an option, but I found that careful microing of heroes, and other powerful elite infantry can be much more rewarding. However, I think it still could be much better. Bellow are my suggestions to make it happen:

 
Allow faster teching-up
I think the current implementation of faction-specific teching is a mess, and a nightmare to balance. Soviets have to build two of the three labs and the buerau, Epsilon has to build a radar, three hubs and all three junctions, and the Allies have to build all three tier 2 techs and the tech center, Foehn has to build all three tier 2 buildings and their respective upgrades. This results in some problems. First of all, players spend much more time and money teching up than they'd do in any other game mode, which slows down the gameplay significantly. Secondly, all the excess buildings screw up the AI big time on smaller maps. Sometimes it already has trouble with finding room for all its buildings, and having even more to place doesn't help. Not to mention the extra power consumption, which is mitigated somewhat in the INI, but is still bad. My suggestion is: each faction should have access only to their respective technology prerequisite buildings, as they normally do, but redefine the prerequisites of all units and defense buildings, so they can be built by all factions, as it is in the current version. In case it's not clear what I mean, for example, the US should only be able to build the Mercury Uplink and the Allied Tech Center, and not the Robot-Ops or Shield Command, but the Mercury Uplink should act as a substitute for those buildings, and allow training for example Snipers and Suppressors. Conversely, the EU's Shield Command, together with the Tech Center, should grant access to Riot Troopers. Each subfaction's support powers should also be available, however, due to the abdundance of support powers, some of them might have to be reassigned to other buildings. Although to be fair, I'd take out the Mercury Cannon, Bloatick Ambush, and Geneburst, as they are really cheesy.
 
Don't lock all the good stuff - balance factions by ading stuff to them, and not taking away from them.
Skyray Cannon - if someone wants to obliterate jumpjets so badly that he's willing to spend money on this, let them
Norino - I fail  to see how he's OP in this mode. A handful of tier 1 anti-air infantry can obliterate him.
Rahn - He's going to be locked in 3.3.3. JUST WHY. Allies have Riot Troopers, Foehn has Zorbs, Soviets have Eradicators, all of these outperform Epsilon's Viruses, which is rightfully nerfed for this gamemode anyway. He at most levels the playing field against Foehn, and as the Allies would get Norino back, and the Soviets would still have Eradicators, it would be quite balanced.
Yunru - A very niche character for this mode, and the reason why she was scrapped to begin with. As the comments in the INI say, her EMP is OP against Foehn. I say: GOOD. (insert Darth Sidius' face meme here). Foehn is studpidly OP in this mode's late game anyway, let them suffer.
Coordnode - just let the Allies have it. Soviets have their Battle Bunkers and Instant Shelters, Foehn has Signal Inhibitors and Nanocoat Regulators, and Epsilon too should get some stuff I'll detail just below, I can't see a reason why the Allies should be deprived of this building.
Psychic Tower - not only re-enable it, but also buff it to be viable, by reducing its power consumption and cost. It should help balancing out the other factions' static defenses.
 
Consider re-enabling the eco booster buildings.
Soviet Industrial plant - at first it might seem useless, but then there's the Gear Change, which doesn't have any negative effects here, considering that there are no War Factories. It's just 3000$ without any drawbacks.
Epsilon Cloning Vats - the adventage here is obvious, but unlike the IP, it has no Gear Change. I think it'd be balanced just fine, but if not, the money given by GC could be tweaked.
Foehn Reprocessor -again, I think the bounties would balance it out neatly with the others.
The hardest to deal with is the Allied Ore Purifier, it was always the weakest of the eco boosters, but in Infantry Only, this would be even more noticable. I think it should give access to the Warp Miners support power normally granted by the Experimental Warpshop. Additional tweaks, such as increasing the sum of money it generates on its own, should be considered.
 
Rewrite the AI taskforces. If I understand right, the AI will send taskforces composed of all three subfactions' units in Tech Share. the same should apply to this mode.
 
Some new stuff maybe?
A support power to deploy a Medical Outpost, much like an Instant Shelter, to repalce the Field Buerau's Drakuv, and grant the Soviets the ability ot heal their troops.
Trainable Reznov and Krukov, and maybe even Yuri Prime?
Some sort of access to Cyborg Vanguards, Prism Hoplites, and whatever Epsilon and Foehn counterparts they are going to have. I thought of making them tier 4 infantry, requiring eco boosters to be trainable.
 
Slavery? 
Maybe replace all ore miners with slaves, who would be automatically replenished by the refineries if they are killed off. I know it's not exactly lore friendly, but neither is Infantry Only mode to begin with. One thing's certain, it would solve the problem of killed miners being rather hard and awkward to replace without War Factories. I'm not sure this idea is any good, but it occured to me and I found it interesting at least, so I thought I'd share.
 
Add an Engineer paradrop support power for all factions.
Or something else that can land Engineers on isolated places. Many maps have tech buildings on islands that are not accessible without amphibious transports. This should be fixed.
 
Hit utility aircraft with the nerf bat, and I mean real hard.
Especially the Latino's Smoke Bomber and the Allied Black Widow - without having proper tier 3 AA, these things are so much harder to shoot down, and they are exponentially more annoying. Frankly, I'd reduce their HP by 75% and their flight duration by 50%, but I hate the pests passionately, so my judgement on the matter might be clouded. Normal transport planes should also be nerfed somewhat, so their HP would be balanced with the lack of proper AA.

Edited by Divine, 05 March 2018 - 12:00 PM.

Some unofficial stuff I made for Mental Omega
 
Sidebar icons for normally not buildable stuff: Yuri Prime, Space CommandoAllied Jackal (obsolete)Gravitron
Skirmish Map: (2) Commietopia
 
Feedback and showcase thread

#3038 PACER

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Posted 05 March 2018 - 01:39 PM

Allow faster teching-up

IMHO in terms of gameplay this really sounds logical, though foehn's building costs might need to be rebalanced. The support power issue could be annoying though, as in this case no one will ever pick LB and PF. If we put all SWs together, selecting which to trim off becomes a new balance problem.

 

Consider re-enabling the eco booster buildings

First of all it's not that urgent like previous one. This will also further encourage Foehn late-game turtling, which we don't really want to see.

 

Some new stuff maybe?

It'll be an interesting idea to add stolen tech units, especially when the devs have plenty of deleted infantry units in hand. 1 for each faction would be fine, no matter from whom you stole the tech.

 

Add an Engineer paradrop support power for all factions

Foehn has no amphibious infantry before T3, which means free derricks for 10 minutes for the price of a dog/spook.

 

Hit utility aircraft with the nerf bat, and I mean real hard

How about removing them directly?


In-game speed vs real life speed?   
Malver in Obisidian Sands?   
Strength-Agility-Intellect subfactions?    


#3039 Divine

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Posted 05 March 2018 - 02:27 PM

Allow faster teching-up

IMHO in terms of gameplay this really sounds logical, though foehn's building costs might need to be rebalanced. The support power issue could be annoying though, as in this case no one will ever pick LB and PF. If we put all SWs together, selecting which to trim off becomes a new balance problem.

 

Consider re-enabling the eco booster buildings

First of all it's not that urgent like previous one. This will also further encourage Foehn late-game turtling, which we don't really want to see.

 

Some new stuff maybe?

It'll be an interesting idea to add stolen tech units, especially when the devs have plenty of deleted infantry units in hand. 1 for each faction would be fine, no matter from whom you stole the tech.

 

Add an Engineer paradrop support power for all factions

Foehn has no amphibious infantry before T3, which means free derricks for 10 minutes for the price of a dog/spook.

 

Hit utility aircraft with the nerf bat, and I mean real hard

How about removing them directly?

 

Foehn has no amphibious infantry before T3, which means free derricks for 10 minutes for the price of a dog/spook.

 

Then make the Engineer drop support power a tier 3 one.

 

Hit utility aircraft with the nerf bat, and I mean real hard

 

How about removing them directly?

 

I'd be ok with that, but Speeder doesn't seem to like the idea of disabling support powers completely.


Some unofficial stuff I made for Mental Omega
 
Sidebar icons for normally not buildable stuff: Yuri Prime, Space CommandoAllied Jackal (obsolete)Gravitron
Skirmish Map: (2) Commietopia
 
Feedback and showcase thread

#3040 mrvecz

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Posted 05 March 2018 - 03:01 PM

Engineers could be amphibious in infantry only

Like in the RA3, while making model for each faction (Some kind of inflatable boat) would take some time i think that could be a possible solution.

 

Or, giving everyone access to docks and ferries, non combat transport ships that can haul all kind of infantry around.

 

Access to base defences IMO should be heavily reduced to more focus on the infantry skirmishes. While AA is understandable, something like Inferno towers littered across the base make assaults a pain in the ass for factions that doesnt have a long range anti building specialists. Soviets suffer the most (Pyro's small range is the problem) Allies are all well off due to siege cadre, Epsilon HQ has Stalkers but Scorpion and Psi Corps dont have them, Foehn's armies have similar problem like soviets but they can amass Lancers who are less vulnerable to AOE due to larger HP pool. Giantsbane for LB and Synchronauts for HH with other infantry could be considered also somewhat decent siege force.

 

Stolen Tech Infantry for such gamemode is a cool idea, it wouldnt even have to be unique units, just some powerful unit from their arsenal like Eradicators (Soviets) Riot Troops (Allies) Stalkers (Epsilon) Giantsbanes (Foehn)






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