Except the part where he was.
MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)
#3021
Posted 02 March 2018 - 07:41 AM
#3022
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? →
Malver in Obisidian Sands? →
Strength-Agility-Intellect subfactions? →
#3023
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
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
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.
Games -
Command and Conquer Red Alert 2/3 and Yuri's Revenge
Command and Conquer Tiberium Wars/ Kane's Wrath/ and Sun
Command and Conquer Generals and Zero hour
#3026
Posted 03 March 2018 - 09:56 AM
Also chrono tank?
- Allied Commander ??? likes this
"I cast a deadly shadow." - Apocalypse
#3027
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.
- doctormedic, XoGamer, PACER and 3 others like this
Sidebar icons for normally not buildable stuff: Yuri Prime, Space Commando, Allied Jackal (obsolete), Gravitron
Skirmish Map: (2) Commietopia
Feedback and showcase thread
#3028
Posted 03 March 2018 - 07:20 PM
Also chrono tank?
Allies already have the Quickshifter.
#3029
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
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
- Directive255, doctormedic, XoGamer and 1 other like this
#3031
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
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.
Sidebar icons for normally not buildable stuff: Yuri Prime, Space Commando, Allied Jackal (obsolete), Gravitron
Skirmish Map: (2) Commietopia
Feedback and showcase thread
#3033
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
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.
Sidebar icons for normally not buildable stuff: Yuri Prime, Space Commando, Allied Jackal (obsolete), Gravitron
Skirmish Map: (2) Commietopia
Feedback and showcase thread
#3035
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
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.
Sidebar icons for normally not buildable stuff: Yuri Prime, Space Commando, Allied Jackal (obsolete), Gravitron
Skirmish Map: (2) Commietopia
Feedback and showcase thread
#3037
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:
Edited by Divine, 05 March 2018 - 12:00 PM.
- Directive255 and StolenTech like this
Sidebar icons for normally not buildable stuff: Yuri Prime, Space Commando, Allied Jackal (obsolete), Gravitron
Skirmish Map: (2) Commietopia
Feedback and showcase thread
#3038
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
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.
Sidebar icons for normally not buildable stuff: Yuri Prime, Space Commando, Allied Jackal (obsolete), Gravitron
Skirmish Map: (2) Commietopia
Feedback and showcase thread
#3040
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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