Edited by s@m, 29 May 2005 - 06:29 PM.
Pandaeloses Squads
#1
Posted 29 May 2005 - 06:18 PM
#2
Posted 29 May 2005 - 07:07 PM
Pandaelose If i make any mistake just tell it
for some reason I have to log in as a guest to see the results. go figure
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#3
Posted 29 May 2005 - 07:14 PM
#4
Posted 29 May 2005 - 07:20 PM
give it a couple days.... ....why doesnt anyone vote??
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#5
Posted 29 May 2005 - 07:23 PM
Its allright i was worried that it was a technical problem but its okgive it a couple days.... ....why doesnt anyone vote??
Now lets wait to see
#6
Posted 29 May 2005 - 07:42 PM
eg with china 3 red guard and 2 rocket soldiers.
The same with the rest as well would be good. This way if people want a large infantry force to takeout an enemy then they can create one effectively plus this would make infantry more versatile with single ones for capture and garrison and squads for main attack and basically big mayhem.
Plus you could do another thing and have a unique squad for each general with special abilities (kinda like a special forces squad for each side)
Just some suggestions but here is what i think would be good for each side:
American Generals (basic outline each general should have a unique thing about the squad):
Special Forces - 1 Sniper maybe armed with maybe a long range manual rifle (long range longer than normal pathfinder but slightly longer reload rate to balance out), 3 Antitank armed with powerful antiarmour weapons (do more damage than usual ones and have the ability to laser lock ect ), 3 Commandos armed with Assault rifles, knife and Charges (for the airforce geneal could be a laser locater for a missle strike)
China Generals (basic outline each general should have a unique thing about the squad):
2 Minigunners, 2 Antitank infantry who can plant remote charges as well as the ability to launch maybe incediary rounds as well as HE rounds, 2 Special opererative who is a general specific unit.( Flame = flamethrower, tank = mechanic, infanry = medic, nuke = spy/ infiltration expert with a mininuke siutcase which deals 1.5 to 2 times the damage of ordinary charge.
Gla (basic outline each general should have a unique thing about the squad):
Um need to fullty think about this one.
So what do you think. Could you somehow implement this into the mod.
#7
Posted 29 May 2005 - 08:22 PM
i think that you should have squads and single troops but make the squads combination squads.
eg with china 3 red guard and 2 rocket soldiers.
The same with the rest as well would be good. This way if people want a large infantry force to takeout an enemy then they can create one effectively plus this would make infantry more versatile with single ones for capture and garrison and squads for main attack and basically big mayhem.
Plus you could do another thing and have a unique squad for each general with special abilities (kinda like a special forces squad for each side)
Just some suggestions but here is what i think would be good for each side:
American Generals (basic outline each general should have a unique thing about the squad):
Special Forces - 1 Sniper maybe armed with maybe a long range manual rifle (long range longer than normal pathfinder but slightly longer reload rate to balance out), 3 Antitank armed with powerful antiarmour weapons (do more damage than usual ones and have the ability to laser lock ect ), 3 Commandos armed with Assault rifles, knife and Charges (for the airforce geneal could be a laser locater for a missle strike)
China Generals (basic outline each general should have a unique thing about the squad):
2 Minigunners, 2 Antitank infantry who can plant remote charges as well as the ability to launch maybe incediary rounds as well as HE rounds, 2 Special opererative who is a general specific unit.( Flame = flamethrower, tank = mechanic, infanry = medic, nuke = spy/ infiltration expert with a mininuke siutcase which deals 1.5 to 2 times the damage of ordinary charge.
Gla (basic outline each general should have a unique thing about the squad):
Um need to fullty think about this one.
So what do you think. Could you somehow implement this into the mod.
mixxed troops would be easy, but the catch is to give orders to a squad, all the units in the squad have to have the same abailities... other catch, if you have a sniper and a ranger togeather, give an attack order, the ranger will caharge like a maniac while the sniper sits in the rear. I guess what it really comes down to is the units don't know how to act smart in a mixed group.
A simple mix of missle and ranger is ok cause they both have simple commands. but adding snipers, demo abilites, etc starts messing up the AI.
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#8
Posted 30 May 2005 - 06:28 AM
#9
Posted 30 May 2005 - 07:12 AM
Simply give an ability to "Nexus" object. Partizans in original Contra can place explosive charges. You can look how the code is made.
if the slaves are non selectable that would work, but he was talking about eacm mob member having a different ability
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#10
Posted 30 May 2005 - 03:55 PM
Would it be possible to give each side a special forces squad like napalm would get a flame trooper squad ect.
a special general specific squad would be very good.
#11
Posted 30 May 2005 - 04:28 PM
Just do like a unique squad like stronger antitank and anti infantry weapons then without the special abilities like plant explosives but you could make them stealth or quick ect. That would get people to build squads as they would have added bonus.
Would it be possible to give each side a special forces squad like napalm would get a flame trooper squad ect.
a special general specific squad would be very good.
It does give a good thaught... kinda a hybrid thaught I think... Each General ONLY have one sqad each(maybe exceptions), based on the main attack of the general... flame throwers in my version realy are flame throwers... so its not a speacial unit, but the flamethrower squad would be unique to the Fame Gen, laser gen could hget a squad of laser defenders, demo a suicide squad, etc...
I'll look into that. right now for play and test I'm working with all current squads being availalble as an alternate build, but it might be worht restricitng it a little more.
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#12
Posted 30 May 2005 - 09:28 PM
Flame: Flamethrower squad
Chem: Contaimation Squad
Stealth: Assasination squad (stealth while moving armed with medium ranged guns [longer range than normal rebel but not as long as jarmen kell])
Infantry: Antitank and miniguners in one squad or somthing else
Tank: Normal Red guard squad/ Red guard amed with semiautomatic rifles
Nuke: Maybe unless it overpwers him but maybe you could have a squad of nuclear bombarbment troops with eplted uranium shells being used in mortars
Laser: Railgun armed rangers
Cyber: Drone squads hellfire or machine gun ect
Superweapons: Commandos who are stealthed and use machine guns and only unstealth when shooting (like col burton but slightly weaker)
Air: Comado units armed with short range slow firing weapons (pistols ) but are stealthed and have the whole unit ability of laser designating a building for an airstrike.
#13
Posted 30 May 2005 - 10:32 PM
If you do do the unique squads for each general then i maybe have some ideas for a few:
Flame: Flamethrower squad
Chem: Contaimation Squad
Stealth: Assasination squad (stealth while moving armed with medium ranged guns [longer range than normal rebel but not as long as jarmen kell])
Infantry: Antitank and miniguners in one squad or somthing else
Tank: Normal Red guard squad/ Red guard amed with semiautomatic rifles
Nuke: Maybe unless it overpwers him but maybe you could have a squad of nuclear bombarbment troops with eplted uranium shells being used in mortars
Laser: Railgun armed rangers
Cyber: Drone squads hellfire or machine gun ect
Superweapons: Commandos who are stealthed and use machine guns and only unstealth when shooting (like col burton but slightly weaker)
Air: Comado units armed with short range slow firing weapons (pistols ) but are stealthed and have the whole unit ability of laser designating a building for an airstrike.
I can't promis i'll do it, but it does look like a cool idea, right now i'm trying to fix all the problems I all ready have and also work in a couple units I've wanted for a long time.
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#14
Posted 31 May 2005 - 05:50 PM
#15
Posted 01 June 2005 - 09:52 AM
Edited by s@m, 01 June 2005 - 09:53 AM.
#16
Posted 01 June 2005 - 12:40 PM
It would also be good to see normal contra get some of the things like squads
#17
Posted 01 June 2005 - 01:46 PM
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#19
Posted 01 June 2005 - 09:19 PM
why can't i vote in this poll?
I had that problem... I hadn't responded to the confirmation email...
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
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