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Tech_structure ideas


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#61 Karlos Vandango

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Posted 17 September 2005 - 11:11 PM

hmmm does any1 think that any of the new tech buildings like the repair bay and tech reinforcemnt pad are realistic
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#62 wolfshadow

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Posted 18 September 2005 - 01:38 AM

Since when has this been a realistic mod?

THey use foward outposts for stuff all the time. Vietnam had firebases all over the place.

Meh...

Edited by wolfshadow, 18 September 2005 - 01:39 AM.


#63 Bob

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Posted 18 September 2005 - 03:28 AM

hmmm does any1 think that any of the new tech buildings like the repair bay and tech reinforcemnt pad are realistic

<{POST_SNAPBACK}>


If your talking about the original Zero Hour tech repair bay and tech reinforcement pads being a valid concept in the game, then yes they are. If you're talking about the way they look, then no they're not realistic.

Wolfshadow is right, forward logistical bases have been around for a long time.

Where I do agree with you, Karl, is that the model should have a different look to it. It does look unrealistic. It should have a couple of tents perhaps, and definitely have some cargo supply trucks hinging around iit. (the trucks need not be functional). Also there could be cameo netting around the area. (non functional for game purposes).

A landing zone is not out of the question, as airlifting parts to the forward base is not uncommon. But it should look like a temporary landing zone. Not a like a permanent concrete pad. A dirt pad with a painted cross and temporary landing lights or smoke would be sufficient.

Armament, if any, should be light. Perhaps have a garrisonable fox hole, like the fire bases, with a capacity somewhere between two and six soldiers. It would also be a sweet place to hunker down the games combat engineer(s) into when not in use.

As for the tech repair bay being that it should be a more permanent structure, is ok as is. However, I do think that a more tin metal hangar looking structure would be a more realistic looking structure. Something with a quick and cheap to build look to it.
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#64 Guest_Guest_Archangel_*_*

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Posted 18 September 2005 - 06:28 AM

:blush: perhaps a tech building that allows pilot to be built... so that having them to upgrade ur tanks into veteran status?

#65 Karlos Vandango

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Posted 18 September 2005 - 09:39 AM

ive seen an act of war do that u could build elite poilets in the barracks
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#66 §eNs€o

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Posted 20 September 2005 - 06:49 PM

:p perhaps a tech building that allows pilot to be built... so that having them to upgrade ur tanks into veteran status?

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Hmm I think Elite Pilots are not so important ,because when i am honest I wouldnt capture a building and then defense it where you "only" can build Elite Pilots ,I think in a battle that building wouldnt be so importat I think buildings where you can build new Units or Powers (I have written that on page 3 ,the looong text :sad: ) are important :sad: !!!!so maybe a nice Idea but not really important in a fight :blink:

#67 Bob

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Posted 20 September 2005 - 11:43 PM

:p perhaps a tech building that allows pilot to be built... so that having them to upgrade ur tanks into veteran status?

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Hmm I think Elite Pilots are not so important ,because when i am honest I wouldnt capture a building and then defense it where you "only" can build Elite Pilots ,I think in a battle that building wouldnt be so importat I think buildings where you can build new Units or Powers (I have written that on page 3 ,the looong text :sad: ) are important :sad: !!!!so maybe a nice Idea but not really important in a fight :blink:

<{POST_SNAPBACK}>

I've got to disagree. Since elite (hero) pilots can be used in tanks, as well as aircraft, it can become an important element in the game. One six pack of hero M1A2's can do a surprisingly good amount of damage, if given the chance to, in the game.

My suggestion though, if this were to be put into the game, is to have a build limit on the number of pilots that can be produced from the Tech structure for the side in control at the time. This way, one side can't flood the board with elite pilots.
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#68 Ace22

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Posted 21 September 2005 - 01:13 AM

Good idea.

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Posted 21 September 2005 - 04:30 AM

:p erm... is it possible to code a tech structure which you can buy upgrades from? meaning certain upgrades(GOOD upgrades) are available through the tech structure captured??? for example have like a speed upgrade through the tech structure that will affect the vehicles only? just a suggestion.....

#70 Karlos Vandango

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Posted 21 September 2005 - 12:16 PM

yea i reakon thats possible u could use hte statgy center logic insted of upgrades
cause were running out of them
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#71 Pals

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Posted 23 September 2005 - 07:34 AM

Tech armory!
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#72 Karlos Vandango

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Posted 23 September 2005 - 08:46 AM

no cause the mila are gettin thati thnik
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#73 7th_Panzer

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Posted 24 September 2005 - 11:35 AM

Tech radio tower. Gives abilities similar to the US Strategy Center when siezed, though not identical.

Some possible abilities:
Enhanced Repair
Media Sympathy (gives Horde bonus to units regardless of side or type)
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#74 Karlos Vandango

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Posted 24 September 2005 - 06:27 PM

Tech radio tower.  Gives abilities similar to the US Strategy Center when siezed, though not identical.

Some possible abilities:
Enhanced Repair
Media Sympathy (gives Horde bonus to units regardless of side or type)

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propaganda i like it panzer
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#75 §eNs€o

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Posted 24 September 2005 - 09:37 PM

Tech radio tower.  Gives abilities similar to the US Strategy Center when siezed, though not identical.

Some possible abilities:
Enhanced Repair
Media Sympathy (gives Horde bonus to units regardless of side or type)

<{POST_SNAPBACK}>


Hmm i like that but the Player who captures that building his Units should have a bigger Scan-Radius ...

...cause the radio tells the Soldiers more about there situation and about the area where they are :cool:

kk bye bye

#76 link.the.first

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Posted 30 September 2005 - 10:25 PM

I think the tech buildings should have a more permanent look and the base buildings should look temporary because the tech buildings are made by some people who probably had the time to go in and set up a bigger building.
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#77 Karlos Vandango

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Posted 01 October 2005 - 11:27 AM

i reakon the oil refinay should have a more cival look


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#78 link.the.first

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Posted 01 October 2005 - 04:45 PM

What's wrong with the refinery?
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#79 Karlos Vandango

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Posted 01 October 2005 - 08:07 PM

wekk who the hells gonn set up an oil refinry in the middle of no were
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#80 link.the.first

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Posted 01 October 2005 - 08:23 PM

That keeps it away from anyone accidentallly crashing a car into it. Refineries and stores should be kept away from the cities.
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