starting with the first Remix release to current, these are the changes that I can think of... keep in mind, this list is not complete, these are just the changes I could think of...
Laser support plane braught back as microwave plane
modular base defenses - standard tech
new super weapon, fires fast, covers large area, low damage
light artil tank
Raptor reinforcments replaced with Commanche reinforments
SDI cannon changed to agressive base defense
Hydrogen bomb upgrade for ICBM
F117 replaced with F14 (move firepower, more vaulnerable)
added F-16 as weak interceptor
Light Drone controler
Old drone controler got more drones + varety of drones
Cluster Tomahawk Launcher (replaces the MRLS)
a lvl5 version of A-10 strike
paradrop replaced with drop pods.
tech upgrade drop replaced with a mech combat drop
Apache for anti-infantry and light vehichle
Commanche given good anti-tank missiles
Fafnir Battle Mech
Tomahawk storm damage/area adjusted alot
drones for infantry
little bird A-10 spotter
Modualr base defenses - high tech
replaced F-117 and X-jet, with more useful planes, (UACVs are comming)
MIRV changed to upgrade instead of default
Iron Dragon - Retaliator
Nuke Missile base defense
Noting I can think of...
All gattling weapons replaced with napalm missle weapon/units
Iron Dragon - FireStorm
Pheonix Napalm Striker
Efreet heavy tank
new super weapon
smerch base defense
flamethrower infantry have traditional flame throwers
Modulare base defenses, light and heavy
Krylin neutron tank
wheeled tanks -returned from Contra.02 (all but battlemaster)
Iron Dragon -Contra.02 style
Mig19-I for AA
notice GLA really got the short end of the stick... its tough to have alot of ideas for an army you don't play. I've got a good list of changes for Assault and Stealth that I plan to include with the next release, but Demo and Chem arn't planed to recieve any more than just heavy base defesnses.
Planed things right now - and/or working on right now...
a second tech center for advanced prerequisits and research
upgrades tied to several key buildings to slow down the tech escelation just a little
new lvl 5 superpower... a cluster of Aruora's will fly in and bomb an area to hell and fly off the map A-10 style
replace repair 1-3 with Raptor reinforcments (if it will work right)
might remove unused units because so many have been gained.
satalite caller unit (almost done, might make it into Contra.04)
a 6 plane airfield with 3 runways. (already designed... easy to model)
a heavy airfield for paradrop planes
I've got a mobile retaliator gun, must deploy to fire. thinking about adding.
pretty much a complete overhaul...I've started doing this already. will return to a standard base (no mobile commnd or stash) I have 7 vehicle replacements planed(some done), new base defesnes, and add artillery to the generals powers.
an 80's Mig as an interceptor (maby somthing like china standard mig as AA)
several powers changed and added
powers tied to some buildings to allow moer than the standard
NO new units... stealth has the least and weakest, I will keep it that way.
I've got an idea for a new super weapon... secret for now...
an aditional base defesnse
plans for new super weapon - very powerful, comprable to MIRV or H-Bomb
heavy base defesnse. (done)
new heavy base defsnse (done)
And of course bug trouble shooting. i'll be starting all the code for my units overagain so that they are all cleanly added to Contra.04
yes, I will get it into MODTOASTER BEFORE YOU ASK!
those are my ideas... any suggestions?
Edited by Pendaelose, 16 October 2005 - 05:17 AM.