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Remix Escalation Suggestion


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#501 Wookien

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Posted 19 March 2006 - 12:09 PM

Pend - you just gave me an orgasm with that tankdrop! Extremely cool! 10/10 from me! :blush:

#502 Pendaelose

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Posted 19 March 2006 - 05:54 PM

Pend - you just gave me an orgasm with that tankdrop! Extremely cool! 10/10 from me! :)


:blush:
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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.


#503 Pendaelose

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Posted 20 March 2006 - 03:55 PM

The Drop Relay SuperWeapon. Calls in lots of tanks. Long reload time.


And this is SuperWeapon Farming gone wrong ;) This is several tank drops scattered over a base.

Edited by Pendaelose, 20 March 2006 - 03:55 PM.

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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.


#504 Red Alpha

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Posted 20 March 2006 - 04:11 PM

omg that is a hell lot of tanks! if you have 3 of thise at 1 time u already ovr power instandly

#505 Pendaelose

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Posted 20 March 2006 - 05:40 PM

omg that is a hell lot of tanks! if you have 3 of thise at 1 time u already ovr power instandly


LOL no... its not an over powered. The "OMG thats alot of tanks" screen is about 10 drops called at once. To put that into perspective, think what 10 nukes scattered over one base will do.

A single drop does call several tanks, but its actualy much cheaper and faster to build the tanks. and then role them into a base. it Requires 8000K building, 8 minute timer, plus it requires the lvl5 tank drop as a pre-req. But it gives 6 Overlords, 9 BattleMasters, 6 Gattling tanks. ----> = Not overpowered.

The power of a weapon like this is in its rapid deployment and repeated use. Calling one or two of these just outside of enemy AA can make a very strong offensive jesture without being an insta-kill. It can also be extreamly handy in bypassing a chokepoint on the map.

While stronger than a tomahawk storm, Compared to a MIRV or HBomb, this weapon is a joke.
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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.


#506 Capt.Drake

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Posted 20 March 2006 - 07:07 PM

What the Hell, Inever had that many tanks!
But I normally prepare to make it slow with some troopcrawler macking a hole, send you overloads in and destroy it from the inside out

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#507 Pendaelose

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Posted 20 March 2006 - 08:15 PM

You have to understand how a SuperWeapon is developed... When I first make it, it requires 0 power, costs 1$, requires nothing, and reloads instantly... This is so I can build it right away and test it over and over to make 100% sure it works the way it's supposed to.

In the case of the pic above, I only had 1 drop relay built, but with a 0 reload time, after I had tested it on a field several times to make sure it was stable, I went to the enemy base and used it SEVERAL TIMES FAST... basicly the same as having 10+ of them. I thaught it was funny to fill the whole map solid tanks.. so I took a screenie and posted it.
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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.


#508 Pendaelose

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Posted 20 March 2006 - 08:28 PM

Last night I had an idea of how to better work Tank general's super weapons.

Each Tech Tree is being extended, and has a super weapon structure at the end. Because the Superweapon require 3-4 points each to reach the player will never be able to Freak-Show tech and get everything. Investing in superweapon tech will greatly limit how many unit types he can build. Tank players will have to choose thier tech tree carefully to make sure they get access to all the units and weapons they need. Different choices on the tech tree will make for some very different late game strategies.


My personal favorite is to spec out just a little in each tech to get a wide variety of units, but little or no superweapon support.
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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.


#509 j4m3sb0nd

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Posted 21 March 2006 - 06:46 AM

Hmm wow, loving this tech tree concept, both contra & now remix continually develope completely new forms of gameplay to keep the game fresh & enjoyable. :grin: I can imagine two great players battling it out in remix, they could choose the same team each time & always end up with completely different strategies from their choices throughout the game. Excellent! :blink:

#510 Die

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Posted 21 March 2006 - 06:50 AM

thats veary good enyway u peo :blink:

#511 Phoenix911

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Posted 22 March 2006 - 03:31 AM

tech tree is cool but this new thing u talking bout i do not understand (the lack of sleep is getting to me) do u mean if u branch of on one line of tech u can not get the other things? or can u still unlock all of the tech tree?
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#512 Pendaelose

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Posted 22 March 2006 - 03:59 AM

You can still buy points into everything, but there arn't enough points to get everything.
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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.


#513 Phoenix911

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Posted 23 March 2006 - 12:08 PM

wait a min are we both talking bout 2 diff things? lmao
You talking bout general points or tech tree?
o wait nvm i going crazy lmao.

i know what u was talking bout now.
so let me just make sure.
All generals have teh tech tree upgrade system, But all generals will have a different way of ranking up general level/points. Is that what u mean?
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#514 Pendaelose

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Posted 23 March 2006 - 04:09 PM

wait a min are we both talking bout 2 diff things? lmao
You talking bout general points or tech tree?
o wait nvm i going crazy lmao.

i know what u was talking bout now.
so let me just make sure.
All generals have teh tech tree upgrade system, But all generals will have a different way of ranking up general level/points. Is that what u mean?


thats true, but tat was somehting diferent.

Tank general's powers have been replaced with unit unlocks. The unit unlocks (tech trees) are in sets. there are 3 points for lightning guns. The first rank unlocks light guns and base defenses. the second rank unlocks the hvy tank. the third rank unlocks the over charge power for lightnig tanks. There are 3 ranks of Missile tech... the first unlocks SRMs the second LRMs the third ICBMs (nuke silo).

thats not all of the options... just an example
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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.


#515 Phoenix911

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Posted 23 March 2006 - 09:54 PM

well i guess i just have to play it to see how it plays out :p
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#516 j4m3sb0nd

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Posted 31 March 2006 - 06:06 AM

I hope the lack of updates isnt an ill omen. :ohmy:

#517 Pendaelose

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Posted 31 March 2006 - 12:46 PM

I hope the lack of updates isnt an ill omen. :ohmy:

not at all. I've just been busy lately. I'm only getting to code a little bit at a time. Both the Family and the job are giving little respite. I can't mod until after the children are in bed, and lately they'v been up until late.
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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.


#518 Phoenix911

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Posted 31 March 2006 - 04:43 PM

I hope the lack of updates isnt an ill omen. :ohmy:

Do not threat guys, Creator works hard on his contra mod and pend works hard on the remix aswell. so when they go quiet and don't post updates for a week or month then please don't post asking.
They do have lives and have to prioitise (ie: family/work comes first) mod making is more like a hobbie.
Rest assured Pend is working as mucha s he can on the mod and is doing a great job :ohmy:
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#519 j4m3sb0nd

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Posted 03 April 2006 - 09:18 AM

No pressure, i have no doubt they are doing great work. :p & i understand they have real lives & arent mod making machines.

But it's good to know the mod isnt dead. :) It is often inactivity that can lead to the death of mods. :)

#520 Phoenix911

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Posted 03 April 2006 - 10:58 AM

Bah pend already said remix 3 is last one he will do before he moves onto another game to mod with a more stable engin, Basicly he wont let this die till its done.
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