Jump to content


Photo

Remix Escalation Suggestion


  • Please log in to reply
5260 replies to this topic

#4661 Rosco9487

Rosco9487

    title available

  • Project Team
  • 250 posts

Posted 07 October 2008 - 10:13 PM

Pend did plan on adding three new generals on top of the ones in the mod already. link: http://forums.revora...showtopic=57873
At this point I do plan to continue through with this general plan, but may be changing the generals. The Kinectics General is a good suggestion however the US already has two brute force generals (laser and robot) so a third will not be added.

Laser will be changed to Energy Weapon.

#4662 SpardaSon21

SpardaSon21

    title available

  • Members
  • 332 posts

Posted 07 October 2008 - 10:54 PM

Okay. Any chance of including some of these suggestions with Spec Ops? He looks similar to what I wanted with his advanced late-game OP goodness.

#4663 ApOcOlYpS

ApOcOlYpS

    title available

  • Project Team
  • 523 posts
  • Projects:Remix Escalation

Posted 07 October 2008 - 10:55 PM

Ok here's one.
Would it be possible to rework the veteranacy thing for units? It seems so worthless at the moment really.
It should have a bigger effect, though take 2-3 times as long for each "promotion" for the unit. Right now if you lose a promoted unit it seems like "oh well, I'll just build another and promote him and his army again". I want it to be that you REALLY want to keep your promoted units, and it is a priority in a fight to target the promoted ones of your enemy.
What do you think?

I like the covert/special ops part of his early game. High cost specialists that take out armies, but if you lose one you're in trouble...

Edited by ApOcOlYpS, 07 October 2008 - 10:57 PM.


#4664 Rosco9487

Rosco9487

    title available

  • Project Team
  • 250 posts

Posted 08 October 2008 - 12:24 AM

Okay. Any chance of including some of these suggestions with Spec Ops? He looks similar to what I wanted with his advanced late-game OP goodness.


I'm not going to get into specifics but the late game phase covers similar units so you may see overlap. Bare in mind though that Spec Ops may be dropped when I start those generals.

Ok here's one.
Would it be possible to rework the veteranacy thing for units? It seems so worthless at the moment really.
It should have a bigger effect, though take 2-3 times as long for each "promotion" for the unit. Right now if you lose a promoted unit it seems like "oh well, I'll just build another and promote him and his army again". I want it to be that you REALLY want to keep your promoted units, and it is a priority in a fight to target the promoted ones of your enemy.
What do you think?


There are several game systems that I am looking to rework, I'll take a look at the vet system when I do those. I'll be able to give a better indication later if it will be reworked or left alone.

Edited by Rosco9487, 08 October 2008 - 12:25 AM.


#4665 ApOcOlYpS

ApOcOlYpS

    title available

  • Project Team
  • 523 posts
  • Projects:Remix Escalation

Posted 08 October 2008 - 01:35 AM

It's nice that people seem to be in this forum more now that you took it over Rosco.
I hope that the entire Remix community returns, and perhaps some more will come with them.
One request, or just question really. Are you intending to finish stealth and poisons fully before trying to make new sides? AI would be nice (though I usually just play against people), though if you could "finish" the other two original sides and balance the mod and make a release then that would be nice. Though with only 1 or 2 people working on this mod, it'll obviously be a while. I would offer my help, though I sadly don't know how to mod :p

"finish" would be an improper term, since no side is ever "finished" just on par with the other sides. All would still be able to be improved :p

Good luck.

#4666 Rosco9487

Rosco9487

    title available

  • Project Team
  • 250 posts

Posted 08 October 2008 - 02:44 AM

My current plan is to release the mod with 12 complete sides before making the new 3. By complete I mean a balanced side with functional AI. Time will determine whether the AI will be the current robot version or a version more similar the what zero hour had. Even though the first release will not include the 3 new sides they will be determined by then and will likely be made public.

#4667 partyzanPaulZy

partyzanPaulZy

    "quarawr!"

  • Members
  • 576 posts
  • Location:The Czech Republic
  • Projects:Corruption Of Power - YR mod
  •  doing my mod alone till 1st release (then will see)

Posted 08 October 2008 - 07:14 PM

I tip there will be India, Venezuella and Cosa-Nostra-Globalle. :evgr:
EDIT: I meant Good Luck! :evgr:

Edited by partyzanPaulZy, 08 October 2008 - 07:15 PM.

Posted Image
"Soviet Union was a superpower and each superpower needs at least 1 war at 5 years to keep army in a good condition." ... my grandpa. USA create wars more frequently.

#4668 Soul

Soul

    Divine Chaos

  • Project Team
  • 3,781 posts
  • Location:Ontario, Canada.
  • Projects:Sigma Invasion
  •  This person isn't important

Posted 08 October 2008 - 07:21 PM

You can only have a max of 15 sides in Zero Hour that will have AI btw.
Posted ImagePosted Image

Soul 2.4

Background process. Has something to do with some activity going on somewhere. Sorting junkmail, I think. No value or interest. Doesn't do much except hog resource.


#4669 Black Knight

Black Knight
  • New Members
  • 4 posts
  • Location:New York

Posted 08 October 2008 - 07:43 PM

OUR PRAYERS HAVE BEEN ANSWERED! REMIX 3 IS NOT DEAD!

Its good to see that the mod is active again. However, I am a bit concerned about this takeover. Although I will fully embrace and appreciate the new ideas that might come from this new modding team, I would highly reccomend not changing too much of what work has already been done. I think you guys should try and keep the mod as close as possible to the way Pend orignally envisioned it. We want the next release of this mod to still feel like Remix.

For the game itself, I suggest that you make the capturable tech-buildings respawn. It would make things interesting. A skilled player could turn the tide of battle if they could use them strategically, but it seems as though they are always getting blown up early in the game.

Secondly, I noticed that REMIX took alot of models from Contra. The models are highly detailed and simply importing them and using them would be easier than making new ones from scratch. Is it possible to use some of the Contra units in REMIX?

Congradulations on the new position Rosco, Wish you guys the best of luck.

Edited by Black Knight, 08 October 2008 - 07:47 PM.

No fool ever won a war by dying for his country.
He won it, by making the other sorry bastard die for his.

#4670 olli

olli

    Resident Pilot

  • Project Team
  • 3,157 posts
  • Location:London,England
  • Projects:Remix Escalation Top Quality Imaginer and Pro Tester. CnC Guild Gossip Whore
  •  Misanthropic Hulking Adonis

Posted 08 October 2008 - 08:34 PM

Rosco is a friend of Pendaelose. he has been working as part of the remix team for some time. Don't worry. But always remember... Rosco is now incharge of the mod. It is down to him to what he wants keeping and changed etc.

There are many planned model changes. Some are already in game. They are the ones taken from Contra, that the team agreed on .
Posted Image
CnC Guild - As ancient as time itself.
Do you like anything CnC releated? Then the CnC guild likes you! Go make friends with it.

Latest Remix Escalation on ModDB
Remix Escalation on Revora - Track the latest news and changes.

#4671 Rosco9487

Rosco9487

    title available

  • Project Team
  • 250 posts

Posted 08 October 2008 - 09:40 PM

As I have already stated I will keep the mod along the same lines that it already is. I have the original plans for the remaining sides and once I talk to Pendaelose again I'll get the last version of those plans. As far as the work that has already been done the changes will be minimal and for the most part will not change gameplay.

One example is the Airforce General's C-130. It currently drops 6 rangers and missile defenders, which will be changed to 6 paratroopers. There will be both anti-infantry and anti-tank paratroopers but there stats will be different from the rangers and missile defenders.

By the next release the mod should have the same feel to it. It will not be an exact copy of the original plan but will be close.

#4672 SpardaSon21

SpardaSon21

    title available

  • Members
  • 332 posts

Posted 09 October 2008 - 05:13 AM

Well, I certainly like respawning tech buildings. AI ALWAYS blows them up instead of capturing. F-14's and bunker busters will blow up oil derricks fast.

#4673 olli

olli

    Resident Pilot

  • Project Team
  • 3,157 posts
  • Location:London,England
  • Projects:Remix Escalation Top Quality Imaginer and Pro Tester. CnC Guild Gossip Whore
  •  Misanthropic Hulking Adonis

Posted 09 October 2008 - 07:07 AM

You can only have a max of 15 sides in Zero Hour that will have AI btw.


Thats including the vanilla sides.
If you removed them you can have a max of 6 new factions (2 for each side)

Edited by olli, 09 October 2008 - 07:08 AM.

Posted Image
CnC Guild - As ancient as time itself.
Do you like anything CnC releated? Then the CnC guild likes you! Go make friends with it.

Latest Remix Escalation on ModDB
Remix Escalation on Revora - Track the latest news and changes.

#4674 SpardaSon21

SpardaSon21

    title available

  • Members
  • 332 posts

Posted 09 October 2008 - 08:57 AM

Also, Roscoe, about US and brute force, we actually use a lot of brute force. Carpet bombings, bunker busters, MRLS systems, cluster warheads, long range artillery. I only mentioned advanced kinetic weapons since US always gets shafted when it comes to solid projectile weapons. Most advancements always have lasers or advanced energy weapons with unerring accuracy instead of weapons of mass destruction (not nuclear warheads, but basically cluster bombs and all that good stuff). Possibly integrate the advanced kinetic weapons into Robot General or something similar. After all, he is pretty brute-force already, and they would fit nicely. Any chance of a Titan from Tiberian Sun as a light mech to backup the tank hunters or man hunters? They don't have a light mech, just smaller Fafnirs with Gatling guns or quad AT cannons. And HK drones are almost infantry they are so small. Remind me of Elementals. And that is a Daishi model, correct? Maybe replace it with the Flea.

#4675 olli

olli

    Resident Pilot

  • Project Team
  • 3,157 posts
  • Location:London,England
  • Projects:Remix Escalation Top Quality Imaginer and Pro Tester. CnC Guild Gossip Whore
  •  Misanthropic Hulking Adonis

Posted 09 October 2008 - 09:21 AM

With regards to both robot generals suggestions... I would say No.

Look at the screenshots section and look at Robot general. He has enough mechs already. Plenty of good ones avaliable regardless of what tech level you are.

The kinetics energy weapons would be far more suited to Spec ops general or any other new USA ones. Right now.. the current USA sides are complete and will only have minor tweaking to balance etc. Nothing major or new will be added to the current sides. (Once GLA are done... the changes can take place to some of them i.e. laser general)
Posted Image
CnC Guild - As ancient as time itself.
Do you like anything CnC releated? Then the CnC guild likes you! Go make friends with it.

Latest Remix Escalation on ModDB
Remix Escalation on Revora - Track the latest news and changes.

#4676 SpardaSon21

SpardaSon21

    title available

  • Members
  • 332 posts

Posted 09 October 2008 - 10:47 AM

Okay. Although I thought Roscoe said the 4th USA faction was still open to being changed depending on how the other Generals work out.

And really, the downsized Daishi model doesn't work for the HK Drone. Flea is much better.

Edited by SpardaSon21, 09 October 2008 - 10:49 AM.


#4677 Guest_CNC#1 fan_*

Guest_CNC#1 fan_*
  • Guests

Posted 09 October 2008 - 12:02 PM

i think tank general needs some modifaction,because its really unfair being the only general need to rank up to get better things,make it tech like the current laser general(ir having to chose between techs),what do you think?

#4678 Rosco9487

Rosco9487

    title available

  • Project Team
  • 250 posts

Posted 09 October 2008 - 12:16 PM

SpardaSon21:

The 5th US general is open to being changed do to how it would play. By brute force I mean actual game play. Laser/Energy weapon and Robot play more or less the same way, with some strength differences here and there. If Spec Ops gets replaced I have a pretty good idea of what it will be replaced by which will actually fall partly under what your definition of brute force is. If the units have high damage and long reload but low health I don't consider that brute force since you can't go toe-to-toe with and general like tank, laser, or robot if both army cost the same.

#4679 veritas vos liberabit

veritas vos liberabit
  • New Members
  • 3 posts

Posted 09 October 2008 - 02:34 PM

here's an idea for a chinese defence, its a guad gattling cannon (not gla, but like the normal chinese defence but doubled up)
this is a defence that was in contra 006 btw, but only for the boss general. you could ask them for it, if you think it could fit in with a chinese general.
it just looked cool, but it is only a suggestion.

+a fifth US faction, spec ops?
does that possilbly mean there will be a fifth for China and GLA?

Edited by veritas vos liberabit, 09 October 2008 - 02:39 PM.

Questions aren't always to be answered, but instead, to inspire thinking.

The irony of battle- A commander once said, "They couldn't even hit an elephant at this dis.." Before he was shot in between the eyes.

#4680 SpardaSon21

SpardaSon21

    title available

  • Members
  • 332 posts

Posted 09 October 2008 - 03:32 PM

Roscoe, didn't Pend say Spec Ops was going to be early-game mini-hero infantry special forces style and late game would revolve around all those ultra-top-secret DARPA projects? I know its your mod, and you haven't said anything definitive yet about Spec Ops, however filling in some blanks w/ the disclaimer "may be changed" would be nice.




3 user(s) are reading this topic

0 members, 3 guests, 0 anonymous users