Remix Escalation Suggestion
#4661
Posted 07 October 2008 - 10:13 PM
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
Posted 07 October 2008 - 10:54 PM
#4663
Posted 07 October 2008 - 10:55 PM
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
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
Posted 08 October 2008 - 01:35 AM
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
"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
Good luck.
#4666
Posted 08 October 2008 - 02:44 AM
#4667
Posted 08 October 2008 - 07:14 PM
EDIT: I meant Good Luck!
Edited by partyzanPaulZy, 08 October 2008 - 07:15 PM.
"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.
#4669
Posted 08 October 2008 - 07:43 PM
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.
He won it, by making the other sorry bastard die for his.
#4670
Posted 08 October 2008 - 08:34 PM
There are many planned model changes. Some are already in game. They are the ones taken from Contra, that the team agreed on .
CnC Guild - As ancient as time itself.
Do you like anything CnC releated? Then the CnC guild likes you! Go make friends with it.
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#4671
Posted 08 October 2008 - 09:40 PM
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
Posted 09 October 2008 - 05:13 AM
#4673
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.
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Do you like anything CnC releated? Then the CnC guild likes you! Go make friends with it.
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#4674
Posted 09 October 2008 - 08:57 AM
#4675
Posted 09 October 2008 - 09:21 AM
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)
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Do you like anything CnC releated? Then the CnC guild likes you! Go make friends with it.
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#4676
Posted 09 October 2008 - 10:47 AM
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_*
Posted 09 October 2008 - 12:02 PM
#4678
Posted 09 October 2008 - 12:16 PM
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
Posted 09 October 2008 - 02:34 PM
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.
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
Posted 09 October 2008 - 03:32 PM
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