Jump to content


Photo

Remix Escalation Suggestion


  • Please log in to reply
5260 replies to this topic

#3941 Pendaelose

Pendaelose

    Remix3 Modder

  • Hosted
  • 5,687 posts
  • Location:Rocket City
  • Projects:Remix Beta 1.0

Posted 04 July 2007 - 06:16 PM

Just out of curiosity what is the diff in speeds for af gens aircrafts with and without stright flow engins?

And maybe if u wanna do lil ajustments could u make gattling and only gattling AA have that same effect talked about for infantry they would have a small AoE so not 100% accurate that would be ok i guess like a spred of about 15-20%
Missiles should not be uneffected.



now your talking about the same types of changes I'm thinking. Missiles would be largly uneffected simply because there are already ways to counter missiles.

I'll have to check the code to see the speeds.
Posted Image
Posted Image

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.


#3942 Phoenix911

Phoenix911

    SAS Alpha Team Leader (Forum n00b Hunter 1st battalion)

  • Project Team
  • 3,950 posts
  • Location:Cambridge, England
  • Projects:Remix Alpha Tester.
  •  I'm the remix alpha tester thats loves to attack n00bs... muhahah!!!

Posted 04 July 2007 - 06:52 PM

The manticores i don't think should be changed to much ther eflack anyways so there have explosive in teh tips exploding at altitude.
Phoenix™ The Forgotten Samurai
A wise man chooses death before war, A wiser man chooses not to become war.
Posted Image
Foamy!?!! Xombie!?! Awesome Cannon Rock
Everyone should watch this and pass it on as its a very good argument on the subject of Global Warming.

#3943 Vince

Vince
  • Members
  • 97 posts

Posted 04 July 2007 - 09:05 PM

maybe a vehicle or special power (for the gla stealth gen) that fools the enemys radar (is it allready sugested? Don't know for sure). it can turn of the radar or make a huge 'blib' aproching the enemy's base at high speed than the blibs disepear again or multiply an than you get slower moving blibs or something like it (I would freek out if that happend to my radar :|:rolleyes:)

and I think or airforce gen or laser gen should get the laser anti missile system back for his planes :D

Edited by Vince, 04 July 2007 - 09:04 PM.


#3944 Pendaelose

Pendaelose

    Remix3 Modder

  • Hosted
  • 5,687 posts
  • Location:Rocket City
  • Projects:Remix Beta 1.0

Posted 04 July 2007 - 10:05 PM

maybe a vehicle or special power (for the gla stealth gen) that fools the enemys radar (is it allready sugested? Don't know for sure). it can turn of the radar or make a huge 'blib' aproching the enemy's base at high speed than the blibs disepear again or multiply an than you get slower moving blibs or something like it (I would freek out if that happend to my radar :|:D)

and I think or airforce gen or laser gen should get the laser anti missile system back for his planes :p


:rolleyes: I like that... a radar-heartattack! it would be even better is it made units go crazy attacking nithing
Posted Image
Posted Image

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.


#3945 Phoenix911

Phoenix911

    SAS Alpha Team Leader (Forum n00b Hunter 1st battalion)

  • Project Team
  • 3,950 posts
  • Location:Cambridge, England
  • Projects:Remix Alpha Tester.
  •  I'm the remix alpha tester thats loves to attack n00bs... muhahah!!!

Posted 05 July 2007 - 12:11 AM

I beleave AF gen and Laser Gen has pointdefence lasers on there aircraft still... all US sides have i think... unsure but i am fairly certain the AF gen and laser have them.

And think i told ya before pend but laser gen does not have an intercepter no F16 or F/A18
Phoenix™ The Forgotten Samurai
A wise man chooses death before war, A wiser man chooses not to become war.
Posted Image
Foamy!?!! Xombie!?! Awesome Cannon Rock
Everyone should watch this and pass it on as its a very good argument on the subject of Global Warming.

#3946 Pendaelose

Pendaelose

    Remix3 Modder

  • Hosted
  • 5,687 posts
  • Location:Rocket City
  • Projects:Remix Beta 1.0

Posted 05 July 2007 - 01:27 AM

I beleave AF gen and Laser Gen has pointdefence lasers on there aircraft still... all US sides have i think... unsure but i am fairly certain the AF gen and laser have them.

And think i told ya before pend but laser gen does not have an intercepter no F16 or F/A18


rightnow only laser has the point defenses. And you've mentioned the lack of inteceptor.
Posted Image
Posted Image

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.


#3947 Phoenix911

Phoenix911

    SAS Alpha Team Leader (Forum n00b Hunter 1st battalion)

  • Project Team
  • 3,950 posts
  • Location:Cambridge, England
  • Projects:Remix Alpha Tester.
  •  I'm the remix alpha tester thats loves to attack n00bs... muhahah!!!

Posted 05 July 2007 - 01:51 AM

ok was not sure could not remember.
Phoenix™ The Forgotten Samurai
A wise man chooses death before war, A wiser man chooses not to become war.
Posted Image
Foamy!?!! Xombie!?! Awesome Cannon Rock
Everyone should watch this and pass it on as its a very good argument on the subject of Global Warming.

#3948 Guest_Guest_Jester_*_*

Guest_Guest_Jester_*_*
  • Guests

Posted 05 July 2007 - 07:27 AM

Yeah, I had noticed the problem with multiple passes if you didn't have S&D strategy, but didn't mention it because I figured it would get shot down... kinda like planes that have to make a second pass on one payload. :rolleyes: I think the AWACs has point defense system, which should stay if ya ask me. Is there any way to make the Hercules drop different types of infantry, or possibly a humvee and a few troops? As it stands, Herc drop the infantry who get blasted to bits. I might use the Herc more if I didn't see my guys get turned to chunks so often. Maybe it'd see action as a scout/decoy force dropper, I dunno. I don't use it because I can load a Chinook, or a Combat Chinook, with exactly what I want, take it where I want it, then bring it back for reloads.

#3949 Phoenix911

Phoenix911

    SAS Alpha Team Leader (Forum n00b Hunter 1st battalion)

  • Project Team
  • 3,950 posts
  • Location:Cambridge, England
  • Projects:Remix Alpha Tester.
  •  I'm the remix alpha tester thats loves to attack n00bs... muhahah!!!

Posted 05 July 2007 - 10:01 AM

yes the awac does have PDL and yes it will remain having it.
Phoenix™ The Forgotten Samurai
A wise man chooses death before war, A wiser man chooses not to become war.
Posted Image
Foamy!?!! Xombie!?! Awesome Cannon Rock
Everyone should watch this and pass it on as its a very good argument on the subject of Global Warming.

#3950 Vince

Vince
  • Members
  • 97 posts

Posted 05 July 2007 - 10:05 AM

maybe a vehicle or special power (for the gla stealth gen) that fools the enemys radar (is it allready sugested? Don't know for sure). it can turn of the radar or make a huge 'blib' aproching the enemy's base at high speed than the blibs disepear again or multiply an than you get slower moving blibs or something like it (I would freek out if that happend to my radar :|:p)

and I think or airforce gen or laser gen should get the laser anti missile system back for his planes :)


;) I like that... a radar-heartattack! it would be even better is it made units go crazy attacking nithing



yeah :D would be awsome :p imagine all your defenses shooting you here the noise and panick you gonna watch an nothin :rolleyes: then the real attack comes :p you think: will be nothing again few moments later... :p ;) or maybe even eva giving wrong data (unit under attack, unit lost, our enemy has launched his scud storm :p :p :p ) but that's maybe over the top :( :p:)


I beleave AF gen and Laser Gen has pointdefence lasers on there aircraft still... all US sides have i think... unsure but i am fairly certain the AF gen and laser have them.

And think i told ya before pend but laser gen does not have an intercepter no F16 or F/A18


rightnow only laser has the point defenses. And you've mentioned the lack of inteceptor.



ow okey I've made a mistake sorry for that :D

Edited by Vince, 05 July 2007 - 10:12 AM.


#3951 bitchwitch

bitchwitch
  • Members
  • 16 posts
  • Location:Turkey -Izmir

Posted 05 July 2007 - 01:59 PM

Pendaelose;

Your explanations about aircraft ranges and multi-munitions have exactly persuaded me, cause you’re a modder and know technical and mathematical aspects of the game. We just wanted to give a total view about airforce’ s weaknesses and absurdities. As you already explained, these absurdities are based on a logical foundation (but I saw multi-munition option in a mod about india-pakistani conflict, I dont remember its name, but if you want to examine it I can dig out). What is making Generals and its mods so replayable and fascinating is its high tempo and balance in my opinion. We played many similar games, but never found the same taste even in the far more advanced games. There is no game that matches its concept (We never understood why EA didn’t make its new releases). So please let it stay as it was. But some changes can be made in the limits , as you told about ranges and firepowers. Even %10-20 range boost will be good. And firepower increasing must be considered for certain aircrafts. But I hope many suggestions follow this main route. One of them came yesterday from Apocolyps. In the rise of red mod, russian general has S-300 gladiator ABM (anti-balistic missile) platform which has the ability to hit aircrafts long before they reach their targets. In this mod I was sending 8 aircrafts to russian base, but if there were only 3 of S-300’s and if they could make two shots, just 3-4 of them could enter gatling’s or SAM’s range. Apocolyps’s suggestion may be feasible. You are the calculator, please think about it. I have some new suggestions that I thought in the light of yesterday’s discussions.

- Some aircrafts may have extra bonus versus certain target types, for example while a F-117 can destroy a defensive site or AA unit easily, they may be useless against armor.
- One of the annoying aspects of the game is “early engaging”. Patrol aircrafts defending your base are engaging as a whole the first target entering their range area. You may see 2 aircrafts hit just one infantry and return the base when you need them urgently against armor or artillery. I dont know game mechanics, but if it is possible, maybe some target priorities could be coded for certain aircraft types. For example F-117s may never engage armor or infantry (because it is ineffective for such units) and wait for closing AA units, while having a relative security due to its stealth, then it can destroy the AA ability of the enemy column threatening your Antitank aircrafts. Migs may engage infantry thanks to its napalm ability and ignore armor because flames are not so effective against them. F-18s or raptors will engage only armor and light vehicles, not others. Of course you will engage everything if you micro-manage your aircrafts. The same thing is also valid for land systems. You may frequently see your patriot battery just hittin an infantry when tanks destroying it, or a gatling site attacking to a tank, when an easy target such as infantry wandering around. I dont know this could be done, but this is an another way for increasing the effectiveness of land systems and especially of aircrafts without effecting game balance.

Remaining suggestions for this turn will focus to infantry, because of your personal tendency to them. I feel you will prioritize to consider infantry suggestions :grin: . I know you have a stand-alone forum for infantry suggestions, but we want to keep our suggestions together. Sorry.

My first suggestion will be valid not just for infantry but for all basic land vehicles. It is really hard in General to control hundreds of units in a high tempo battlefield. Frequently you loose your units without understanding what were happened to them, because you forget where they were. Grouping by using ctrl+numbers is not enough (there are only 10 numbers) in the case of you are trying a multi-directional assault against human players and micro-managing your units. We don’t know if that can be done (due to technical considerations), but in our opinion, somebody has to make this: producing units as squads, companies or battalions (whatever you call it) as we have already seen in some another games. This will simplify the game control, increase playability and fun, give the ability to make decisive assaults and develop new tactics.

For example, your artillery and tanks must be accompanied with AA systems against aircrafts and infantry (for chinese gatling tanks), so usually you group them. In the same way, you have to use rifle infantry with your antitank infantry for protecting them against other rifle infantries. This micro management is not easy and AI will always do that better than you, because it may control every unit at the same time. So we can produce some units (not everyone, such as aircrafts, helis, heavy armor like emperor etc), especially most produced ones as a group, but in a combined arms approach. These will not occupy many slots and be located at the barrack or warfactory as an optional buttons, and if you dont want to use them you may still produce them one by one. War factories currently have secondary menu windows, we can expand them (if it is possible). Our suggestions for some of the most used units and their main tactical formations are as follows:

Rifleman Company: 4-5 rifleman + 1-2 AT +1-2 mortar (if you add this one)

Anti-tank Company: 2 rifleman + 4-5 AT + 1 mortar

Special Forces Squad: 2-3 rifleman + 1-2 sniper + 1-2 AT (all of them must be stealth, and have detector ability, have more firepower and hit points)

Suh a configuration will exactly raise the effectiveness of infantry. Neither a gatling gun can find a rifleman without AT support nor enemy rifleman can easily reap your AT gunners. They move together, engage together.

Armor Battalion: 3 tank +1-2 AA/SAM vehicle +1-2 artillery

Mechanised Infantry Battalion: 3 IFV/APC (with full of infantry, I dont understand why other generals’ APCs and IFVs not coming with full of infantry then infantry general, filling them with infantry is just waste of time) + 1-2 AA/SAM vehicle +1-2 artillery

Of course these numbers are just suggestions, and can be changed due to technical requirements and your approaches. But using land vehicles together in a combined arms fashion, will be very good. At least this must be done for infantry if it can be done. This could be the first step for rescuing infantry from its defensive and supportive roles.

Infantry entrenching ability that I read in infantry suggestions forum may be very useful and can change infantry’s destiny in Generals, especially if it is combined above mentioned group behaviour suggestion. You know if infantry is not entrenched or not moving with the support of armor or IFVs, they will be just target board for ambushing enemy infantry or heavy vehicles. Let’s think a scenario: 1-2 rifleman company and 1-2 AT company are leaving the base to a rally point where you determined as a forward base under aircraft cover or by using your armor as a screening force in front of them. If you encounter enemy forces, your armor can engage them and infantry can support. If you can reach your target, you urgently start to make field fortifications that could be changed due to General or side. These locations may provide extra resistance against certain attackers and you may support these locations with other defensive vehicles. While this locations attract enemy fire and attention, you can enlarge your bases, heal yourself, or prepare to a large attack. By using this temporary forward bases, you may jump from point to point to the enemy base. Currently if you want to use this tactic, you have to send your dozers to open field and build more expensive and energy hungry defensive sites where you always need to deploy many dozers for repairing.

This arrangement may lead to new options: if we can do infantry more survivable in the field, we can add machine guns to the tanks and be saved from absurd infantry-tank confrontations. I’m talking about “The AT gunner can destroy the tank if the tank does not crush him“ thing. These are just my brain-stormings that I thought now. Please consider them.

My another suggestions will be about infantry varieties. Reload mod are using mortars since its first versions. Mortars are the basic indirect middle-range anti-infantry weapon deployed by infantry in a large scale. Mortars always outrange all infantry weapons and will kill other infantry without approaching them, even the entrenched ones. If this fragile wepon can be protected by rifleman (or act as a part of an infantry team as I suggested above) it can be the solution you seek for anti-anti-infantry problem thanks to its long range (+special munitions such as napalm etc.). My other infantry varieties:
- Snipers for all Generals (this is necessary against infantry general’s massive assault or air drops)
- Medic as a part of infantry companies (healing in the field)
- Battle hardened officer -some kind of hero ( I saw them in some mods, they are training units in an area and rising their experience level, be it infantry or vehicle; another usage of officers may be calling air or artillery support in emergency cases) - can be built one at a time
- Combat engineer: You have already done this. But all generals must have them and they must have the ability to build various field fortifications. All technical processes can be assigned to combat engineer, such as clearing or laying mines (if you have time to do this – again I repeat my artillery mine deploying ability), biohazard cleaning, radioactivity cleaning etc, preparing booby-traps etc. More importantly you have to give field repair ability to them (mechanic).
- Basic special forces unit (rangers are special forces but we have to consider them in Generals as rifleman) who have the capability to deploy a wide range of hardwares, and use at least two weapon options (like as in the reload mod, marines can toogle between rifle and shotgun, rangers can toogle between M242 light machine gun and M16…). They must be exactly stealth and have detector ability. These capabilities may be balanced by making them far more expensive. Capture enemy building ability: I m not sure.
- ATGM gunner: More range and firepower but also longer reloading times.

Support infantries (engineers, medic) must be stealth, I know this is ridiculous, but otherwise nobody use them cause they will always be killed while they are moving in the field. An another option is to use combat vehicles carrying 3-4 combat engineer to the field under armor protection like US medic humwee (again why medic humwees not coming with full of medics and nurses ;) ).

These alterations can give infantry many supportive and defensive roles and give to players more desire to use them more frequently. But what can we do for offensive roles? In today’s battlefield infantry can be used in offensive roles in three area: urban warfare (because armor and aircraft wont work here) and special forces behind enemy lines for diversion, reconnaissance and target designation purposes, and mechanized infantry accompanying tanks against other infantries. Generals’ urban maps are really dangerous for armored vehicles thanks to garrisoning ability. But we can add more special forces aspect to the game. As I already suggested above in grouping suggestion, special forces must be stealthed and detector. They must move faster than basic infantries, have the ability to deploy different charges and mines, the ability use UAV’s etc. Even they can be used for moral effects like as in older leaflet ability for discouraging enemy. No need to say they have to be faster, stronger and have more firepower than ordinary infantry. I saw what special forces can do in reload mod playing as a General called “Chief of staff”. It was a general power. An aircraft was parachuting a 20 men team consisting rangers, snipers and AT gunners. They were all stealth and could detect stealthed enemies. They are capable of killing large infantry groups including infantry general’s one without heavy casualties and destroying small armor groups. They were exactly overwhelming against buildings. They were just vulnerable to aircrafts and helis. Such a group can easily destroy lightly defended or uncovered enemy base or strategic buildings such as super weapons and strategy centers or make diversion while you attack with your main forces.

An another thing that is important for making infantry more useful is to increase armor or hit points values of APCs and give IFV to the generals focusing heavy armors (I dont know why chinese troop crawler dont have the ability to be added weapon platforms like tank general’s crawlers or airforce’s strikers– is that a technical restriction?). The reason of players evading from using infantry is their weaknesses and speeds. If we can send them to the frontline in APCs and IFVs with acceptable losses, everybody will want to use them. This will be a mechanized infantry force completing tanks’ role in assaults. Because when you find your tanks in the middle of enemy base without support of anti-infantry-infantry (especially if you have lost your gatling platforms), your armor can be crushed by infantry and defensive sites.

My last suggestion is to make all buildings of all generals garrisonable by infantry for simulating an urban environment. Slot numbers can be changed due to dimensions or importance of the building. This will lead a heavy street figthing for the enemy broke your defenses and entered to the depth of your base, so you may find enough time for healing and refreshing your forces. This option may manipulate players to use them more frequently. I know you have different building defense options for each generals, but there must be a standart for all Generals, some may want to garrison his buildings with more advanced infantries such as snipers and ATGMs (if you do this).

I think this is long enough for now. But I have managed to summarize our suggestions about infantry. Keep up the good work.

#3952 Gredinus

Gredinus

    Weapon of mass destruction.

  • Hosted
  • 1,128 posts
  • Location:Slovenia
  • Projects:Remix3 Support
  •  GLA Guru

Posted 05 July 2007 - 02:15 PM

OMFG!!!

Posted Image


#3953 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 05 July 2007 - 02:25 PM

most generals can build infantry as squads.

infantry general has squads of men to be built in 5x and 10x squads of minigunners, tank hunters, ATGM troopers, mortor troopers, redguards and dragon troopers.

what you suggested about the mixed squads....something like this is planned...... ;)

and you can build officers for infantry general, they provide a frenzy bonus, although they are not hardcore vetrens. they only have a pistol.
eventually, hero units for each general will be made, or there will be 1 hero between 2 generals, and they will be unique. the heros (burton, lotus etc) will be revamped and different things will be done, so they will be like hardcore veterns.


i like the idea of building tank squads, a simple, yet very good idea.it would be great for tank general, if he spent a point on it. (only 5 tank squads-battlemaster and gattling tanks only)


im not sure about this, but i think ever general can build snipers.

Edited by olli, 05 July 2007 - 02:27 PM.

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.

#3954 Gredinus

Gredinus

    Weapon of mass destruction.

  • Hosted
  • 1,128 posts
  • Location:Slovenia
  • Projects:Remix3 Support
  •  GLA Guru

Posted 05 July 2007 - 02:47 PM

Well tank squads would fit gla more i think (they need it more).

Posted Image


#3955 Pendaelose

Pendaelose

    Remix3 Modder

  • Hosted
  • 5,687 posts
  • Location:Rocket City
  • Projects:Remix Beta 1.0

Posted 05 July 2007 - 03:27 PM

Most (though not all) of the infantry suggestions are present for infantry general already. If I spread those features out to the other generals I will need something to make the infantry general's better again :) :grin: Mortars really are *the thing* that makes infantry general's infantry strong enough to mount a real base attack. I could give that to every other general, and it would ofcourse be realistic, but I 'm reluctant to spread that benifit to every general. Once thats done we would have 12-infantry generals and the only difference is in the support units available. Keeping up a diveresity in gameplay between generals is far more important than tweeking out the strength of a single unit type.

more seriously though, the squad/mob idea for troops was one of the first things I ever tried. It was alot of fun and realy did wonders for basic infantry, it made them as strong as I'd like them to be. Unfortuantly, it was also extreamly buggy and created aubsurd amounts of lag. I used them in one of the earliest versions of Remix2, but I had to remove them to keep the game playable. (for purely technical reasons)

I do have some plans for squad/mobs, but sadly it is not feasable to use them for all infantry the way I'd like to so it has to be kept to a much more limited use. I don't want to say too much on this though as I want some suprises for the final release ;)


The practical solution was to build in "squads" meaning you get more men cheaper and faster. The cost-to-firepower benifits match those offered by use squad/mob logic, but it doesn't have the bugs and lag. It was a compromise toward the same goal you described.



I know the type of problem you're describing with a large attack force, I also suffer from it when playing PvP, but I've found it forces the game into two distinct playstlyles... Macro and Micro management.

MacroManagement obviously involves building as many of a variety of tanks as you can, grouping them all and then giving gaurd orders on the edge of your oponent's base. the focus is on controlling and producing in bulk quickly. The beuty of this is your combat requires zero micromanagement and you can focus your precious play time on building waves of escelating reinforcements. Alot of players disaprove of this strategy, but it really works very very well. It doesn't matter if your ranking your enemy up faster if he's not going to survive long enough to use any powers. The other charm is that it takes MORE micromanagement to defend vs this kind of attack than to press the attack itself. Its very easy to supress your oponenet just by keeping him too busy. Doing this WELL takes just as much skill as micro management.

MicroManagment is that whole idea of more for less... if you have low starting money, or if you want to cripple an enemy as efficiently (not the same as "as quickly") as possible then you focus on geting the most from your units. This is where targeted unit special abilities and hero units really shine. (yes, ZH heros suck, I'll fix that). We all know the benifits of micro management, but it is very importatnt to remember that it is a VERY different play style from Macro, the oposite infact, and both styles are just as capable and apropriate.


No matter what is done to the game... or to any RTS, anywhere, is going to change this. There will always be Micro and Macro management play styles. I think the best thing to do is to embrace this. Infantry should become the micro-manager's dream just as massed armor and artil is a dream for the macro manager. There are many ways to make infantry a better unit for the Macro force... mortars and mobs being some choice examples, but I think it would be best to keep that playstyle of bulk infantry restricted to certain generals (there will be more than one...). Giving infantry special abilities (grenades, entrenching, traps, sticky bombs, smoke, secondary weapons, etc) would make them each more powerful than the current heros when used correctly, but when mobbed up and thrown at a base they would perform no better than they do right now, even if thier damage is doubled.

I do agree with one point reagding the tank/infantry relationship... if infantry (as a group) are made a potent force on the field (be it micro or macro), then, to a limited extent, tanks could be fitted to counter them. BUT this would have to be on a VERY limited basis... if all tanks were to gain basic anti-infantry it would put the troops right back in the hole they just crawled out of. Most specificly I would give a feature like that only to Tank General's battlemasters and maybe assault general's MBTs. And even then it would be only a small-arms machinegun, not a 30 or 50 cal.





Olli-

about a third of the generals can build snipers.




Though, all this talk about squads and tanks gives me an idea... Tank General's Specialized factories should have the option to build tanks as 1x, 5x, and (if CnC center is built) 10x.

and I'll play test small tank squads for assault general... thats not a bad idea.



Also, GLA update! I got the first working version of the Assault General's super cannon up and in-game. I''ll see about getting some pics and vids out very soon.

Edited by Pendaelose, 05 July 2007 - 03:27 PM.

Posted Image
Posted Image

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.


#3956 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 05 July 2007 - 06:18 PM

ohh, i never knew that only about a third of generals could be snipers...lol i hardly pay attention to them if it doesnt fit in that generals play style :rolleyes:

about the tank squads...ya know, i was going to suggest the same thing as you did pend...about specialised warfactorys building squads.
but do you think building 10x ligtening tank squads would be over kill?

i think tank squads should be limited to gattling and warmaster tanks, because they are the brunt of tank gens army.
then you have anti everything.
anti air and anti infantry from the gattleing tanks and anti armour from the warmasters. maybe troop crawler sqauds for some healing. that would be a nice attack force.

and i realy think that some of assults MBT and some of tank gens tanks should have a small arms machine gun.
maybe the warmasters, after an upgrade. you could use the rocket tube on top of them as a machine gun....
but that has always made me wonder...on top of the warmasters, that small rocket laucnher, has it always be aesthetic? or have you ever considered using it as an actual weapon?
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.

#3957 Gredinus

Gredinus

    Weapon of mass destruction.

  • Hosted
  • 1,128 posts
  • Location:Slovenia
  • Projects:Remix3 Support
  •  GLA Guru

Posted 05 July 2007 - 07:01 PM

I think that tank squads for tank gen shuld only be anabled after you made the CnC center and it shuld only be 3x.

Posted Image


#3958 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 05 July 2007 - 07:04 PM

no 3x is lame.
i think 5x squads are perfectly acceptable.
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.

#3959 ApOcOlYpS

ApOcOlYpS

    title available

  • Project Team
  • 523 posts
  • Projects:Remix Escalation

Posted 06 July 2007 - 12:01 AM

Just to be sure, the squads that are being discussed are virtually considered one unit right? Cause the current squads arn't really squads, but just building multiple infantry at the same time.

The mortar troops can't be put into a squad with other people. It would be weird to have a troop very far back and the rest of them going up to the front lines.

The generals power drop of "special forces" is not really a gen power (I remember it and how fun it was). A commander can be built from the barracks, which for USA was capable of calling a raptor strike and call special forces. The spec. forces would be dropped by a chinnok. There would be about 11. 7 special rangers, 3 special missle defenders, and 1 special sniper. The troops themselves then were able to place bombs and things.

I would like squads, though still being able to produce units alone when desired. And artillary should never be in a squad. The units should have relatively the same range, or there will be no point. If you have artillary in a squad and tell it to attack, everything will charge into range, leaving the artillary behind.

#3960 Gredinus

Gredinus

    Weapon of mass destruction.

  • Hosted
  • 1,128 posts
  • Location:Slovenia
  • Projects:Remix3 Support
  •  GLA Guru

Posted 06 July 2007 - 01:14 AM

A squad is multiple units while a mob is 1 unit.

Posted Image





0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users