Remix Escalation Suggestion
#5101
Posted 12 April 2012 - 03:40 PM
What about this? The generals power places a teleport beacon. You then select the beacon and a target location, which causes the teleport behavior. On the other hand, you'd have to go through every unit for this general and add the teleport behavior, which would be really tedious and so probably not worth it.
I think the net fix was put in a while ago. I could go through and find out what things are causing mismatches, but that would take far to long to do, and I'd need a second person anyway. So I'll deal with it later.
Also I don't want to take everything from Creator Better that I work to make remix its own mod.
#5102
Posted 12 April 2012 - 04:58 PM
Could you add something similar to the moving fortress. I certainly think it matches the play style well!
#5103
Posted 13 April 2012 - 07:47 PM
#5104
Posted 13 April 2012 - 08:01 PM
#5105
Posted 13 April 2012 - 09:40 PM
Not seriously now, but imagine the destructive power if you could then upgrade these to hydrogen bombs!
#5106
Posted 16 April 2012 - 08:57 AM
#5107
Posted 16 April 2012 - 08:22 PM
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.
#5108
Posted 18 April 2012 - 05:20 PM
Edited by Tomeister, 18 April 2012 - 05:21 PM.
#5109
Posted 18 April 2012 - 05:57 PM
Right now, ion tech gives you the ion cannon (kind of underwhelming) and the ion tank. Particle gives you the annihilator, particle tanks, and the particle cannon (2 units and superweapon). Plasma gives you the plasma tank and upgrades the CAT, and a super power plant (2 units and super weapon).
Actually, a better parallel would be with the pulse laser tech: Pulse lasers upgrades virtually all of your units, but gets no super weapon nor a special unit on its own. And that's what shields do. They upgrade all your heavy tanks with impenetrable forward defense, and give you a shield generator building. I don't think it needs more than that.
#5110
Posted 18 April 2012 - 09:45 PM
Edited by Tomeister, 18 April 2012 - 09:45 PM.
#5111
Posted 18 April 2012 - 09:47 PM
I don't think bullets can penetrate the shield, but even if they could, they won't do nearly enough damage to the target (building or heavy tank) to matter.
#5112
Posted 18 April 2012 - 09:48 PM
That means his shields are better than Supw gen shields!
#5113
Posted 18 April 2012 - 09:49 PM
#5114
Posted 18 April 2012 - 09:52 PM
Haven't made much progress over the past week. Surprisingly, modeling a 2000 tri torso for a dragon with relatively correct topology is FAR harder than you'd expect. Tomorrow I have no time either (class/work from 8 am to 9pm), but friday I'll get a good crack in. Going to first look at getting new models in because I like modeling and it shouldn't be too hard. Plus it feels more like progress than simple tweaks.
#5115
Posted 18 April 2012 - 09:57 PM
Are the models purely cosmetic , or for new units?
Suggestion: an ability which spawns base defenses for Supw gen.
Why did Pend remove fake buildings?
#5116
Posted 18 April 2012 - 10:01 PM
#5117
Posted 19 April 2012 - 06:59 AM
#5118
Posted 19 April 2012 - 12:24 PM
#5119 Guest_Tomeister_*
Posted 21 April 2012 - 01:37 PM
#5120
Posted 21 April 2012 - 07:03 PM
My ideas so far: Artillery spider mech (works as default T1 artillery if you don't get tomahawks). Hellfire barrage seeker drone (basically the current seeker drone with two hellfire missile pods. Works as an anti tank version of the current seeker).
I'm also thinking about a heavy bomber drone to fill out his airforce a bit, as well as a helicopter style gunship drone (similar in idea to the one Creator is adding to Contra). I also am looking at expanding the hybrid design power for both Macro and Micro. That being said, I also want to rework how it is right now too. I'd rather the units you gain access to were tooled to the general you're playing (so a larger version of spider mines for example. As it is, hybrid design gets you far more if you play micro than if you play macro), but that's less thought out. So for a second level of hybrid design, macro would get access to exosuit style units (storm trooper varients). I want to keep them distinct to each specialization, otherwise it's just "take this general power to have BOTH specializations" and I feel like that kills some of the character.
As a note, I'd qualify seeker drones as light mechs, spiders as medium and then anything from the advanced factory as heavy.
Edit: One other thing. What about a cyber warfare branch for micro robotics? Maybe something that hacks defense targetting, so they attack anything nearby? Not sure what I'd do for units though, especially since China already has "hackers." Maybe an upgrade that causes sporadic map black spots for the enemy? Just a thought, I'll deal with it more later.
Edited by ApOcOlYpS, 21 April 2012 - 07:09 PM.
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