ok i agree with u on most.
i thought of some ideas or points give me your input. (i'll try and be breif)
Don't worry about it, I enjoy the conversation, especialy on dull days like today. I also greatly apreciate indepth feed back, even if I don't use every idea, more ideas are very good to have.
While Remixis a seperate mod, many, but not all, of the bugs do carry over, so I pay extra atention to the Contra bug reporting topic to be sure I catch everything that will affect remix.
* Is there a way to make aircrafts target tanks as a prioity over infantry?
this would make them alot better on patrol as they always choose infantry over tanks.. (makes no sence)
Most actualy do prefer tanks, but there is a catch. they prefer tanks IN THIER SIGHT RADIUS
so there could be a tank 10 Ft away, or about to be in range any second, but if it is even 1 inch out of that radius it will attack the infantry instead of waiting for the tank, but if the tank and the infantry were side by side and both in the raduis it will usualy attack the tank, ofcourse this depends on the plane. Some prefer structures or have no preferance. I've tried to add prefrence where it is apropriate, but it is often hard to see the exact results.
* The airforce general hercules is pretty nice but could there be a upgrade on the plane itself, To give it spector cannon and miniguns. Make it have like 6 shoots before rearming like the nuke gens gunship. This way u can have some para hercules and some gunships. (best idea i think for airforce)
I like it... turn it into Puff The Magic Dragon (I don't know if thats the real name, but thats what we call it in the field) The upgrade limit was reached a long time ago, but I might be able to work something out. this would be worth adding.
* this is more of a preferance but it all upto u. but i really like to see the f35 (jsf) teh plane for the airforce gen for attacking ground targets and the king rapture more for Anti air.
reason is teh f22 is capable fo both air and ground BUT its main role is air suppiorty and the main role for the JSF is ground support/bombardment. ALSO could u make the jsf's actuly take of verticly and land verticly?
Maybe add in a helo pad building that can hold 2 of them?
I think the main reason for the current JSF and Raptor roles is more based on player expectations. ZeroHour playes expect the Raptor to be able to shoot both air and ground... the need for a good AA means the added fighter (JSF) needs to fill that role. it has nothing do with reality, but is convienint for players.
as for VTOL, it would be nice, but it doesn't look right on the exsisting airfield, and it is really too much trouble to add a whole new building JUST for the JSF VTOL.
* Now forgive me if i am wrong but the airforce generals rocket pods don't seem to work it launchs a drown but nothing else? is that ment to happen?
If not then it needs looking at.
In Contra.04 is is broken, I have fixed this bug for Remix already.
No apologies needed... Its bug reporting, not personal character evaluation. As long as you talk about Remix and not my mother I'm pretty thick skinned about it
* the engin incress for the raptures i think should be unlocked at level 3. or something as level 5 is a long wait just for engins.
nearly all level requirments are stripped from Remix, so this upgrade is available as soon as you get the Strategy Center. That aside that upgrade is alot more than "just raptor engines" it upgrades almost all of the aircraft. so much so it can more than double the life expectancy. this is probobly THE key upgrade for AirF to make them a stronger army.
* and i'm not sure if i said this before but soo far all auroras i used for all us teams are being shoot down even in super sonic flight and this kinda makes them an expensive waste for a plane. So they need to be immunie to fire during the flight in again.
Or make them much cheaper. As long as they are balanced I will be glad both ways. I don't know why the gattling units are hitting them, but it will be fixed or balanced. at 2500$ it hurts way to much to loose one to a single gattling turret.
ps: wat is this force hold butten u speak off? i use the gaurd area butten and mine still undeply and move :(
It looks just like the gaurd button, but the text label reads "Gaurd Close" I know some units have it, but I don't know about others. If it is missing completely in Contra, fret not... It will be in Remix3
Remix3 is kindof a testing ground for some new ideas that are just too radical to test in Contra. I've mad PM suggestions to Creator that were good, but pretty drastic, he liked them but told me to test them myself first. So I'm going to bite the bullet on these and see if they are as good as I think. If they work out to as well as I hope, and if Creator likes them, you might see them in the next version of Contra. It would be an understatement to say Creator is more conservative in what he wants to add to the game. I'm cool with this as it gives me more oportunities to be aubsurdly liberal with my ideas
It might disapoint some people, but Remix3 will have a ranking or level system slightly akin to Contra.03 and .04, but it will be very different. instead of fighting for EXP to get your units it will be based on a 3 tier Tech building and Upgrade system. I've nearly finished 3 generals and converted them to this system and I'm VERY happy with it. It gives the same controlled pace of game as Contra, but leaves the player with direct control over his own tech level.
an example of the new gameplay...
Start you base and build a Warfactory
After the warfactory select the command center and Research Tactical Escalation, this takes 90 Seconds and costs 2000.
Now you can build your strategy center.
After you have the strategy center go back to the command center and research Stratiegic Escalation, this takes about 180 seconds and costs 4000.
Now you can build you Tech2 center. the tech2 center is unique to every general. some have weak super weapons, others have specal factories... like I said, its unique to every general. Laser General has the Orbital Relay Center as his Tech2 center.
after you build the Orbital Relay Center, return to the command center and research Global Escalation, this takes about 360 seconds and costs 8000.
Now you can build your partical cannon...
with the partical cannon you can now build your super units.
Note: Each level of Escalation requires the Tech buildings be built before the upgrade is started...
Also Note: the times stated above are already old data... i've changed them to numbers that played better, but I can't remmber what the real numbers are, I don't have the code here with me
In pacing it takes about as long to hit Global escalation as it does to hit Rank5... in most games I get them within a few seconds of each other... what makes the escalation system better in my opinion is the player has DIRECT control over the situation... it does not reward turtling OR rushing... it encourages a balanced and careful gameplay... you can't spend money too fast on your tech level or you will be lacking in ground troops and base defenses... if you pure turrtle or pure rush, you can't afford the Tech upgrades and will be crushed in a long game. In many cases a player might be near the end game and choose not to invest in Global escalation because he needs units to finsh the battle more than he needs a super weapon... I think this is a good thing. Super Weapon Farming nearly killed multi-player for me... I think making people fight a battle is what the game should be all about.
Edited by Pendaelose, 07 November 2005 - 09:41 PM.