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Remix Escalation Suggestion


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#1781 olli

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Posted 20 September 2006 - 08:34 PM

if you are gonna get rid of the Ra, then how about this,
a tank with two laser turrets that fire to penatrator beams, and it has a raingun on the side. It can be upgraded with a laser turret or missiles. If it sounds to imba, then scrap upgrade.
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#1782 Striker26

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Posted 20 September 2006 - 08:54 PM

no dont scrap the RA!!

thats my favorite unit!

how bout we go with pends idea!

#1783 CPT.TIKER

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Posted 20 September 2006 - 08:59 PM

phoenix, I will, I'll do it, but at the moment I'm totally fead up with school, doing stuff for some of my friends and so on, but I'll get some time this weekend, where I'll do a bit of mapping and update that laser topic :blink:



I love the urban maps. It might have to be huge, but a 6-8 player map with large urban areas would be Fabu. something like Tournament city, but without the non-urban passes between bases. anyhow, thats my idea... If you map you're welcome to make anything you want.


yeah...
about the map
can u make 1 without any buildings?(execpt tech buildings)
i like big tank battles so Urban maps dont suit me very well


if you are gonna get rid of the Ra, then how about this,
a tank with two laser turrets that fire to penatrator beams, and it has a raingun on the side. It can be upgraded with a laser turret or missiles. If it sounds to imba, then scrap upgrade.

2 penatrator cannons in the front and a possible third penatrator(or other weapons)upgrade on top

#1784 Guest_Violence (Not Logged In)_*

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Posted 21 September 2006 - 02:48 AM

"It's a unit that cannot target anything and only returns fire. Why not just use one of the existing high damage, long range units to attack first and never have to endager your own units?"

-Give me a little time and I'll come up with a motive for the strategic players to 'endanger' this unit without giving it a weapon! ;) I am sure I will come up with something. :)

"Artillery uses a special radar to back-calculate the trajectory of incomming fire- feeds the coordinates directly to the gun, artillery adjusts and returns fire instantly. A few moments later the enemy artil/mortar is dead in one shot."

-What gave me the initial idea is a humvee add-on, quite effective in urban environments at neutralizing snipers by instantly firing back at a projectile's source- so I guess it's really fast. In the same article it was mentioned that the US army is going to field-test this now, while there is still action, along with that microwave crowd control weapon(part of the Less-Than-Lethal project or whatever you call that, don't remember).

#1785 Pendaelose

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Posted 21 September 2006 - 02:56 AM

along with that microwave crowd control weapon(part of the Less-Than-Lethal project or whatever you call that, don't remember).


:) Yeah! If I was in a mob being microwaved would make me want ot go home!!!
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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.


#1786 CPT.TIKER

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Posted 21 September 2006 - 12:16 PM

i think the Thing that fires back was a listening device mounted on the back of a HUMVEE and when every there was the sound of something firing(not firendly) it detects the location but it doesnt shoot back it just detect.
u no how in RA2 when the soviet V3 fired u could c it
i mean like when it is in the fog u cant c it but when it fires u could c it
maybe u could build a Humvee upgrade 2 do this(but u need a Humvee of course)

#1787 Capt.Drake

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Posted 21 September 2006 - 12:20 PM

Ok, make sth for Laser, Ithink you got the right hand, but if you remove the Paladin you got me going mad!
The Changes you said didn't say so much to me, like ok, change it and I'll say later

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#1788 Guest_Violence (Not Logged In)_*

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Posted 21 September 2006 - 01:56 PM

along with that microwave crowd control weapon(part of the Less-Than-Lethal project or whatever you call that, don't remember).


:) Yeah! If I was in a mob being microwaved would make me want ot go home!!!


"...Developed by the Air Force, the so-called "Active Denial System" (ADS) fires out milimeter waves- a sort of cousin of microwaves, in the 95 GHz range. The invisible beams penetrate just a 64th of inch beneath the skin. But that's deep enough to heat up the water inside a person. Which is enough to cause excruciating pain.

Seconds later, people have to run away. And that causes mobs to break up in a hurry. It's no wonder, then, why less-lethal weapon guru Charles "Sid" Heal calls the ray the "Holy Grail of crowd control..."

And,

"Because the system is a hand-built, one-of-a-kind technology demonstrator, it does not meet conventional humvee curb weight requirements... However, the technology team worked closely with [Humvee manufacturer] AM General to ensure the safety of the system and its occupants."

Over-all this is a rather fiendish device.. I mean.. boiling people alive? Note that it in fact IS 'potentially deadly'.
Also there were talks about it being mounted on aircraft.

And here's the other one, the anti-sniper thingie..

"Acoustic sensors detect, locate, and classify gunfire by sound. A Humvee — equipped with a weapon system that is remotely operated from inside the truck — will detect a sniper by the sound of the gunfire and target the weapon in the direction of the enemy shooter."

#1789 Phoenix911

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Posted 21 September 2006 - 03:41 PM

A detection system liek the one mentioned is pointless in remix or in any mod for the sage engin. A radar van, truck. plane and any unit capable ot seeing like that is doing that job/ I don't think there is a way of doing what u said.

more to the point WHY bother?

Let see radar van sits there scub moves up close u see scud u know where it is, you know the weapon it has. What else is there?
The engin itself is just too limeted when a ranger does all this for u already
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#1790 Pendaelose

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Posted 21 September 2006 - 03:41 PM

i think the Thing that fires back was a listening device mounted on the back of a HUMVEE and when every there was the sound of something firing(not firendly) it detects the location but it doesnt shoot back it just detect.
u no how in RA2 when the soviet V3 fired u could c it
i mean like when it is in the fog u cant c it but when it fires u could c it
maybe u could build a Humvee upgrade 2 do this(but u need a Humvee of course)



Thats an interesting option... There are limits in the code ofcourse... Theres no way to cause a unit to target another object because it attacked... and I'm not even sure if theres a way to make a unit do a ping to reveal only units and not a large area.... I dunno... theres alot of petential, but I'm not sure about how it can be done.... The Sat-Hack1 is the closes code cousin, pulling sight off of unit types. there might be a possibilty of something based on that if it can be restricted to a range.
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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.


#1791 Phoenix911

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Posted 21 September 2006 - 03:48 PM

If it ca be done then make the avengers (anti missile units) and other china and gla version available that ONLy detects stand off targets ie: scuds, nuke cannons and other long range artil, no rocket buggys or mota buggys and such.

or add the detection system of the weapons or type of units i said about to radar vans/trucks. and maybe add to avangers or such other units.

Edited by Phoenix911, 21 September 2006 - 03:49 PM.

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#1792 Capt.Drake

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Posted 21 September 2006 - 04:07 PM

But aren't you mostly seeing long range artillery most times anyways? Sometimes you don't see it but not often.

A warning sound or counterbattery fire would nice too :)

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#1793 Pendaelose

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Posted 21 September 2006 - 04:09 PM

But aren't you mostly seeing long range artillery most times anyways? Sometimes you don't see it but not often.

A warning sound or counterbattery fire would nice too :)


thats very true. Only the longest range weapons can escape detection.
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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.


#1794 Capt.Drake

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Posted 21 September 2006 - 04:17 PM

But aren't you mostly seeing long range artillery most times anyways? Sometimes you don't see it but not often.

A warning sound or counterbattery fire would nice too ;)


thats very true. Only the longest range weapons can escape detection.



And so i would rather like counter battery fire, what would be unbalanced :)

And in the end it comes down to a warning like artillery incoming for me!

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#1795 Phoenix911

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Posted 21 September 2006 - 05:47 PM

All these ideas coming in at the moment are good but not neeed in general and imo it would be usless and only taking up space in the command windows or upgrade list or watever u put the skill unit power building or whatever.

U always see artil unless it has massive range but everyone has radar trucks and artil of there own, its just a mear plit second of ordering them to counter attack, imo in this game and on the sage engin such thing are worthless.
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#1796 Guest_Violence (Not Logged In)_*

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Posted 21 September 2006 - 06:02 PM

Okay, here's an interesting vehicle for whatever faction since we're talking detection of long range units;

You have to deploy it(can't move around in that mode) and what it does is reveal ALL long range units(not defenses though) currently on the map.

Another idea for the same type of vehicle;

Upon deployment it detects all long range units in the map and it has a function similar to Waypoint Targetting. It will designate a target(can only work on long range vehicles) and all your missile-based long range vehicles will fire at it from anywhere. Make it a unique vehicle, give it a cool-down of 2', whatever.

And another;

Deploy it and it will show you what any long range vehicle is targetting. For example, if someone's ordered 5-6 Nuke Cannons to attack one of your turrets and this vehicle is deployed, you could get the typical "Under Attack" message and the building about to be hit flashes or something. This is quite similar to the Radar Van's function that shows where enemy units are headed. This one though, shows you where to expect a long range strike.. Similarly, maybe you can make it tell you where the enemy is going to strike with a SW or ability- that'd be really good.

#1797 Pendaelose

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Posted 21 September 2006 - 06:33 PM

Okay, here's an interesting vehicle for whatever faction since we're talking detection of long range units;



A few aspects of this are possible, but the engine is far less descriminating... theres no distinction between Tank and Artillery... The closest there is is Vehicle and Huge_Vehicle. and that covers everysingle mechanical unit from DirtBike to Berta. Also, theres no way to seperate units that are firing from those who are not... And theres no practical way to force a variety of units to group fire on a shared target anywhere on the map.... We are still bound by the confines of the engine! I can change apearances, and change weapons, and change balance, but I cannot change basic core behaviors of the game. I can only work with those limits.

While a staliteHack1 power could likely be attached to show all vehicles or large vehichles on the map, I don't think it would be very balanced... that kind of intel is escessive if maintaned for more than a few seconds.
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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.


#1798 Capt.Drake

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Posted 21 September 2006 - 06:40 PM

I would like more warning sounds that's all I need!

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#1799 Guest_Violence (Not Logged In)_*

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Posted 21 September 2006 - 06:40 PM

Understood.

Oh, an important question.. Will Escalating to the next level make the previous level's units obsolete or will you still have access to them afterwards?..

Personally I don't like complete replacements by 'unlocking' new units but if that's how it's played, no problem. ^_^

#1800 Phoenix911

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Posted 21 September 2006 - 07:05 PM

no units are lost when u gain a new tech level it only unlocks more opsions units/vehicals and such simple. but u can still build all units and buildings during that u did before u upgraded tech.
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