Jump to content


Photo

Space War Mode


  • Please log in to reply
2 replies to this topic

#1 Nighthawk

Nighthawk

    Grumble Grumble.

  • Division Leaders
  • 2,947 posts
  • Location:Edinburgh
  • Projects:The Third War, Ares, misc side projects.
  •  Strategist and Modder
  • Division:C&C Guild
  • Job:Division Leader
  • Association

Posted 07 January 2006 - 12:28 AM

In the Space War mode, all sides will have similar looking structures (which I will try to convert from Star Trek Armada) but different infantry, vehicles and defenses. Here is the long (BUT NOT FINAL) list of what will be in it.
Nothing fancy or really unique per side, I don't want to delay the mod by years, do I?

There are NO POWER REQUIREMENTS, and unfortunately, to save time, there are no country specific things, everything is side specific instead. The Main Structures will look the same between sides, but will be recoloured for each side - grey/blue - Allies, white/red - Soviets, gold/purple - Yuri, light grey/cyan - FF. Also, I know there isn't much difference between units on each side, but I can't make too many, there is a limit on the unittypes (and I have resorted the vehicletypes list to put the civie stuff out of the way) and also there is the Whiteboy bug to consider, if a player were to capture all of the different Space Con Centres it could lead to the WB bug if there were too many things

I like my colour coded keys, so here's another one
Key:
Blue - Allied only thing
Red - Soviet only thing
Purple - Yuri only thing
Orange - Future Forces only thing
Green - All sides can get this (or at least have a similar one per side e.g. only difference is recolour and rules/art entry name/owners)

A mix of the above colours in one thing shows that those factions only can get this thing. E.g. Blue and Orange is Allies and FF only, Red and Purple is Soviets and Yuri only

Main Structures:

Space Construction Center: Is the equivalant of the Conyard.

Money Transfer Station: Generates money via a superweapon (Rock Patch feature)

Astronaut Training Facility: Equivalant of Barracks

Cosmonaut Training Facility: Equivalant of Barracks

Shipyard: Produces Starships

Sensor Station: Radar, comes with a Sensor Sweep superweapon which will reveal the map after about 10 mins (RP feature)

Repair Dock: Equivalant of Service Depot

Space Lab: Equivalant of Battle Lab

Transfer Upgrade: Will increase the amount of money received at the Money Transfer Center. Upgrades Money Transfer Center

Materials Upgrade: Equivalant of Industrial Plant. Upgrades Shipyard

Genetics Upgrade: Equivalant of Bio Plant. Upgrades Cosmonaut Facility.

Construction Upgrade: Reduces cost and build time of buildings. Upgrades Space Construction Center.

Defenses / Superweapons:
NOTE: The Superweapons are not the same as the ones found in the regular Skirmish, these have been changed for space mode and will probably need some of the things that will be in RP 1.08.

Plasma Turret: Basic Defense - Fires Plasma Torpedoes (like the Plasma Patriot in Skirmish, only at everything)

Rocket Turret: Basic Defense - Fires Hover Missiles (empty IFV weapon but stronger)

Chaos Turret: Basic Defense - Fires projectiles which release Chaos gas particles over enemy units, berserking them and their crew.

Laser Turret: Basic Defense - Fires a Prism Beam

Chrono Turret: Advanced Defense - Fires a Chrono beam (like Chrono Legionnaire)

Siege Turret: Advanced Defense - Fires long-range artillery shells (like deployed Siege Chopper)

Magna Turret: Advanced Defense - Fires a Magna beam at enemy units, like the AA Magna Turret in Skirmish.

EMP Turret: Advanced Defense - Fires an EMP projectile that stuns enemy ships. It should be backed up by laser turrets though as the EMP projectile isn't really damaging.

Gap Station: Special thing - Equivalant of Gap Generator.

Spacial Chronosphere: Minor Superweapon - same as regular Chronosphere but with a different anim that makes it 3D looking (so it looks more space-normal)

Spacial Curtain: Minor Superweapon - same as above, only an Iron Curtain

Chaos Diffuser: Minor Superweapon - the Genetic Mutator doesn't work in space (here) so this superweapon floods the area with Chaos Gas, berserking any unit in it.

Missile Station: Major Superweapon - Fires a great stream of Hover Missiles at a specific area

Spacial Artillery: Major Superweapon - Calls in a storm of Artillery shells from above spacecraft (whatever is fired downward goes downward)

Spacial Dominator: Major Superweapon - Same as regular Psy Dominator but different anim

Laser Cannon: Major Superweapon - The Ion Cannon Satellite orbits Earth, so the FF had to find some other way to attack in space battles, so they use a large laser cannon, it fires a powerful laser (believe it or not) at the target.

Infantry:

Astronaut: Basic Infantry - Similar to Soviet Cosmonaut (in original YR campaign) Fires weak blue laser, cyan for FF

Cosmonaut: Basic Infantry - Same as above only red laser (purple for Yuri)

Astro Engineer: Engineer - what more to say

Cosmo Engineer: Engineer - See above

Space Commando: Advanced Trooper, fires twin lasers and has time bombs for buildings, sort of a cross between SEAL, Ivan and a Laser

Tanya - Same as regular Tanya, only in an astro-suit

Boris - same as above only Boris

Yuri - same as above above only Yuri Prime

Chrono Legionnaire: No weapon differences to the normal one.

Siege Infantry: an infantry with an artillery cannon (no weight in space, can move anything)

Chaos Infantry: an infantry that fires bullets with Chaos Warheads, berserking the target.

Vehicles (Starships)

Scout Ship - Basic small starship - fires weak lasers

Transport Freighter - can carry 12 infantry / 4 tanks / 2 SCSs


ITF - Infantry Transformer Fighter - space equivalant of IFV.

Tesla Cruiser - Attack craft - and, you guessed it, fires Tesla bolts

Chaos Cruiser - Attack craft - fires Chaos projectiles

Laser Cuiser - Attack Craft - fires Lasers

USS Defiant - Exactly the same as the Skirmish one

USS Romanov - Soviet Recolour of the Defiant (with red torps)

Yuri's Cruiser - Yuri Recolour of Bird of Prey

Overlord Starship - Main unit of the FF Campaign, which you can use ONLY HERE, not in Skirmish, as it is very powerful

SCS - Space Construction Ship, deploys into your side's version of the Space Construction Centre

Other Things

Mineral Asteroid - Capture to gain another Money Transfer SW, only it produces slightly less cash, but more often

Tech Repair Facility - Works like Tech Machine Shop

Tech Hospital Facility - Works like Tech Hospital

Tech Repair Outpost - Works like Tech Outpost


I will need some help voxel/shp-wise with this, so keep an eye on the Help Needed! post as I will be recruiting a voxeller and SHPer for Space War mode.
In other news, I really need help now with non-space war stuff, everyone's ignored my pleas and the stuff has built up. Please Help!

Edited by Nighthawk200, 20 March 2006 - 05:56 PM.

Posted Image
Posted Image
Job Openings with the Guild: Division Staff, News Posters.
Job Openings with Ares: Documentation Maintainer, Active Testers.

PM if interested.

#2 Black Rose

Black Rose

    Let there be Combat.

  • Members
  • 304 posts
  • Location:MI,USA

Posted 18 December 2008 - 02:52 PM

nice ideas, though i might not play the space mode.
Total Annihilation is the only battle strategy.

#3 Nighthawk

Nighthawk

    Grumble Grumble.

  • Division Leaders
  • 2,947 posts
  • Location:Edinburgh
  • Projects:The Third War, Ares, misc side projects.
  •  Strategist and Modder
  • Division:C&C Guild
  • Job:Division Leader
  • Association

Posted 20 December 2008 - 04:55 PM

Well, this idea has been somewhat left out over the past few versions, and it looks like it'll no longer be a fully playable game mode in the mod. However, there may be a few campaign missions set in space, but no space mode in regular gameplay anymore.
Posted Image
Posted Image
Job Openings with the Guild: Division Staff, News Posters.
Job Openings with Ares: Documentation Maintainer, Active Testers.

PM if interested.




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users