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#2921 dcesarec

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Posted 24 March 2010 - 02:52 PM

Making units invisible on minimap only is impossible. If they are invisible then they are invisible everywhere.


Didn`t know that..
Then, i stay on my original idea, give individual camo netting upgrade for tanks after rank 3.

Another thing, toxin general needs some destructive power at rank 3. He can only use rebel ambush and containing field. They both are not very useful. Maybe level 1, level 2 and level 3 mixed clouds. Like before Luna has launched, green and red, against tanks and infantry units, acid and toxin mixed. Clouds would appear from sky and stay some time above the selected area. First level is small, and weak, second is stronger and larger radius, and level 3 the strongest (balance included, simply to compare it with some other powers like artillery barrage and other, maybe weaker cause it stays some time over the target, but can be cleaned, also cleaning should be harder than regular)...Anyway, just a suggestion, something is really needed.
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#2922 morsematten

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Posted 29 March 2010 - 05:08 PM

Just finished a game using Cyber gen. I realized that Cyber gen do not have early heavy armor/firepower.

Cyber General

Guardian drone
The Guardian drones have weak firepower, though they are fast. But when they come 1 on 1 with a tank, they are at the losing end, even with the Missile Upgrade. Will it be possible to add something with more firepower and possibly heavier armored while maintaining the speed? Maybe Guardian drone could evolve to a cross between a drone and a tank, with it's price going up to $800-$900.

Lose the Missile Upgrade for the Guardian drone and put the upgrade with the Sentry drone. So the Guardian drone will be able to fight with other tanks, like the Battlemaster and the Sentry drone will take up the job of controlling opposing infantries. The Guardian drone will still remain weaker than the regular tank, but it gives a greater chance of repelling enemy tank invasions as compared to the current Guardian drone.

It could have some more upgrades that will beef it after player attains rank 3 or 5. Or maybe gives it "unseen" upgrades as it attains rank. Like when it gets rank 1, Guardian drones gain 10% increase to firepower and amour, and when it gets to rank 2, it gets a TOW missile and finally rank 3, speed is increased by 20%. And when I say rank, I mean the veteran level of the Guardian drone.

Pegasus
Another thing, I find the Pegasus too weak too. Took me 4 Pegasus, I think, to destroy a Warfactory. Would it be possible to up the firepower of the Pegasus? Or maybe add another bomb slot to the Pegasus, so it unloads 2 instead of 1 bomb. Could be added as an upgrade after getting rank 3.

Helicopter
The helicopter thing that the Cyber gen has, I find it redundant. It has mobility, but somewhat low firepower and armor. Maybe add heavy chain guns to it, and lose the rockets. So it has maybe 2 or 3 chain guns. It will also gain from that machine gun upgrade from the warfactory. Also, maybe make it 20% less vulnerable to chain gun fire, and 10% more vulnerable to missiles. I fought with Tank gen, and their Gatling tanks gun my helicopters down like ants. Yes, it should be vulnerable to chain guns, but at least make them last enough to damage the tanks more.

Drone controller
Will it be possible to give the Drone controller the ability to transport troops? Bring up armor by 20%, bring down firepower by 10% and give the Drone controller the ability to transport 2 or 3 drones. And bring up speed by 30%. So the drone controller becomes more like a support unit, rushing into the battlefield, deploying ready drones with the smaller flying drones controlled by the drone controller working as cover fire for the drone controller. But this will be more relevant if Guardian drones are beefed up, so the Guardian drones can work as the main assault force.

Stationary units
The ability to place stationary units to guard, such as the Spider mines and that flying drone thing, works very well. To me, I would prefer anti-personal mines instead of the Spider mines. This way, the Cyber gen can defend key areas from being captured, or defend against early infantry rush from factions with stronger starting infantry. With the flying drone thing, the Cyber gen is able to defend a location from tanks and vehicles, so the Spider mines, in my opinion, is having the same role as the flying drone thing.

Sorry if you guys don't understand which units I'm talking about, I can't really remember the unit names properly. The above are things I feel could give Cyber gen an added boost, while keeping it balanced.
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#2923 dcesarec

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Posted 29 March 2010 - 06:28 PM

Guardian droid is not supposed to be a 1v1 tank unit, it is fast unit which needs to be microcontroled to drive enemy crazy, attack from all sides, keeping pressure on units and structures. Enemy with slower units wont be able to defend, TOW missiles are supposed to be for hit and run tactic.

Pegasus is stealth unit which is supposed to clear enemy base defense structures, or group of light tanks, also squad of infantry because of blast damage. Use 2 of them per team.

Helicopter, is supporting unit, he can shoot both air and ground, not any of other air units cant do that. You need squad of them upgraded with supporting drones.

Drone controller is heavy unit, you need to protect him, or he can protect long range tanks. Also, chinook wil have ability to transport units in 008.

Mines will be replaced, also, against early infantry rush simply use chinook upgraded with drones.
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#2924 morsematten

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Posted 29 March 2010 - 07:06 PM

Firstly, my suggestion to the guardian drones is not to make it 1v1 with tanks, but make it capable of repelling them, whether in a group or together with base defenses. it is toooooo weak when fighting against other tanks. the aim of the improvements is not to make the guardian drones a tank, but to make them better at repelling them. and you can still drive your enemies mad with the Sentry drone, in fact much better than the Guardian drone since most players will build infantry first.

Secondly, I know how to use the Pegasus, thank you. I just find it too weak. I believe the Robo Raptor will do a much better job in destroying tanks and infantry, so Pegasus will be used mainly for the destroying of structures. I am not saying that the Pegasus cannot kill infantry or tanks/vehicles, I am just saying it is more suited for targeting buildings/structures. Giving the Pegasus the upgrade i mention will make it more relevant late game, so it wont be come a unit you build early game, but when your enemy gets stronger, the utility of the Pegasus drops. It is the same for my suggestion to the Guardian drone. Just in case you've not noticed, I've mentioned something about upgrading the drone as the player or the unit advances in rank.

Thirdly, I didn't know the helicopter could attack both air and ground. But even if it did, what difference does it make? The suggestion I've made is to make it more resistant to gatling fire. Also, giving the helicopter 2-3 chain guns will still make the helicopter a support unit, but it will have slightly higher firepower and much more capable in gunning down infantry. For the balance, chain guns are not known to be effective against heavy tanks.

Fourthly, my suggestion to the drone controller is to make it faster than it is powerful. By allowing the Drone controller to be able to transport troops, it can transport the drones directly into the battlefield. The Chinook, a helicopter, will be gunned down like ants if met with gatling guns, so it cannot effectively transport troops. The idea is to make the drone controller a more versatile form of transporting drones, as compared to the Chinook. The balance here is that it will transport lesser drones than the Chinook, so players can choose. But my suggestion to the Drone controller will be relevant if the Guardian drones are beefed up.

Fifthly, I don't really get what you mean by "Mines will be replaced, also, against early infantry rush simply use chinook upgraded with drones." The key concept here is to make the Spider mines into anti-personal mines, so that it can fend against infantry. The special drone that can be built in the airfield for defending purposes has already covered the area of defending against vehicle. So the Spider mines, in my opinion, should cover the defense against infantry part. Another thing, a chinook with drones don't seem to be a cost effective way to handle infantry. I think the cost will be more than $1000, as compared to the lower costing mines.
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#2925 Casojin

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Posted 30 March 2010 - 02:55 AM

Firstly, my suggestion to the guardian drones is not to make it 1v1 with tanks, but make it capable of repelling them, whether in a group or together with base defenses. it is toooooo weak when fighting against other tanks. the aim of the improvements is not to make the guardian drones a tank, but to make them better at repelling them. and you can still drive your enemies mad with the Sentry drone, in fact much better than the Guardian drone since most players will build infantry first.

Upgrade it with TOW and you will see how much firepower it has. Sentry drone can be easily killed by missile troop unless you upgrade flashbang.

Secondly, I know how to use the Pegasus, thank you. I just find it too weak. I believe the Robo Raptor will do a much better job in destroying tanks and infantry, so Pegasus will be used mainly for the destroying of structures. I am not saying that the Pegasus cannot kill infantry or tanks/vehicles, I am just saying it is more suited for targeting buildings/structures. Giving the Pegasus the upgrade i mention will make it more relevant late game, so it wont be come a unit you build early game, but when your enemy gets stronger, the utility of the Pegasus drops. It is the same for my suggestion to the Guardian drone. Just in case you've not noticed, I've mentioned something about upgrading the drone as the player or the unit advances in rank.

Pegasus purpose is to clear defense for fast-moving drones to attack or support your force by destroying enemy artillery.

Thirdly, I didn't know the helicopter could attack both air and ground. But even if it did, what difference does it make? The suggestion I've made is to make it more resistant to gatling fire. Also, giving the helicopter 2-3 chain guns will still make the helicopter a support unit, but it will have slightly higher firepower and much more capable in gunning down infantry. For the balance, chain guns are not known to be effective against heavy tanks.

Don't ever use Helicopter vs AA in Contra. It is designed that way with every heli. Hecate is used for fast ambush of enemy light units and also act as air cover for drone ground force.

Fourthly, my suggestion to the drone controller is to make it faster than it is powerful. By allowing the Drone controller to be able to transport troops, it can transport the drones directly into the battlefield. The Chinook, a helicopter, will be gunned down like ants if met with gatling guns, so it cannot effectively transport troops. The idea is to make the drone controller a more versatile form of transporting drones, as compared to the Chinook. The balance here is that it will transport lesser drones than the Chinook, so players can choose. But my suggestion to the Drone controller will be relevant if the Guardian drones are beefed up.

There is no purpose for putting troops into transport which is slower than the troops. Cyborg can walk as fast as humvee once upgraded (exo-skeleton). And Drone Controller is like AT artillery which is supposed to be weak but has high AT firepower.

Fifthly, I don't really get what you mean by "Mines will be replaced, also, against early infantry rush simply use chinook upgraded with drones." The key concept here is to make the Spider mines into anti-personal mines, so that it can fend against infantry. The special drone that can be built in the airfield for defending purposes has already covered the area of defending against vehicle. So the Spider mines, in my opinion, should cover the defense against infantry part. Another thing, a chinook with drones don't seem to be a cost effective way to handle infantry. I think the cost will be more than $1000, as compared to the lower costing mines.

Cyborg is quite good fighting infantry. Once flashbang is upgraded, Sentry Drone will be good as well. Adding the mines would be OP.
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#2926 dcesarec

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Posted 03 April 2010 - 06:13 AM

Is it possible to give jarmen,burton and lotus ability to swim?Like tanya in red alert,in some maps it would be awesome.
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#2927 Creator

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Posted 03 April 2010 - 07:59 PM

It is possible with the code, but there is no swimming animation and I don't know how to make it. And by the way, China has Helix, USA has Chinook, and GLA has BTR-50 with tunnel networks. So, heroes can be transported anywhere. Water is not a problem.

#2928 dcesarec

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Posted 03 April 2010 - 08:25 PM

Yes,but chinook,helix...they are not stealth as heroes and they are not for stealth operations.In map like tournament island,swiming would be awesome.And i dont know about animations but in 3dsmax i think its not that complicated,there is option to insert scenes,and in every scene do apropriate moving with with model,scene by scene...animation.But,thats just suggestion.
One more thing,the battle scene in game menu is still using some models like immolator from 006 version.Any chance to fresh that scene?

Edited by dcesarec, 03 April 2010 - 08:29 PM.

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#2929 Su8perkillr

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Posted 04 April 2010 - 11:10 AM

I remember one time, in Tournament A, that I played china, infantry, and i attacked a war factory with my lotus. She got out og stealth, and was shot at by 2 earth shakers. The earth shakers burrowed themselfes, and exploded, launching lotus into the air, and onto the water. Then, she was water based, and could go back on land. After going back on land, she couldn't get back in the water. However, while in the water, she could manouver freely.
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its like a big ball of tesla troopers firing on down below, but cant attack structures. ION STORM :D


#2930 gundamwen

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Posted 05 April 2010 - 12:18 AM

I remember one time, in Tournament A, that I played china, infantry, and i attacked a war factory with my lotus. She got out og stealth, and was shot at by 2 earth shakers. The earth shakers burrowed themselfes, and exploded, launching lotus into the air, and onto the water. Then, she was water based, and could go back on land. After going back on land, she couldn't get back in the water. However, while in the water, she could manouver freely.


Really?? That is strange to see. :p
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#2931 Su8perkillr

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Posted 05 April 2010 - 08:51 AM

Yep. You know that infantry can go skywards by earthshakers right? That is the reason why this is possible. She crosses the water border in the air.
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its like a big ball of tesla troopers firing on down below, but cant attack structures. ION STORM :D


#2932 Soul

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Posted 17 April 2010 - 10:05 PM

You think you can get the AI could build a War Factory at resource expansions?
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#2933 fieldwings

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Posted 20 April 2010 - 11:26 PM

I'd like to add another suggestion; making the Inflammable Acids a bit more powerful, though I imagine it doesn't need to be; mainly I mean making stream-type acid weapons (the super tank's and the Scolopendra's weapons) flammable, but not horrifically overpowered in that sense, such as just adding the fire wall OCL as a death weapon for the projectile that would become active when the upgrade is researched. I coded my idea into the current version to show what I mean:

http://img401.images...58/sshot176.png

Keen eyes might notice I also added a fire stream to the acid stream; this is also only triggered by the upgrade to give brief warning to the target that the upgrade is active. Anyway, it's not so much a firepower boost as it is a way to burn buildings or infantry from out of the acid/poison range. The way it is there, it's not really powerful unless you fire at the same spot from the same spot consistently. I attempted to try the same idea with the Scolopendra but it refused to trigger the death weapon for some reason, though I suppose showing it with the Karakourt's good enough.

Good idea?

Edited by fieldwings, 20 April 2010 - 11:29 PM.


#2934 Creator

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Posted 21 April 2010 - 08:42 AM

Inflammable acids are under question. Acids must be pure antitank weapon, while poisons must be pure antiinfantry weapon. So, I'm planning to remove this upgrade or to turn fire into thermite shell effect (which is effective vs armor only).

Edited by Creator, 21 April 2010 - 08:45 AM.


#2935 dcesarec

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Posted 21 April 2010 - 08:48 AM

Flammable acid is good thing creator. Its acid after all, acid could be flammable, thus it should damage all units. There is no need to remove that upgrade.
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#2936 Arcadian Daze

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Posted 21 April 2010 - 07:44 PM

also having only anti tank and anti inf could make tox gen underpowered against superweapons.
she relies mainly on defensive structures.
and tox gen would have bad anti building.

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#2937 dcesarec

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Posted 24 April 2010 - 09:08 PM

Creator, i have a request. Please dont remove drone upgrade for cyber chinook. This upgrade is very very good for cyber generals early fight.

I have suggestion too. if it is possible to make building logic as it is in age of mythology. It means, more than one dozer or worker can build same building and speed up building process a bit. So, one dozer is building war factory, and another one can join him and speed up building by few seconds, if 4 are building then war factory is built more faster and so on. Ballance for gla, worker brings less speed up than dozer.
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#2938 fieldwings

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Posted 24 April 2010 - 10:34 PM

I have suggestion too. if it is possible to make building logic as it is in age of mythology. It means, more than one dozer or worker can build same building and speed up building process a bit. So, one dozer is building war factory, and another one can join him and speed up building by few seconds, if 4 are building then war factory is built more faster and so on. Ballance for gla, worker brings less speed up than dozer.


I don't believe this is possible, engine limitation. Creator can say for certain, though.

#2939 Creator

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Posted 25 April 2010 - 10:37 AM

Creator, i have a request. Please dont remove drone upgrade for cyber chinook. This upgrade is very very good for cyber generals early fight.

Which upgrade do you mean?

I have suggestion too. if it is possible to make building logic as it is in age of mythology. It means, more than one dozer or worker can build same building and speed up building process a bit. So, one dozer is building war factory, and another one can join him and speed up building by few seconds, if 4 are building then war factory is built more faster and so on. Ballance for gla, worker brings less speed up than dozer.

It is not possible to implement with SAGE engine.

#2940 dcesarec

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Posted 25 April 2010 - 10:58 AM

I mean standard drone upgrade, like sentry drone, missile drone, repair drone etc.
If i understand correctly in one of the change log posts, you removed it because chinook now can transport units (cyber chinook ofcourse ). I use cyber chinook often with this upgrade in the beginning, and i saw on garena, more and more players are using it too to slow down enemy. Specially this upgrade is used against gla when workers are expanding on map, one chinook upgraded with machine gun drone can kill few workers and slow down their domination. Against another USA facion, i go with chinook upgraded with AA drone and attach it to enemy chinook that gathers supply, after several shots, chinook is down, so that brings slightly an advantage. But is risky cause you can loose chinook that costs 1200, also this chinook is the only way to slow down tank general with destroying his dozer. Later, you can organize attacks and not being screwed by ecm tanks so easily.

Edited by dcesarec, 25 April 2010 - 11:02 AM.

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