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#2201 PeeWee

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Posted 04 February 2008 - 08:42 PM

Was wondering if China Tank general could had tank bunker instead of bunker for infantry


Thats a good one! :p
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#2202 for russia!

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Posted 10 February 2008 - 01:10 PM

change all tech structures
Tank-tank research plant like something i drew. has spaces for 4 BMs
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Nukke-nuke research centre
nf.-training center
well, i'm from singapore and now 15 years old. why do u require such information? i will tell you nothing else!

#2203 Madin

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Posted 10 February 2008 - 08:58 PM

Lets talk about chicks again.
What have you done to improve Black Lotus? Her inability to capture 3 out of 4 USA general's buildings due to them purchasing a $5 dollar (exaggeration) personal defense system was a joke.
:lol:

#2204 olli

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Posted 10 February 2008 - 09:43 PM

change all tech structures
Tank-tank research plant like something i drew. has spaces for 4 BMs



Quite a cool and origional concept.

Did you do one for nuke General?
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#2205 Madin

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Posted 10 February 2008 - 09:56 PM

Do stealth generals rebels/rpg soldiers have the same stealthed garrison ability that Jarmen kell has?
I like this idea because it would give them an urban ambush capability in keeping with the theme of the stealth generals tactics.
Has for this being potentially overpowered, if someone is not using stealth detection units in every scout/attack/defense force against the stealth general, they deserve everything they get.
:lol:

#2206 for russia!

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Posted 11 February 2008 - 10:50 AM

@ olli, not yet
well, i'm from singapore and now 15 years old. why do u require such information? i will tell you nothing else!

#2207 Guest_Kossumies6_*

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Posted 11 February 2008 - 01:49 PM

Me and a few of my buddys are hardcore contra players, but we have already played with every imaginable tactic with every general. So, we choose to suggest three new generals. I have already thought about their style, plusses and cons, so Creator could you please tell me that could you make them (or at least something like them) for contra 006 or contra 007? Here is the first one that I have visioned completely and the basics of the two others that are currently a bit unfinished:

USA
General Irwin "ballistic" Visor (artillery)
Relies on long range weaponary to avoid the loss of lifes in ambitious assaults.
Persision artillery attacks are cheap to produce, most of his units have a long attack range and are quick to deploy.
He utilizes a large variety of diffirent artillery unit and his superweapon can cause devestating damages.

His weaknesses are:
weak assault arsenal
artillery is ineffective against airbourne, scattered and fast units
superweapon has a long reloading time
artillery units have poor armoring

Tech tree:

Command centre (no requirements)
-Dozer
-Security systems

Cold fusion plant (no requirements)
-Control rods
-Security systems

Barracks (no requirements)
-Security systems
-Flashbang-granades
-Capture building -upgrade
-Units: Ranger, missile defender, pathfinder* and colonel Burton* (*=requires strategy center)

Patriot missile defence site (cold fusion plant)
-battle drone
-scout drone
-stinger drone

Artillery fire base (barracks and strategy centre) (the original fire base from zero hour)
-battle drone
-scout drone
-stinger drone

Supplycenter (cold fusion plant)
-chinook
-money transfer
-Security systems

Warfactory (supplycenter and barracks)
-Security systems
-Tow. missile upgrade for humvees
-Sentry drone gun
-Units:
Crusader-tank
Avenger
Humvee
Ambulance
Sentry drone
AMOS
MRLS (needs strategy centre)
AFAU (needs strategy centre) The armored field artillery unit is a maraduer-like tank thats cannon is fixed. It can fire powerful shells to long distances (as long as the MRLS) on high speeds, thus making them effective against fast targets.
defenseless against aircraft.
Tomahawk launcher (needs tomahawk storm)
THOR-artillery (needs strategy centre and 5. rank) The THOR-artillery unit is a heavy, slow, defenceless, somewhat inaccurate, rangeless and quadbarreled artillery unit alike the super nucreal cannon, elbrus launcher or the king of fire. It's countdown time would be 3 minutes and it would fire four Chinas artillery platforms shells to any target on the map. It's shots would however scatter to a somewhat large area.

Airfield (3. rank and supplycenter)
-Security systems
-Countermeasures for aircraft
-Units:
F-18 hornet (or something else that can engage both aeral and ground targets)
R.A.P. (needs 5. rank) The reaper assault plane releases a strong guiding missile to the targeted ground target beyond regular defence weapons range. The plane is however slow and somewhat weak so it needs the protection of hornets or ground forces to reach fireing range safely.

Supply drop site (warfactory)

Strategy centre (3. rank)
-the three strategys
-Supply lines
-Drone armor
-Advanced training
-Composite armor
-MOAB (needs shockwave bomb)
-Automatic sniper rifles (increases pathfinders fireing speed)
-Cluster shells (all shells become cluster shells, that release clusters around the impact zone)
-Hevy duty barrels (increases the range of all cannons by 25%)
-Cluster satchels (needs tomahawk storm) (upgrades all tomahawks to release clustes around the impact zone)
-EMP satchels (needs tomahawk storm) (upgrades all tomahawks to release an EMP blast around the impact zone)

Tomahawk storm (strategy center and 5. rank)
-Security systems
-Advanced fuel mixtures (the speed of all missiles is increased by 25%)
-Lightweight missile plating (all tomahawks become 50% more durable)
-Enhanced warheads (all missiles become twice as effective as before)

Generals powers tree:
On startup:
Radar scan

1. rank
scout drone
artillery training

3. rank
artillery barriage 1
artillery barriage 2
artillery barriage 3
ranger drop 1
ranger drop 2
ranger drop 3
A-10 strike 1
A-10 strike 2
A-10 strike 3
emergency repair 1
emergency repair 2
emergency repair 3

5. rank
Shockwave bomb
Artillery drop (drops 3 AFAU:s and 2 MRLS:s)
Spectre gunship 1

CHINA
General Jing "meltdown" Medato (discruption)
Relyes on electronic sabotage and discruption thus making overrunning his crippled enemys easy.
Multiuseful hackers and overall weak attack soldiers.

GLA
Commander Jildram Mehmed (balanced)
The leader of a middle-Asian GLA koalitation that utilizes all aspects of GLA to create unstoppable combined attacks.
Many diffirent tactics are effectievly possieble but he is overall weaker on later ranks than ohter generals.

If you like my visions, I'll finish visioning the other two generals as well.

#2208 Creator

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Posted 11 February 2008 - 06:11 PM

I will not make new generals. Probably it will be new side with 2 or 3 generals. Your suggestions are good - artillery general and hack general. Maybe I'll do it in Contra 007.

#2209 for russia!

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Posted 12 February 2008 - 10:56 AM

creator, what about my suggestions?
well, i'm from singapore and now 15 years old. why do u require such information? i will tell you nothing else!

#2210 Creator

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Posted 12 February 2008 - 05:08 PM

No, thanks. It will just delay development and will not change gameplay.

#2211 Legend_28

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Posted 12 February 2008 - 05:39 PM

1 Thing, PLEASE dont add anymore then 1 new general or side, that Afika corps sonded kl, but please dont breach the 14 AI limit cap, i say this because i only ever play against random AI, and if theres no scripts they wont do anything = boring, this is why i stopped playing SHW shortly after its release...

Russia i do like the ideas of individual rank 3 'tech' buildings, however i dont think any should be garrisionable for balance and if SW limit is on you can only have 1 at anytime, also the USA equivilent shouldnt get SS for balance, ideas:

USA AF - Aviation Support Center
USA CBR - Robot Research Lab
USA LZR - Advanced Microwave Research Dome
USA SWG - Original Center, maybe abilitly or upgrade to use all 3 or 2 strats at any time

CHA FLM - Thermal Center
CHA NKE - Isotope Stability Assembler
CHA INF - Original Propagander Center
CHA TNK - China's Horde Factory (or summit like that)

GLA AST - Junk Yard
GLA STL - Original Palace
GLA TXN - Poisen Chemestry
GLA DMO - Advanced Explosives Depot
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#2212 PeeWee

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Posted 17 February 2008 - 10:07 AM

I played Toxin general and sort of got an idea for Demo!
The mine-catcher thingy could be a upgrade for bomb trucks and/or nuke trucks!
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#2213 for russia!

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Posted 22 February 2008 - 10:57 AM

suggestion for either gla generals.
Posted Image

the zeppelin. the germans in WW1 used them . it was made with huge semi-rigidframe containing many gas bags. additionally, material used is tough leather, meaning bullets did very little against them. can be upgraded with side qua cannons, bomb bays, guns or bunker
well, i'm from singapore and now 15 years old. why do u require such information? i will tell you nothing else!

#2214 morsematten

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Posted 24 February 2008 - 03:09 PM

i suggested it before. creator said it was too low tech. creator, adding a new side? what might it be?
I'm the nut cracker, and i'll crack your nuts.

#2215 Guest_Kossumies6_*

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Posted 25 February 2008 - 05:13 PM

Creator, here are the two other generals (the other is a new idea, though) that I suggested. They still are in their original sides tech trees, but I think they give nice quidelines for the new side.

General Jing "Meltdown" Medato (discruption)
Relies on electronic sabotage and discruption before assaulting his enemys.
He utilises multiuseful hackers and other discruption arsenal for even the most powerful units fail against weak units when they are disabled.
His enhanced money hacking powers and ultraviruses can be very profitful and useful.

His weaknesses are:
weak against forces uneffected by discruption
weak physical arsenal
ineffective discruption tactics can be very expensive and give your enemy an advantage
he has only a few destructive generals powers

Tech tree:

All buildings
-Land mines

Command centre (no requirements)
-Radar
-Dozer

Nucreal reactor (no requirements)

Gattling cannon (nucreal reactor)

Supply center (nucreal reactor)
-supply truck

Barracks (no requirements)
-capture building -upgrade
-Units:
(old) red guard, tank hunter, target designator, hacker (hackers are stealthed when moving or hacking the internet, abilities: disable building/-vehicle and money hack)
(new) combat hacker (needs strategy centre) A hacker that has a longer hacking range and better armoring. Can steal cash, disable buildings/-vehicles and plant TNT charges.
flame thrower (needs strategy center) The flame generals flame thrower
ATGM operator (needs strategy center)
Nemisis (needs strategy center) A prototype cyborg-hacker hero. He can destroy enemy vehicles by frying their ciruits, disable enemy buildings for a long time by uploading a virus to them and destroy enemy funds by scattering them across the internet.

Bunker (barracks)

War factory (supply center and barracks)
-chain guns -upgrade
-black napalm -upgrade
-Units:
The ordinary China tank
Dragon tank
Howizer
Gattling tank
Listening outpost
Troop crawler (red guards and tank hunters)
ECM-tank (needs strategy centre)
Mastermind (needs blackout) A mobile discruption sphere (see discruption sphere below)

Internet center (war factory)
-Satelliete hack 1
-Satelliete hack 2 (needs 3. rank)
-Satelliete hack 3 (needs 5. rank)

Airfield (3. rank and Supply center)
-Airplane armour
-Units:
Sky guardian
Helix (with the usual upgradeing possiebilitys) (needs tech center)

Tech center (3. rank and War factory)
-Nationalism
-Subliminal messaging
-Reactive shells
-Auto loaders
-Automatic rifles (red guard -upgrade from tank general)
-Cluster bombs (howizer shells deploy clusters upon impact)
-Super powerful interfierences
-Firestorm hacker sofware (needs blackout) Halves all hacking time (yes, also the normal internet cash hack)
-Colossus firewall sofware (needs blackout) Increases resistance to electronic interfierences by 500%

Blackout (5. rank and tech center) (yes, it's the superweapons blackout)
-Burnout-virus aspect (all viruses last 100% longer)
-Plaque-virus aspect (all viruses spread slowly to nearby enemy units and buildings)

Discruption sphere (blackout) A defence building that has the base of an anhilator but on top of it there is a large green dome with black spots on it. It generates an ECM-field around it, disables missiles with a small laser and uploads viruses to nearby enemy vehicles and aircraft thus disabling them.
-Firestorm aspect (needs the firestorm hacker software upgrade) Builds three more hacking systems in the dome and chages it's colour from green with black spots to red with bright spots. It also increases the domes disabling range.
-Colossus aspect (needs the colossus firewall software upgrade) Increases the size of the ECM field, adds a microwave field the size of the old ECM field, allows it to concentrate the ECM and microwave fields to a ray and enhances the disabler laser to also disable shells. It also changes the colour of the dome from green with black spots to gold with bright spots.

Generals power tree:
1. rank
hacker school
cash hack 1
emergency repair 1

3. rank
hacker drop 1 (drops 2 hackers by plane)
hacker drop 2 (drops 4 hackers and 2 combat hackers by plane)
hacker drop 3 (drops 8 hackers and 6 combat hackers by plane)
cash hack 2
cash hack 3
cash hack 4 (just more powerful)
artillery barriage 1
artillery barriage 2
artillery barriage 3
destroy supplies 1 (demo generals power)
destroy supplies 2
destroy supplies 3

5. rank
ultra virus (uploads a virus to the chosen building, can be upgraded with the virus aspects)
cash hack 5 (just very powerful ^^)
magnetic mine


GLA
Commander Jildram Mehmed (mutation)
Utilizes powerful mutants mutated by the use of radioactive and toxic weaponary.
The mutants are very strong, heal in hazardous substances and some of them have special powers.
His buildings and vehicles take no damage from hazardous substances (exept acids)

His weaknesses are:
Mutants are weak against snipers and mines
Utilizes mostly weak vehicles
Most mutants are slow

Tech tree:

(Important: Mutants are based on some hazardous substances and heal in the substance they are based on. They don't take damage from other hazardous substances. (exept acids))

Factory (no requirements)
-Radar scan -upgrade
-Reinforced buildings -upgrade
-Units:
Radar van
Command vehicle (builds workers)
Mobile stash (builds workers)
Mutant worker (stronger than a regular worker, based on radiation)

Tunnel network (no requirements)

Mutation pools (factory) replaces the ordinary barracks
-capture building -upgrade
-optimal mutation liquids (needs 3. rank) all units from the mutation pools are created in half of the original time.
-Units:
Mutant (replaces the rebel) radiation based, carries a powerful automatic rifle, can engage aircraft
Tankbuster-mutant (radiaton based and carries a powerful AT-rifle)
Mutant terrorist (radiation based) is slower than the regular terrorist but carries more explovsives
Phantom (requires palace) A special toxin based unit that is always stealthed, has no ranged attack and can place TNTs. His very fast melee attacks are powerful against infantry, slashing them to bits by a single attack. Can engage vehicles and building but with weak effects.
Stalker (requires palace) A special hero alike Jermen Cell, exept he is radiation based and wears a biochemical suit. He can also build demo traps.
Zombies (requires palace) toxin based, replaces the mad-/angry mob/bandits. Consist of "zombies" who have pistols and granades.

Defence site (mutation pools)
-Upgrades:
Flak 20mm site (a site much like the quad cannon site)
AT position
Howizer position
Mutant site (a site much like the stinger site, but with two mutants and one AT-mutant)

Demo trap (barracks)

Arms dealer (barracks)
-mine sweeper -upgrade for scorpions
-hazardous shells -upgrade (shells leave toxins and radiation)
-Units:
Scorpion
Mortar
Quad cannon
Toxin tractor
Irradiator
Mutant buggy (replaces technical) a buggy that can transport 4 mutants and is armed with a small machine gun
Howizer buggy (needs palace) a buggy with a maraduer cannon
Rocket buggy (needs palace)
Bomb truck (needs palace)
Gigantos-transport (needs 5. rank) A heavy mutant transport, that can carry 8 units. Units within can engage enemies from the transport while being protected and the transport can launch stinger missiles to aeral targets in a very fast pace (the missiles can't be targeted on ground units). Can be upgraded with eighter 1.strong armouring that triples the transports health, 2.advanced structure that allows the transport to have the same qualities as the ambitious transport or 3.assault weaponary that gives the transport a full battery of katjusha missiles and a maraduer cannon.
-Hind-helicopter (Temple of Jihad) a heavy helicopter not quite as strong as the Helix but it carries a gattling cannon, the same missiles as in the tank generals Helix and can be upgraded to have a cargo hold (8 spots) or FFAR-rocket pods (work just like the rocket pods on commanches)

Black market (arms dealer) works as a tunnel network

Palace (3. rank and arms dealer)
-fallout valves (all buildings and defences leave radiation fields around them)
-toxin valves (all buildings and defences leave toxin fields around them)
-chemical patches (all mutants heal in all hazardous substances and suffer no damage from acids)
-junk repair
-antrax beta
-AP bullets
-AP missiles
-Sabot shells (all shells become 25% more powerful)
-worker shoes

Temple of Jihad (5. rank and palace)
-special chemical mixtures (the hazardous field left by the Hatf-3 missile will last twice as long)

(Hopefully I didn't forget anything ^^)

Generals powers tree:
1. rank
Buggy training
Mutant training (all mutants are veterans on startup)

3. rank
Pitfall
Phantom ambush 1 (creates 2 phantoms)
Phantom ambush 2 (creates 4 phantoms)
Phantom ambush 3 (creates 8 phantoms)
Emergency repair 1
Emergency repair 2
Emergency repair 3
Artillery barriage 1
Artillery barriage 2
Artillery barriage 3

5. rank
Anthrax bomb
Sneak attack
Mutation bomb (drops a bomb with an area equally large to the Anthrax bomb, but it dispands after a couple seconds and it transforms all enemy soldiers to mutants)

There. Long eh? Took me three hours to write. :ohmy:
Let me know do you like them, ok?

#2216 Madin

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Posted 26 February 2008 - 08:11 PM

Hello its me again!
I think it would be nice to have a BLU-108 strike in your mod.
The effect would look cool in this engine, its a precision munition, and... its cool looking.
A strike that targets vehicles and defense installations only.
A guess programming this in could be the big issue.
http://uk.youtube.co...feature=related
I'll also be posting this on the remix forums.
:xcahik_:

#2217 Guest_Guest_Tim_*_*

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Posted 27 February 2008 - 10:14 AM

I think that it would be good to make voices fo Robot General using text- to-speech translaters. It sounds quite funny and mechanical. I used a program called Sakrament.

#2218 Guest_Rich_*

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Posted 29 February 2008 - 03:01 AM

;) Creator are you going to reduce the time nessisary for the AFG hurcules? I like using it but takes too long to reload which takes up time in battle. PLZ CAN YOU?

#2219 Creator

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Posted 29 February 2008 - 08:33 AM

Hercules allows to get infantry for free. Reducing its reload time will turn the game into infantry spam. If you want to use Hercules more often then just build more of them.

#2220 Guest_Kossumies6_*

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Posted 04 March 2008 - 12:08 PM

Couldn't the airforce general build A-10 thunderbolts from the special airfield on 4. rank?
They would be very much like the thunderbolts in the A-10 strike. They would have strong armouring, they would be slow, have poor manuverbility, cost pretty much and they would attack by diving towards their target and they would have to regain their altitude before they start to turn back to base. They wouldn't carry as many missiles as the generals powers A-10 strike or they wouldn't pack as much punch.

Just in single numbers they would be extremely hard to be stopped in time and they could strike beyond poorly defended positions, but since they have to regain their altitude before turning back to base they would be much more exposed to the enemys AA-arsenal.
Also they could be used to draw the enemys fire from more fragile units to the durable A-10s.




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