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#2461 Guest_Guest_*

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Posted 05 October 2009 - 11:32 AM

I still prefer the idea of it being called Armageddon launcher (or something like that), because thats essentially its purpose.

Another thing i thought of, prehaps the Nuke Storm should have to be reloaded, at a cost of 12000 (identical to its initial cost). So every time you launch it, you must pay for the reload process (a button inside the selection Hud of the Nuke Storm would suffice). the upgrade/reload would take 1 mins at which point, the normal 12min countdown would begin. This would ease a little stress on the enemy's part, 12mins for the first strike and an additional 1min for the strikes thereafter.

Sure the reload time gives enough leeway for people to destroy it, because its so overpowering, a requirement for reload would make it a little less so. in fact, such reload features could be added to all superweapons,
e.g a 10-30 second upgrade for each. (except, unlike the Nuke Storm, the pricing could be like 1K or something)

the reload upgrades could just have static names like "Reload Superweapon" or it could be more creative.
eg.
Particle Cannons - "Recharge Particle Engine"
Elbrus Storms - "Load Elbrus Missile"
Nuclear Missles - "Arm Nuclear Warheads"
etc...

these upgrade buttons could be placed inside the Selection menu, And be put inside the same (or another) superweapon control menu (the button that looks like a crosshair icon with all the Gen abilities in it).


I think it would tone down the "impending doom" sort of effect superweapons give (Sup gen and Nuke Storms are notorious for this, you don't knock them quick, if they turn on you your likely in a bit of strife. :p)

NO.

Edited by Creator, 05 October 2009 - 06:53 PM.


#2462 Arcadian Daze

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Posted 05 October 2009 - 03:24 PM

the nukestrom sw thing isnt good nbut i like the idea, that is some things costing money. because the elbrus launger can lay powerfull demo traps as damaging as a regular one for free.
result: a HUGE minefield wich you have to take out bit by bit and if you (wich you probably do in such a field) lose the battle the enemy has reamde the field by the time you have a firce big enought to knock the a hole in the enemies base.
the only one who this doesnt apply to is AF

if each layed demo trap would cost like the price of a normal one you'd still have the advantage of no building time

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#2463 dcesarec

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Posted 05 October 2009 - 06:12 PM

Doomsday Machine sounds like some YuGiOh card...
I like better Armagedon, but the best is Nuke Storm. And i like idea about paying to activate it, but not so much as cost of building new one, a half of them should work...
But, probably, your idea would be rejected.
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#2464 Casojin

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Posted 06 October 2009 - 04:13 AM

a HUGE minefield wich you have to take out bit by bit

It's easier to take out minefield in Contra even the huge one. Formation of mine-clearer can help a lot. They just walk through and all mines in radius got blown off. It would be even easier for China since their clearer is stealth and cheap.
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#2465 dcesarec

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Posted 06 October 2009 - 08:01 AM

Two new suggestions from me.

-first one:

about adding ability for USA superweapon general and for CHINA nuclear general, superweapon charge button. By pressing this button (placed for each superweapon, Particle Cannon, Nuclear Missile, Tomahawk Storm...) selected superweapon will cause additional damage, original plus 1/3 or 1/2 of original damage, but this would cause also loosing power for 2 minutes or longer for entire base.
Power loosing start 10 seconds after superweapon is laucnhed.

-second one:

about silencer upgrade for rangers. Silencer upgrade will be only good while playing against another human player, this upgrade will cause no "unit lost" warning message and also no specification on map where your infantry is killed when killed by ranger upgraded with silencer. If this is possible to make. This is good to perform "stealth" attacks.

Edited by dcesarec, 06 October 2009 - 08:03 AM.

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#2466 Creator

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Posted 06 October 2009 - 08:17 AM

-first one:

about adding ability for USA superweapon general and for CHINA nuclear general, superweapon charge button. By pressing this button (placed for each superweapon, Particle Cannon, Nuclear Missile, Tomahawk Storm...) selected superweapon will cause additional damage, original plus 1/3 or 1/2 of original damage, but this would cause also loosing power for 2 minutes or longer for entire base.
Power loosing start 10 seconds after superweapon is laucnhed.

-second one:

about silencer upgrade for rangers. Silencer upgrade will be only good while playing against another human player, this upgrade will cause no "unit lost" warning message and also no specification on map where your infantry is killed when killed by ranger upgraded with silencer. If this is possible to make. This is good to perform "stealth" attacks.

Both are not possible to implement because of code limitations.

#2467 dcesarec

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Posted 06 October 2009 - 09:34 AM

If you gonna replace Scorpion Tank as you spoke about it, i suggest new Croatian tank Degman M95, or you can add him to China (better than T90 anyway)

this is a short review and some comparement with others tanks as Abram and stuff...

http://www.videoarhi...tank/video/8484

Also you may check on google. I think its nice, maybe overpowered for gla standad tank because its AA,AT and AI weapons but you may remove them and just leave AT.

Edited by dcesarec, 06 October 2009 - 09:43 AM.

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#2468 Kur-zaz

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Posted 06 October 2009 - 08:40 PM

Today I made several suggestions with no pictures.
1) The first is the dragon tank general of infantry. I think that to replace it with a dragon on the tank as the general's tanks. The reason is as follows: Tank dragon does not perform the function of "Rush".
2) The second is the ability to "restore" General GLA. The fact that this ability, eating type of attack. But in reality it is not effective enough. To use it, need attention, you need skill, you need a Micro-. The solution is simple - after upgrade technology begins to have new property. This property is called reincarnation. At first glance it seems too cool. But look at the upgrade "neutron weapon" for China. Actually it is a worthy upgrade to the fifth star. How will the new upgrade. In the technique which has not undergone a restoration of a label. After the death of technique loses the label, and can no longer be re-restored. Of plus you can make that for each combat unit can be individually configured recovery time. Regards the balance do not worry. There are many ways to preserve the balance of using such powers for military equipment.
3) Ability to pumping infantry General GLA kamikaze boxes. Why is it necessary. Infantry can be improved to bikes. It GLA kamikaze loses the ability to produce stories. Other generals can not produce suicide bombers on bikes. Playing for many suicide bombers every time using stories. Restrict the number of bikes will cause dissatisfaction among the players. We will add the ability to immediately clear the boxes for the general kamikazes. The player will be limited to the ability to use bikes, but can at certain moments to make big attacks. In general, most troops do not use boxes, so the ability to not be super power.
4) It is possible to change the secondary fire mode for the tank ZTZ. Now this mode is directed against the Infantry. It can be done in the infantry but with low accuracy of shooting. This attack can kill a soldier in the garrison. But the gunshot tank shall not exceed the range of shots of the building. There is only one way to dislodge the infantry from the building without harm - to shoot through the CTRL key and wait for the rocket falling into the house.
5) Poison mortar shell GLA is very strong against the garrison. I think that you can reduce the harm caused by the garrison.

============
Write more dangerous because the information would be much and it will be difficult to assimilate.
By tradition, finally writing is very risky but very interesting proposal.
Each general has the ability parachuted empty technique. First, let it be the first star vehicle. For its landing must pay the entire cost of military equipment in the landing. We pay for the landing infantry and Micro-. This will instantly receive the necessary equipment in the right place. But do not forget about the counter landings and ambush the rebels chap. Team games will be more dynamic and interesting. In the ambush the rebels and the dumping of airborne infantry will have a new meaning. As the landing can use the technique of the first stars. Artillery, air defense, tanks, anti-technology. Three, four types of combat units. All these abilities can be transferred to another building where you can conveniently arrange upgrades.

Edited by Kur-zaz, 07 October 2009 - 07:29 AM.

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Posted 06 October 2009 - 09:31 PM

Kur-zaz,your english is really bad,i don't understand a shit from it.

#2470 Casojin

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Posted 07 October 2009 - 03:40 AM

Infantry general has high tendency to lose if his rush fail. So, here are my suggestions to adjust that.
- Give him Howitzer replacement that can fire while moving or move faster (firepower and armor may be reduced)
Next suggestions are choices to adjust a situation where large number of infantries can be annihilated by much less number of infantry killers like Irradiator or Dragon tank or Toxin Tractor while troop crawler is too slow and lightly armored to respond to such threat, making the game one-side offensive.
- Give him slow-moving Mobile AT Gun (effective only vs tank and has a bit longer range than tank) with tank armor type at the cost of 1 gen pt
>>>OR<<<
- Give him wheel tank which can counter fast-moving infantry killer vehicle to a certain degree
>>>OR<<<
- Give him cheap wheel APC with 3-4 slots to supplement the slow-moving and expensive troop crawler
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#2471 dcesarec

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Posted 07 October 2009 - 07:27 AM

Kur-zaz,your english is really bad,i don't understand a shit from it.


true man...

I think GLA Demolition General Dolphins could be replaced.
Why? I think they are a bit too strong. If you attack with them, you can guarantee win. First they crush on base defences before you can shot at them (you cant destroy them while crushing onto buldings from "safe" distance).

They could be replaced with one bigger plane (just like GLA cargo plan) that can be loaded with 3-5 Demo Traps or just some exploding barrels and drop them one after another onto desired place (like parachuters drop), he can be destroyed easy but also can give more damage than dolphin. (this plane is just like GLA Poisons General Power plane that drops acid barrels)

He could cost about 1500-2000 $, and he must reload about 2 mins or more (balance problem requires solving solutions).
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Posted 07 October 2009 - 08:13 AM

I think infantry costs needs to be tuned down a bit,they really cost to much in contra

#2473 Creator

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Posted 07 October 2009 - 10:28 AM

troop crawler is too slow and lightly armored to respond to such threat, making the game one-side offensive.

Come on. It had got tank armor in Contra 007.

- Give him slow-moving Mobile AT Gun (effective only vs tank and has a bit longer range than tank) with tank armor type at the cost of 1 gen pt

What is about ATGM trooper?

- Give him wheel tank which can counter fast-moving infantry killer vehicle to a certain degree

There is missiles upgrade at rank 3. It changes Tank Hunter's damage type making them effective vs Toxin Tractors and Dragon Tanks.

I think GLA Demolition General Dolphins could be replaced.
Why? I think they are a bit too strong. If you attack with them, you can guarantee win. First they crush on base defences before you can shot at them (you cant destroy them while crushing onto buldings from "safe" distance).

They could be replaced with one bigger plane (just like GLA cargo plan) that can be loaded with 3-5 Demo Traps or just some exploding barrels and drop them one after another onto desired place (like parachuters drop), he can be destroyed easy but also can give more damage than dolphin. (this plane is just like GLA Poisons General Power plane that drops acid barrels)

He could cost about 1500-2000 $, and he must reload about 2 mins or more (balance problem requires solving solutions).

So, Dolphins are too strong and you decided to replace them with even stronger plane. :w00t: No, thanks.

Edited by Creator, 07 October 2009 - 10:29 AM.


#2474 dcesarec

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Posted 07 October 2009 - 11:15 AM

Hah...But i see you didnt figured out what exactly did i mean with this plane. Ok, ill explain how i imagine that.
This plaine is maybe stronger than dolphin (if you mean on that 4 demo traps/barrels), but few things are making him weaker than dolphin.



First one: he can be crushed down with base defences system because he is not suicide plaine like dolphin (dolphin cant be crushed if attacking base defences)

Second: he does not drop all 4 traps with one drop...he needs to travel, that makes him vulnerable to enemy attacks, so probably he will drop 2 demo traps and be crushed down with missiles or some AA weapon, if you attack base with him

Third: he has a reload time if attack succeeded, and needs to reload (as soon as one dolphin goes in the air, second one is builded in 30 secs)

Fourth: he cost much more than dolphin and takes 2 places (so 2 of them can be builded, dolphins are 4)

So...

Pro: 4 barrels

Contra: reload time, cost, weak armour and 2 places on airfield occupation



You can use him, best, as air support while ground forces are already fighting agains base defences systems and with AA units. He does not need to replace dolphin, he can be one additional plaine.


If this is not serious suggestion, then i give up....
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Posted 07 October 2009 - 12:23 PM

Nah,the dolphin is fine as it is

#2476 Kur-zaz

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Posted 07 October 2009 - 01:56 PM

It is not similar to me, but I will make only one proposal today.
The idea mentions field general GLA. I wish to add the strategy for this general.
"The Vault" strategy - for the general appears a special mine on the first star. The mine "the Underground" or underground mine - can dig holes. Digging out a hole, the mine dies. The mine is dumped by the technician. The mine cannot be attacked and noticed anybody except the sapper.
You will tell that it is a bug instead of the strategy, however it not so. One detail does a bug by the strategy. This detail is named as an upgrade. To an upgrade the mine is useless and cannot use the force, however at this time it most easier to put on the basis of the enemy.
We can lose many money for this strategy and to receive nothing, but even one mine skipped by the enemy, can offer to us huge tactical advantages in the future.
Mines should be selected by groups and create holes for one cliques.
Tactical possibilities which will give these mines you guess.

Edited by Kur-zaz, 07 October 2009 - 03:22 PM.

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#2477 Casojin

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Posted 07 October 2009 - 02:14 PM

Come on. It had got tank armor in Contra 007.

It's quite costly and the death of inside infantry would make it more costly. The crawler costs more than a war factory.
What about reducing its cost and reduce the starting troops to half? This way we could have more crawlers while spending the same amount of money. If we want to fill it, we can do it later.

What is about ATGM trooper?

It requires rank 4 which cannot be attained if the rush fails and one-side offensive occurs.
However, AT Gun can be negate. What if in addition to Jammer trooper, he got ECM trooper as well? This would help this problem a bit.

There is missiles upgrade at rank 3. It changes Tank Hunter's damage type making them effective vs Toxin Tractors and Dragon Tanks.

By the time of rank 3, those Tank Hunters would be blown to pieces by Nuke-cannon/Katyusha/Luna/Smerch.
But perhaps these ideas came after I failed to rush Nuke gen (Paladin) in a match played weeks ago. It might be somewhat bias.


dcesarec dolphin issue

I think dolphin is fine as it is. Base defense structure is used to support your defense. You need units to help defending. Use Fighter jets or camo def (in case of GLA) to kill them.
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#2478 Kur-zaz

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Posted 07 October 2009 - 08:50 PM

New stream of ideas. So, one after another we will start.
+The invisible being. 1) a new unit "thief" - engineering who extracts resources as the worker. This unit has invisibility of the sapper. The primary goal it to extract resources from resource docks of the enemy. To extract from docks, instead of to take away from the enemy. Secondary function can be made detection and a detonation of minute
2) New ability for the fifth star - super invisibility. Changes type invisibility on units of the invisible general on such which does not detect any of an existing radar. Cannot change type of invisibility of armies of the kamikaze and super units.
+Poison. The new super weapon which will substitute the old. "The virus omega" is a virus against which it is impossible to delete. In the specified area there is infinitely living, immortal pool. The Air Forces which fly by over a pool at once fall. The engineering is released and deleted. Buildings fail. The weapon allows to do dead territory in game. Defeat allowed band small, but the effect is huge.
+The field general. An upgrade which does destroyers and chisel installations, the command centre, the car of resources invisible. It is necessary, as without it some of the listed groups are very weak.
+The Air Forces. 1) the new plane in special airdrome. The plane against structures. Expensive and fragile enough plane which is armed by one bomb. The area of defeat of a bomb small, but the loss on buildings is huge. Two such planes should suffice on the command centre and factory. The loss at bomb explosion is charged in two stages, it is necessary against holes GLA. Planes are sluggish, therefore it is necessary to attack only on not protected purposes. Planes receive an upgrade on invisibility. With the advent of this plane there is a new strategy "Instant destruction". For strategy realisation it is necessary to construct more than these planes and to distribute on commands. Further it is necessary to distract ïâî the enemy and to make a touch which can change a course of action at once. The most important thing in this strategy it to manage to dump bombs. It will be difficult for making because of the low reservation and speed of the plane.
2) the Upgrade for bumblebees "Gauss of a gun". Rockets are replaced with supersonic guns. The shell flies so quickly that is comparable with the laser. It means that the plane cannot spend any shell for nothing. It means that the heap of planes will possess huge potential. The upgrade does not change a loss. Changes logic of drawing of damages. In appearance it looks as a dark blue beam covered with a spiral.
+Fire. 1) the upgrade which adds ability "flash" - sets fire to gasoline nearby. Flash is put on tanks dragons and fuel pipes.
2) Fuel pipes are now useless, as demand the microcontrol and are long recharged. Moreover pipes demand additional conditions in the form of fire. I think that it is possible to reduce time of a life of gasoline. Ability "to pour gasoline" at fuel pipes to clean. In instead to make to fuel pipes attack "gasoline flood" with a recharge of an exceeding or equal life of gasoline. Ability of flood of gasoline is received by tanks dragons. And ability on tanks dragons is initially charged. Total at us fuel pipes which attack automatically, but demand attention of the player if nearby there is no fire (the player uses ability "flash"). Tanks dragons can pour gasoline and set fire its ability (that players did not do superfluous movements, clamping CTRL).
+GLA. Fighting buses are inexpensive, but demand the microcontrol on filling. I suggest to fill the bus with infantry, but to make more expensively.
+The general offers. 1) to change logic ESM. Åñì attack a beam which creates a field rejecting rockets in a point. Åñì possesses a field which disconnects all technics of the enemy nearby. Thus ESM can keep technics of the enemy of the disconnected. Thus this technics is not a more absolute board against rockets.
2) to Balance the microcontrol on extraction of resources. It is necessary to click the USA 2 times to create 2 helicopters. China - 4 times. ÃËÀ - 8 times. I suggest to make manufacture of trucks of resources on two pieces, and workers on four pieces.

I hope that you will understand though a little from offered by me.

Edited by Kur-zaz, 07 October 2009 - 08:51 PM.

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#2479 Casojin

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Posted 08 October 2009 - 02:59 AM

2) Fuel pipes are now useless, as demand the microcontrol and are long recharged. Moreover pipes demand additional conditions in the form of fire. I think that it is possible to reduce time of a life of gasoline. Ability "to pour gasoline" at fuel pipes to clean. In instead to make to fuel pipes attack "gasoline flood" with a recharge of an exceeding or equal life of gasoline. Ability of flood of gasoline is received by tanks dragons. And ability on tanks dragons is initially charged. Total at us fuel pipes which attack automatically, but demand attention of the player if nearby there is no fire (the player uses ability "flash"). Tanks dragons can pour gasoline and set fire its ability (that players did not do superfluous movements, clamping CTRL).

Fuel tubes are very useful as it is. I've used several tubes to wipe out almost entire tank battlegroup (Nuke gen). I'll wait for the tanks to be above the tubes and then spill fuel right on top of them from a few tubes at a time. I'll then shoot them with anything and burn the entire army. Spilling it before that would only reveal the tube locations to the enemy (human not AI).

---------------------

I have an idea for combat chinook. It is barely used as it is (since infantries are quite expensive and very few people want to spend money on the combat chinook + infantries).
- Give Combat Chinnok a grenade launcher (Mk19 is known to be equipped on Chinook) and minigun
- Reduce crew compartment to 4-5 slots (give some space to ammo) and can transport only infantry
- Up cost a bit
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Posted 08 October 2009 - 07:29 AM

I think the all anti building bombers need a 100% damage increase vs. Building,because really needing 4 supersonic bombers(which is rank 5,and cost 2000-2500)is really to much,they shall be that only 2 of then is needed to kill a was factory(like in 005)

i think all buildings in general need a armor nerf(about 25% or something)because to kill a building you really need alot of units(and by alot i mean alot).
Actually i think that the armor buff buildings got in 006 was totally unnecessery,they really had to much armor already.




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