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#1361 Capt.Drake

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Posted 07 October 2006 - 11:10 PM

Good Point Phoenix

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#1362 Pendaelose

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Posted 08 October 2006 - 01:09 AM

Theres no special stealth detecting that can sperate spy drone from a radar van. The game code in inflexable. a stealth detector is a pretty generic system and theres no way to make an opbject visible to some and not others.
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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.


#1363 marilius

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Posted 08 October 2006 - 01:14 AM

Okay, well pehonix ya got me on the car. I'll give ya that. The spy thing woulda been cool but impossible. I didn't understnad the first time when you talked about the demo trap cluster but i understand now, and you're idea is better. But the "Freedom Fighter" is still a good idea right?

#1364 Pendaelose

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Posted 08 October 2006 - 01:23 AM

Okay, well pehonix ya got me on the car. I'll give ya that. The spy thing woulda been cool but impossible. I didn't understnad the first time when you talked about the demo trap cluster but i understand now, and you're idea is better. But the "Freedom Fighter" is still a good idea right?


I like the freedom fighter. It sounds like a winner for stealth and demo to me.
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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.


#1365 Ubermedic

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Posted 08 October 2006 - 01:32 AM

"Freedom Fighter"
haha... Makes me think of the game Freedom Fighters...
Sounds like a good idea but maybe a bit more refinment.
Assualt can move faster? Why not Molotovs or something.
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#1366 Phoenix911

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Posted 08 October 2006 - 01:37 AM

Yer i said in my first posts freedom fighters are a good idea but only suited to stealth or demo or both.
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#1367 marilius

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Posted 08 October 2006 - 02:43 AM

Just had an idea reading over the last 9 or so pages of the forum because im bored and i just thought of something...Demo Gen Lvl 5 super ability would be the creation of Mini-Nuke Demo Traps. Would cost a lil' bit, wouldn't be AS powerful as a nuke, not even as big a blast radius, but only uber units (heavy tanks) could withstand the initial blast, and it could have radiation if needed.

Also, another skewed version of the demo pit could be different levels of it. You know how The Assault gen's barracks can make foot soldiers and bike soldiers by clicking the arrow down to bring a new unit list up, well how about making a unit specifically for demo gen that lays various numbers of demo traps in clusters. At Tier 1 it could lay 1 or 3. At tier 2 it could lay 5. At tier 3 it could lay the mini-nuke trap, or 7 demo traps. I brought up the assault gen thing because instead of creating a new unit entirely, you could just give it to a worker (i mean does anyone really use fake buildings?, or you could even add them beside the fake buildings)

Just stupid suggesstions and ideas to throw around

Edited by marilius, 08 October 2006 - 02:52 PM.


#1368 Ubermedic

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Posted 09 October 2006 - 06:37 PM

Those are actually pretty good.
I like the Nuke Demo Trap.
It sounds...fun.
And No. I don't think ANYONE uses fake buildings.
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#1369 Phoenix911

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Posted 12 October 2006 - 02:43 AM

fake buildings was a total waste of money lmao...
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#1370 Pendaelose

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Posted 12 October 2006 - 03:33 AM

fake buildings was a total waste of money lmao...


IF the fake scud storm started a timer and revielded shroud like a normal one, then it would be worth while in a limit superweapons game... but any other use is crap. Money is so seldom a problem, why not just build real ones everywhere?

Fakes were a good idea, but a waste of time.
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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.


#1371 Havok4

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Posted 12 October 2006 - 03:56 AM

Could the scud storm idea be done?

#1372 need my speed

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Posted 18 October 2006 - 11:42 AM

If you are laser general, and you have captured a Reinforcement Pad, it will drop Laser Tanks. Very frustating, cause they draw power. And Laser Defenders go offline?! How can infantry be offline? Maybe make it so that they don't shoot but can move. And please, make all laser units need power but not draw power, it's very frustating and makes Laser general very weak (and actually he is very weak, his super unit is weak to, it needs a long time to reload, but has no cellspread and is to slow).
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#1373 Phoenix911

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Posted 18 October 2006 - 11:53 AM

How can u make a unit need power... but NOt draw power.
if it does not draw power yet it needs power than where will it get it from?
U was contradicting yourself.

And laser general needing power has always been on of that general weakness and players have to compenste for that by making sure they maintain there power.

But one thing i always thought was funny is why do units use power? do they all have massive extension cords plug in tothem trailing behind them from teh powerplant, i can just see it now its too funny.
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#1374 need my speed

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Posted 18 October 2006 - 12:11 PM

By needing power I meen that it goes offline if you have no power. But unlike the Laser Tank and other units the power won't get lower if I build one of them (for example I have 5 power, then I build a unit and it stays 5).

Something I just noticed, Toxin has no AA on rank 1. And about the Reinforcements Pad, It doesn't seems balanced, for example, SW gen gets that artillery vehicle that fires 2 big rockets, but Toxin only gets a Creeping Plague! And Stealth a Quad Cannon! Very inbalanced imo.
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#1375 Phoenix911

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Posted 18 October 2006 - 12:47 PM

Each teams gets a unit corisponding to there side.. the only way u could make it balanced is if EVERY single team got the same unit dropped of.. and its every 2 mins it not imbalanced its fine.

And remember gla has not been changed yet so there drops might change.
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#1376 need my speed

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Posted 18 October 2006 - 01:02 PM

Some ideas for the Reinforcements Pad:

Super Weapons: MRLS (that artillery that fires 2 big rockets)
Laser: Paladin Tank
Cyborg: Crusader (stronger version, so it can match for example the Paladin)
Airforce: MCV
Infantry: 1 or 2 (if possible) Troop Crawlers filled with 4 Tank Hunters and 4 Minigunners
Tanks: Earth Shaker
Nuclear: Nuke Cannon
Flame: Firefly (stronger version, so it can match for example the Paladin)
Assault: Demolisher (artillery)
Toxin: Scolopendra (or whatever it's called)
Stealth: Flak Cannon
Demolition: Demo Truck
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#1377 Phoenix911

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Posted 18 October 2006 - 02:28 PM

Some ideas for the Reinforcements Pad:

Super Weapons: MRLS (that artillery that fires 2 big rockets)
Laser: Paladin Tank
Cyborg: Crusader (stronger version, so it can match for example the Paladin)
Airforce: MCV
Infantry: 1 or 2 (if possible) Troop Crawlers filled with 4 Tank Hunters and 4 Minigunners
Tanks: Earth Shaker
Nuclear: Nuke Cannon
Flame: Firefly (stronger version, so it can match for example the Paladin)
Assault: Demolisher (artillery)
Toxin: Scolopendra (or whatever it's called)
Stealth: Flak Cannon
Demolition: Demo Truck

Sw is fine.
Laser is fine.
Cyber is fine but the crusader would be the standard cyber generals crusdare it does not need boosting. (crusaders and paladin are different units remember that)
Infantry only 1 assult crawler is fine.
Tank earth shaker no, war master is fine or a lighting tank or srm tank.
Nuke getting a nuke cannon no, nuke battlemaster is fine.
Flame fire fly is fine but again does not need to be as strong as a paladin.
Assult, Toxin, Stealth and Demo gen has not been modeed yet so does not matter.

Need for speed please remember units are all different making a crusader or firefly or any tank the perfect match to another tank make it boring and makes there be no point for different tanks, each has there advantages and diss-advantages
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#1378 Pendaelose

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Posted 18 October 2006 - 05:59 PM

Pheonix, don't forget, this is the General/Contra suggestion Topic, so not every player has the Remix unit options...

But the over all point is noted and will be considered. and I do agree that a stronger vehichle than the most basic would be good. As it stands currently, a standard tank dropped every 2 minutes is a joke, but a high quality tank (paladin instead of Crusader, etc) would be slick.

If a faction does have to drop a weaker unit, then it can drop more of them, more often.
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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.


#1379 Phoenix911

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Posted 18 October 2006 - 07:36 PM

I'm not saying high level tanks should not be dropped i simply think that the unit should be one that is not past a certain tech level.
Like if your tech 1 u should not be getting a tech 3 units if u know what i mean simply because you can capture that building as early as u want.
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#1380 Madin

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Posted 18 October 2006 - 11:22 PM

Something I just noticed, Toxin has no AA on rank 1.

Wrong! they get the stinger soldier. Huge anti aircraft range, and a decent anti-tank range too. Has you've no doubt realised the toxin general can garrison the black market building. A few black market buildings stuffed with stinger soldiers and your opponent won't have many planes returning from an attack run at rank 1! And tanks will be softend up/destroyed, making it easier for your defensive force to cope.




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