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#1501 Guest_monkey poo_*

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Posted 13 January 2007 - 01:00 AM

can you make it so that all the dead units stay on the feild instead of melt into the ground? and add the 1000 and 10000 wins medal in skirmish

#1502 Phoenix911

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Posted 13 January 2007 - 01:03 AM

I don't want dead units staying on the field maybe for a short time but if u have a long game and unitsstay dead on the field it will effect proformance.
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#1503 Guest_Guest_*

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Posted 13 January 2007 - 11:08 AM

Only some suggestions for contra 006.

Demo Gen: in stead of Jarmen Kell:
Dude in a long black coat and a black suitcase.
Capable of placing explosives anywhere on the map (toxin, nuclear, timed and
manual controlled explosives and mines and demo traps).
Can also call up terrorists and is armed with two hand pistols and throws grenades.
(you can use the model of a hacker {I think} kneel down, open suitcase, takeout explosive, run away)

Stealth Gen: Jarmen Kell has got a knife –like burton- and is capable of walking in to the command centre and use one of the enemy his general power (50% he’ll survive) and he can walk in to occupied buildings , clear them and walk out.

Super weapon Gen: in stead of Burton a James bond like figure.
Almost similar to Burton but with extra gadgets.
Can get a car at the war factory.
Car: stealth, shoots missiles, leaflet drop from exhaust, Jumping over rivers and other stuff.

For Demo, toxin and assault Gen: Trebuchet (wooden medieval weapon)-base defense-
Cheap ($200/$150), no GLA hole, strong vs infantry, light vehicles and buildings
Weak vs tanks harmless vs airplains. It isn’t accurate and it isn’t fast. When the crew gain ranks the trebuchet will become faster and more accurate.
Demo: shoots demo traps or cluster bombs.
Toxin: shoots barrels toxin
Assault: shoots large rocks or heads of slain enemies that immobilise the enemy his troops
(won’t work on cyborgs)
Upgrade for assault:
I) [name]: let it throw burning rocks
II) Advanced construction: give it more armour and make it stronger and more accurate.

Some thinks I dislike:
Immobilise of demo: it won’t work (sending video’s works better then sending a plane)
Please give airplanes more AI so they don’t get them self killed
Super unit of the toxin takes to long to shoot

PS. I added this thing also by the Remix suggestion, sorry

#1504 Phoenix911

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Posted 13 January 2007 - 03:11 PM

A medievil weapon LMAO no offence but i think thats the most retarded idea i read in a long time....

Even terroests in todays world has access to modern weapons from the ww2 onwards possably even some old ww1 weapons could be found but very rare.
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#1505 Capt.Drake

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Posted 14 January 2007 - 08:11 AM

Air controll tower, I think that would be quite nice but the I dea needs some working

but when dead units stay on hte filed you got a big problem , I know it from my map Mountain Conflict, so forget about it as fast as possible

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#1506 Guest_monkey poo_*

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Posted 14 January 2007 - 07:31 PM

how about a super long rang anti air missle lancher for china side and Sw gen since she has bad anti air weapons. also can you make it so avengers shoot ground units, it doesn't have to be strong or anything but it would hlp it stay alive. also tankgen and nuke gen red gaurds don't come out 2 by 2.

#1507 Phoenix911

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Posted 14 January 2007 - 07:51 PM

how about a super long rang anti air missle lancher for china side and Sw gen since she has bad anti air weapons. also can you make it so avengers shoot ground units, it doesn't have to be strong or anything but it would hlp it stay alive. also tankgen and nuke gen red gaurds don't come out 2 by 2.

Creator i don't think will add a sam site for SW gen cos pend has already got one in remix for her, and since pend shares everything with creator so he can use if he choose too then it unlikely he will if not in contra5.

Avengaers are AA not ground fighting vehicals if you want them to live longer then put them with a group of ground units. There support units AA and target designator to help your units be more accurate and so forth.
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#1508 Death_Pheonix

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Posted 17 January 2007 - 09:36 AM

i have 2 suggestions, but i don't know if there possible, so bear with me!


1. make multiple buildings and defenses selectable at once, so you can put like 4 barracks in a team, and make the process of mass-producing units easier.


2. this one is more of a opinion but here goes, change the model of demos aircrafts, i personally think they ruin the feel of the mod, i suggest changing the from a guy riding a missile ;) to a heavily modified biplane, with welded metal plates, airframes and rocket boosters on them (same roles and damage just different looks)


i know generals is not meant not be realistic, but its not meant to be super Mario smash brothers either
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#1509 Bozopof

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Posted 17 January 2007 - 06:47 PM

ah aight! btw dont you think that Robo general should have a Cybernetic "Hero"? i mean Col.burton. and it shouldn't need any ambulances, cuz when there is no fleshy human infantry theres no need of ambulance. also the construction dozer should become a Contruction Drone...a small faster version of old dozer that is cheaper but weaker.

also i think adding a "USA technology general" "GLA scavenger(marauder) general" and "China artillery general" can be a good idea...

#1510 Phoenix911

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Posted 17 January 2007 - 06:53 PM

and it shouldn't need any ambulances, cuz when there is no fleshy human infantry theres no need of ambulance.

Do you know what a cyborg is?
A cyborg is a human body that has been enharnced using electronics and other such means, U can't keep a cyborg running simply by maintaining there electronics u still need to maintain the body. A cyborg would most likly still have a human brain aswell as heart/lungs and other such organs aswell as kidneys to keep the blood nontoxic, blood would be needed to move oxgen thought the body.
No matter how hightech something becomes u wont ever change the way the human body requires oxgen.
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#1511 Pendaelose

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Posted 17 January 2007 - 07:01 PM

also the construction dozer should become a Contruction Drone...a small faster version of old dozer that is cheaper but weaker.


I've thaught about this a bunch of times... I'm still always tempted to do it.
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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.


#1512 Phoenix911

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Posted 17 January 2007 - 07:04 PM

The dozer is fine imo, it would be nice to change it possably.
BUT what is stopping a cyborg driving a dozer?
It could happen.
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#1513 Pendaelose

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Posted 17 January 2007 - 07:07 PM

The dozer is fine imo, it would be nice to change it possably.
BUT what is stopping a cyborg driving a dozer?
It could happen.


obviously one of Strogified Rangers is driving it! ;)

I do like the idea of a Standard Drone as a dozer, and a walking unit for the adv dozer. I almost made the walking one a few times, I just never liked the way it looked... but I might give it another try.
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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.


#1514 Phoenix911

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Posted 17 January 2007 - 07:11 PM

The dozer is fine imo, it would be nice to change it possably.
BUT what is stopping a cyborg driving a dozer?
It could happen.


obviously one of Strogified Rangers is driving it! ;)

I do like the idea of a Standard Drone as a dozer, and a walking unit for the adv dozer. I almost made the walking one a few times, I just never liked the way it looked... but I might give it another try.

Well would it not be cheeper for a cyber general to simply modify the dozers to be drone/ai controled?
Maybe u should keep the basic dozer and add a small like antena or somethign to it to give it a drone feel... BUT not one of them lil gaurdian drone looking things.

And the advance dozer why not make a 2 legged one that has more tougher thicker legs to show it being less mobile but more stronger to hold the construction mechanic devise, Add a crain on it maybe :lol: haha
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#1515 olli

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Posted 17 January 2007 - 08:26 PM

you could adapt the body of the anti tank/infantry mechs, and where its guns go, have some welders or, building tools. i would like to see that. it would fit nicely for cyber
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#1516 Pendaelose

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Posted 17 January 2007 - 08:28 PM

you could adapt the body of the anti tank/infantry mechs, and where its guns go, have some welders or, building tools. i would like to see that. it would fit nicely for cyber


Thats the plan.
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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.


#1517 olli

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Posted 17 January 2007 - 08:33 PM

only do it after every thing else that is important is done. as it is not essential. :D we dont want you getting side tracked pend!
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#1518 ORCACommander

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Posted 18 January 2007 - 12:05 AM

I have 5 suggestions:

1. Reduce the Retaliators Effectiveness and Damage radius against Aircraft and IMO horribly imbalanced

2. Give all USA Ranger based infantry the ability to use an M-203 Frag and M-203 HE. The HE would allow them to stand better against tanks that try to run them over and the frag would create added survivability to a few rangers combating an infantry rush early game. both of these should have minimal affects towards buildings. The projectile for these would fly in a straight line like a rocket and be mildly inaccurate.

3. The M-203 flash bang grenades the already come with do not go fast enough and should not arc at all as the do go in a straight line.

4. The Nuke general has a good back ground image and torso but his face is ridiculous. and needs replacing to something frightening yes but not something as silly as that.

5. Berta needs a strict build limit. I suggest 2-3.
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#1519 Ubermedic

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Posted 18 January 2007 - 01:13 AM

1. Reduce the Retaliators Effectiveness and Damage radius against Aircraft and IMO horribly imbalanced

Reduce them more?
Aircraft always were and always have been fragile.
Try using a better strategy (B-52s make great holes in defense)

2. Give all USA Ranger based infantry the ability to use an M-203 Frag and M-203 HE. The HE would allow them to stand better against tanks that try to run them over and the frag would create added survivability to a few rangers combating an infantry rush early game. both of these should have minimal affects towards buildings. The projectile for these would fly in a straight line like a rocket and be mildly inaccurate.

Woah. That's why you have Rocket Soldiers.
Mix Rockets and Rangers for Max effect.
This would just trivialize the Rockets existence.

3. The M-203 flash bang grenades the already come with do not go fast enough and should not arc at all as the do go in a straight line.

Ever fired an M203? They're not as straight forward as you might have seen.
They require quite an arc to obtain maximum efficiency range.

4. The Nuke general has a good back ground image and torso but his face is ridiculous. and needs replacing to something frightening yes but not something as silly as that.

His face is supposed to be ridiculous. I mean. All that radiation. I bet he's sterile too.

5. Berta needs a strict build limit. I suggest 2-3.

Don't let you enemies build any.
Or don't let them get into an effective firing range of your units.
Besides should the Aurora also have a strict build limit?
What about so many other sides uber units?
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#1520 Medik

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Posted 18 January 2007 - 02:07 AM

Word
Im going to start stalking you now ubermedic

Edited by Medik, 18 January 2007 - 02:08 AM.





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