Some ideas for a mod?
#1 Guest_Guest_Rygar_*_*
Posted 29 April 2007 - 01:24 PM
Someone wanted a list for the stuff to put in the mod so I've thought to give my contribute.
For balance and bug fixing I leave to future modders, they know better than me what should be fixed.
I think it would be nice if all sides can have specific walls to static base protection as:
GDI firestorm walls (protects from enemy hits)
Nod laser protection (kill enemy infantry, damage enemy vehicles)
Scrin repulsor ("walls" that keep away enemy ground units within a certain range)
Cabal pop up walls (when the enemy is near, walls pop up to prevent invasions)
I've thought about the 4th faction (Cabal) and a navy for all sides (if naval units are possible for the game engine).
Cabal side (Instead of infantry has cyborgs which are slower and expensive but better amorured and can regenerate in tiberium fields)
Cyborg infantry (standard infantry unit, AP, stealth detection)
Cyborg reaper (AT, AA, web ability)
Cyborg infiltrator (engineer)
Cyborg Chemical warrior (AP, anti garrison ability)
Cyborg commando (anti structure, AT, AP)
Vehicles
Limpet drone (scout, stealth capability, can parasite vehicles, no weapons)
Drone harvester (fast movements, good armour, no weapons)
Drone tank destroyer (AT, hover)
IFV (transport, support with IFV logic if possible)
Cabal MCV (equivalent to other ones)
SSM artillery (launches long range explosive missiles, AS)
Finder (deployable to build structures)
Guardian/Core defender (Cabal's super unit walker)
Air units
Interceptor (AA, AP, stealth detection)
Chaos bomber (AS, AT, can berserk enemy units)
Air transport
Superweapon (meteo storm, cluster missile)
Base defence:
Pulse cannon (AP, AA, stealth detection)
EMP beam (AT slow vehicles)
Obelisk of darkness (advanced AA defence)
Cover generator (like RA2 gap generator)
Upgrades
Nanotech regeneration for basic infantry units
Stealth sensor for cyborg inantry
Web for cyborg reaper
Berserker ability for chaos bomber
Stealth detection for interceptor
High explosive missiles for SSM (napalm effect)
Stealth scan for limpet drones
double barrelled AT cannons for hover tank destroyer
Structures and special abilities are up to you, feel free to express your ideas
GDI Navy (since there are carryalls I guess naval transport aren’t needed)
Gunboat (fast scout, stealth detector, AA support)
Orca Carrier (heavy support vessel)
Destroyer (anti ship unit, AA, stealth detector)
Railgun Battlecruiser (base destroyer, AA)
Nod Navy
Stealth corvette (stealth detection, AA unit, scout)
Laser frigate (anti ship unit, heavy support, AA)
Sea shadow (stealth anti ship unit, base destroyer)
Scrin navy
Plasma incursor (Scout, stealth detection, anti ship)
Stasis submarine (AA submarine, heavy support)
Invader (base destroyer, AA)
Cabal Navy
Vessel drone (scout, repair)
Tarantula Submarine (AA, stealth detection, anti ship)
Leviathan (heavy support, base destroyer)
Secret units (if spy code is possible)
GDI+GDI: MammothII
Nod+Nod: Elite Cadre (long range stealth sniper AT/AP)
Scrin+Scrin: Recall unit (teleports and heals repaired units)
Cabal+Cabal: Cyborg Fiend (?)
GDI+Nod: Optical Commando
GDI+Scrin: Phase tank
GDI+Cabal: Wolverine 2 (?)
Nod+Scrin: Plasma Commando
Nod+Cabal: Banshee (?)
Cabal+Scrin: Shock commando
Well, these are my 2 cents for you, you can always think about new stuff or change/add if needed.
I just hope to see a good TW mod.
Edit by DLotS: I've take the freedom to format the text a bit, as it was hard to read without any text structure.
#2
Posted 29 April 2007 - 01:50 PM
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#3
Posted 29 April 2007 - 01:52 PM
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#4
Posted 29 April 2007 - 03:14 PM
Greetz and thanks for those nice ideas ~godsun
#5
Posted 30 April 2007 - 12:06 PM
Off course you can use them all, and futuristic navy would be a great game addiction (even for scrin considered their space ship don't have sensor for submarines etc...plus they can strike the enemy with surprise attacks from they don't even prevent, like the sea).
My personal suggestion is: keep all 3 sides, add Cabal as fourth side and you can add the "mercenary factions" (more or less like act of war): rebels for GDI and Nod, Tiberium wildelifes for Cabal and Scrins so each side can have its special abilities".
I've forgot some things for nod in the list: Subterranean APC and a possible upgrade to make flame tank subterranean too.
#6
Posted 01 May 2007 - 07:44 AM
But the problem is, unless the walls can detect stealth, they won't work against Stealth Tanks and any other invisible unit like a regular wall would.
We are living in a post-common sense society.
#7
Posted 01 May 2007 - 02:18 PM
#8
Posted 01 May 2007 - 06:37 PM
#9
Posted 01 May 2007 - 06:38 PM
Now if the walls were always up, unless your units wanted through (gatewall!) then it would solve the problem.
We are living in a post-common sense society.
#10
Posted 02 May 2007 - 08:06 AM
In this case maybe walls should have stealth detection... I don't know if this is the best solution
Edited by Rygar, 02 May 2007 - 08:19 AM.
#11
Posted 02 May 2007 - 08:30 AM
and good to see you registered:).
Greetz ~godsun
#12
Posted 01 May 2008 - 10:15 AM
Maybe CABAL isn't necessary anymore, but units like mammoth2 (replaces the mammoth for steel talon) or ghost stalker (replaces standard commando for the ZOCOM) could be implemented as well.
Am I wrong or the naval units are possible to implement? I guess the game as some cool usable naval already in...
#13
Posted 05 May 2008 - 06:22 PM
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#14
Posted 07 May 2008 - 08:35 AM
#15
Posted 18 August 2008 - 04:29 AM
I don't know is there a gundam fans in this forums or not. My idea would be turn this game into a gundam mod. Why? Because I'm fond of Gundam People!!!(Feel little ashamed about this ) Too bad that I'm not a modder so I decide to contribute some idea how gundam mods should be done. First of all there at least 6 factions If you want gundams factions agianst the Scrins or Just 3 regular C&C3 factions(GDI,NOD and Scrin) or 9 factions in my mods
For all factions Structures
Barracks-remain the same but maybe fewer choices of infantry to choose for
War Factory-no Longer Produce tanks, they produce the Mass Production Mobiles Suits such as GMs, Zaku, Doms, Gins, etc. instead
Airfields-Produces transformable(If someone know how to mod) and any other flying mobile suits and Space Ships instead of the aircrafts.
Advance War Factory(I don't know the exact name where you can build epic units because there are they don't sold the English version in my country)-Builds Advanced Mobile Suits, Mobile Armors and Spaces ships. All Gundam Epic Units will be build able in this factory
Defensive Turrets- I completely have no Idea about them maybe a well round defensive turret that can engage both air and ground so you concentrate your time build up your army of mobiles suits.
If you guys want to hear more details about factions and Epic units please let me know
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