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Some ideas for a mod?


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#1 Guest_Guest_Rygar_*_*

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Posted 29 April 2007 - 01:24 PM

Hi, I'm Rygar from Revora, sorry for my long absence but I've had some issues and finally I'm back to show some ideas about TW, it seems most of you want some TS stuff and some units like Nod APC to balance other than more balance in the game.

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 Phil

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Posted 29 April 2007 - 01:50 PM

Seems that many people have the same idea about adding CABAL as a fourth side. If adding Cabal won't be too generic by the time I want to do it, I may make use of some of these ideas. And the tech units is certainly a cool idea... might be worth re-adding it again.

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#3 Nighthawk

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Posted 29 April 2007 - 01:52 PM

I'm not sure the Scrin would really have the need of a navy, considering they can just bomb things from the air. Naval units just don't seem right for a faction which has interstellar transport capability.
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#4 GodSun666

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Posted 29 April 2007 - 03:14 PM

well, i have been thinking on removeing the scrin and replaceing it by GDI/NOD mixed faction(rebels). but cabal would also be nice. i copy and pasted anything. and i might adding some of the ideas(or all of them) but i will use it as a base. now only the hopes are that alot of 3d modelers will make cabal 3dmodells and textures:P. and anims ofcourse:P herher:P.

Greetz and thanks for those nice ideas ~godsun
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#5 Rygar

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Posted 30 April 2007 - 12:06 PM

I'm glad you like my ideas and I'm pretty sure about a thing: community will appreciate a whole new faction (Cabal) that may be really innovative (use of cyborgs that is missed in TW and was loved in TS/Firestorm), so the navy and the introduction of secret unit (ex: if engineers can work as spy too, don't know if possibile)

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.
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#6 Mighty BOB!

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Posted 01 May 2007 - 07:44 AM

I like the idea for CABAL's walls. Makes it unique because vehicles can travel over them until they pop up... actually... the entire wall is a gate! XD

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.
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#7 Rygar

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Posted 01 May 2007 - 02:18 PM

can the problem be solved if basic turrets can detect stealth/subterranean units?
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#8 GodSun666

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Posted 01 May 2007 - 06:37 PM

well, the only problem now is: models.. we need some models for it XD. but hey those ideas will be putten in nice use.. if i noone makes models of cabal. well then im gonna make some myself. or mod those ideas for another faction:P
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#9 Mighty BOB!

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Posted 01 May 2007 - 06:38 PM

There would still need to be turrets next to all the wall segments though or a stealth tank could just go over the wall in a place where no turret could detect it.

Now if the walls were always up, unless your units wanted through (gatewall!) then it would solve the problem.
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#10 Rygar

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Posted 02 May 2007 - 08:06 AM

are we sure we need only models? :crazed: I mean, what about voices, and codes? Is all possible what I've asked (ifv, multiple turrets, walls etc..)?

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.

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#11 GodSun666

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Posted 02 May 2007 - 08:30 AM

well, i only said models since i can code do voices myself. and because i aint such a great guy at makeing a really good low-poly model. and i suck at makeing robots:P. but iam 65% sure that alot of people once the sdk is here we will see alot of model packs and such :crazed:.

and good to see you registered:).

Greetz ~godsun
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#12 Rygar

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Posted 01 May 2008 - 10:15 AM

I've recently bought the expansion. I'm quite satysfied because most of the stuff I've mentioned is in.

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...
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#13 FoRSAkeN_oNe

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Posted 05 May 2008 - 06:22 PM

I would love it if EA would allow use of those giant Battleships you see in some missions. The Nod Battleship looks especially armed.
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#14 Rygar

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Posted 07 May 2008 - 08:35 AM

I've read the mod section in C&C3 EA forum, if I remember correctly they are structures and need the animations to be used as units...but they are really cool and should be implemented.
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#15 Thunder_Head

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Posted 18 August 2008 - 04:29 AM

Rygar, I like your idea for the CABAL and Naval units. :p But IMO, I don't think Scrin should have the naval units because they already have powerful aircraft and wormhole transport already.

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 :unsure: ) 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) :p 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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