Command & Conquer 2142 General Discussion
#122
Posted 09 November 2009 - 12:28 AM
Now that the mod is alive again i have a suggestion.
It is about defences,that are scattered around the map.
make is so that defence foundations are scattered around the map and when a faction capture,it automaticly upgrades to a defence,which is unique for each faction.
For example:
anti infantry defence foundation,when captured by pac,it will have a grenade launcher,which have a aoe,good damage,but long reload time and no walls
while when captured by eu,it will be a machine gun+walls,with better armor and can't be destroyed by guns cos of walls ,however low damage and no aoe.
and so on for other types of defences,when the defence foundation is captured,it will be upgraded with that faction tech type.
Will post more ideas after i reread the factions overview,cos the last time i saw it was like 2 years ago.
Hmm i was thinking about that too, right now we know for sure you can build defences on the map as you like (the way CNC3 is done)
your idea sounds pretty cool, but how to balance it? >.>
#123
Posted 09 November 2009 - 06:04 AM
but wasn't the idea from the beginn to have defences scattered around the map?
#124
Posted 09 November 2009 - 10:23 AM
Yeah balance is every moder(or devolper in that matter) nightmare.
but wasn't the idea from the beginn to have defences scattered around the map?
Yeh, but the team was more leaned towards the idea of self-built defences (like how CNC3 defenses are usually built)
Personally, I think both styles have their own unique use in the game - but balancing is really quite a headache
#125
Posted 09 November 2009 - 10:32 AM
for example:
normal mode:you can build it(like cnc3)
conquest mode:defences(or defence foundations)are scattered around the map.
the scattered defences can be balanced too.
For example:they are not in too important position(but this area must still have some importance),and they are effective vs. One type only.
tbh,i think scattered defences will be more balanced then the ones that will be build.
Edited by Thats me!, 09 November 2009 - 10:39 AM.
#126
Posted 09 November 2009 - 03:58 PM
What about make it dependened on the game mode.
for example:
normal mode:you can build it(like cnc3)
conquest mode:defences(or defence foundations)are scattered around the map.
the scattered defences can be balanced too.
For example:they are not in too important position(but this area must still have some importance),and they are effective vs. One type only.
tbh,i think scattered defences will be more balanced then the ones that will be build.
yeh! i think that was the original idea too.. sorry, reallly been WAYYY too long for even me ^^''
thanks for reminding me of all the stuff hahaha
i've been talking to some of the new friends i've made here at uni, they think to get the mod going, perhaps focus on conquest mode first, at least make sure everything works - then get the Titan mode with silos going i think that sounds pretty good, what do you guys think?
#128
Posted 09 November 2009 - 07:23 PM
i agree.Yeah, don't try to take on everything at once if you think it'll be too much work, build it up bit by bit instead.
#129
Posted 10 November 2009 - 12:31 AM
So right now I guess I should start picking out a map or two for making X)
#130
Posted 11 November 2009 - 12:25 PM
also big(heavy,lots of hp) units when attacked,sometimes they get critical hitted,and will get 50% more damage?,will make things more intersting i think
hmmmph,i ran out of ideas lately.
#131
Posted 12 November 2009 - 10:04 PM
what about making super fast units(like bike and pitbull in cnc3 for example) able to dodge attacks with some precent when moving?
also big(heavy,lots of hp) units when attacked,sometimes they get critical hitted,and will get 50% more damage?,will make things more intersting i think
hmmmph,i ran out of ideas lately.
Yeh, I've been thinking about the dodging missiles aspect of things, especially with fast attack vehicles and gunships!
right now, we're all just getting back into gears (working on EU vehicles this month, more or less). So the programming really doesnt get anywhere until I receive the models from the rest of the team ^^''
having said that, i've been quite busy with school these past years, so I really have to dig into the ModSDK programming again, somewhat like a beginner.. >.>
#132
Posted 15 November 2009 - 07:57 AM
#133
Posted 15 November 2009 - 01:32 PM
we will not use any of those provided in CNC3, instead replaced by all the Commander abilities in BF2142. Having said that, the two factions will have two unique support powers of their own too, and comes down to how the player uses it
#134
Posted 15 November 2009 - 02:58 PM
you didn't understand my question dereck,i said how will we use the powers,just by clicking in the icon and then select target(cnc3 like),or will infantry call them like abilities(like in bf where you request something from the comander).They're all listed on the mod website ^^
we will not use any of those provided in CNC3, instead replaced by all the Commander abilities in BF2142. Having said that, the two factions will have two unique support powers of their own too, and comes down to how the player uses it
however after visiting the web site it seems it will be the first one(i.e cnc3 like,click icon,select target).
also good luck in getting back with sdk
Edited by Thats me!, 15 November 2009 - 02:59 PM.
#135
Posted 16 November 2009 - 11:32 AM
you didn't understand my question dereck,i said how will we use the powers,just by clicking in the icon and then select target(cnc3 like),or will infantry call them like abilities(like in bf where you request something from the comander).
however after visiting the web site it seems it will be the first one(i.e cnc3 like,click icon,select target).
also good luck in getting back with sdk
oh! my bad hahah, yes i meant like the cnc3 style and thank you haha, i'll need the good luck XD
#137
Posted 17 November 2009 - 08:54 PM
also derek,only 2 unique powers per faction,or is their more planned?
#139
Posted 21 November 2009 - 03:32 AM
1 more guy is back
also derek,only 2 unique powers per faction,or is their more planned?
Hahaha yeh ^^ and hmm we will probably have more, but as of right now - even I ran out of ideas
#140
Posted 25 November 2009 - 07:42 PM
what about making some faction have infantry drop and the other tank drop(like in generals)
i think infantry shall be for pac while tank for eu.
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