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TALON Mod v1.0


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#1 Desecrator

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Posted 12 January 2009 - 08:29 PM

Mod Summary
The primary aim of this mod is to get away from the current gameplay which for the most part involves spamming tanks. We are introducing gameplay that requires, scouting and using a variety of units to be successful. Tanks are not the do-all units anymore, instead you need artillery units to take out defenses, tanks to take out artillery units, air units to take out the tanks, and AA units to take out air units. It's basically bringing Rock-Paper-Scissors to the game which we believe makes it more challenging and interesting.

We're also making the factions' abilities exclusive. By that we mean only Nod use mines (so no APC mine drops) and they are also the only ones that use cloaking technology. GDI now have the exclusive use of EMP abilities, and Scrin receive more benefits from their interaction with tiberium. We think this better defines the play styles of the factions so that you aren't just playing each faction more or less the same way. We also wanted to incorporate all the popular features that the community wanted to see in a mod. Things like cloaked disruption towers, radar linked to command posts, avatar upgrades, wall building etc. Then we added a whole lot more fun stuff.

The lines between each faction seemed a little blurred and play styles didn’t vary much from one to another so we have addressed that as well. So if you’re someone who likes spamming tanks and that’s about it as far as tactics go, you’re gonna hate this mod! But if you’re looking for more strategy and depth in the game you’ve found the right mod.

Feature
* Stronger structures
* More effective defenses
* Upgradeable defenses
* Tanks no longer target air units / detect stealth.
* The mod encourages rock-paper-scissors gameplay with artillery effective against defenses, tanks effective against artillery units, air units effective against tanks, AA units effective against air units.
* We removed a lot of stealth detction in the game and re-assigned stealth detection to more suitable units (usually AA units)
* Cloaked disruption towers
* Black shroud as well as Fog of war
* Free airlifts
* Free special powers
* Special powers like orca strikes / vapor bombs will take out most buildings.
* Radar comes with command post not conyard
* GDI are the only faction to use EMP
* Nod are the only faction to use mines / stealth
* Scrin now repair in tiberium
* Seven Maps (6-8 player) included.
* Installer (installs maps and mod)

GDI
Strengths:

* They are without doubt the strongest ground force.
* A well rounded faction that aren't seriously lacking in any area.
* With free special powers they have a lot of reinforcements available.
* Repairing on the front lines.

Weaknesses:

* They are the slowest faction so they can get caught out of position.
* GDI are more predictable than the other factions because they don't have any abilities such as stealth or portals.

Features:

* APC's have had mines replaced with an EMP spike to disable vehicles.
* Mammoths have repair drones.
* GDI are the only faction that can garrison their own buildings.
* Orcas have chainguns and reload missiles in flight without the need to return to the airfield except for repairs.
* Firehawks carry both AA missiles and AG missiles. The AA missiles auto reload but the AG missiles are only reloadable at the airfield.
* Battlebases are much stronger now and receive the railgun upgrade when it's researched.
* GDI can build a HAZMAT Disposal Facility. It provides money like a tiberium spike and acts as a silo.
* GDI Harvesters can now call for an airlift (this requires you to call the Ox transport as normal, then you have to tell the harvester to get in it)
* Rigs can call for an airlift
* Airlifts are free.
* Engineers can repair vehicles and structure. This allows you to create repair APC's, or keep bunkers repaired.
* Commandos are tougher but now have to use several charges to blow up enemy structures.
* Snipers are no longer revealed when they target for juggernaut strikes.

NOD
Strengths:

* Very strong defensively with mines and stealth.
* Lots of suicide attack options can cripple an enemy ahead of a main attack.
* With more stealthed units and less stealth detection in the game, NoD are more capable of surprising an enemy.

Weaknesses:

* They have huge power requirements to maintain stealthed bases.
* They have no repair abilities once they leave their bases.

Features:

* Stealth tanks can drop mines
* Various buildings and defenses can deploy mines around their perimeters.
* Beam cannons are stealthed when not firing.
* Engineers are stealthed when not moving.
* Nod bikes and scorpion tanks can self destruct.
* Disruption towers are stealthed but require a lot more power.
* Avatars can upgrade without having to commandeer.
* Scorpion dozer blades can allow scorpions to damage / crush smaller vehicles.
* Nod can build a decoy temple of nod
* Tiberium seed provides more seed (plus there's no cost to use it).
* New unit: Liquid Tiberium Truck.
* Confessors now use sniper rifles. These have 75% of the range and damage of the GDI snipers.
* Shadow Team special power now provides more units.

Scrin
Strengths:

* They have the most powerful air units in game which can quickly travel in a straight line to an enemy base and decimate it.
* They can repair in tiberium.
* Portal technology allows them to move around the map quicker than any other faction, and the actual speed on the ground makes them the quickest faction which helps them react to situations and also evade if necessary.
* They have less power requirements than other factions
* They have better tiberium storage capabilities than other factions
* Their buildings slowly self repair

Weaknesses:

* Their ground units are weaker one to one than other factions overall.
* They are probably the weakest when it comes to detecting stealth.

Features:

* All ground units heal/repair in tiberium
* Scrin aren't good at detecting stealth. Stealth detection is removed from PAC's.
* PAC's and Devastators are matched in speed.
* New defense: Mind control crystal.
* Scrin buildings are the only ones that auto repair due to their organic nature, but these structures are weaker overall than other factions..
* Scrin uses less power due to their advanced organic structures.
* Tripods can now charge their weapons with tiberium infusion.
* Conyards (drone ships) by default have an ion storm.
* New special power: Ion storm
* New special power: Portal Tunnel - build more than one, then transport up to 3 infantry units instantly between nodes.
* Buzzers can couple with harvesters
* Seeker and devourer tanks receive shield upgrade as well.
* Seekers no longer detect stealth or target air units
* Storm columns no longer target air units
* Gunwalkers detect stealth
* Disintegrators explode when run over

Thanks
To our wives, girlfriends and pets for understanding our gaming needs.
Overmind @ http://overmind.ro/
Golan & Stygs @ thundermods.net
NutZ @ talonclan.com for the installer and testing
Mini_Tach, Jolly Rancher, Lancer and Raging Redneck @ talonclan.com for testing

A lot of people helped with this mod and we are very grateful for everything they have done. If we have forgotten anyone or forgotten to mention a specific task undertaken, please forgive us and know that every bit of help is truly appreciated.

Feedback
There will be future releases of this mod so we would appreciate any feedback you may have. Please direct this to our forum at www.TALONClan.com

Download
http://britcam.powwe...alonMod_1.0.zip

More Details, Downloads & Links
http://www.talonclan.com
http://www.moddb.com/mods/talon-mod

Created By: Desecrator and HawK

#2 Hostile

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Posted 13 January 2009 - 03:59 AM

I like alot of the logical choices you've laid out. Makes a lot of sense to me.




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