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Spy Ideas...


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#1 genobreaker

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Posted 18 January 2009 - 05:12 PM

my brain is not working right now...
i kinda made some tests at EMP weapons again and some university projects...

Spy Ideas? well i kinda adapt every side to have a spy to make balance...

Well here is mine...

Allied Spy
- Spy Disguise
- Infiltrate Buildings
- Speed 4

Soviet Saboteur
- Spy Disguise
- Infiltrate Buildings
- Speed 5

Yuri Infiltrator
- Cloak Disguise
- Infiltrate Buildings
- Speed 4

===================

General's Modifications

Stealth General
Yuri Assassin
- Cloak Disguise
- Infiltrate Buildings
- Speed 4
- Kills infantry instantly

Demolition General
Soviet Demo Saboteur
- Spy Disguise
- Infiltrate Buildings
- Speed 4
- Bomb Deathweapon

Infantry General
Soviet Black Saboteur
- Cloak Disguise
- Infiltrate Buildings
- Speed 5
- Hijack Vehicles


anymore ideas... well i kinda think more of like spies having stealth detections, or a special ability of some sort...
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#2 True Lord of Chaos

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Posted 19 January 2009 - 11:28 PM

Air Force General
Has some kind of hover device maybe?

Laser General
Has a laser gun powerful against tanks?

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#3 Misthero

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Posted 20 January 2009 - 01:06 AM

Soviet Saboteur
- Spy Disguise
- Infiltrate Buildings
- Speed 5

KGB would've been _much_ better name no?

And lol @ Yuri Assassin, the ultimate spy.
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#4 Devastator

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Posted 23 January 2009 - 11:05 AM

Soviet Saboteur
- Spy Disguise
- Infiltrate Buildings
- Speed 3
- Use dynamite backs to blow up vehicle/tanks (Cant plant on buildings and very long explosive time[way longer then crazy ivan])

"Demolition General
Soviet Demo Saboteur
- Spy Disguise
- Infiltrate Buildings
- Speed 4
- Bomb Deathweapon
"
Since when you add demo general? I thought your plans was Infantry, Tank and Nuke General for Soviet!?! :p

"Infantry General
Soviet Black Saboteur
- Cloak Disguise
- Infiltrate Buildings
- Speed 5
- Hijack Vehicles
"
No cloak! leave it to yuri only...

Air Force.
Like normal but can fly(like jumpjet infantry in TS) or swim..

Laser.
Like normal.

Super weapon.
I don't no about this one.

Nuke.
Soviet saboteur that is immune to radiation and toxin.

Tank.
Like Normal

#5 Misthero

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Posted 25 January 2009 - 12:32 PM

Air Force - Swimming Spies or Undetectable from radar.
Laser - can call in a laser airstrike to enemy tanks? (Or a small laser cannon from space)
Superweapons - Can Swim.
Nuke - yeah he's alright
Tank Spy - Uncrushable probably.
Infantry - I'm thinking undetectable by dogs... but that might make it a real overthrow. maybe carries a handgun for anti-infantry...
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#6 Colonel Cross

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Posted 13 February 2009 - 07:00 AM

Cloak Disguise


what does this means?

Cloaked and Disguise?

Or Cloaked only?

#7 True Lord of Chaos

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Posted 13 February 2009 - 07:09 AM

He's cloaked.

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#8 TapSiLogMACHINE

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Posted 12 March 2009 - 07:45 PM

How exactly do you detect cloaked units, besides them being active (being mobile not included; like attacking)? Dogs can't smell them, units can't see them, and even the commander (you!) can't see them. [like elite viruses on MO: you can't see her until she attacks, dogs are clueless, and pretty much unkillable while cloaked except if run over accidentally]


Give 'em individual names for each kind of spy if you want! ;)
Allied Spy
Airforce- spy disguised; invisible from radar; can swim
Laser- spy disguised; moves faster; immune to laser (prism tanks, prism towers, and the like); costs higher
Superwapon- spy disguised; invisible form radar; more effective infiltrations (longer power off-line, more cash stolen, and not only resets superweapon timer but also freezes it for an additional 30 seconds); costs higher

Soviet Saboteur
Infantry- spy disguised; more effective infiltrations; dogs need 2 bites to kill (first bite makes the saboteur crawl); costs higher
Tank- spy disguised; can also infiltrate vehicles (except miners) to kill operatiors then operating the vehicle himself (yes, has to be infiltrated again by any infantry); tanks get higher armor on third infiltration on a war factory (is this possible?)
Nuke- spy disguised; explodes on death and infiltration (small nuke); costs higher
Demolition (just in case)- spy disguised; can place explosives inside buildings on force attack (is this possible?)

Yuri Infiltrator
Stealth- cloaked; can kill infantry instantly but loses cloaking for a while after making the kill; can also kill vehicle operators like Infantry General Saboteur (you recover your infiltrator after the infiltration but you leave an abandoned vehicle that could be operated by any unit, meaning even if you're the one that kills, but an ally or your opponent shoves a unit in it, they will own it); costs higher ;)
Toxin- cloaked; releases toxin residue upon deployment (violently, like a rocket viper; loses cloaking while releasing toxins) and infiltration (like when a virus makes a kill, but add a little more toxin to it; releases the toxin from all the directions of the infiltrated building); costs higher :xx:
Psychic- basically a cloaked yuri clone that can infiltrate buildings (loses cloaking while it is mind-controlling a unit, but is translucent to indicate that it is an infiltrator, not a just yuri clone) :p

EDIT: units that has an attribute of "costs higher" will, well, cost higher than the regular $1000. it's your call on how expensive they should be (but should be uniform as much as possible)
:unsure:

Edited by TapSiLogMACHINE, 13 March 2009 - 07:40 AM.

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#9 Misthero

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Posted 13 March 2009 - 04:17 PM

SW = How about more health? :|
Infantry = Dogs are 'bite' to kill not 2 times the charm.... unless the dogs attack like 'brutes'
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#10 TapSiLogMACHINE

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Posted 13 March 2009 - 05:02 PM

SW = How about more health? :|

nah, all spies should have a uniform health. and if you add that, then that would be a little imba already...

Infantry = Dogs are 'bite' to kill not 2 times the charm.... unless the dogs attack like 'brutes'

I'm not sure I understand this. dogs take only 1 attack to kill any infantry. well, except for my concept of an infantry general saboteur. brutes do not kill all infantry in 1 punch, no sirrie, most especially the special infantry which has 175 health.... even the navy seal which has 125 health..

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#11 need my speed

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Posted 14 March 2009 - 09:32 AM

But that all (okay, nearly all) can't be done. Or there must be released a new version of NPatch or Rockpatch.

Allied Spy:
-Disguise

Soviet Spy:
-Small gun, one shots infantry, very slow ROF, very short range, does nothing against vehicles or buildings, and maybe use Immunity tag to make heavily armored guys like Tesla Troopers or Chrono Legionairres immune for it

Yuri Spy:
-Cloaked

Airforce:
Can swim, invisible on radar (actually that wouldn't be a bonus, for if you see a soldier that doesn't show up on the radar, you instantly know it's a Spy, so maybe don't do that)

Super Weapons:
Can swim (maybe, maybe not, if you only give Airforce's Spy the swim abbility, don't do it here), has a C4 with EMP effect to use against vehicles (dunno if with C4 logic it is possible, but just make a very short ranged weapon with an invisible bullet etc that can only be fired against vehicles and has EMP logic, maybe even mask the cursor with the C4 icon), also maybe cloaked (wouldn't do it, but it is a special / super weapon), or self heal (or do Spies automatically self heal?)

Special Weapons:
Just look at some ideas from the Super Weapons general. What else could you think of?

Lasers:
Hard...Maybe make it so Dogs can't attack him (look at the Brute), however, if you don't have other Spy detectors, don't do it. Or do it, but instead of disguise, you give him invisibilty, as I've read you had more stealth detectors then Dogs (that is, if they detect stealth).

Infantry:
Faster speed, self heal, make him a bit more resistant to Dogs (give Dogs their own WH and Spies their own armor type, it is possible with NPatch to add more so), hijacker (although that does fit more with tank), or give him a SMG (longer range, no (?) damage against vehicles and buildings, not one shot kill, but overall way better than a pistol)...You can do much with this one.

Tank:
Hijacker, or better armor / health (or both). Maybe instead of a pistol, a RPG or something (but I wouldn't do it), maybe a armor piercing pistol (deals damage against vehicles too).

Nuke:
Well, deathweapon and deploy option (both releases nuclear radiation), but you could also do that with toxins. His pistol fires nuclear bullets maybe, I don't really know.

Demolition:
Well, surprise, surprise! A Crazy Ivan liek dynamite thingy for on vehicles and infantry. And a deathweapon and a deplyo function that makes a big boom and kills the unit. Actually, make it deal much damage to units and buildings. It's a $1000 (or more?) costing Terrorist that walks slower (?) too! Nothing overpowered from that, right?

Stealth:
A weapon would fit him, like a semi-sniper (shorter range then Virus etc), and a very short lose cloak phase if you know what I mean. Faster speed too maybe, and maybe the abbility to plant bombs on vehicles and infantry (could also go to toxins). Chaos gas when deployed maybe?

Toxins:
Toxin bombs, as I mentioned, and the deathweapon and deploy weapon, like nuke, this one is hard. Maybe release chaos gas when deployed, that could also go to stealth though. It would set him apart from the nuke Spy.

Scrap: Remove the cloak, and give it a small pistol, like the Soviet one. Now, once it kills, say, 2 things, it upgrades into a Spy with a SMG like that of infantry's one. Once it kills 5 people after it has a SMG, it gets promoted into a Spy with a semi-automatic sniper (like stealth's one, but also semi-automatic, dangerous), and after 5 kills with that, it also gets armor piercing bullets making it good against any unit! An army of this things would own...But it will give you really much extra code, 13 new units! But what does size matter, it is about the quality, not the quantity. :ohmy:

Psychic:
No mind control, that would efeat the whole purpose os Spies (you still see those lines linking the controller and the one who is controlled so you always know where the Spy is if you keep track of the one who is controlled). A PSI Wave maybe (I think those PSI Wave should get a great improvement, but anyway), or a Psychic Dominator like deathweapon (is that possible?). Or just give him no Spies at all. Psychic is supposed to achieve everything with mind control so...But I wouldn't do it.

Some suggestions for use. And yes, I've checked out this forum (whole CnCGuild actually) more then once in a day. And no, I'm not really back to active. So no, you won't get new progress onto my mod (s), but they won't die. Before people start asking...And you have a great mod, genobreaker. I love it.

Edited by need my speed, 14 March 2009 - 09:44 AM.

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#12 TapSiLogMACHINE

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Posted 15 March 2009 - 02:26 PM

as I've read you had more stealth detectors then Dogs (that is, if they detect stealth).

Okay, what stealth detectors? Dogs can't detect cloaked units.

BTW, I agree with your concept on Psychic general's spy... No spy? Cool with me. Why not just give 'em the ol' Yuri Prime? MIND CONTROL EVERYTHING (well, except for miners)! No cloaking whatsoever. Just the old Yuri Prime for that general. Can only train one at a time though.

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#13 wcvechten

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Posted 17 March 2009 - 10:48 AM

well, dogs perhaps just if they get close enough to infantry that THEN they would detect em ya know

but we'd probably need stealth detecting vehicles though

#14 TapSiLogMACHINE

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Posted 17 March 2009 - 08:00 PM

well, dogs perhaps just if they get close enough to infantry that THEN they would detect em ya know


nah, a cloaked unit could stick his finger under a dog's nose and still not be seen. believe me, I've tried circling a cloaked unit around a dog. But running over infantry with a cloaked vehicle makes it lose cloaking for a little while.

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#15 Misthero

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Posted 18 March 2009 - 10:25 AM

@wcvechten

What, something like Destroyer's ability to see water units? (lol unsafe for cloaked units.)
(But at least it'll be a use on Destroyer's Sake/Typhoon Attack Sub as well.
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#16 TapSiLogMACHINE

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Posted 18 March 2009 - 08:29 PM

@Misthero
like some tanks in the Mental Omega mod, like a shadow tank for Epsilon (Yuri), infector tank for the Soviets, and defender tank for the Allies.
well, a master mind could detect cloaked units, for one.


offtopic: lol pinoy pala kayo ni genobreaker!


EDIT: okay, not so sure with the master mind thing anymore, since it didn't mind-control a disguised saboteur, well, we are talking abut cloaked units...

Edited by TapSiLogMACHINE, 20 March 2009 - 04:12 PM.

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#17 genobreaker

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Posted 19 March 2009 - 11:12 AM

*Offtopic* yes hahaha... im from las pinas... where you from?

*Ontopic* i kinda like the ideas so far but im picking out the best here...

Edited by genobreaker, 19 March 2009 - 11:13 AM.

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#18 TapSiLogMACHINE

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Posted 19 March 2009 - 12:22 PM

*Offtopic* yes hahaha... im from las pinas... where you from?

Tondo, Manila! man, never thought that a guy is making a mod for a game that is not at all famous in his country! until I read what is under your avatar... well, you know what they say, its FDLOTG (for the love of the game)!

*Ontopic* i kinda like the ideas so far but im picking out the best here...

maybe you could make dogs smell cloaked units, but nah, dogs could easily be spammed to look for cloaked tanks since they only cost $200 (right?) each and have a (sort of) wide sight range..

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#19 need my speed

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Posted 19 March 2009 - 07:08 PM

But sight range and sensor range are totally different. If sensors are like, only 2 cells, you would need a horde of Dogs to detect something. Or position them on chokepoints in your base...Makes tactical basebuilding usefull too!
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#20 TapSiLogMACHINE

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Posted 20 March 2009 - 08:09 AM

But sight range and sensor range are totally different. If sensors are like, only 2 cells, you would need a horde of Dogs to detect something. Or position them on chokepoints in your base...Makes tactical basebuilding usefull too!

nope, dogs' sensor range is greater than 2 cells.. I think about 5 (or so) cells.. but even so, like I said, dogs are cheap.. just too cheap to counter an expensive unit...

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