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What would you like to see in 3.0?


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#1 Speeder

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Posted 12 August 2010 - 02:52 PM

What comes in 3.0 is what's going to be set in stone, of course as features are concerned - not balance and bugs. I'd like to hear what you - fans - would like to see in 3.0 and who knows.. maybe it will appear in the next release.

Keep it reasonable though. It should be possible-to-do. Also, remember that 3.0 is going to be using Ares, which significantly increases possibilities. Things which weren't possible in 2.0 could be possible in 3.0. :p

So, what would you like to see in 3.0?

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#2 Black Temple Gaurdian

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Posted 12 August 2010 - 03:28 PM

Which version(s) have you got access to? Public Release or Beta?

Suggestions:

Custom Veterancy Insignia for Yuri's forces. Somehow I just don't see Yuri using the standard army insigna. Maybe a sliver version of the logo for Veteran and a Gold version for Elite.

Stolen Tech from Barracks (as well as Build Veterancy(, not as thought out as the previous but still, food for thought.

Prism Forawrding?

Swimming Snipers?

Sonar Pulse SW, this'd be very helpful in detecting submarines, would be good for finding those last stealth units to but it doesn't work on land (apparently) :/

Infantry damage changes as to wether the unit is deployed or not (I'd say reduced damage for the likes of the GI and GGI, but increased damage for the likes of the Desolator).

Power Toggle.

Expansion units: Weak, lightly armoured, deploys into a 1x1 building which can be built off of.

Superunit gamemod: This one's not thought through. But basically, instead of MCVs, each side starts with a Super Unit (e.g. Centurion). In shortgames, the game'd end when the superunit's destroyed and in long games, every unit'd have to be destroyed. The superunits could deploy into buildings (Just have the image of them standing still) and be an infantry barracks, maybe with slave logic so it can gain money. So you then you can have techbuildings scattered around up for capture as well.

Upgrades: They can function as prerequisites now (as well as Prerequisite.Negatives I think).

AA Combat (if it's not already planned).

I think (read; know) this'd require a new voxel and/or HVA, but that shouldn't be to hard: Amphibious units (A la Tiberium Sun)

And that's all for now.


Edited by Black Temple Gaurdian, 12 August 2010 - 04:00 PM.

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#3 Speeder

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Posted 12 August 2010 - 03:46 PM

What kind of question is that.. I have access to all versions.

Maybe you meant something else?

Edited by Speeder, 12 August 2010 - 03:47 PM.

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#4 Black Temple Gaurdian

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Posted 12 August 2010 - 04:01 PM

I was kinda refering to Ares. Also, first post updated.

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#5 zocker4ever

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Posted 12 August 2010 - 06:10 PM

I'd like to see more specific countries, because they don't really differ that much from each other. Sure each country has it's own special unit, some veteran units and an additional bonus.

But what I'm talking about is making each country a bit unique, by adding new units and alter already existing units to make a special feel and own strategies for every country.

For example Iraq with their nuclear technology. A small nuke ower plant replaces the Tesla Reactor, gives more energy but blows up in a little explosion and at higher costs. Also the Kirov and the Scud-Launcher cause little fields of radiation with their attack and the Kirov has a bigger impact with its death. The Nuclear Reactor is a bit cheaper and they have a "Radiation Coil" instead of the Tesla Coil which can be charged with Desolators

A different example would be the PsiCorps. They extended their psychic weapons and abilites so have the Psi-Tower back again in their arsenal. Also the Master Mind can cause a devestating storm of psychic energy to kill infantry and damage tanks as well, but this also damages the Master Mind as well.
They have a new unit called the Epsilon Instructor, which is quiet similar to the Epsilon Adept but use his mind to damage enemy units with a pyrotechnic mind attack like the Initiate.
But unlike the other Epsilon forces they don't use a Genetic Mutator. To demonstrate the power of the PsiCorps they have an altered version of the old Psychic Beacon as a secondary Superweapon. They can control the minds of a few enemy units for some seconds.

I only listed up some possibilities, but there could be made much more in order to make each country unique and give them an own kind of play.

These examples might not the best balanced examples, but I hope that you understand what I mean.

#6 Speeder

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Posted 12 August 2010 - 07:56 PM

I was kinda refering to Ares. Also, first post updated.


Ah, Ares. I see. I have access to beta, so I'll wait for version 0.2 release before releasing 3.0 as 0.2 will provide important improvements of the engine (like third campaign button).

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#7 Darkstorm

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Posted 12 August 2010 - 10:01 PM

Sonar Pulse is in there.

I'd like to see new insignias for the Soviets and Yuri.

Restore Prism Tower chain linking after 0.2 is released.

Headlights :p

YURI'S LASER FENCES! :p I guess not.

More stolen tech based on structure spied, thanks to stolen tech indexes. (eg. Spy barracks for chrono commando, spy war factory for chrono tank, spy battle lab for chrono tower)

Some kind of new IFV, I've been itching to see someone use the new gunner tag.

The actual required changes implemented. (Last time I remember, you haven't fixed bombcurs.shp for crazy ivan)

Some sort of capture pack thing. (reschemed vehicles when you capture an opponent's war factory, eg. a allied scheme rhino tank when an allied player captures a soviet player's war factory)

MORE MISSIONS!

A mod rename to "Yuri's awesome plan to take over the entire worldwhere Yuri builds some new highly super advanced scientific device in Antarctica which you don't find out about until the end of each campaign of doom."

An amphibious APC or two.

EDIT: That desolator charging a radiation coil isn't happening unless you want to throw away their deploy ability. Though until Ares lets us charge up anything we like, that can't happen anyways. Also that Psicorps psychic beacon can't happen since temporary mind control is getting voted off Ares, and psychic dominator clones aren't available anyways. Seems like people are acting like YR modders can do anything, no offense, but this isn't C&C3 or RA3.

Edited by Darkstorm, 12 August 2010 - 10:07 PM.


#8 Speeder

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Posted 12 August 2010 - 10:18 PM

The actual required changes implemented. (Last time I remember, you haven't fixed bombcurs.shp for crazy ivan)


Nah, I did this already.


What building should provide Sonar Pulse? It's already in, I just don't know who should get it or whether it should be a tech building. I set it for every shipyard for testing purposes.

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#9 Darkstorm

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Posted 12 August 2010 - 11:44 PM

I say make it an upgrade you get when you spy on an enemy radar. If not that, then a sonar station tech building.

#10 bobsam

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Posted 13 August 2010 - 05:20 AM

I would like to make sure you have support for Microsoft Windows 7, and if you have nobody to test the compatibility with I'm your man! xD

#11 Hecthor Doomhammer

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Posted 13 August 2010 - 01:09 PM

What I'de like to see is a superunit for both the Allies (something like a mobile miniaturised Weather control device) and Yuri (can't think of anything atm)

Dogfights for Korean Black Eagles (not Harriesr)

A special Infantry AND Tank for each country, (Greece would have a walking Cryo Commando and a blizzard tank, Iraq could have a Desolator and a tankversion etc) (if you must, leave out some units from the normal techtree in order to fill this up)

Stolen Tech Infantry (by infiltrating the Barracks a SECOND time (since I know you will let the player see what is being constructed after infiltrating it the 1st time)

Stolen Tech Tank, the same way.

Stolen Tech MCV, after infiltrating the Batle Lab (make it $5000 to build, requires your own side's Repair facility to be built from Warf Fctory)

Some new maps, with all 3 Construction Yards scattered throughout the map (I know you're gonna iomplement a multi engineer with Ares)

A War Factory LVL based defence (to stop early tank rushes) (such as a stationairy cannon for the allies adna twin barreled cannon for Soviets, but leave Yuri out of this, since he already has the Tank Bunker)



And something I don't quite understand. in 3.0 13, which I play, Brittain has the HOLD POSITION power, but in my mind, that should be that tanks and infantry only move when you give the order (now I have to surround my Aeroblazes with walls and such to keep them in 1 place, it annoys me)

And for some reason, my garrisonned GGi's do NOT shoot at planes or Kirovs. perhaps you can enable that too, also foor the Harpoon (yuri) and Flak Trooper

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#12 Speeder

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Posted 13 August 2010 - 01:59 PM

AA garrisons won't work correctly, because when you mix basic infantry and those with AA capabilities, you'll get bad results.

Also.. those 'specialities' only boost specific stats of units/buildings. "Hold positions" does not mean that units will actually hold them, but that they will have better armor stat.

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#13 Hecthor Doomhammer

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Posted 13 August 2010 - 02:39 PM

AH, those things make sence now
and my other ideas?

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#14 Speeder

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Posted 13 August 2010 - 02:51 PM

I'm commenting requests that are not possible, nonsensical or just wrong at this point. :p

Edited by Speeder, 13 August 2010 - 02:51 PM.

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#15 Allied General

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Posted 13 August 2010 - 06:39 PM

AA garrisons won't work correctly, because when you mix basic infantry and those with AA capabilities, you'll get bad results.


Its possible like in Robot Storm, etc but all infantry must gain AA=yes weapons inside garrisons
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#16 Laro24

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Posted 13 August 2010 - 07:01 PM

Hm, for now, please make enemy air units attack other stuff then power plants, tanks/miners. And less air attacks, I mostly spawn air defense and use my army to defend myself against the very early attacks.

#17 Speeder

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Posted 13 August 2010 - 07:12 PM

@Laro: They will attack different targets but I can't promise you that there will be less attacks.

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#18 generalcamo

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Posted 13 August 2010 - 07:54 PM

Naval defences?

#19 Black Temple Gaurdian

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Posted 13 August 2010 - 08:03 PM

Sensors on Shipyards (AFAIK it's confirmed/assigned but hasn't got a release date).
Naval Defences.
A "Sensor Array" (built on land) that can detect and/or decloak stealthed units.

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#20 generalcamo

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Posted 13 August 2010 - 08:16 PM

Doing this becuase speeder is posting...

How about Special generals that use old technology. For example:
Soviet egypt uses old technology from the previous war. Such as heavy anvil tanks that make earthquakes that take out 33% of any building's and vehicle's health. on the bad side, it requires a while to charge up, leaving it vulnerable to attacks. And it cuases friendly fire to tanks, but for some reason, infantry are not affected. And hind attack helicopters that give a suprising amount of lead and AT rockets, but requires refilling after firing. Shock troopers are weaker and more vulnerable to bullets, but they are uncrushable in return. Rifle infantry are very good with there AK-47s. MiGs and Yaks are old, but are buildible unlike other generals who only have a basic airforce. Volkov, here is the big one. He has three weapons. An anti infantry gun that is short range, but deadly. A napalm grenade luancher (When deployed) that shoots them with napalm from long range, but has a long reload time. and an anti tank grenade that is effective against tanks. And a classic, C4. Other smaller changes: Rhinos have two barrels, but are weaker. The tesla tank has a secondary fire that zaps an electrical current within a certain radius of the tank, but has a blind spot behind the thing. Flak troopers are replaced by Grenaiders and Flame troopers, that explode on death. RPG troopers shoot rockets, but not at aircraft. Flame towers are effective against everything, except air units. SAM sites have two modes, one that deploys to fire, and is stealth until firing, and another one that fires on sight. They are more accurate and have a longer range than the flak cannon, but a larger recharge time to boot.
I'll post the allies when you agree with me...




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