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What would you like to see in 3.0?


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#121 JaVS_v2.5

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Posted 31 August 2010 - 05:44 PM

50000 credits may be helpful to deal with AI

#122 MasterHaosis

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Posted 01 September 2010 - 12:32 AM

Just a little note on Serbia, I know for sure that that Tesla Bomber idea was used for a Serbia (or maybe Ukraine) country in another mod.


I believe that was Sudden Strike. :good:


Oh yeah, in Sudden Strike, that Serbian guy made this mod.
But I though real tesla Bomber which fires bomb with tesla effect, like Kirov Airship or Tesla Ivan, or even larger like tesla Adept. I did not say to shot electric weapon like tesla Coil or Tank or Shock trooper like in his mod:
,,Nikola Tesla proved to be worthy again. He designed a Tesla Bomber for his home country of Serbia. This fast bomber shots electric bolts from the air that explode into cool tesla explosions and will scatter some splash damage. This plane costs $2000 to be built and requires Radar and Battlelab to be built."
I did not mean that. I meant bomb with that blue electric effect. of course it should have larger radius of explosion than Barracuda or any bomber. Actually I do not think that any bomber in MO can do splash damage. Only Yuri's plane fire few bombs but on single target. Or fix me if I am wrong, I did not play MO for two years.

#123 jerkyhunter

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Posted 01 September 2010 - 12:42 AM

There should be some maps where in the middle or on the sides, there is a neutral base with buildings from all factions and base defenses that attack anything near them and maybe the production structures make neutral units that go after everyone else based on the difficulty of the AI's.This would be awesome like in firestorm. :good:
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#124 Zenothist

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Posted 01 September 2010 - 08:38 AM

Neutral buildings that attack players are possible and can be fun in their own right. But having too many neutral stuff lags the game like hell. Neutral buildings in RA2 never produce units. They would need to be scripted first.

Edited by Alien55234, 01 September 2010 - 08:39 AM.


#125 Hecthor Doomhammer

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Posted 01 September 2010 - 11:26 AM

Just a little note on Serbia, I know for sure that that Tesla Bomber idea was used for a Serbia (or maybe Ukraine) country in another mod.


I believe that was Sudden Strike. :good:


Oh yeah, in Sudden Strike, that Serbian guy made this mod.
But I though real tesla Bomber which fires bomb with tesla effect, like Kirov Airship or Tesla Ivan, or even larger like tesla Adept. I did not say to shot electric weapon like tesla Coil or Tank or Shock trooper like in his mod:
,,Nikola Tesla proved to be worthy again. He designed a Tesla Bomber for his home country of Serbia. This fast bomber shots electric bolts from the air that explode into cool tesla explosions and will scatter some splash damage. This plane costs $2000 to be built and requires Radar and Battlelab to be built."
I did not mean that. I meant bomb with that blue electric effect. of course it should have larger radius of explosion than Barracuda or any bomber. Actually I do not think that any bomber in MO can do splash damage. Only Yuri's plane fire few bombs but on single target. Or fix me if I am wrong, I did not play MO for two years.


I guess you never played Cannis' Rules then. As the Russians...

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#126 MasterHaosis

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Posted 01 September 2010 - 12:52 PM

I guess you never played Cannis' Rules then. As the Russians...


Actually I did, but it was long time ago, and i forgot many things. Cannis's site got closed 2 or 3 years ago,as well Mooman's corner. I remember Cannis Rules, 2 of Mooman's mod which he had on site, as well additional Tech Expansions, then Beowulf Rules, then Mental Omega (which were best), then Sudden Strike, Reloaded, Apocalypse etc... Plus some other mods, and all of them are old, so I cannot remember exactly which unit is in which mod.
So, Russians in Cannis rules has tesla bomber or whatever?

#127 Hecthor Doomhammer

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Posted 01 September 2010 - 12:56 PM

No, Cannis had the Stalin's Fist, something I would like to see in MO

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#128 MasterHaosis

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Posted 01 September 2010 - 09:56 PM

No, Cannis had the Stalin's Fist, something I would like to see in MO

O yeah, that awesome heavy tank. It would be really nice Russians in new MO to have a heavy tank as a special country side unit.

#129 jerkyhunter

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Posted 04 September 2010 - 01:59 PM

If the soviets still have the repair drone, make it able to cross water, because if it floats, why does it only cross land?
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#130 Speeder

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Posted 04 September 2010 - 06:49 PM

This will happen in 3.0 jerkyhunter.

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#131 jerkyhunter

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Posted 05 September 2010 - 02:03 PM

sweet. :thumbsupsmiley:
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#132 oao

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Posted 06 September 2010 - 04:01 AM

Hey, can base expansion possible for all countries? base expansion is important in the game, but since buildings can no longer be built beside tech structures in mental omega and building a new MCV is costly, plus sometimes its impossible to re-deploy the MCV in missions,so is there units like for example, soviet, sputnik, to expand base for resources and defence? :thumbsupsmiley:

#133 Black Temple Gaurdian

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Posted 06 September 2010 - 10:49 AM

*sigh* Very. First. Page.

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. I actually have files for this you could use if you want.

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.


So yeah. What you suggested was on the very first page. Also reposted for feedback from Speed (please?), bolded the better suggestions IMO.

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#134 Speeder

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Posted 06 September 2010 - 11:49 AM

Hey, can base expansion possible for all countries? base expansion is important in the game, but since buildings can no longer be built beside tech structures in mental omega and building a new MCV is costly, plus sometimes its impossible to re-deploy the MCV in missions,so is there units like for example, soviet, sputnik, to expand base for resources and defence? ;)


Expanders are imbalanced in YR and they would be even more in MO. Also, since buidup time control feature was suspended in Ares I will not implement them.

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#135 oao

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Posted 06 September 2010 - 05:18 PM

Hey, can base expansion possible for all countries? base expansion is important in the game, but since buildings can no longer be built beside tech structures in mental omega and building a new MCV is costly, plus sometimes its impossible to re-deploy the MCV in missions,so is there units like for example, soviet, sputnik, to expand base for resources and defence? ;)


Expanders are imbalanced in YR and they would be even more in MO. Also, since buidup time control feature was suspended in Ares I will not implement them.


thanks for the info. what is the buildup time control feature u are referring to? sorry, im modding unsavvy.

Edited by oao, 06 September 2010 - 05:21 PM.


#136 Zenothist

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Posted 06 September 2010 - 05:48 PM

That you can control how fast it takes for something to build for a specific faction.. I think.

Hur, no, he means that when a building is ready to deploy, it doesn't deploy (build up) instantly but takes a while before it can be used.

Edited by Alien55234, 07 September 2010 - 09:29 AM.


#137 Colonel Cross

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Posted 06 September 2010 - 07:58 PM

Convert a Kirov to load up infantry and fire like a Battle Fortress, while only landing when loading and staying on air while idle or moving

and make a Battle Fortress amphibious

#138 JaVS_v2.5

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Posted 07 September 2010 - 05:45 AM

Convert a Kirov to load up infantry and fire like a Battle Fortress, while only landing when loading and staying on air while idle or moving

and make a Battle Fortress amphibious

Haha. That sounds awesome. But i just dont like battle fortress to become amphibious.
3.0 - snipers can only kill enemy at long range when they are deployed. If they are undeploy, they can only perform close combat. make them fire desert eagle or something like dat (damage may equivalent to SEAL).
- Soviets should have their own sniper unit because their infantries are short ranged.
- modify the green mutation cloud and so does the ice cloud. (make them transparency)

#139 SMxReaver

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Posted 07 September 2010 - 07:28 AM

Question Speeder, how are Expander objects imbalanced in YR, and how would they be worse in MO? That doesn't make a whole lot of sense to me, considering Ares would easily allow you to set a working build limit on the Expander vehicle/structures.

#140 Speeder

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Posted 07 September 2010 - 08:40 AM

Version 1.

1. Build an expander.
2. Build a nuclear reactor, hold it at 99%.
3. Move expander near enemy base.
4 Deploy and receive build space instantly
5. Deploy nuclear reactor.
6. No ??? needed. Profit.

Version 2.

1. Build an expander.
2. Build a war factory, hold it at 99%.
3. Build a Centurion, hold it at 99%.
4. Move expander near enemy base.
5. Deploy and receive build space instantly.
6. Deploy war factory.
7. Deploy the Centurion.
8. No ??? needed. Profit.

Version 3.

1. Build an expander.
2. Build a war factory, hold it at 99%.
3. Build a demo truck, hold it at 99%.
4. Move expander near enemy base.
5. Deploy and receive build space instantly.
6. Deploy war factory.
7. Deploy the demo truck.
8. No ??? needed. Profit.

Version 4.

1. Build an expander.
2. Deploy it near enemy base.
3. BASEWALKBASEWALKBASEWALK.

I don't like the sound of any of those strategies. Even if one says that player should watch out for expanders coming nearby. Compared to MCV, user will not care that much about expanders if he loses them during an attempt to basewalk or execute any of those strategies.

Edited by Speeder, 07 September 2010 - 08:43 AM.

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