What would you like to see in 3.0?
#141
Posted 07 September 2010 - 09:05 AM
#142
Posted 07 September 2010 - 09:09 AM
Oh and modder666, if you have $3000, just buy an MCV.
Edited by Alien55234, 07 September 2010 - 09:13 AM.
IRC: #menthosogma (Rizon)
#143
Posted 07 September 2010 - 09:12 AM
Expanders shouldn't be pricy, they should have no build limits - just like in TW or RA3. The only thing I want to see in YR is that instadeployment removed.
@Alien: Yeah, but Nuclear Reactor rush bothers me more than MWF rush. And you can't call MWF rush a rush since it's available after TC, limited to one, requires a prebuilt factory etc.
Edited by Speeder, 07 September 2010 - 09:13 AM.
#144
Posted 07 September 2010 - 09:16 AM
Not to mention basewalking seems to be a perfectly legit strategy online, as most maps designed for online play have basewalking incorporated into their layout.
#145
Posted 07 September 2010 - 09:19 AM
On the other hand, I wonder if it's possible to allow a deployed expander to slowly gain more build space over time the longer it's expanded. If that could be the case, expanders could make an interesting asset. Perhaps it is also an idea to limit the types of buildings an expander can buy?
Edited by Alien55234, 07 September 2010 - 09:24 AM.
IRC: #menthosogma (Rizon)
#146
Posted 07 September 2010 - 09:26 AM
As I said - I don't like the way expanders are done in YR currently but if I find a workaround or Ares provides something useful for this case I'll implement them. Construction space around tech buildings other than expansion posts will not return though.
Edited by Speeder, 07 September 2010 - 09:28 AM.
#147
Posted 07 September 2010 - 09:27 AM
#148
Posted 07 September 2010 - 09:32 AM
IRC: #menthosogma (Rizon)
#149
Posted 07 September 2010 - 11:06 AM
And Woot! Base Expansion Nodes! I can see those being stratigically used, especially if placed at choke points.
EDIT: I can't mention how epic these are! So I'll just upload them. If I could. Gaah. Okay, will link.
Okay, okay. Megaupload's being a real bitch. A search on PPM's media hut for "Ares"(Are's?) "Stuff" should find it. The base colour was corrupted slightly so you'll have to do a colour replace on it but apart from that they work fine.
Edited by Black Temple Gaurdian, 07 September 2010 - 11:24 AM.
according to our determinedly dopey Prime Minister Mr Brown, Obama also has a beach in Normandy named after him. If that can't win you an election, what can?
#150
Posted 07 September 2010 - 12:53 PM
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.
i am always used to getting expanders in the early game for more income in red alert 3. well, now i get the instability in mental omega. thanks. and when will MO 3.0 be out? i am getting a weeee little bit impatient. i am still playing MO 2.0 currently, got abit bored.
#151
Posted 08 September 2010 - 04:33 PM
#152
Posted 08 September 2010 - 04:45 PM
Edit: this
Edited by Alien55234, 09 September 2010 - 05:04 PM.
IRC: #menthosogma (Rizon)
#153
Posted 09 September 2010 - 05:49 PM
#154
Posted 10 September 2010 - 04:17 PM
Second, you do remember Allied Chrono Legionnaire which can catch both expander and reactors. You do remember all jets especially Black Eagle or Barracuda which can bombard that reactor. You remember Grand Cannon for Allies which can bombard from long range. So expander wont work on Allies. About Yuri. As far I know, expanders are not immune to mind control. Also, there is magnetron in any case. Make Magnetron bunkerable, so he can enter tank bunker for additional range, so expander cannot get close Yuri's Army. Also, Yuri has stealthed tanks which can be near his base at any time, so you cannot move expander just like that at front of his base. Soviets also have Centurion which fires from long range and can destroy expander in one shot. So, I do not see that expanding abusing. For me, this is so stupid, I would waste my money to build tanks and attack teams, no stupid games with expanding.
But yeah, expanding Centurion can be difficult for enemy. Your mod is specific for abusing expanding.
My mod, which I am making now, do not have space for that abusing. First, I have no countries, only 3 with all of special country units. As I said, Allies have grand Cannons, Black Eagles and Chrono legionaires which can stop expanders. Soviets have desolators, demo drones (redesigned terror drones), siege choppers (I am using deployed siege choppers for defence), Yuri has Howitzer and Magnetron, plus they can enter tank bunker (magnetron now does high damage instead dragging units), plus mind control units, so I can use base expand vehicles like in Cannis Rules as I want. But I am not using them because they are stupid.
So I suggest you to use expanders in your mod just because people like it, not so matter if you like it, cause that mod is for people to play. I would more than pleasant if people wants me to put something in mod which I dislike. If that will make them happy, then why not make base expand vehicles even if they are easy for abusing. Speeder, at least mod is for playing and for fun, that were your words in Red Alert X mod topic, remember. So, if people like to use base expansion vehicles, and fallen strategies, let them do it. Also, your mod wont be finished totally, that is why updates exist. You can easily change anything in next update.
I was making something in my mod, but I rejected it. Well, I did Mobile War Factory, but vehicle which deploys into original War factory for Soviets, vehicle which can deploy into base defense for Yuri, and vehicle which deploys into Chrono Reactor for Allies. But due to no using them, I deleted them for constructing.
#156
Posted 10 September 2010 - 06:03 PM
IRC: #menthosogma (Rizon)
#157
Posted 10 September 2010 - 06:25 PM
What does Ares have (or will have) to improve expander thing?As I said - I don't like the way expanders are done in YR currently but if I find a workaround or Ares provides something useful for this case I'll implement them.
Ah sorry, I forgot to do that. I will try next time to split my huge text into several paragraphs.Woah, back up. Masterhaosis, try and split your text into paragraphs. It makes reading it a hell of a lot easier. ;P
Alien55234,
#159
Posted 10 September 2010 - 07:51 PM
Yeah, those instant-deploy expand vehicles are deploying immediately. There is no way to control build time of expand building, or even it's function time if you do not want to be deployed immediately.There was a buildup time tweak suggested. I'm not doing instadeploy expanders because I don't like them this way.
But wait second! You do remember siege chopper! it had slow deploy time, so maybe you can use deploying time to reduce instant deploy.
Well yeah, your mod is special case for that. Expanders can ruin someone's life if he doesn't watch out for them haha!It's great that you have them, Cannis has them etc. I'm not.
Yes, Cannis has all three beautiful Expansion vehicles. And expansion buildings, I wanted to use them for something, but nah... Its his idea already and I have my own ones for mod, maybe I should send you a PM with my ideas, you can find something useful. If I have free time, maybe I can post screen shots of my project.
But for now, no expanders in my project. Probably in yours too haha.
But Speeder, anyway, in Cannis rules, there also can be done thing with expansion vehicle. If you are France, you can get constructed grand Cannon, get as close you can with expansion vehicle to enemy's base, deploy it, and deploy grand cannon near expansion building. Grand Cannon needs two shoots to destroy civilian building for garrisoning.
#160
Posted 10 September 2010 - 09:16 PM
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users