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Pre-release Subfaction Design Ideas Thread


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#501 lovalmidas

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Posted 23 August 2012 - 03:29 PM

How about this for Epsilon's stolen tech options

==Bedlam==

An infantry unit armed with Berserker Rifle to bore deep into the skulls of unwilling subjects causing them to go insane. Also can deploy to allow friendlies to breath in a less chaotic form of berserker gas to move and attack faster.

==Grey==

Alien beings abducted and experimented on by Epsilon from their planet, the Moon. These creatures have the ability to kill anything surrounding it with but a thought, be it friend or foe. Only robots, psychics or those naturally immune to to it's effects can stand against these units.


I really like Bedlam, it is possible with the current engine. But Grey is kinda wtf


I kinda like Bedlam, and I think Graion's AE can be used for the deploy ability, even if it is just using the chaos cloud animation used when the Chaos Drone deploys.

As for Grey, well, definitely not MO's style, but if Graion wants to include it for his own mod... :p


Out of curiosity, does Epsilon actually have a unit that can buff their own units or nerf enemy units other than Malver? I think it would be cool if the Mobile Psychic Illusion came back but it serves a different purpose.

Mobile Pyschic Illusion
Purpose: Decoy, Support and Confusion

This unit can generate imaginary decoy units which deal no damage but mimic the real unit. When the Illusion device is ordered to attack a friendly unit, it creates two copies of that unit. The decoy will disappear after 1 minute or when the Illusion device itself is destroyed.

I think that perhaps the device has one of those ammo counters that the Kirov has to show how many more unit it can create Illusions of before having to recharge. Also ammo counters would make good timers on the decoys too.


I don't know if replicating units so that the replicated one has a different property from the original is possible without using a great deal of code, not to mention having certain pitfalls if you use the illusion on a unit surrounded by other units/structures/trees.

EDIT: But I think having illusions in campaigns would be awesome (oh no, I am having sadistic tendencies again).

Edited by lovalmidas, 23 August 2012 - 03:56 PM.

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#502 Jargalhurts

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Posted 23 August 2012 - 04:47 PM

Out of curiosity, does Epsilon actually have a unit that can buff their own units or nerf enemy units other than Malver?


Sorry to burst your bubbles. But there isn't any AFAIK.
But Epsilon does have units that can immobilize enemies.

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#503 Black/Brunez

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Posted 23 August 2012 - 07:23 PM

Out of curiosity, does Epsilon actually have a unit that can buff their own units or nerf enemy units other than Malver?


Sorry to burst your bubbles. But there isn't any AFAIK.
But Epsilon does have units that can immobilize enemies.


Sorry Jargal, but you´re wrong. Actually, for Epy there is a considerable list of buffers and nerfers. You´re a tester and the only thing which came in your mind was the Stalker? :p

Of course, I will not say which are the units to not make Speeder mad :p

Edited by Black/Brunez, 23 August 2012 - 07:27 PM.


#504 Trees

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Posted 24 August 2012 - 01:52 AM

I was kinda worried about the replicating units thing. Maybe it could just be a vehicle with Mirage logic and shit tons of armour and no weapons. Mess with people's head xD. I think the decoy things would be pretty cool and useful in a PVP situation. Not too sure about AI.

Do the Soviets have any buffers/nerfers? Because if they don't maybe a simple unit like a Propaganda Truck that buffs attack speed and nerfs enemy damage would be good considering how much they benefit from mass tanks.

I might make a bit of nooby suggestions here and there cuz I haven't really kept up to date with the changes going atm :p

#505 Jargalhurts

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Posted 24 August 2012 - 07:54 AM

Out of curiosity, does Epsilon actually have a unit that can buff their own units or nerf enemy units other than Malver?


Sorry to burst your bubbles. But there isn't any AFAIK.
But Epsilon does have units that can immobilize enemies.


Sorry Jargal, but you´re wrong. Actually, for Epy there is a considerable list of buffers and nerfers. You´re a tester and the only thing which came in your mind was the Stalker? :p

Of course, I will not say which are the units to not make Speeder mad :p


I haven't played the beta for a week now. Surely, i wouldn't remember them all. Actually I don't remember anything.

I was kinda worried about the replicating units thing. Maybe it could just be a vehicle with Mirage logic and shit tons of armour and no weapons. Mess with people's head xD. I think the decoy things would be pretty cool and useful in a PVP situation. Not too sure about AI.

Do the Soviets have any buffers/nerfers? Because if they don't maybe a simple unit like a Propaganda Truck that buffs attack speed and nerfs enemy damage would be good considering how much they benefit from mass tanks.

I might make a bit of nooby suggestions here and there cuz I haven't really kept up to date with the changes going atm :p


I can't remember much but I think Soviets do have a buffer/nerfer in some form. Actually it's mentioned on the site, :p

Edited by Jargalhurts, 24 August 2012 - 07:58 AM.

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#506 Graion Dilach

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Posted 24 August 2012 - 09:10 AM

Soviets? It was even featured in a Hero Spotlight, people! HS3, to be exact.
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#507 Armageddon123

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Posted 27 August 2012 - 01:10 PM

Alright guys. Many people asked themselves why don't American soldiers have Maverick M4A1 Carbines (M16), one of the best assault rifles. Seriously, they should! And you're probably thinking that they wouldn't need the deploying of DSR-80 anymore. Well, let me tell you something. Since you already made every subfaction have its own basic tank, why wouldn't they each have their own basic infantry? Americans can have soldiers with M16s, Europeans can have GIs with Steyr Schmidt Machine pistols + DSR-80 and PFs can have soldiers with Leone Benelli 12 Gauge Super. Or you could switch owners for these. But there's only one thing that I truly dislike about your work - the fact that you gave Conscripts PPSh 41s !!!!!!!!!!!! It's an air gun! FFS ! Why can't you just give them AK-47, the best assault rifle???!!!?! That's a very heavy insult for the Soviet people and communist cause (ME)! I know that multiple basic infantry can make problems with "Starting infantry" but you can at least give it a shot to see if it could work! Thank you for considering anyway! No offense to anyone, you know! And I think I should tell you that whatever you do with the mod, I'll like it! Keep up the good work!

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#508 Speeder

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Posted 27 August 2012 - 01:42 PM

We're not making unique infantry for each subfaction because it requires too much pointless work.

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#509 Armageddon123

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Posted 27 August 2012 - 05:59 PM

Oh. Too bad. I wouldn't say pointless. But I understand you. Keep up the good work!
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#510 Speeder

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Posted 27 August 2012 - 06:07 PM

By pointless I mean too much work for too little results.

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#511 Atomic_Noodles

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Posted 28 August 2012 - 09:54 AM

Unique Basic Infantry messes up with Building Survivors too.

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#512 fff

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Posted 31 August 2012 - 03:06 PM

Well ok me myself have accepted the fact, no unique basic t1 infantry. But after seeing the soviet infantry and how they have more unique infantry types for each factions (china & confed most) Allied infantry kinda seem pretty standard about their stuff:P. What about a new advanced flight suit infantry unit for pacific front that replaces the rocketeer? it's a t2 or t3 infantry that is basicly the rocketeer with better stats,(faster, increased cost etc) maybe with a special ability, that could keep up with Norio, considering the pacific front's advancement in flight suit technology? maybe take inspiration from the rocket angel from the japanese empire in RA3? Just like the eradicator for China that is a different desolator...what do you think? :p

Edited by fff, 31 August 2012 - 03:10 PM.


#513 Speeder

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Posted 31 August 2012 - 03:11 PM

Unique infantry for Soviets was made to compensate for weaknesses of the rest of their army. For example, China has a Gyro infantry on T3 because they don't have a flying anti-infantry unit like Russia (Wolfhound) or Confederation (Siege Chopper). Eradicator was given to them, because Yunru has no anti-infantry capabilities and it's just a Desolator boost using a fancy gimmick anyway. Mortar Quad and Hijacker were added for Confederation because they put some emphasis on infantry and urban warfare.

Of course additional infantry units for the Allies are not out of the question, but for now all roles are fullified.

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#514 fff

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Posted 31 August 2012 - 03:16 PM

Oh ok, maybe in the next version/expansion then:P that's ok i am already pretty excited with the amount of stuff you guys already have, i can't wait to try out the mod, once it comes out :)

#515 Traumaticid

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Posted 01 September 2012 - 12:16 AM

just sayin, since there r no bug reports from MO 2.0 allowed anymore, it means the MO 3.0 release date is near? (since the bugs probably all fixed in MO 3.0)

and since the links for allied structures, units, infantry and soviet structures and infantry already available, then I cannot post anymore ideas for them? only epsilon structures, units, infantry and soviet units?

#516 Speeder

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Posted 01 September 2012 - 07:34 AM

No, it does not mean 3.0 release date is near. New ideas are always welcome.

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#517 Traumaticid

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Posted 01 September 2012 - 07:52 AM

No, it does nto mean 3.0 release date is near. New ideas are always welcome.


i see. So I still can submit soviet structure ideas? :)

But I think I read somewhere that there are already some points which not need ideas anymore. Like, stealth units? Tier 3 defense structures? Air units? Heroes? Naval units?
Well I didnt remember and for a slow connection user like me, my browser just can't reload all 26 pages n find them all in a day. So if Speeder-san can, could you make a list of what ideas that no longer needed? (So ppl will save their time by not making already-no-longer-needed ideas.. <<good intention, i'm not insulting anyone or such) ><

Edited by Traumaticid, 01 September 2012 - 07:55 AM.


#518 mevitar

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Posted 01 September 2012 - 09:23 AM

I think it would be hard to give out what ideas are "needed" and what are not, without giving out any major spoilers. :p
Also, tech trees are mostly done, so there are low chances that anything new will get included at all, but i think people can still post suggestions (at worst, we simply won't add the stuff :p ).
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#519 lovalmidas

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Posted 01 September 2012 - 12:51 PM

No, it does nto mean 3.0 release date is near. New ideas are always welcome.


i see. So I still can submit soviet structure ideas?

But I think I read somewhere that there are already some points which not need ideas anymore. Like, stealth units? Tier 3 defense structures? Air units? Heroes? Naval units?
Well I didnt remember and for a slow connection user like me, my browser just can't reload all 26 pages n find them all in a day. So if Speeder-san can, could you make a list of what ideas that no longer needed? (So ppl will save their time by not making already-no-longer-needed ideas.. <<good intention, i'm not insulting anyone or such) ><


Of course you can. Although the current list on the site is of good standing, if the ideas are really good they still have a chance of making it in. (:

IMO, based on the previous posts, these are the current ideas that are no longer needed:
  • Flying Fortresses. There are already such things in the game, as you can see with the Thor and the Kirov (the Epsilon has it too). Also, at the moment only the Allies have docked aircraft, and they already have
  • Clones of current units. It prolongs the development time as you need a seperate art, cameo, voice and other stuff for something that functions the same way. But if it has different functions or abilities, they might not be clones. :p
But I think it would be rather pointless to give a do-not-use list. Some ideas you have for flying fortresses, for example, can be used for other types of units too (like using the weapon of the proposed unit and put it into something else like the Hailstorm/Aircraft Carrier).


Anyway, did a little reading and a couple of thoughts just formed in my head.


Minelayer (sorry I can't think of a better name for it yet)

Sub-Faction: Chinese (I chose this because of their EMP capabilities)
Tech: Tier 2
Pre-requisite: War Factory, Radar
Weapon: Lays EMP mines (Capacity: 1 with a slow reload)
Function: Support
Cost: Between 750 to 1000 (Since an EMP mine costs 500)

Description:
So you play as Soviet and you can build EMP mines. Those are pretty handy for base defense, but that's about it. But suppose you need to hold a position (especially a choke point) far away from your base. Or you just want to distract your opponent by mining the harvesters. Or you like to troll your opponent as the poor sod's enigneer tries to capture a faraway Oil Derrick without any visible obstacle around. :p

My first thought for this is to use it in a mission where you stop Allied advancement or trap Allied forces by laying mines instead of building them.

Mines by the minelayer should not be sellable.



Quicksand

Sub-Faction: Scorpion Cell
Tech: Tier 2
Pre-requisite: War Factory, Radar, Barracks
Weapon: Machine Guns (meh, I may be insane, but not as wacky as Yuri)
Ability: Travels underground
Function: Anti-Infantry
Cost: Between 1000 to 1200

Description:
A weakness to Scorpion Cell forces is that their formations, while suited for rushing tactics, are harder to hide (because of their numbers) and easily targeted by tactical strikes when discovered.

The Quicksand was fashioned from Driller technology and fitted with a couple of anti-infantry guns instead of transport capabilities. They are then sent to behind enemy lines to harass the enemy from unexpected locations and distract their commanders while the main group rushes in. They are sometimes sighted alongside Driller Transports as escorts.

While weak against armour and structures, they are very effective against infantry in large groups. Many Allied and Soviet patrols saw themselves fall prey to ambushes from the sand. And when used together with Driller Transports, it can take over unsuspecting bases with relative ease.

So, who wants to rush with Quicksands? :p

Edited by lovalmidas, 01 September 2012 - 12:51 PM.

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#520 Aasgier

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Posted 01 September 2012 - 01:10 PM

Also, it might be that your idea, even while not accepted for MO, can inspire another unit in a certain mod.

Posting your unit ideas here can turn out in many possible ways. It might be added in, or the weapon or AE might be used for another unit, or the unit may be merged with another suggestion, it might be used in another mod, it might be used with another AE idea or deployweapon somewhere in the mind of a developer, and so on.




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