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Pre-release Subfaction Design Ideas Thread


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#461 TaskForce626

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Posted 13 July 2012 - 03:41 AM

LOOK ON THERE....

My Post Request down there...

Edited by TaskForce626, 13 July 2012 - 03:44 AM.


#462 TaskForce626

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Posted 13 July 2012 - 03:42 AM

ATTENTION:
I have to see this....

Introducing some 2 Allied Forces Units:
Allied Airborne Black Ops Squadron presents:
USA:
Revenant Gunship

Role: Heavy Aerial Support
Cost: $2000
Requirements: Allied War Factory, Air Force Command HQ & Tech Center
Armor: Heavy
Weaponry: Napalm-powered Bombardment Cannons, 50mm "MAX" AP Chain Gun

Description: after all of the experimentation & hard work, the Revenant is the the powerful gunship of US. That unit it has napalm-powered bombardment cannons to annihilate all of the enemy oppressors by based altitude.

Trivia & Behind the Scenes: it was based on Harbinger Gunship in Red Alert 3: Uprising
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Pacific Front:
Hyperion Wing Saber

Role: Super Heavy Aerial Assault
Cost: $3500
Requirements: Allied War Factory, Air Force Command HQ & Tech Center
Armor: Indestructible
Weaponry: “Thunderbolt” Missile Pods, Dual AP Machine Guns, Supercharged Galaxy Caliber (in transition)

Description: Philippines invades by China because of tensions on the territorial waters, because the Hyperion Wing Saber is the answer of territorial disputes because the ultimate combination of weapons that will cry out the tears off, because that unit is really unstoppable because it was indestructible on armor just like from the Transformers Cybertron's Wing Saber superiority & with the use of Supercharged Galaxy Caliber that eradicates all of the units by many of them & also ideal for heavy anti-air for incoming aircraft in seconds. The Philippines is the only provider of the Hyperion Wing Saber in the Pacific Front of the Allied Forces.

Trivia & Behind the Scenes: Hyperion Wing Saber that resembles to Wing Saber in Transformers Cybertron by Hasbro
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#463 Aasgier

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Posted 13 July 2012 - 07:47 AM

Erm, read the thread. Chances are very small that any other flying fortress will be introduced. The Kirov Airship, the Basilisk and the Thor Gunship are already there, there is no need for any more flying fortresses (Especially not since it can be said that the Barracuda fulfills the role of flying fortress too, albeit a bit differently).

Edited by Aasgier, 13 July 2012 - 07:48 AM.


#464 Graion Dilach

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Posted 13 July 2012 - 07:57 AM

Cybertron Wing Saber? You kidding? The Energon design was better, this is just a buffed A-10.

Either way, kiddo, if you doublepost once more with having the first post such ohImawesome nonsense, I'll make sure that you won't even need to verify that e-mail after all.

Edited by Graion Dilach, 13 July 2012 - 07:57 AM.

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#465 Foxy Boxes

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Posted 15 July 2012 - 06:33 PM

Shield Generator:
Cost: Who knows? Cost is a balancing act and I've no balance :p
Requirements: Allied Tech Centre

The Shield Generator is the ultimate force in terms of defense. Running off of a buffer, the Shield Generator stores up charge until it is activated, upon which it forms an impenitrable shield around itself and any nearby forces, protecting them from harm. Whilst indesrtuctable when active, the generator units drain power quickly and so the device can only remain operational for relatively short periods of time.

(works similar to both the vanilla shield and TS's Firestorm Defense.)

#466 fir3w0rx

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Posted 16 July 2012 - 03:20 AM

Are there gonna be any 'walkers' such as THESE in MO v3.0?

They look absolutely awesome :w00t:

#467 fir3w0rx

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Posted 16 July 2012 - 03:31 AM

Oh, speaking of walkers, the Centurion Siege Crawler doesn't seem to have a shadow :laugh:

#468 TaskForce626

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Posted 16 July 2012 - 04:25 AM

Cybertron Wing Saber? You kidding? The Energon design was better, this is just a buffed A-10.

Either way, kiddo, if you doublepost once more with having the first post such ohImawesome nonsense, I'll make sure that you won't even need to verify that e-mail after all.


Thats right man.

#469 Hecthor Doomhammer

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Posted 16 July 2012 - 07:05 AM

Are there gonna be any 'walkers' such as THESE in MO v3.0?

They look absolutely awesome :w00t:


Don't count on it, and stop double posting. use the EDIT button

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#470 Speeder

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Posted 16 July 2012 - 08:52 AM

No, we're not going to have any more mecha units other than Centurion and Tsurugi Powersuit.

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#471 fir3w0rx

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Posted 16 July 2012 - 12:36 PM

Don't count on it, and stop double posting. use the EDIT button

:p Hehe sorry dude, I've gotten so used to the xwis.net IPS forums where basically if you create a new post within minutes after your previous post (in the same topic), your new post will automatically be amended to the previous one, without the "Edited by fir3w0rx..." at the bottom. I'll try to remember next time ;).

No, we're not going to have any more mecha units other than Centurion and Tsurugi Powersuit.

:sad: Oh well, you can't have everything I guess.

#472 Graion Dilach

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Posted 16 July 2012 - 06:32 PM

I think that's a mod, I only know YaBB has a setting to turn that on, but not the other engines.

Edited by Graion Dilach, 16 July 2012 - 06:32 PM.

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#473 Traumaticid

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Posted 18 July 2012 - 09:10 AM

Firstly, im sorry if any of the suggestions I made already suggested by someone else..
Secondly, im Indonesian so Im sorry if my English bad..
Thirdly, im sorry if actually the thing I suggested are not needed anymore..

1. An option for enabling/disabling auto repair for any own base damaged repairable buildings.

2.
Testagon (Tier 2 Defense Building)
Side: Soviet
Requirements: War Factory, Tech Center, Radar.
Cost: dunno, 3000?
Power: -200
Hitpoints: 1200
Ability: Discharging huge electrical current at somewhat long range distance. Because of the huge currents it can save up in one load, it can shoot up to 5 instant electrical discharges without loading the charges first. Yet after shooting all currents, it needs 4 seconds to wait until it can load another currents. When deployed, it drained 250 power points and after 10 seconds of loading the electrical currents, it makes a curtain made of electric in 9x9 range, toasting any infantry tries to walk pass it, including our own infantries. Has the effect to make almost any vehicles which get inside the curtain loss its power n therefor vulnerable to any attacks, including our own vehicles (EMP effects?). If deployed again when in Curtain Mode, It will change to Support mode which power up other Tesla Coils nearby (6x6) by draining 70 power points per supported Tesla Coil. Tesla Coils powered up for their rate of fire and range. If deployed when in Support Mode, it comes back to Normal Mode where it can discharge 5 times before it load again after 4 seconds.

#474 lovalmidas

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Posted 19 July 2012 - 09:41 PM

Hi Traumaticid, welcome to the forums! :)

I don't know about (1) since it needs certain coding (and is hence in Ares domain).

For (2), check this out! http://mo.cncguild.n...viet_structures
Even if the Testagon isn't present in the buildings list, there is a defense structure that attacks from a (long) distance (the Tier 3 Hammer), and a Tesla Coil charged with 2 Tesla Troopers is said to have a 'short' EMP effect. :D

Curtain mode with a 9x9 no-man zone for just 250 power (just a little less than 2 additional powerplants) does sound rather OP, not to mention it makes siege and C4 infantry almost useless. But the numbers can be adjusted.


I have a little suggestion too.

Epsilon Tier 2 Vehicle (or a Defense Structure)
Hornet's Nest
"I am pretty peaceful... if you don't stir me."

Requirements: Barracks, War Factory, Radar
Cost: Somewhere at 1000
Strength: Same as a harvester
Faction: well, I can't really think of any specific one... it's up to you.

Ability: It spawns a large number of low-flying "hornets" that fly swiftly to the target and deals damage at close range (whether it 'eats' like a visceroid in TS, and whether it attacks by spawning poison clouds at proximity of the target is up to the developers. The number can be between 10 and 15. Each hornet has little damage and little strength, but in swarms, few anti-aircraft guns can vanquish the menace that these little buggers are. I know in Yuri's Revenge that the spawns actually wait for their last number to be spawned before attacking (I have tried with an Aircraft carrier modified to have 24 planes ^^)

When a hornet dies, it spawns a poison cloud, deterring most infantry and some tanks from advancing. When the Nest is destroyed, all its attacking hornets die with it, leaving a swarm of harmful clouds in their wake.


Critics are welcome.

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#475 Traumaticid

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Posted 20 July 2012 - 01:02 AM

Thanks for the critics lovalmidas. But I cannot view the Soviet's Structures yesterday until I see the link from you today.

Okay so I see the new Hammer Defense.. But, since no specific nation shown, it means the Hammer is available to all soviet nation? (I dunno how to say it, if in Allies, it said "Pacific Front", "European Alliance"..)

And if it still possible, I edit the Testagon:


Testagon (Tier 2 Defense Building)
Side: Soviet
Requirements: War Factory, Battle Lab, Radar.
Cost: dunno, 3000?
Power: -500
Hitpoints: 1250
Ability: Discharging huge electrical current at somewhat long range distance. Because of the huge currents it can save up in one load, it can shoot up to 5 instant electrical discharges without loading the charges first. Yet after shooting all currents, it needs 4 seconds to wait until it can load another currents. When veteran, 6 instant charges, 6 seconds waiting time. When elite, 8 instant charges, 6 seconds waiting time. Thats it! xD maybe if Soviet has subfaction too (like I mentioned above) this one can be applied for a unique tech from one of the soviet's subfaction. (Maybe USSR, the one with Tesla Tank?)


and more,

Cloud Tank (Stolen Tech)
Faction: Soviet
Cost: 2000
Speed: slow
Desc: Allied's counterpart of Basswave. It uses frequency too as its weapon, yet not attacking directly with high frequency audio but using the frequency to disrupt frequencies in clouds, which then make thunderbolts striking down the desired enemies. Thunderbolts only damage 1 enemy at a time, and because of it's hard to lock a target to be strike down by lightning with frequency, it has long waiting time before it can strike its enemy. The thunderbolt strikes down approximately 5 seconds after Cloud Tank pinpoint a target. It cannot attack airborne targets. Veteran 4 seconds, Elite 2.5 seconds. Its range is 8 cells, minimum range is 4 cells. But it wont care even if it already bypass its minimum range, which can cause 50% chance thunderbolts strike itself, 50% chance thunderbolts strike its pinpointed target. You have to make it in minimum range by manually move it, which will reset the timer for finding frequency. This tank available if you infiltrate the Allied Construction Yard.

Edited by Traumaticid, 20 July 2012 - 01:02 AM.


#476 Graion Dilach

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Posted 20 July 2012 - 08:48 AM

Basswave has two counterparts, Hailstorm and Prism Tank. All three are the T3 artilleries.

Yea, which has no subfaction listed is available to all subfactions. Hammer is actually the Grand Cannon's Soviet variant and you'll need those against SC. Really.
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#477 Traumaticid

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Posted 20 July 2012 - 10:26 AM

Basswave has two counterparts, Hailstorm and Prism Tank. All three are the T3 artilleries.

Yea, which has no subfaction listed is available to all subfactions. Hammer is actually the Grand Cannon's Soviet variant and you'll need those against SC. Really.


SC by meaning, Scorpion Cell? what did they do until we really need hammer so bad..?

(oh gosh I always thought 'counterpart' means the same as 'rival' or 'natural enemy' yet it means 'partner'?!) so i guess i should remove the cloud tank suggestion..

#478 Aasgier

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Posted 20 July 2012 - 10:41 AM

Scorpion Cell became the cheap deart spam faction, more than any other faction.
And Hammer has a big splash damage, which is pretty useful against that. With Tesla Coils alone, you get overwhelmed by sheer numbers.

#479 zocker4ever

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Posted 22 July 2012 - 01:09 AM

From what I've seen I don't think that any of my ideas could improve the mod. Everything so far looks damn right, the only thing I'd like to have is the Kaamos Cannon for HQ.
Its a superb designed unit and greatly helps naval and ground forces alike.

I fear it could become a stolen tech :x

Edited by zocker4ever, 22 July 2012 - 01:10 AM.


#480 Black/Brunez

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Posted 22 July 2012 - 02:23 AM

From what I've seen I don't think that any of my ideas could improve the mod. Everything so far looks damn right, the only thing I'd like to have is the Kaamos Cannon for HQ.
Its a superb designed unit and greatly helps naval and ground forces alike.

I fear it could become a stolen tech :x


The Kaamos Cannon is the Marauder now. ;)




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