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Pre-release Subfaction Design Ideas Thread


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#481 Solais

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Posted 22 July 2012 - 08:50 AM

Hmm, so Soviets no longer have an Airpad? Kind of a pity, I liked the MiGs, but I guess there's a good reason for it.

#482 Malekron

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Posted 22 July 2012 - 03:10 PM

Since the Soviets have three different versions (Latin, Russia, China), shouldn't the Allies Pacific Front and Euro Alliance (and if possible for Epsilon subfactions) get unique architectural design, tech lab powers and stolen infantry tech of their own . Maybe for Euro Alliance a Tech Lab based off of Einstein's Laboratory at Black Forest, as for Pacific Front maybe a tech lab based off of the Tokyo Metropolitan Government Building, Americans can keep the default tech lab. For Scorpion Cell maybe a Temple of Nod-esqe tech lab, for Head Quarters a tech lab with a Double Helix DNA strain supported by a round dome, while Psi Corps can keep the default tech lab.

Now for each subfactions particular unit (a unit designated to be supported by stolen tech) Such as Americans have SEALS, Pacific Front have Rocketeers, Euro Alliance have Chrono Legionnaires, Psi Corps have Adepts, Scorpion Cell have those unknown Virus-like troopers seen in Malvar's Hero Spot Light, Latin Confederation have Desolator and Russians have Crazy Ivans,

==USA SEAL tech options==

*Prism Commando for US-US Lab infiltration
Armed with a bulkier re modified MP5 with an under-mounted Comet Prism Rifle 00 giving the Prism Commando a range boost (10 sight) replacing C4 due to weight, the safety concerns (Prism lighting C4) and generally rendered it obsolete. Though the Prism Commando loses the ability to swim due to the nature of the weapon

*Chrono Commando for US-Euro Alliance infiltration
Does the same as RA2 unit

*Cryo Commando for Pacific Front lab infiltration
Armed with MP5 and Cryo Grenades, this Cryo Commando is designed to slow down the Soviets and Epsilons tanks for the Cryo Commando to fight against a weaker, slower enemy tank or simply escape and let other units take on them on. Cryo Grenades are able to make structures brittle and susceptible to damage.

*Tesla Commando for US-Russia infiltration
Does the same as MO 2.0 unit

*Napalm Commando for US-Latin infiltration
Armed with an Incendiary MP5, The Napalm Commando is tasked with not only eliminating infantry but also vehicle operators making it a free unit to take over by Engineer of any faction. Due to the nature of the weapon the Napalm Commando cannot wield C4 out of concerns of misfires. It takes 2 bursts for light vehicles, 4 for medium, and 6 for heavy vehicles to remove the driver. On death the Napalm Commando bursts in to flames contaminating the area in fire.
or
Rad Commando
Armed with a Rad MP5 and standard C4, this SEAL can travel in irradiated areas without succumbing to it's effects and deal with any infantry turning them in to an irradiated pool, damaging or killing any ill prepared infantry that pass through. Unable to swim

*Hammer Commando for US-China infiltration
Armed with a MP5 and "Quake" C4, the Hammer Commando is nearly the same as the standard SEAL except this SEAL in particular is armed with a "Quake" C4 that not only destroys a building but sends a tremor in to the ground that damages or destroys other structures in it's radius.

*Gene Commando for US-HQ infiltration
Armed with a Mutagen MP5 and C4, the Gene Commando can mutate infantry to Brutes loyal to the Allies only at the price of a fast rate of fire and the ability to defend themselves from enemy armor effectively. Gene Commandos can swim but at slower speeds than it's original due to bearable weight.

*Telekinetic Commando for US-PsiCorps infiltration
Instead of armed with with the MP5, the Telekinetic Commando uses PsiCorps very own telekinetic control techniques for the Allied cause by lifting up enemy armour in to the air but they remain in place for a while until dropping back down, also this unit can instantly destroy structures from a distant using levitate C4 at the price of long cool down times. Telekinetic Commando maintains the ability to swim.
or
*Psi Commando
Same as RA2 except can swim.

*Stealth Commando for US-Scorpion Cell infiltration
Same as MO 2.0
or
*Poison Commando
Use MP5 with Virus tipped bullets, with standard C4.

==Russian Crazy Ivan options==

*Cryo Ivan: Anti Infantry, slows, and weakens enemy armor.

*Chrono Ivan: Same as RA2.

*Prism Ivan: Ivan bombs explode causing light to refract off of objects in area.

*Napalm Ivan: Throws bombs that remove the driver

*Hammer Ivan: Throws bombs that cause a tremor damaging any structure in the area.

*Tesla Ivan: Same as MO 2.0.

*Telekinetic Ivan: is Amphibious, can throw farther.

*Breeder Ivan: Instead of throwing an Ivan bomb that mutates infantry, this Ivan tosses a Dream Weaver at enemy infantry.

*Stealth Ivan: Same as MO 2.0.

==Psi Corps Adept options==

*Telekinetic Adept: is Amphibious, Telewave attack causes vehicles to flip over
or
*Elite Adept: can control multiple units (only 3).

*Gene Adept: Mutates surrounding infantry into Brutes with it's Mutawave attack

*Stealth Adept: Same as MO 2.0

*Chrono Adept: Same as MO 2.0

*Cryo Adept: uses Cryowave to kill infantry and slow down and weaken tanks

*Prism Adept: Uses Prism-kinesis against structures

*Tesla Adept: Same as MO 2.0

*Hammer Adept: Uses Quakewave to generate a tremor affecting structures.
or
EMP Adept: Uses EMPwave to disable vehicles.

*Napalm Adept: Uses it in conjunction with mind control, If the mind control link control is broken the driver is simply killed instead of reverting to original team, loses Psiwave attack.

#483 Speeder

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Posted 22 July 2012 - 03:16 PM

Haha, no way we're doing so many infantry units. There's no point in cluttering the sidebar with useless clone units. There are 9 stolen tech infantry units and this time only Chrono Ivan and Chrono Adept are a 'different version of an existing infantry'. The rest are based on technologies that all sides have and mixed depending on who steals from whom.

Soviets have different battle labs not just for the sake of it, but because they provide different superweapons, unlike the Allied Tech Center. The Allies have the Strategy Center for that.

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#484 fff

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Posted 02 August 2012 - 07:15 AM

Though i agree with Malekron about unique architectural design for each subfaction. It wouldn't make sence if the buildings have russian style architectural "towers" if you're playing as the chinese army (let's say u are playing campaign mission, which take place in China) among other Chinese/asian style civilian buildings. It would look out of place. Going into variations... may aswell throw in unique chinese accented voices to chinese consripts, all infantry etc, all factions their own voices:P thou that will be too much work and i doubt this will happen lol.

#485 fff

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Posted 02 August 2012 - 07:22 AM

Hey got an idea, maybe in future versions of MO what if you guys added unique basic infantry units to all subfactions like you did with vehicles? it could be (example) :

Americans : G.I , G.GI special ability : deployment in sandbags

Euro alliance: Peacekeeper, Missile defender/rocket soldier: they can't deploy into sandbags, its basic rifle infantry and rocket soldier (nostalgia Red alert 1 rifle soldier/rocket)

Pacific front: Warrior, ??? : ???

lol u get the idea, unique basic infantry for everyone like tanks. the rest of infantry can stay like it is:P just a suggestion. What do you guys think of this? too much?:p

Edited by fff, 02 August 2012 - 07:25 AM.


#486 Graion Dilach

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Posted 02 August 2012 - 10:21 AM

No, but you can't do that effectively. The survivors of a side is hardcoded into one infantrytype right now (except the engineer which is shared between all sides(!)). So if the three subfactions have three different inf, which one would you end up with if you sell a building?

The other one was tried, but it failed on balance, IIRC

Edited by Graion Dilach, 02 August 2012 - 10:22 AM.

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#487 lovalmidas

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Posted 02 August 2012 - 12:33 PM

Currently, I agree with Graion. It also keeps out the clone unit cluttering (unless you make the infantry unavailable to other subfactions), and if they are very different from each other it becomes a balance issue from Tier 1. Although subfaction-specific advanced (by this I mean Tier 2 onwards) infantry would be great (Aren't you guys doing that already, at least for the heroes?).

If future Ares manage to override that hardcode and enable different survivors to different countries of the same side, maybe it can be considered. Maybe. ^^ By then we might as well make structures unique too and have 9 completely unique factions, having only the sidebar and EVA in common. Because why should the Chinese Construction Yard have a Russian-styled architecture (which is one of fff's point)? And the Latin Confed having something as scientifically advanced as Tesla Reactors? :p

Well, bottomline is that a lot of variation at so basic a level is going to present quite a bit of balance issues (which can sometimes be adjusted and sorted out over time. Yeah, some people do adjust the original YR Initiate), and a cosmetic change would be a nice thing to have, but not necessary for gameplay. Varying vehicles can be seen as an exception because you need a War Factory, which is not entirely basic (Tier 1.5?).

Nevertheless, that's an interesting suggestion. :) Maybe it will be nice seeing basic RA1/TS-style grenadiers in the field again, for example.

If we are all patient, that is. :p

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#488 zocker4ever

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Posted 02 August 2012 - 05:45 PM

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. ;)

And I like the Marauder, but it simply doesn't have the same appeal :/

#489 Trees

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Posted 11 August 2012 - 03:07 AM

Hmm. Well I've been messing around with .ini stuff on 2.0 and I got a small idea about stolen tech stuff. So the old way to get Volkov was to get 3 stolen techs from the 3 sides. However, Volkov looks out of place in an Allied or Epsilon base so what if the three factions each had their own 'Badass' that they can get if they, lets say steal all 3 tech. I was just thinking that maybe each side could have their own unique ultimate stolen tech infantry.

#490 Graion Dilach

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Posted 11 August 2012 - 05:23 AM

Or even having no such inf... Volkov is now the Russian hero. :p
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#491 Trees

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Posted 13 August 2012 - 03:47 AM

Yeah, I forgot XD thinking 2.0
But it would be cool as an extra stolen tech hero unit for each faction
However the heroes should be different for each respective side. But iunno, maybe 3.0 has enuf content in it by now :p

#492 Aasgier

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Posted 13 August 2012 - 06:57 AM

There is an extra Stolen Tech hero in the game, but you need to infiltrate more than only the three Battle Labs to get that thing.
But that thing will make Volkov look like an idiot with the tremendous power it has. Luckily, it costs also more than any other hero.

#493 Trees

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Posted 15 August 2012 - 01:02 AM

ooooooooh. Sounds awesome. Volkov kinda sucked imo for 5500 special hero (perhaps more cuz spies don't always work the first time). 2 snipers and he's down. And the C4 feels so derpy cuz he has a gun that can blow up Apocalypses but not punch through wooden buildings? But the new guy sounds cool.

#494 fff

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Posted 16 August 2012 - 10:53 PM

Hey small suggestion, can you guys change the current mirage tank voice to the Red alert 3 one where he have this french accent? Would fit with the European forces.

#495 Trees

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Posted 17 August 2012 - 01:32 PM

Also I was wondering, even though the soviet structures are out, would it be possible to give them a small non-powered anti tank defense? Battle bunkers are great and all but they cost quite a lot to make and take up space. Also it would be a good idea for the player to have choice between a costly structure that profits in the long run or a smaller, cheap but effective defense that is easily replacable. I got this idea from the Red Alert 1 with the flame towers cuz I was thinking of the allied turrets. I really loved the turrets back then :D

#496 Speeder

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Posted 17 August 2012 - 01:37 PM

No, the Battle Bunker is their anti-tank defense that requires no power. It's true it needs infantry and costs more but the effects are greater.

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#497 Aasgier

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Posted 17 August 2012 - 06:01 PM

Yeah, a Battle Bunker filled with Flak Troopers is pretty nasty.

#498 Malekron

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Posted 22 August 2012 - 10:53 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.

#499 Jargalhurts

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Posted 23 August 2012 - 10:04 AM

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

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#500 Trees

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Posted 23 August 2012 - 03:06 PM

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.




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