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Pre-release Subfaction Design Ideas Thread


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#541 Traumaticid

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Posted 04 September 2012 - 08:59 PM

Enthralling Mastermind


B-But I thought Mastermind himself already work that way?? >.<a I always use him in early stages in skirmish to earn more money, plus he never got attacked even when the enemy units are in active range to attack him, they just walk pass him, which then just let Mastermind capture them all except those immune to mind control.. I never have a problem with mastermind overload since I put him near the grinder.. And he mind-control units fast enough to not make him get attacked if spotted.

Also, maybe Basswave should be able to cut the mind control connection if the Mastermind or Adept got their brain frequencies disturbed/interfered by other frequencies. Just an idea tho. >.<

Edited by Traumaticid, 04 September 2012 - 09:19 PM.


#542 Atomic_Noodles

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Posted 04 September 2012 - 11:16 PM

Overload Damage is hardcoded to only be one set.

Impossible to make it immune to targeting by specific targets.

Name is too long...

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#543 Graion Dilach

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Posted 05 September 2012 - 07:21 AM

Overloaded damage is indeed hardcoded... but Jem, custom armors would allow and the name is only 22 characters (while the maximum length of IDs in this game is 23) :p
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#544 Petya

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Posted 05 September 2012 - 01:11 PM

Enthralling Mastermind


B-But I thought Mastermind himself already work that way?? >.<a I always use him in early stages in skirmish to earn more money, plus he never got attacked even when the enemy units are in active range to attack him, they just walk pass him, which then just let Mastermind capture them all except those immune to mind control.. I never have a problem with mastermind overload since I put him near the grinder.. And he mind-control units fast enough to not make him get attacked if spotted.

Also, maybe Basswave should be able to cut the mind control connection if the Mastermind or Adept got their brain frequencies disturbed/interfered by other frequencies. Just an idea tho. >.<


Sometimes an Allied AI storms the Mastermind with Mirage Tanks, and if the Mirage Tank is able disguise itself, before the Mastermind is able to spot it. This type of the Mastermind can't be targeted by mind-controlable units.

Well... yeah... the name is too long, but I couldn't find other name for it. :-)

#545 Atomic_Noodles

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Posted 05 September 2012 - 01:39 PM

Well he wants it to be untargetable by mind-controlled units. And as far as I remember a unit can only have 1 armortype. And that would mean every weapon would be unable to target the Mastermind from the start... Well speaking on the name its going to clog up the Cameo and that would do horribly bad on the visuals for a cameo.

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#546 Petya

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Posted 05 September 2012 - 01:42 PM

Magnetic Saucer
Faction:Epsilon, ?
Pre-Requisite:Epsilon War Factory, Epsilon Battle Lab
Weapon:Grinders, Magnetic Harpoon
Purpose:Support, Siege, Assassination
Range:2
Armor Class:Light
Speed: =Floating Disc
Cost:1600

Additional information:
-Can't attack infantry and other aircraft units
-Can make money from enemy tanks, ships if it can catch them completely
-Can't drain power and disable defenses.

Description:
This thing is a ,,Floating Disc", but it can suck enemy tanks and ships. It carries a miniaturized grinder, which can crush the victim and make money from it. It's Magnetic Harpoon damages the enemy structures very well, but it can't outrange the AA defenses and can't kill enemy infantry. The grinder doesn't allow it to drain the power and disable defenses.

Juggernaut
Faction:Soviet, Latin Confederation
Pre-Requisite:Soviet War Factory, Soviet Battle Lab
Weapon:120 ADPS cannon (x3)
Purpose:Heavy Assault
Range:5,75
Armor Class:Heavy
Speed:4
Cost:1750

Description:
This tank functions the same way as the Apocalypse does, however with 3 cannons and without AA defenses.

Edited by Petya, 05 September 2012 - 03:40 PM.


#547 Petya

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Posted 05 September 2012 - 01:44 PM

Well he wants it to be untargetable by mind-controlled units. And as far as I remember a unit can only have 1 armortype. And that would mean every weapon would be unable to target the Mastermind from the start... Well speaking on the name its going to clog up the Cameo and that would do horribly bad on the visuals for a cameo.


I understand. I don't know these things well, i'm just trying to give ideas. :)

#548 Graion Dilach

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Posted 05 September 2012 - 04:46 PM

Confed is guerrila. They would have no use of a three-barreled tank.

Magnetic Saucer, I like that one a bit, tho. Could work with my Pillage logic.
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#549 Traumaticid

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Posted 06 September 2012 - 01:43 AM

will you guys change the missile graphic back to the original one in MO 3.0..? the white, small, with soft-thin white smoke missiles? because whenever I sent aircraft or somethin target-able by G.G.I, IFV, or other missile-launching units/infantries, it kinda...eat up space in the screen, kinda.. errr too crowded. >.< well I know maybe it's for reality-size.. But, yeah.. is there any chance you would change them back..? Tq.


EDIT: SOLVED!

EDIT2: I already read somewhere that there's a problem with units crawling like a snail. Well, I never experience it but my enemies do. Right now I am watching a terror drone crawling slower than harvesters. And few days ago I saw other enemy units crawling like that too.

Edited by Traumaticid, 06 September 2012 - 02:39 PM.


#550 Petya

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Posted 06 September 2012 - 06:15 PM

EDIT2: I already read somewhere that there's a problem with units crawling like a snail. Well, I never experience it but my enemies do. Right now I am watching a terror drone crawling slower than harvesters. And few days ago I saw other enemy units crawling like that too.


Indeed. I've experienced it, it also happens with the Mastermind when you order it to attack. Also, I've encountered with a graphic bug, which happens when you build something behind the Soviet Battle Lab (in M.O.3 Science Lab). Some parts of the Lab can't be seen.

Sorry for this off comment, but I saw Traumaticid's comment and I thought that I explain some glitches, too.

#551 Traumaticid

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Posted 07 September 2012 - 04:24 AM

I just realized.. Allied lost the building to repair units??

#552 Zenothist

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Posted 07 September 2012 - 06:13 AM

All sides no longer have a repair depot. This was done because the buildings were really only used by players to unlock the MCV, were impractical for repairing multiple units, and they broke the AI. The Tech Depot is the only exception to this rule, but we will probably change that as well.

#553 Traumaticid

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Posted 07 September 2012 - 07:21 AM

All sides no longer have a repair depot. This was done because the buildings were really only used by players to unlock the MCV, were impractical for repairing multiple units, and they broke the AI. The Tech Depot is the only exception to this rule, but we will probably change that as well.


But then what Allied has to repair their units..? Soviet has Soviet Crane, which auto-repair nearby units plus repair drone just by build a war factory. I dunno about Epsilon whether they still have Salvage Disc or not in MO 3.0 but that makes Allied the only one unable to repair their units in Iron Fist, no? (Talking about Crane, how it works just like the one from RA3, is that the base idea for Soviet Crane..?)

Edited by Traumaticid, 07 September 2012 - 07:37 AM.


#554 Aasgier

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Posted 07 September 2012 - 08:05 AM

Allies: Backwarp Support Power and Engineer/Medic-loaded IFV's
Soviets: Crane and Repair Drone
Epsilon: Engineer-loaded Stingers

Edited by Aasgier, 07 September 2012 - 08:06 AM.


#555 Traumaticid

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Posted 07 September 2012 - 08:25 AM

Allies: Backwarp Support Power and Engineer/Medic-loaded IFV's
Soviets: Crane and Repair Drone
Epsilon: Engineer-loaded Stingers


whaa-- So Epsilon will be the one not having any repair unit/facility in Iron Fist? (as they disable infantries)
And backwarp, compared to repair drone + soviet crane in terms of delay n amount of hitpoints recovered, well uhh.. kinda far IMO.. plus AFAIK, Soviet has more armor in their tanks than Allied, but Soviet have more capability in repairing their units..? =.=a IMO Soviet will kinda have bigger advantage in enduring enemy attacks in Iron Fist mode.

EDIT: Kinda sad now Allied doesnt have Remove-All-Shroud building xD

EDIT2: How about making Tesla Coil function back to like in Red Alert? It can shoot up to 3 bolts in 1x reload. If the enemy would die in only 1 or 2 bolts, then it will just shot 1 or 2 bolts n reserve one for other (of course, the firepower is divided by 3 for each bolt if u guys want to implement it) yet only 1 bolt needed to fry an infantry, so it kinda goes like this; reload > shoot > shoot > shoot > delay > stop if no enemy, if there is, reload > shoot > repeat. If the target need more than 1 bolt to die or will not die even in 3 bolts > shoot 3 bolts (or 2 bolts if only need 2 to kill it) (multiplied graphic of 3 shot of bolts) > delay > stop if target died, if not > reload > repeat. If there are reserved bolts, > immediate shoot without reload. (yeah, I'm pretty sure this would make Tesla Coil overpowered against infantries. Since now it can take out infantries 3 times faster)

But then again maybe you can make it unique defense structure with different name n which country will use it, the sentry gun is removed, leaving no early defense structure for that country.

Edited by Traumaticid, 07 September 2012 - 09:46 AM.


#556 Aasgier

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Posted 07 September 2012 - 09:58 AM

First: Iron Fist gamemode is removed.
Second: China's Centurion Siege Crawler and Epsilon's Risen Railgun have also a Repair Ring, just like the Crane.
Third: Epsilon and USA can build as many repair vehicles as they wish, while Soviets are restricted by the recharge of their support power.

About Tesla Coils, note that a Tesla Coil functioning like that would be hard to implement, especially with the charge logic Tesla Troopers use. I don't even think it is possible to code.
And aside, it would be unbalanced since infantry would lose all offensive usage because of it (especially with Superweapons on, since Superweapons making infantry useless on the defense unless in bunkers and stuff)

Edited by Aasgier, 07 September 2012 - 09:58 AM.


#557 Traumaticid

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Posted 07 September 2012 - 10:48 AM

aahh.. I see. Damn I really dunno bout those things. o.o how did you know? Its not already in epsilon links, right?

#558 Speeder

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Posted 07 September 2012 - 10:52 AM

He's a tester.

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#559 Traumaticid

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Posted 07 September 2012 - 01:49 PM

whoopsie >.<
Uh, will add another idea soon for wasting post slots..

Ruby

Faction: Allied
Tech: Tier 2
Pre-requisite: War Factory, Tech Center
Weapon: Polarize Prisms
Range: depends
Cost: 1150
Function: Reflecting Lasers

Description:
It can reflect any laser-type weapons back to the ones shooting them. It has no other weapon to defend itself from other type of attacks. Has a thin armor, fast move speed.


Emerald

Faction: Allied
Tech: Tier 2
Pre-requisite: War Factory, Tech Center
Weapon: Laser Explosion
Range: 12
Cost: 1650
Function: Area Bombardment

Description:
It ordered to enemy base, deploy, charging for 5 sec, explode n at the same time shoot all targetable non-friendly units/structures/infantries in range with laser. The laser shot will be the same as 1 non-elite non-veteran Prism Tower laser.

Edited by Traumaticid, 07 September 2012 - 02:56 PM.


#560 Atomic_Noodles

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Posted 07 September 2012 - 03:22 PM

Actually its pretty easy to restore that. Just add in Burst=3 on the Tesla Coil Weapons and it's pretty much back in business like it was in Red Alert 1. The only question now is how do you balance it out for anti-infantry since Infantry count as 1-hit they don't consume the full burst of a tesla coil.

Edited by Atomic_Noodles, 07 September 2012 - 03:23 PM.

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