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Pre-release Mission Suggestions Thread

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#21 lovalmidas

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Posted 24 May 2012 - 08:17 PM

Well, I have played MO for sometime (depends on my time), and I have enjoyed it very much. :) Forgive my ranting as it will take a while. This is from a v2.0 perspective.

There are some ideas in the vanilla storyline left unused ingame. I would definitely want to see the Allies having a combat (or support) system that uses the Psychic Isolator (if you don't know what it is, check out original the YR movies). It would probably be needed when the Epsilon returns. In my mind, it would be a huge psychic-immune open-topped amphibious ship with a cargo of 5 basic tanks (as needed to protect units from mind control, and it's a suitable candidate for the Allied Hero Vehicle, but I think it is better as a campaign-only unit). Okay, maybe mind-control immune grizzly tanks wasn't enough for me.

I myself have had made three Allied MO missions on it that needs you to (M1) protect the lab creating it, (M2) escort the trucks transporting the components until they could be chronosphered to safety, and (M3) infiltrate Soviet battle labs while being invaded by Yuri to find more information on the Psychic Amplifier. There will be more missions but well, I made M1 and M2 in 2011 and M3 just this week, so I can't be sure I can commit yet. And yeah, I only started posting today. -.-

The third mission is more relevant as it involves a concept rarely used - getting a spy into infiltrate a base with two opposing sides. One has a virus, the other has a Terror Drone, which disguise are you going to pick? :p And you'll have to do this before those Battle Labs go down. And you need to protect your own lab at the same time. And you have absolutely no production except a barracks. And those are not the only objectives. I myself only managed to get the first three Labs (out of four, AI just love taking the human base out more than pitting against each other) during my tests (I had to resort to chrono spies to finish testing, at least on the surface). The first Lab goes down in a little more than 10 minutes; the last a bit more than an hour. ;)

So far, I find only the third mission to be quality enough to be played with a challenge on par with Speeder's MO campaign (maybe the second too, but it's prone to bugs). ^^ They are not complete (I need to add new strings to the csf, but I'm lazy) but if you want, I can send you all three. If your computer can handle 4-5 brutal AI bases in MO, it should be able to handle this. ^^

I have a mission suggestion for the epsilon as well. The Cargo Truck leaves a money crate when deployed right? Imagine a convoy escorting a cargo truck to the nearby Soviet base, and you have no refinery and no grinder, as Epsilon, what'd you do? I have seen this concept in Generals and in many other games, I don't see why it can't be used here too. :) And it needn't be the Epsilon who needs the cash (it's also a good use for that Confederation hero). ^^

I have a even more bizarre mission brewing in my mind, one that uses a single Conscript to reduce a Tier 1 or Tier 2 Allied base to shreds. (Nah. Epsilon Brutes and Harpoons would make short work of him). The trick is how to get him to elite first. Okay, maybe two conscripts, but a solo mission with a conscript will be so much fun. I'll probably be the only one making it though.

I am also thinking of missions that 'randomly' gives you objectives (i.e using at least two random delay triggers with the same time parameter, each activating one objective while cancelling the others). What they are is up to the map maker. ^^

Damn, I'll need a lot more time to fulfill these things myself. >.< I can send out my missions if someone asks for them. :) I'll probably need to finish up the new strings before I do though.

But don't expect them to be perfect. That it works on my computer doesn't mean it will for everyone.

So there. Forgive me for my essay again. Hope some ideas help spark some thought though. >.<

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#22 lovalmidas

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Posted 28 May 2012 - 11:26 AM

Something I'd like to play is where you save Yuri from the T-Rex or infiltrate that allied psy prison in order to free him (whatever storyline you continue).


That can't happen because we're not continuing any storyline. We're redoing the RA2 one and expand it with Yuri.


Doesn't mean fans can't make it. :p I'm doing post-MO missions however, so any other takers? ^^

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#23 Textchat Rogue

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Posted 25 June 2012 - 06:11 AM

Yuri obtains genetic material from Tanya and Volkov and plans to pick through their genes and those of other exceptional and ordinary soldiers, determining what makes a good soldier. Obviously, neither the Allies nor the Soviets can allow this to happen.

Volkov and Chitzkoi are sent in to level the research facility and obliterate any research that was done. This goes off easily. However, he encounters Tanya and several Allied spies planning to sabotage the research since they're unable to penetrate the heavy defenses.

Now, there's two ways this could go, depending on whether the two factions were desperate enough to ally at this point. If they were not, Volkov and Chitzkoi would simply annihilate them and finish the mission. If they were, they'd be placed under the commander's control. You would have to use Volkov and Tanya to break open the defenses so a Spy can get in, as more could be gotten from copying then destroying the research than simply destroying it.

Fighting horribly malformed clones of Tanya and Volkov would be fun, as would a Metal Gear Solid reference, given the perfect solider through genes theme.

#24 Aasgier

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Posted 25 June 2012 - 07:32 AM

Sounds awesome. Volkov + Chitzkoi + Tanya = win.
Fighting clones is "win" too.

So I guess that's win².

#25 Hecthor Doomhammer

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Posted 25 June 2012 - 07:45 AM

Sounds awesome. Good backstorty too.

Has potential for possible coop mission

Edited by Hecthor Doomhammer, 25 June 2012 - 07:58 PM.

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#26 Textchat Rogue

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Posted 25 June 2012 - 07:53 AM

Glad you like it. Obviously, unless plot dictated otherwise, Tanya would be back under Allied command after this, as Volkov and Tanya is too overpowered.

#27 Zenothist

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Posted 25 June 2012 - 02:20 PM

Operation: Ace in Spades. :')

#28 fir3w0rx

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Posted 11 July 2012 - 05:54 PM

...Maybe the starting missions should also act as introductions to the new units as well, as we don't really have a tutorial or anything for it. :p

This^. I'm aware that there is a detailed manual in the MO website, but, learning by doing is very different, not to mention more fun, compared to just reading about it. Further more, it'll look more professional, imo.

CLICK HERE to see the poll.

Edited by fir3w0rx, 12 July 2012 - 03:27 AM.


#29 fir3w0rx

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Posted 11 July 2012 - 06:23 PM

Don't get me wrong, I'm enjoying the opening levels of MO 2.0 (Sovs and Epsilons, haven't tried Allieds just yet), but having gotten so used to the standard RA2/YR missions and multiplayer online (XWIS) for so many years, I'm a total noob once again and I need to start with tutorial levels :D.

#30 Zenothist

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Posted 11 July 2012 - 06:39 PM

Well, if you get enough support for this idea, maybe we'll implement it into missions.

#31 lovalmidas

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Posted 19 August 2012 - 11:51 PM

Well, I am already using the following idea as my sixth fan-mission, based on a separate storyline from MO3.0's one, but this may be applicable for any mission where the scenario may fit, so here it is.


Most escort missions have the player as an armed escort force protecting a usually unarmed convoy. But let's take things to a whole new level...

What if the convoy is armed and your forces is not?

My storyline continues from my fifth-fan challenge (Aegis Impervious). The convoy in this case is a super cruiser that (now) has to traverse through the Arctic Ice in order to reach safe waters. In its way are Epsilon bases, and bridges that disallow ships from passing through. Formidable as it may be, the cruiser will not make it alive without assistance.

You (as Allied) only given Engineers, Spies, Medics and Technicians (there may be other kinds, but no armed units... not even a civilian with a pistol gun). With the limited 'troops' you have, you have the following tasks:

(1) Disable enemy bases as the convoy moves past them.
(2) Destroy all the bridges blocking the convoy (note that by doing so, you may/will block off your forces. And I wonder how you'd do that without any C4 unit...)
(3) Find a way to eliminate any submarine/naval threat (hmm... I wonder...)

...all to be done without any armed forces. (For that purpose, production buildings - Barracks/War Factories/Airfields/Naval Yards/Construction Yards may not be captured, and captured buildings give zero GIs when sold)

Of course, there are other ways to implementing this idea, like controlling Soviet Repair Drones to repair Soviet vehicles/ships, or deploying Epsilon mobile stealth generators to give an Epsilon taskforce an added advantage over a larger enemy (I'd need to check if stealth affects allies too, but even if it does not, there are workarounds to that).

I probably need some time to brainstorm on how such a scenario would be relevant to MO3.0.. but here, at least, is the idea. ^^

lovalmidas out

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#32 Textchat Rogue

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Posted 15 October 2012 - 12:09 PM

The Soviets discover that the Allies have captured several battalions of troops and armor and have them at a POW camp. Normally, being Soviets, they would simply disregard their losses, but a Saboteur among them is carrying very valuable information on troop movements.

They cannot enact a full assault, as the Allies might simply kill the POWs. International law doesn't mean much when the enemy's breathing down your neck. As the Latin Confederation are the go-to guerillas, they are selected to carry out this operation.

Morales and a Drakuv are airdropped behind enemy lines, as any more units would easily be spotted. Your goal is to get to a small, lightly defended base and take control of it in order to have the spies necessary to rescue the captured platoons.

To do this, you build your forces from "enlightened" enemy patrols. You would empty tanks using Morales and use brainwashed engineers to capture them.

After you build a decent force, you get to the base. You send a brainwashed Spy in to shut down the defenses and allow Engineers to capture the base. The base would only be a power plant, a Barracks, an Ore Refinery and tech center, along with a few defenses which would turn to your control upon capturing the base.

Here's the tricky part. You have to use the spies to disable the defenses of the main base where the POWs are being held and break in with what scant forces you've converted to your side. Once you manage to do that and all hostiles are taken out, you capture a Tech Airport to airlift out the POWs and Morales.




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