I have something like that, but it seemed distinguishable from the rest of the game, so I made a separate forum thread for it: https://forums.revor...c-design-of-mo/
MO3.0 Feedback // SUGGESTIONS
#2581
Posted 15 June 2016 - 09:53 PM
#2582
Posted 15 June 2016 - 10:53 PM
I would suggest we make the Marauder slightly stronger armor-wise, because it's literally a glass-cannon option that forces PsiCorps players to go down the Mind Control route and steal some Nuwas.
And where did all the vanilla RA2 and YR maps go?
#2583
Posted 15 June 2016 - 11:10 PM
Marauders will be buffed. However, they will still remain in their glass cannon state.
- MusketMarine likes this
#2584
Posted 15 June 2016 - 11:29 PM
And where did all the vanilla RA2 and YR maps go?
The majority is still there.
- MusketMarine likes this
#2585
Posted 16 June 2016 - 02:24 AM
If not yet, please buff-up Irkalla's AI to attack any incoming air units that enter its range when idle. Auto-attack ground units probably would be bad because of the boom boom on AI's base so please keep it only auto-attack air units
If not yet, please swap the projectile speed of Archer's and Piranha's weapon (and other units that uses the same projectile) in rookie/veteran and elite.
#2586
Posted 16 June 2016 - 07:40 AM
Archer's slow attack after reaching elite status is actually a mistake in code. WIll be fixed in next release so i dont think swap is required.
- MusketMarine likes this
#2587
Posted 16 June 2016 - 10:23 AM
Ah ok2. I thought it suppose to be very slow when rookie and very fast in elite. So apparently any rank has the same fast speed then?
#2588
Posted 16 June 2016 - 09:31 PM
Tone the AI cheating down...
For example:
Easy AI: No cheating
Normal AI: Some Cheating
Hard AI: Alot of Cheating
Mental AI: Blatant Cheating
And may I suggest Alt-tab be fixed, so the game display doesn't go black when you re-tab in. (And possible Steam Overlay support.)
#2589
Posted 18 June 2016 - 12:49 PM
I know that the idea of cutscenes/fmvs come up here and there, and I know that the team doesn't really have resources to make them. But considering all the special graphics in the trailers, I wondered if something like this: https://youtu.be/bImKihXUU6A?t=3m22s could be created. Just a few after a few missions that maybe introduces the player to the lore of the world, what happened before the war, explaining the subfactions and "players" of the war, and maybe sometimes showing how the war progressed after a few "mission blocks" (like Allied Mission 1-6 forms a single block in the story). Not to mention, it would somehow feel wrong if after completing a campaign, players wouldn't get a sort of "reward" for playing through.
Also, something like this could potentially explain the story somewhat better, instead of reading all that wall of text after the mission started, which are often written in a confusing way, referring to events we know nothing about. (Which, in a way, makes sense, after all, we are commanders living in that world, and we wouldn't have risen to that rank without knowing military history, but still somewhat off putting to the player.)
Edited by Solais, 18 June 2016 - 07:43 PM.
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#2590
Posted 20 June 2016 - 01:10 AM
if not done already, how about a Grinder Tank for Epsilon? build them at the war factory after constructing a grinder, these tanks are comparable to the Chinese Quilin Tank in speed and armor. (maybe slower). unarmed but uses a frontal grinder like the Drakuv. it's not instant like the Grinder structure but gives back some money like the Grinder does each kill? can target friendly units since it can recycle on the field and get rid of unwanted mind control units.
Also it's voice would try to sound like the samples used in Grinder :
>>>>>>>> Unoffical compliation of upcoming features for the next MO Release https://forums.revor...-see/?p=1033314 <<<<<<<<
#2591
Posted 20 June 2016 - 02:51 AM
And how would a slow vehicle with it's only attack being to get into CQC going to be any effective or as viable as other units?
#2592
Posted 20 June 2016 - 03:46 AM
mind control for disposing unwanted units from adepts or mastermind for some money. but for convenience on the frontlines
Edited by Schottkey 7th Path, 20 June 2016 - 05:23 AM.
>>>>>>>> Unoffical compliation of upcoming features for the next MO Release https://forums.revor...-see/?p=1033314 <<<<<<<<
#2593
Posted 20 June 2016 - 06:26 AM
#2594
Posted 20 June 2016 - 07:17 AM
Allies have 2 buildings in T3 right now: Economy booster (Ore purifier) and Tech unlocker/Support structure (Experimental Wrapshop). They already have some of stuff assigned to wrapshop.
#2595
Posted 20 June 2016 - 07:51 AM
Well, they do have the Hummingbird (and maybe something else not revealed yet), but on the other hand, Epsilon has Evolver bomber and Virus available after Cloning Vats, which is economical structure. So if Grinder would allow player to build Mobile Grinder, then both T3 special structures of Epsilon will provide access to additional units, while in case of Allies only one special T3 structure (the mentioned Wrapshop) does it.
I'm not sure btw if it is technically possible to implement the Mobile Grinder so it would not break the bounty system. As Ares 0.C documentation says (unless I understand something wrong) bounties are either initially enabled for all units which have Bounty=yes tag on them, or get enabled for these units only after a certain structure(s) has been built. My guess is that bounties will be Foehn unique feature (tag Bounty=yes only on Foehn units) and their economy boosting structure will unlock these bounties. But the Mobile Grinder would need the Bounty=yes tag too to get money from kills, and to enable these bounties Epsilon would need a bounty enabling structure too (say, Grinder) for this unit to work. But then, after you construct the Grinder you will be able to get bounties by killing stuff with mind controlled Foehn units (since it doesn't matter which bounty prerequisite building you have, it enables the bounties in general and that's enough), what is unintentional. If tag Bounty=yes will be present on all units (so Foehn would get bounties even when using captured tech as long as they have that hypothetical eco boosting bounty-granting structure), then construction of Grinder will enable bounties for all Epsilon units (and all the units the Epsilon player controls), and there will be no point to have Mobile Grinder anymore.
Unless I understood something wrong with that coding part.
Edited by Damfoos, 20 June 2016 - 08:37 AM.
#2596
Posted 20 June 2016 - 03:25 PM
And how would a slow vehicle with it's only attack being to get into CQC going to be any effective or as viable as other units?
Brutes have best CQC. And perhaps old, non-subterranean Tyrants.
Grinder Tanks actually sound more Soviet than Epsilon, but likely because RA3 has already done that.
Give it to the Chinese as a companion to the Armadillo, and have them rekt da shizz outta ur bass. And deliver more scrap metals for Yunru.
Edited by lovalmidas, 20 June 2016 - 03:26 PM.
#2597
Posted 21 June 2016 - 01:08 AM
But why use Grinders for China when they already have the Vindicator Tanks Nuwa Cannon?
My reason for this idea was to use in conjunction with Epsilon mind control as a frontline recycling unit for unwanted units.
>>>>>>>> Unoffical compliation of upcoming features for the next MO Release https://forums.revor...-see/?p=1033314 <<<<<<<<
#2598
Posted 21 June 2016 - 09:02 AM
They already have a recycle structure. Having mobile grinders would render stationary version completely useless.
#2599
Posted 21 June 2016 - 01:49 PM
Unless Grinder becomes a tech structure.
(Incoming confusion and mukafooking complexity)
#2600
Posted 21 June 2016 - 09:18 PM
So, hold on: this does not seem fair: to tech up fully, the allies have to:
build x command building (ex: shild command for EA) + tech center + experimental warpshop and US also has to build mercury uplink
sovs only have tech building+ field bureau.
Epsilon: Radar+Hub+Hub upgrade
this does not seem fair... or am i forgetting something?
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