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#1081 Meyerm

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Posted 19 May 2014 - 12:02 AM

On the topic of this, is the Seal C4 getting nerfed at all? It seems pretty strong for a unit that's basically a weak Tanya that can be produced in large numbers.



#1082 Vint

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Posted 19 May 2014 - 01:49 AM

Or recycle the Sniper, Remove its deploy ability and turn it entirely into a SEAL Counterpart.

That's something like what I had in mind.



#1083 Malekron

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Posted 19 May 2014 - 04:47 AM

==Nautilus==

 

Unique to Scorpion Cell

 

Requires: Naval Shipyard, Radar Spire

 

Cost: 800

 

(Uses the same logic as the Slave Miner except using it's "children" to attack naval vessels and board them, taking them over)

 

Story: A primitive trireme looking ship seeming as though it was from the Bronze Age was actually the intent of it's creators to save money and exploit "willing" and unwilling manpower to row oars to propel this sea faring OSHA violation in to the battle haphazardly. While it's practically suicidal tactics of ramming and boarding vessels, it has a special consideration that opposing naval admirals must consider, the use of human shields as a tool to motivate the respective admirals crew that if they destroy it they have to deal with the moral consequences of their acts demoralizing their resolve to fight and maintain their ship while the Nautilus' speaker blares out propaganda and screams of peril as it sinks. 

 

Weapons: Ramming, Naval Slaves

 

Abilities: Spawns naval slaves to capture naval units when the unit in question is at 45% health, If destroyed any slaves outside this unit are liberated, Causes a debuff to it's destroyer depending on the amount of slaves on board (i.e. 4 slaves cause a 40% to armour, speed, and fire rate, 3 slaves 30%, etc)



#1084 switchblade16

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Posted 19 May 2014 - 05:45 AM

Latin Confederation

Terrorist (with new quotes)-replace in Crazy Ivan. Can plant C4 Bomb to destroy buildings and vehicles. It explode when kill. Can shot infantries just like navy seal but cannot swim.

Scorpion Cell

Hulk (color green brute)-replace in brute but you can use brute by using Geneburst but Hulk can still a Hulk anymore. Hulk has more power than brute.

Pacific Front

Seal have a sniper rifle are good for the pacific front that replace in navy seal.
What about if Attack Dogs cannot learn to swim then, Dolphin,Killer Whale will be back and
I think its better only in epsilon that has a unique sea creature because of there mind control and scientic experimental.

Terrorist?  The Desperate Driver is the Terrorist

Hulk?   Scorpion Cell?   Must I call GraionDilach for you to get another burn?   NOT LIKELY(in reference to Hulk) because Genetic related things belong to "EPSILON HEADQUARTERS" not Scorpion Cell

 

As for SEAL replacements, it has been suggested multiple times IIRC, in fact I made such a suggestion but not expecting much from it for now.

And a message for you Kivz in case you are so ignorant.

"NAGLARO KA BA TALAGA NG MENTAL OMEGA 3.0"?


Edited by switchblade16, 19 May 2014 - 10:22 AM.

DID SOMEBODY SAY DERP?

 

Libra: The Floor is Ice!
Malver: Under the guidance of Lord Yuri.
Rahn: What are we waiting for?

...

Lord Yuri: I have taught you all well, be of one mind, one vision, proselytes!

TXibgYC.gif

 

 

Spoiler

#1085 Darkstorm

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Posted 19 May 2014 - 05:53 AM

 

Replace the Navy SEAL for the Euro Alliance with SAS - similar functionng to the SEAL but uses a sniper rifle (giving it better range and anti-infantry damage, but lower rate of fire).

 

Or recycle the Sniper, Remove its deploy ability and turn it entirely into a SEAL Counterpart.

 

Snipers being removed was a design choice, but as I suggested earlier, it would be nice for a cosmetically different Navy SEAL for the Pacific Front and Euroalliance. 

(Also as mentioned earlier, they were renamed "Ghosts" at one point, but the name never stuck. In fact, I think I was in the beta at the time. The fact was is that rename of an existing image doesn't usually work.)

 

Latin Confederation

Terrorist (with new quotes)-replace in Crazy Ivan. Can plant C4 Bomb to destroy buildings and vehicles. It explode when kill. Can shot infantries just like navy seal but cannot swim.

Scorpion Cell

Hulk (color green brute)-replace in brute but you can use brute by using Geneburst but Hulk can still a Hulk anymore. Hulk has more power than brute.

Pacific Front

Seal have a sniper rifle are good for the pacific front that replace in navy seal.
What about if Attack Dogs cannot learn to swim then, Dolphin,Killer Whale will be back and
I think its better only in epsilon that has a unique sea creature because of there mind control and scientic experimental.

 

 - So you want a Soviet Navy SEAL that can't swim? See Crazy Ivan. (Soviets don't really use that type of infantry.)

- Amusing, but stupid. And as mentioned by switchblade, doesn't make sense for Scorpion Cell. (Also, MO has a more serious tone then RA2, what makes you think having a green hulk unit would fit that?)

- For the last time, no snipers. Ever. Unless something drastically changes.

- So, remove part of a unit's function to make room for more units? Let's remove the Engineer and replace it with a Mechanic that can only repair bridges and buildings and a Capturer that can only capture buildings.

- Then where would the Killer Whale/Dolphin go? To Epsilon? Does this make any sense?

 

==Nautilus==

 

Unique to Scorpion Cell

 

Requires: Naval Shipyard, Radar Spire

 

Cost: 800

 

(Uses the same logic as the Slave Miner except using it's "children" to attack naval vessels and board them, taking them over)

 

Story: A primitive trireme looking ship seeming as though it was from the Bronze Age was actually the intent of it's creators to save money and exploit "willing" and unwilling manpower to row oars to propel this sea faring OSHA violation in to the battle haphazardly. While it's practically suicidal tactics of ramming and boarding vessels, it has a special consideration that opposing naval admirals must consider, the use of human shields as a tool to motivate the respective admirals crew that if they destroy it they have to deal with the moral consequences of their acts demoralizing their resolve to fight and maintain their ship while the Nautilus' speaker blares out propaganda and screams of peril as it sinks. 

 

Weapons: Ramming, Naval Slaves

 

Abilities: Spawns naval slaves to capture naval units when the unit in question is at 45% health, If destroyed any slaves outside this unit are liberated, Causes a debuff to it's destroyer depending on the amount of slaves on board (i.e. 4 slaves cause a 40% to armour, speed, and fire rate, 3 slaves 30%, etc)

 

Sounds like a charge-up mind control ship (in game mechanics terms). 

This unit sounds like it would be impossible to implement in its current form. The slave system is basically hardcoded as it stands, if I remember correctly. Ares had plans to expand it though but likely not to any degree that would allow this. The current slave mechanic takes one infantry, denoted in the configs as SLAV, which can only be sent on one mission, harvest. You could give SLAV a different weapon, but that only really applies after being liberated.

You could have it instead launch drones like the aircraft carrier. That system is independent from the slave system. However that really can only launch aircraft and isn't used much beyond spawning missiles or attack aircraft. Maybe a mind control aircraft? I'm not sure how that would work. It would probably just release any thralls once despawning. Maybe if you gave them a perma-control ability, new with Ares. That would result in permanant control, but it would have the effect similar to mind control so it wouldn't look like being hijacked unless the perma-control animation were changed and any psychic superweapon were scrapped (bye bye Psychic Dominator).

As for the after effect, well if we're talking about drones that mind control things then maybe you could attach an effect to the warhead. The AttachEffect system being what gives MO it's buffs and debuffs. Therefore you could hurt it based on how many mind control weapons are fired on it, but that doesn't use up the drones at all so it's a waste to have varying debuffs. One debuff, if any, would suffice given that the captured ship is independent of the drone.


Edited by Darkstorm, 19 May 2014 - 05:57 AM.


#1086 switchblade16

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Posted 19 May 2014 - 06:18 AM

Nautilus?  Sounds like a file manager(Only certain IT Enthusiasts can get this) ;)


DID SOMEBODY SAY DERP?

 

Libra: The Floor is Ice!
Malver: Under the guidance of Lord Yuri.
Rahn: What are we waiting for?

...

Lord Yuri: I have taught you all well, be of one mind, one vision, proselytes!

TXibgYC.gif

 

 

Spoiler

#1087 Meyerm

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Posted 19 May 2014 - 06:19 AM

What if it deployed independent swimming infantry (or drones, whatever) with a timed life like the risen railgun? They wouldn't be slaved in any way to the master ship (making them controllable), and would auto-target the vessel targetted by the master ship when deployed. Their life span would make it impossible to amass them, lasting maybe just a second or more than the time necessary to swim the master ship's max range.



#1088 Divine

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Posted 19 May 2014 - 10:11 AM

IMO What the scorpion cell needs is an airborne kamikaze drone. Preferably tier 2 or 3, with stronk anti armor capabilities.

 

-light armor

-mediocre speed

-much like the Dragonfly except that

-it kamikazes, unleashing a powerful kumulative warhead upon impact that is quite useless against infantry and buildings but murders ships and tanks badly


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#1089 switchblade16

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Posted 19 May 2014 - 10:20 AM

IMO What the scorpion cell needs is an airborne kamikaze drone. Preferably tier 2 or 3, with stronk anti armor capabilities.

 

-light armor

-mediocre speed

-much like the Dragonfly except that

-it kamikazes, unleashing a powerful kumulative warhead upon impact that is quite useless against infantry and buildings but murders ships and tanks badly

 

Mini Invader! :p.   Using KI Tech plus LC inspired suicide attacks :)


DID SOMEBODY SAY DERP?

 

Libra: The Floor is Ice!
Malver: Under the guidance of Lord Yuri.
Rahn: What are we waiting for?

...

Lord Yuri: I have taught you all well, be of one mind, one vision, proselytes!

TXibgYC.gif

 

 

Spoiler

#1090 Malekron

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Posted 19 May 2014 - 03:04 PM

 

 

Replace the Navy SEAL for the Euro Alliance with SAS - similar functionng to the SEAL but uses a sniper rifle (giving it better range and anti-infantry damage, but lower rate of fire).

 

Or recycle the Sniper, Remove its deploy ability and turn it entirely into a SEAL Counterpart.

 

Snipers being removed was a design choice, but as I suggested earlier, it would be nice for a cosmetically different Navy SEAL for the Pacific Front and Euroalliance. 

(Also as mentioned earlier, they were renamed "Ghosts" at one point, but the name never stuck. In fact, I think I was in the beta at the time. The fact was is that rename of an existing image doesn't usually work.)

 

Latin Confederation

Terrorist (with new quotes)-replace in Crazy Ivan. Can plant C4 Bomb to destroy buildings and vehicles. It explode when kill. Can shot infantries just like navy seal but cannot swim.

Scorpion Cell

Hulk (color green brute)-replace in brute but you can use brute by using Geneburst but Hulk can still a Hulk anymore. Hulk has more power than brute.

Pacific Front

Seal have a sniper rifle are good for the pacific front that replace in navy seal.
What about if Attack Dogs cannot learn to swim then, Dolphin,Killer Whale will be back and
I think its better only in epsilon that has a unique sea creature because of there mind control and scientic experimental.

 

 - So you want a Soviet Navy SEAL that can't swim? See Crazy Ivan. (Soviets don't really use that type of infantry.)

- Amusing, but stupid. And as mentioned by switchblade, doesn't make sense for Scorpion Cell. (Also, MO has a more serious tone then RA2, what makes you think having a green hulk unit would fit that?)

- For the last time, no snipers. Ever. Unless something drastically changes.

- So, remove part of a unit's function to make room for more units? Let's remove the Engineer and replace it with a Mechanic that can only repair bridges and buildings and a Capturer that can only capture buildings.

- Then where would the Killer Whale/Dolphin go? To Epsilon? Does this make any sense?

 

==Nautilus==

 

Unique to Scorpion Cell

 

Requires: Naval Shipyard, Radar Spire

 

Cost: 800

 

(Uses the same logic as the Slave Miner except using it's "children" to attack naval vessels and board them, taking them over)

 

Story: A primitive trireme looking ship seeming as though it was from the Bronze Age was actually the intent of it's creators to save money and exploit "willing" and unwilling manpower to row oars to propel this sea faring OSHA violation in to the battle haphazardly. While it's practically suicidal tactics of ramming and boarding vessels, it has a special consideration that opposing naval admirals must consider, the use of human shields as a tool to motivate the respective admirals crew that if they destroy it they have to deal with the moral consequences of their acts demoralizing their resolve to fight and maintain their ship while the Nautilus' speaker blares out propaganda and screams of peril as it sinks. 

 

Weapons: Ramming, Naval Slaves

 

Abilities: Spawns naval slaves to capture naval units when the unit in question is at 45% health, If destroyed any slaves outside this unit are liberated, Causes a debuff to it's destroyer depending on the amount of slaves on board (i.e. 4 slaves cause a 40% to armour, speed, and fire rate, 3 slaves 30%, etc)

 

Sounds like a charge-up mind control ship (in game mechanics terms). 

This unit sounds like it would be impossible to implement in its current form. The slave system is basically hardcoded as it stands, if I remember correctly. Ares had plans to expand it though but likely not to any degree that would allow this. The current slave mechanic takes one infantry, denoted in the configs as SLAV, which can only be sent on one mission, harvest. You could give SLAV a different weapon, but that only really applies after being liberated.

You could have it instead launch drones like the aircraft carrier. That system is independent from the slave system. However that really can only launch aircraft and isn't used much beyond spawning missiles or attack aircraft. Maybe a mind control aircraft? I'm not sure how that would work. It would probably just release any thralls once despawning. Maybe if you gave them a perma-control ability, new with Ares. That would result in permanant control, but it would have the effect similar to mind control so it wouldn't look like being hijacked unless the perma-control animation were changed and any psychic superweapon were scrapped (bye bye Psychic Dominator).

As for the after effect, well if we're talking about drones that mind control things then maybe you could attach an effect to the warhead. The AttachEffect system being what gives MO it's buffs and debuffs. Therefore you could hurt it based on how many mind control weapons are fired on it, but that doesn't use up the drones at all so it's a waste to have varying debuffs. One debuff, if any, would suffice given that the captured ship is independent of the drone.

 

Thanks for clarifying that

 

Nautilus?  Sounds like a file manager(Only certain IT Enthusiasts can get this) ;)

I got the name from Alpha Centauri's faction the Nautilus Pirates who are an expy of the characters of Twenty Thousand Leagues Under the Sea.



#1091 Divine

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Posted 19 May 2014 - 03:07 PM

Hey, I have an idea for a new game mode. Let's call it "Meatgrinder" or "Onslaught"

 

-it is a mix between the "Fortress" gamemode and "Infantry War"

-there is a twist tho: the player(s) who are outnumbered by the others, (let's call them "defenders") have acess to everything on the normal tech trees, while the "attackers" have acces to the infantry war style tech trees (eg.: scorpion cell can use stalkers), + tier 2 and 3 defenses, but absolutely no vehicles.

 

EDIT: we could also mix in some "meteor shower", to make the AI harder: if they are on the attacking side, they could build multiple barracks, each acting as a cloning vat.


Edited by Divine, 19 May 2014 - 05:43 PM.

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#1092 Malekron

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Posted 19 May 2014 - 04:24 PM

==Teleforce Spetnaz==

 

Replaces: Tesla Trooper

 

Unique to Russia

 

Abilities: Firepower increased under the radius of Tesla Coils, Immune to dog attacks, cannot be crushed by normal, can cause a short duration EMP effect if under a Tesla Coil's influence, attack boosted by 100% by Overcharge, 1 Teleforce Spetnaz can increase Tesla Coil's firepower, 2 Teleforce Spetnaz can make a Tesla Coil work on low power, 2 Teleforce Spetnaz will add a longer duration of the EMP effect to Tesla Coil's bolt, sensor.

 

Cost: 900

 

Range: 4

 

Speed: 4

 

Requires: Barracks and Radar

 

Story: The special forces of USSR known as the Spetnaz have been given new equipment to devastate the oncoming Allied armor division's, using recently declassified technology known only as Teleforce. The Teleforce Spetnaz use this exotic energy field to siphon the power of nearby Tesla based energy signatures to increase their weapons' power. While a potent infantry to defend bases, it's speed and effective range hinders it's pursuing of enemies.

 

==Mercenary Camp==

 

Tech Capturable structure

 

Spawns unique special mercenary infantry

 

==Valkyrie==

 

Role: Support Power Structure Collateral Anti Air

 

Cost: 1500

 

Requires: Tech Lab, Strategy Center

 

Unique to Euro Alliance

 

Weapon: Cluster MIRV Missiles

 

Role: Defense of the airspace of the Euro Alliance requires consideration of  area of effect based weapons and massive firepower to knock out incoming air armadas

 

==Flying Hellspawn==

 

Unique: PsiCorp

 

Cost: 1000

 

Requires: Pandora Hub

 

Role: 3 Banshees and 3 Dybbuks come speeding out of an underground facility to defend a particular point, Banshee attack ground units and Dybbuks attack air units.



#1093 Darkstorm

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Posted 19 May 2014 - 06:18 PM

 

Thanks for clarifying that

 

Nautilus?  Sounds like a file manager(Only certain IT Enthusiasts can get this) ;)

I got the name from Alpha Centauri's faction the Nautilus Pirates who are an expy of the characters of Twenty Thousand Leagues Under the Sea.

 

 

No problem, it did give me another more feasible idea though. It perhaps fits the Allies more then Epsilon though. Basically have a warship that buffs other warship's defense, but do it progressively over a time period. Using the Gatling system and AttachEffect make something like this:

First Phase: 10% defense boost

Second Phase: 20% defense boost

Third Phase: 40% defense boost
 

 

IMO What the scorpion cell needs is an airborne kamikaze drone. Preferably tier 2 or 3, with stronk anti armor capabilities.

 

-light armor

-mediocre speed

-much like the Dragonfly except that

-it kamikazes, unleashing a powerful kumulative warhead upon impact that is quite useless against infantry and buildings but murders ships and tanks badly

In my experience, flying kamakazes look weird in game. (They destroy themselves in mid air and then fall on their target with the death warhead detonating on impact.)

Also, plain suicide units are more of a Soviet tactic.
 

Hey, I have an idea for a new game mode. Let's call it "Meatgrinder" or "Onslaught"

 

-it is a mix between the "Fortress" gamemode and "Infantry War"

-there is a twist tho: the player(s) who are outnumbered by the others, (let's call them "defenders") have acess to everything on the normal tech trees, while the "attackers" have acces to the infantry war style tech trees (eg.: scorpion cell can use stalkers), + tier 2 and 3 defenses, but absolutely no vehicles.

 

EDIT: we could also mix in some "meteor shower", to make the AI harder: if they are on the attacking side, they could build multiple barracks, each acting as a cloning vat.

I like the idea, but wouldn't the defender just steamroll the attackers. I mean high-tier vehicles usually trump infantry in most cases. Just imagine a force of Borillos or Nuwas coming against Tesla and Flak Troopers. I don't see that turning out well.
 

 

==Teleforce Spetnaz==

 

Replaces: Tesla Trooper

 

Unique to Russia

 

Abilities: Firepower increased under the radius of Tesla Coils, Immune to dog attacks, cannot be crushed by normal, can cause a short duration EMP effect if under a Tesla Coil's influence, attack boosted by 100% by Overcharge, 1 Teleforce Spetnaz can increase Tesla Coil's firepower, 2 Teleforce Spetnaz can make a Tesla Coil work on low power, 2 Teleforce Spetnaz will add a longer duration of the EMP effect to Tesla Coil's bolt, sensor.

 

Cost: 900

 

Range: 4

 

Speed: 4

 

Requires: Barracks and Radar

 

Story: The special forces of USSR known as the Spetnaz have been given new equipment to devastate the oncoming Allied armor division's, using recently declassified technology known only as Teleforce. The Teleforce Spetnaz use this exotic energy field to siphon the power of nearby Tesla based energy signatures to increase their weapons' power. While a potent infantry to defend bases, it's speed and effective range hinders it's pursuing of enemies.

 

==Mercenary Camp==

 

Tech Capturable structure

 

Spawns unique special mercenary infantry

 

==Valkyrie==

 

Role: Support Power Structure Collateral Anti Air

 

Cost: 1500

 

Requires: Tech Lab, Strategy Center

 

Unique to Euro Alliance

 

Weapon: Cluster MIRV Missiles

 

Role: Defense of the airspace of the Euro Alliance requires consideration of  area of effect based weapons and massive firepower to knock out incoming air armadas

 

==Flying Hellspawn==

 

Unique: PsiCorp

 

Cost: 1000

 

Requires: Pandora Hub

 

Role: 3 Banshees and 3 Dybbuks come speeding out of an underground facility to defend a particular point, Banshee attack ground units and Dybbuks attack air units.

 

Teleforce Spetznaz: I think we should probably stick to either Tesla Troopers buffing Tesla Coils or the reverse. Plus the AttachEffect system can't change a unit's weapon (like to add EMP), so that's out. Also, Overcharge wouldn't be able to do the things you're talking about. (It basically changes the weapon of the coil and powers it without power being necessary, you can't really change AttachEffect that way to my knowledge.)

Mercenary Camp: That's vague, and therefore pointless.

Valkyrie: Nothing impossible about this persay. The Splitting idea is probably out though, but the area of effect isn't necessarily. Although with Skyrays, I don't think there is a need for more unique Allied AA defenses. Also, the MIRV acronym applies to ballistic missiles not SAMs.

Flying Hellspawn: So an aircraft carrier that attacks air and ground with two different types of aircraft? Why? The defenses are pretty set, I'd imagine. Ever faction has a basic defense or two (like Sentries), an AA defense (like Flak Cannons), a power hungry advanced defense (like Railgun Towers or Tesla Coils), and a long range defense (Like the Antares or Hammer). This would be a completely unnecessary defense that also probably outclasses them all for a faction that doesn't focus on defense (that's probably the Allies).



#1094 Divine

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Posted 19 May 2014 - 07:46 PM

........

 

Hey, I have an idea for a new game mode. Let's call it "Meatgrinder" or "Onslaught"

 

-it is a mix between the "Fortress" gamemode and "Infantry War"

-there is a twist tho: the player(s) who are outnumbered by the others, (let's call them "defenders") have acess to everything on the normal tech trees, while the "attackers" have acces to the infantry war style tech trees (eg.: scorpion cell can use stalkers), + tier 2 and 3 defenses, but absolutely no vehicles.

 

EDIT: we could also mix in some "meteor shower", to make the AI harder: if they are on the attacking side, they could build multiple barracks, each acting as a cloning vat.

I like the idea, but wouldn't the defender just steamroll the attackers. I mean high-tier vehicles usually trump infantry in most cases. Just imagine a force of Borillos or Nuwas coming against Tesla and Flak Troopers. I don't see that turning out well.

.........

 

It wouldn't be a 1v1 battle More like 4+ vs 1. Humans on the attacking side would be smart enough to rush early, while the AI can use meteor shower like barracks to spam thousands of infantry.


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#1095 Atomic_Noodles

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Posted 20 May 2014 - 01:05 AM

I guess the Mercenary Camp would be akin to the Tech Airport now (Allowing training of Unique Infantry) IIRC Starkku's Project Phantom had one implemented.


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#1096 Vint

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Posted 20 May 2014 - 01:06 AM

Any word on what the ETA is for when MO will allow saving games?



#1097 Darkstorm

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Posted 20 May 2014 - 02:35 AM

 

I guess the Mercenary Camp would be akin to the Tech Airport now (Allowing training of Unique Infantry) IIRC Starkku's Project Phantom had one implemented.

That seems to be what stolen tech is for...

 

Any word on what the ETA is for when MO will allow saving games?

I asked earlier, as did many many other people I'm sure.There are no plans yet. Save games are disabled because of Ares' on-going development. Until development is halted (which would be even worse IMO), save games will likely remain broken.


Edited by Darkstorm, 20 May 2014 - 02:36 AM.


#1098 Atomic_Noodles

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Posted 20 May 2014 - 04:49 AM

Well to sum up some of the info from Project Phantom's Website...

 

Mercenary Outpost

Camp of mercenary fighters that pledge allegiance only to the money. Capturing it will enable player to hire these mercenary soldiers, and grants access to additional reinforcements. Outpost itself will function as a barracks too, if required.

 

Mercenary Airdrop (Support Power)

Calls in a mercenary cargo plane to drop a total of 2 Raider Mortar Buggys, 3 Stryker AFV's, 1 Mercenary Sharpshooter and 4 Mercenary Gunners anywhere on the battlefield.

 

Mercenary Gunner

Armed with a Machine Gun & Grenade Launcher

 

Mercenary Marksman

Sniper Rifle + Boris Laser Pointer

 

Stryker AFV (Get from support power)

Anti-Tank Unit with high mobility

 

Raider Mortar Buggy (Get from support power)

Scout Unit and Long-Range Anti-Armor Artillery


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#1099 Sven Co. Op

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Posted 20 May 2014 - 06:07 AM

Well to sum up some of the info from Project Phantom's Website...

 

Mercenary Outpost

Camp of mercenary fighters that pledge allegiance only to the money. Capturing it will enable player to hire these mercenary soldiers, and grants access to additional reinforcements. Outpost itself will function as a barracks too, if required.

 

Mercenary Airdrop (Support Power)

Calls in a mercenary cargo plane to drop a total of 2 Raider Mortar Buggys, 3 Stryker AFV's, 1 Mercenary Sharpshooter and 4 Mercenary Gunners anywhere on the battlefield.

 

Mercenary Gunner

Armed with a Machine Gun & Grenade Launcher

 

Mercenary Marksman

Sniper Rifle + Boris Laser Pointer

 

Stryker AFV (Get from support power)

Anti-Tank Unit with high mobility

 

Raider Mortar Buggy (Get from support power)

Scout Unit and Long-Range Anti-Armor Artillery

 

I get what you're trying to put here, but here's the problem. Snipers were removed from the game (skirmish) for being a too effective hero killer. And to top it off you would give it the same ability that made Boris a real b**** to any other player not using him. So now you are suggesting an already OP unit being equipped with another OP ability that originally belonged to a hero. I only posted this to save the typing of others (Graion) about this.


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#1100 Graion Dilach

Graion Dilach

    Supérior Caliburwielder

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Posted 20 May 2014 - 06:23 AM

Keep in mind that Noodles only responded to Malekron with an example. I'm all for mercenary camps when they're balanced in. Tho I doubt such'll ever happen (and if they do, then it's more probable that Secret Lab gets repurposed into such because random tech is not balanced, according to someone).
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