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MO3.0 Feedback // SUGGESTIONS


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#1101 Meyerm

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Posted 20 May 2014 - 06:41 AM

Good idea. Give Secret lab more tech to increase it's importance.



#1102 switchblade16

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Posted 20 May 2014 - 09:17 AM

In MO 2.0, there used to be a police station allowing you to get police units.  Even if campaign only it would be cool.  


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#1103 Atomic_Noodles

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Posted 20 May 2014 - 10:13 AM

In MO 2.0, there used to be a police station allowing you to get police units.  Even if campaign only it would be cool.  

 

And it would clutter up the map with police vans. xD


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#1104 Divine

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Posted 20 May 2014 - 10:52 AM

In MO 2.0, there used to be a police station allowing you to get police units.  Even if campaign only it would be cool.  

IMO police units were a game ruiner, thanks god they were removed. I mean, seriously, they took away every piece of realism, and seriousness from the game. Police car in the middle of a friggin battlefield, ffs.


Some unofficial stuff I made for Mental Omega
 
Sidebar icons for normally not buildable stuff: Yuri Prime, Space CommandoAllied Jackal (obsolete)Gravitron
Skirmish Map: (2) Commietopia
 
Feedback and showcase thread

#1105 Meyerm

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Posted 20 May 2014 - 12:29 PM

Civilian law enforcement van vs. military armored car. Seems legit.



#1106 Divine

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Posted 20 May 2014 - 03:35 PM

Civilian law enforcement van vs. military armored car. thirty meters tall tripod with a 500mm demolition cannon and multiple fireports. Seems legit.


Some unofficial stuff I made for Mental Omega
 
Sidebar icons for normally not buildable stuff: Yuri Prime, Space CommandoAllied Jackal (obsolete)Gravitron
Skirmish Map: (2) Commietopia
 
Feedback and showcase thread

#1107 Darkstorm

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Posted 20 May 2014 - 05:03 PM

In all fairness, it's about as ridiculous as the Confederation spending god knows how much of their R&D money on fitting a oversized smoke cannon into a small helicopter.



#1108 Jargalhurts

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Posted 20 May 2014 - 05:52 PM

Seeing how in BR2, all Soviet Subfactions are getting a unique support structure for themselves (Stalin's Fist, Prison Facility, EMP Station), I figured I would contribute some support structure ideas to the other two sides to keep them even. These are Allied only, I'll post Eppies after some time, I reckon.

 

European Alliance exclusive:

Chrono Passage

Cost: $1800

Power: -200

Prerequisite: Tech Center

Purpose: Transportation

Additional Information:

Build Limit: 2

Cannot be captured.

 

European forces are famous for their incredible defensive capabilities and the abilities to hold their positions until no end. Such advantages also comes with the cost of a lack of mobility. Through extremely complicated research conducted by Siegfried in order to improve upon the Chronosphere technology, another method of traveling through time and space has been established. A Chrono Passage alone has absolutely no use for a commander but once two are built, vehicles are capable of teleporting freely between the two Passage points, offering an extremely quick method transportation. Like the Chronosphere, infantry are unable to go through Chrono Passages due to fatal exposure to time dilation. A commander is limited to building only two Passages on the battlefield.

 

However, due to the primitiveness of the technology, the Passages take an excruciating amount of power to operate properly. When both passages are built, their power consumption is equal to the consumption of the Weather Control Device. And another disadvantage is that the Passages are not tall enough to Transport aerial units, so units like Thor Gunships or Harriers cannot be transported.

 

 

United States exclusive:

Airforce Chapel

Cost: $1500

Power: -100

Prerequisite: Tech Center

Purpose: Aircraft Improvement

Additional Information:

Build Limit: 1

Cannot be captured.

 

Whenever an American commander has reached enough clearance, he is given a special privilege to construct an Airforce Chapel in his base. The Chapel is where all of the United States' most advanced aviation technology is stored. Once the Chapel is built, a plethora of benefits are granted to your airforce.

 

A big advantage granted by the Chapel is that it cheapens the cost to build aircraft by 30% and boosts aircraft production speed by half, allowing commanders to construct more aircraft with less resources and time. And another benefit of the Chapel is that all fixed-wing aircrafts you build would be trained as veterans from the start, giving a much needed edge over the airforces of other factions.

 

 

Pacific Front exclusive:

Blizzard Missile Silo

Cost: $2000

Power: -100

Prerequisite: Tech Center

Purpose: Cryo Missile Production

Additional Information:

Build Limit: 1

Cannot be captured.

 

The usage of Cryo technology is deeply ingrained within the military doctrine of Pacific Front and that is shown in almost all of its units. However, the biggest proof of Pacific Front's love for ice is shown in the Blizzard Missile Silo. While the Blizzard completely lacks any destructive capabilities, it can completely freeze buildings to it's very foundations, completely disabling them. Units are only slowed down for a bit but the effect wears off in a very short time due to the small size of the freeze. But buildings however, tend to completely shut down in production and have difficulty coming back up once a significant section of it is in a state of absolute zero.

 

The Blizzard Silo is a trump card that can work in many ways, shutting down pesky Soviet Hammer Defenses or preventing Epsilon War Factories to churn out more vehicles, the possibilities are all up to the commander. The ice itself is not permanent however, and it eventually defrosts after a while.


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#1109 Divine

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Posted 20 May 2014 - 05:54 PM

I was thinking of a new gamemode, much like AoE2 or Stronghold Crusader,  You would start with an MCV and your fraction's hero, and you'd win  by killing the enemy's hero. Needless to say, they would not be trainable in this gamemode.

 

Also, I just tested it, and adding Prerequisite.Negative=<normal MCV's prerequisites> to the stolen MCVs effectively fixes the problem that they  can become redundant. 


Some unofficial stuff I made for Mental Omega
 
Sidebar icons for normally not buildable stuff: Yuri Prime, Space CommandoAllied Jackal (obsolete)Gravitron
Skirmish Map: (2) Commietopia
 
Feedback and showcase thread

#1110 Jargalhurts

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Posted 20 May 2014 - 06:13 PM

I was thinking of a new gamemode, much like AoE2 or Stronghold Crusader,  You would start with an MCV and your fraction's hero, and you'd win  by killing the enemy's hero. Needless to say, they would not be trainable in this gamemode.

 

Also, I just tested it, and adding Prerequisite.Negative=<normal MCV's prerequisites> to the stolen MCVs effectively fixes the problem that they  can become redundant. 

Sounds like Norio's favorite game mode.


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#1111 Darkstorm

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Posted 20 May 2014 - 07:35 PM

(Gave up on quoting since my post lengths get pretty long for no reason.)
 
@Divine

Perhaps it should even more like regicide where it's a faction-wide leader that doesn't engage in combat. (Like President Dugan, Premier Romanov, and Yuri)

 

 

@Jargalhurts

I'm not sure if these structures are even needed. Not that China or Russia are weak or anything, but what's being added seems to just be extending what already exists. (The Stalin's Fist already belonged to Russia, the Prison Facility is just an extension of the Drakuv, and the EMP station is going to likely be nothing special either.)

Chrono Passage: Not sure how you would code this, although it does seem up Ares' end given the functionality could be used for tunnel networks.

Airforce Chapel: I'm not sure the air power advantage here is really that useful. Also, I'm just going to say this is silly. That's like the Euroalliance building the Eiffel Tower in the field. (After all, the chapel in the Colorado Springs mission represents a real life building.)

 

Blizzard Missile Silo: I doubt this is possible. I'm pretty sure you can only get EMP & slow or either one of them. The same warhead having different effects on units is impossible.


Edited by Darkstorm, 20 May 2014 - 07:38 PM.


#1112 Divine

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Posted 20 May 2014 - 07:49 PM

Blizzard Missile Silo: I doubt this is possible. I'm pretty sure you can only get EMP & slow or either one of them. The same warhead having different effects on units is impossible.

I think it is possible, EMP is a warhead specific thing, but slowing uses Ares' Attach Effect logic. Also, multiple effects can be attached to a single warhead.


Some unofficial stuff I made for Mental Omega
 
Sidebar icons for normally not buildable stuff: Yuri Prime, Space CommandoAllied Jackal (obsolete)Gravitron
Skirmish Map: (2) Commietopia
 
Feedback and showcase thread

#1113 X1Destroy

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Posted 20 May 2014 - 08:04 PM

Make [AIZEP] as a modded clone of [ZEP], add AILOCK as requirement, reduce strength from 2000 to 1300, reduce speed from 6 to 4.

Change ZEP in Kirov taskforce to AIZEP.

Why is this suggested? Simple. Soviet AI always go for the conyards of others with 4 Kirovs and there's never enough AA guns to stop them. It made 3vs3 games against Soviet AI short and boring as hell.

Even Mental AI failed to stop this shit from happening.

Don't consider it as a legit winning tactic, because non of the others can pull such near-unstoppable dangerous attacks.

I'm taking about AI vs AI, not human vs AI, to be clear.


Edited by X1Destroy, 20 May 2014 - 08:15 PM.

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#1114 Vint

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Posted 20 May 2014 - 08:07 PM

 

In MO 2.0, there used to be a police station allowing you to get police units.  Even if campaign only it would be cool.  

IMO police units were a game ruiner, thanks god they were removed. I mean, seriously, they took away every piece of realism, and seriousness from the game. Police car in the middle of a friggin battlefield, ffs.

 

A SWAT team in an urban campaign map wouldn't be too farfetched



#1115 Meyerm

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Posted 20 May 2014 - 08:59 PM

 

@Divine

Perhaps it should even more like regicide where it's a faction-wide leader that doesn't engage in combat. (Like President Dugan, Premier Romanov, and Yuri)

 

 

Yuri can do stuff though. Romanov is just a fat guy and Dugan's a guy in a suit.



#1116 Divine

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Posted 20 May 2014 - 09:32 PM

 

 

@Divine

Perhaps it should even more like regicide where it's a faction-wide leader that doesn't engage in combat. (Like President Dugan, Premier Romanov, and Yuri)

 

 

Yuri can do stuff though. Romanov is just a fat guy and Dugan's a guy in a suit.

 

Yeah but it'd be indeed more balanced if the VIP persons were basicly civilians rather than heroes. Unfortunately, there is no unarmed leader in the Epsilon service. WAIT! Maybe Rashidi of the Scorpion Cell?


Some unofficial stuff I made for Mental Omega
 
Sidebar icons for normally not buildable stuff: Yuri Prime, Space CommandoAllied Jackal (obsolete)Gravitron
Skirmish Map: (2) Commietopia
 
Feedback and showcase thread

#1117 Darkstorm

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Posted 20 May 2014 - 11:29 PM

@Divine
You need two warheads to do what you're saying (which basically means two weapons). Units get away with selective fire because they have two weapon slots. For example, Norio has two weapons attached, a cryo weapon that can only hurt infantry and a missile barrage weapon that only hurts tanks and buildings. A weapon can only have a single warhead and your missile would only have one warhead.

So for clarification, here's Norio's cryo warhead. (I stripped out the useless stuff.)

[IceBeamWH]
Verses=100%,70%,50%,0%,0%,0%,0%,0%,0%,100%,150%
...
AttachEffect.Duration=10
AttachEffect.SpeedMultiplier=0.25

Notice the values under "Verses". Those are the warhead's damage multipliers for the various armor types (generic types and 2 special types). A multiplier of 0% is a special case where the weapon can't affect that armortype. The AttachEffect tags are what modify the targeted unit's stats.

Now take a look at the Dragonfly's warhead for it's EMP.

[EMPBeamWH]
EMEffect=yes 
Verses=0%,0%,0%,3%,3%,3%,0%,0%,0%,2%,0%
...
EMP.Duration=105
EMP.Cap=150

Notice that that 3% is there above the special case values that allows this warhead to affect vehicles without hurting them (although the weapon itself probably only does 1 damage). Also, take note of EMP tags.

Basically, what I'm saying is that the warhead's affect tags don't specify which targets get hit, another tag does.

@Meyerm
Yeah, but you could strip Yuri of his mind control. (It might be a little logically weird though.)

@X1Destroy
So nerf the AI's Kirovs? It sounds like you just aren't playing well enough, which can suck but isn't a game mechanic problem. If you think they're just generally overpowered, then you should instead suggest to nerf all Kirovs, not just the AI's.


Edited by Darkstorm, 20 May 2014 - 11:31 PM.


#1118 Atomic_Noodles

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Posted 20 May 2014 - 11:40 PM

What about if you capture the tech airfield, each subfaction has a unique technology by capturing airfield.
Nighthawk transport
Hind transport (pacific)
hailfox
mig fighter (china)

Unique for PSI CORPS

Radar Dome that can you use a psychic reveal that replace in raven.

 

TECH AIRFIELDS ALREADY PLAN TO UNLOCK SIDE SPECIFIC JETS ASIDE FROM THE PARADROP


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#1119 Darkstorm

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Posted 21 May 2014 - 12:12 AM

I'm not sure I can read that, let me get my reading glasses.



#1120 Atomic_Noodles

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Posted 21 May 2014 - 02:58 AM

I remember we were discussing way back in IRC about Side Specific Weather Superweapons for the Allies. I suggested a blizzard for the PF and a Tornado for the USA. (Flying Houses & Cows Optional)


Edited by Atomic_Noodles, 21 May 2014 - 02:59 AM.

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