Harvester for Side 4 is already done.
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#2241
Posted 22 August 2015 - 03:02 PM
#2242
Posted 22 August 2015 - 03:18 PM
Well, then, for a 5th side.
But joke aside, I think it could be still an interesting mechanic in play, and it's not actually tied to the harvester-type in question. So it could be still utilized as an extra layer.
Is the special building of Side 4 made yet? All sides have a special building that somehow saves money, the Ore Purifier that gets you more money, the Industrial Plant that makes units cheaper. Epsilon actually got two in the Grinder and the Cloning Vats. Maybe Side 4 could have a building that enables the carry-alls, or produces them automatically.
Or it could be a thing for one of the other factions.
Or a Support Power, with the purpose to save harvesters in trouble.
Edited by Solais, 22 August 2015 - 03:31 PM.
#2243
Posted 23 August 2015 - 08:11 AM
Ares 0.9 enables Oil Derrick logic for upgrades to buildings. I'd say let us put this logic to good use.
I propose for a Processor Upgrade structure to booster the late game economy further. Here are the properties I have in mind:
- Prerequisite: Any one of the advanced economic structures: Industrial Plant, Ore Purifier, Cloning Vats, the 4th side's economic building
- Upgrades can be applied to Industrial Plant, Ore Purifier, Cloning Vats, the 4th side's economic building, Tech Oil Derrick, and Bank.
- The Bank can take two of these upgrades.
- Costs $1250, but returns ProduceCashAmount=20, ProduceCashDelay=100, the standard Tech Oil Derrick's production. Essentially you need to invest money to make money.
It may be a favourite to the greedy that loves their cash
#2244
Posted 23 August 2015 - 11:20 AM
You know, I was just reading that waywardstrategist.com site someone linked in another thread, and I was reading an article about how in the Dune games, you had these carry-all planes to transport the harvesters (and, as someone who played Dune 2 originally, I remember them as quite handy).
This gave me the idea for the harvester of the 4th Side: The Carry-All Harvester.
The main mechanic is that when building the Refinery, it spawns both a Harvester and a Carry-all plane. (However, they are built separately in the War Factory.) The Carry-All's purpose is to transport the harvester to and from already discovered ore fields (but only works, if you have any discovered) automatically. This would enable a very efficient and fast way to harvest ore from all over the map; however, with the added hazard of the Carry-All being shot down by AA. The Carry-All would also be orbiting over the harvester when it is harvesting, so it wouldn't return to base, only with the harvester.
This unit can also lead to some hilariously asshat strategies, where you could scout the ore fields near the enemy base and harvest that, basically starving the other player of resources.
I think it might even fit the style of the 4th Side as it seems to have more air units than the other sides, and also reliance of hover technology too, seemingly.
Or just make a jumpjet harvester... I'm planning a TS themed mod, maybe I will add such a thing.
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#2245
Posted 23 August 2015 - 06:17 PM
On the flying harvester/Carryall thing, speaking from a purely theoretical point of view.
I remember the Dune Carryalls. In Dune 2/2000, they were essentially mid to late game tech that was entirely optional, and if you didn't have a free Carryall, the harvester would trundle back and forth from the spice fields the old fashioned way. In Emperor: Battle for Dune (the last game in the series), you got one Carryall with every refinery right from the get go, which I though detracted from the overall strategic picture. But it certainly looked cool!
In a way, the Carryall could be a liability, because whenever one became free for transport, the harvester would automatically request it and stop moving until the Carryall arrived; not something you want to happen when there's an enemy force/sand worm moving in. Also, the Carryall was entirely automated at all times; no directing it where you thought it would be of most use. The things could also occasionally be prone to traffic jams. There was an advanced version that could be directed by the player, and could be used to ferry other units around, but that was definitely top tier and a bit more trouble than it was worth.
But anyway, given that it would be a lot harder to intercept a harvester that flies to the ore field, whether by Carryall or under its own power, and the thing could essentially get to any pile of gems without having to worry about little issues like cliffs or the sea, I'd suggest giving it very thin armour. Or put a strict population limit on the things; no constructing extras via the war factory, you get one with every refinery and that's that. Otherwise the player with flying harvesters will quickly get a serious economic advantage over the player with the trundling War Miners. Cool is fine, but it still needs to be balanced!
#2246
Posted 23 August 2015 - 07:07 PM
Demons for a fifth side!
#2247
Posted 23 August 2015 - 09:51 PM
Red Alert 2 always had intentionally unrealistic units. I'd be careful with adding real life weapons, the Abrams tank was strange enough, and now the S-300. I really like the concept of the Grumble as a weapon, but you should perhaps change how it looks. I found a quite interesting concept, this one:
Instead of the triangular silo thingies, 6 round launch tubes would be better IMO. If you want it to deploy to be able to fire, then consider adding some hydraulic support beams to the sides, and when it deploys, it should point the launch tubes upwards.
Edited by Divine, 23 August 2015 - 09:53 PM.
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#2248
Posted 23 August 2015 - 10:10 PM
Stryker IFV is a real vehicle.
Same for Hummvee.
Buratino is a real weapon too.
Both Allies and Soviets have quite few of "realistic vehicles" or very similar to those, so it's not like Grumble is the first one.
And there's nothing wrong with your suggestion, but after the gfx is done, i doubt it will be changed.
(◉ ᗝ ◉)
#2249
Posted 23 August 2015 - 10:30 PM
And of course, the Harrier is a Harrier IRL too, and it's quite awesome. (Even though, in the original game, its gfx resembled some other existing jet.)
On the Carryall: Of course a player could get economic advantage by having them, this is why I suggested them to be related to the Side 4 economic building.
Edited by Solais, 23 August 2015 - 10:32 PM.
#2251
Posted 24 August 2015 - 12:15 PM
Realism has no place in the eyes of one who claims the ground is lava.
I like Grumble a lot. My potential complaint may be its limited scope of being anti-air. The same problem with the BR1 batch of secret tech, where Virus do shit against Nuwa spam (just a wacky example).
Cue claims of useless unit. Or "OP nerf plz" due to its effectiveness against... Wolfhounds?
#2252
Posted 25 August 2015 - 10:43 PM
The Kirov Airship is an iconic figure for Red Alert, and is just generally awesome (in my opinion),
so I'd like to suggest two more "Blimp-type" units.
First off: The Airship MCV.
What it is: It's exactly like the Kirov Airship except:
-It doesn't drop bombs.
-It has a different appearance.
-It can land (via the deploy function) to turn into a Construction Yard (which has a different texture, too).
Secondly: The Survey Blimp.
What is it: It's a small blimp about the size of a hot air balloon equipped with a small radar system.
It's radar system plays two major roles:
-It can see extremely far (Even farther than most anti air), surveying the land for your forces.
-It can detect stealth forces, but only at half it's sight.
Note: These Blimps are especially good when sieging bases shrouded by Gap Generators, for; they can spot targets for artillery from a distance.
Could these be candidates for the next release?
Infinitive absence.
#2253
Posted 26 August 2015 - 09:20 AM
/\ They're faster than a Kirov I hope!
I actually like those ideas, although I've got an alternative take on the Airship MCV idea; an Airship expansion post.
It doesn't have to be faster than a Kirov. It floats over to a site you'd like to build an outpost, deploys and gives you a small build radius. When you've plonked down whatever you want there, be it a refinery, barracks or whatever, you can un-deploy it and relocate it (slowly) elsewhere. Thus, while it doesn't allow you to build by itself, it does allow you to create resourcing/production/chokepoint sentry outposts without expending a valuable construction yard (which, given the investment, would compel you to expand your new base to a full scale facility - not really a good idea to distract you so when you need to be on your toes to counter whatever your opponent is cooking up next. Your main base should be sufficient for most of your needs!).
To balance the capability to construct anywhere, I'd also have a strict population limit on the things; one or two at most.
#2254
Posted 26 August 2015 - 10:25 PM
To balance the capability to construct anywhere, I'd also have a strict population limit on the things; one or two at most.
Then you might as well limit MCVs, which, doesn't sound fun. . . besides, despite the advantages it has over normal MCVs, it's much slower.
I like your idea of the "Airship MCV" unpacking into an expansion post with a repair ring instead of a Con-Yard.
It makes it more original. It'll, of course, have to have a different name now. How about: Mother Ship Blimp, or simply; Expansion Airship?
Edited by BlackAbsence, 26 August 2015 - 10:29 PM.
Infinitive absence.
#2256
Posted 28 August 2015 - 03:34 AM
#2257
Posted 28 August 2015 - 07:44 AM
Then it would be a saboteur, not hijacker
Edited by CLAlstar, 28 August 2015 - 07:51 AM.
#2258
Posted 28 August 2015 - 09:23 PM
Hijacker can sabotage (25% damage health) of T3 units when told to interact with them.
From what I hear (and I might be wrong) they're SC infantry now (replacing Psychics?), and if this is the case, then I say no, because psychics are "one shots" anyway.
Infinitive absence.
#2259
Posted 28 August 2015 - 10:05 PM
I'd like it so Morales only kills the driver of a unit if that unit is at a certain percentage of health.
For example:
-T1 unit drivers die at %100 (Full) health.
-T2 unit drivers die at %66 (2/3) health.
-T3 unit drivers die at %33 (1/3) health.
or perhaps instead of percentage, it could be at a certain amount of health points.
I'd also like it so Morales's fire rate is increased because he takes so long to shoot, resulting in him having to constantly retreat from advancing infantry, or worse: dogs.
However, if his fire rate is increased, I'd like to balance this by making it so his fire power and "kill driver" percentage is lower (but of course; still one-shot-ing most infantry)
For example:
-T1 unit drivers die at %80 (4/5) health.
-T2 unit drivers die at %50 (1/2) health.
-T3 unit drivers die at %20 (1/5) health.
if his fire rate is increased and fire power decreased.
Oh, and is it possible to have him not kill your own infantry?
Because he's not exactly front line, so it's a major problem. Especially if they're expensive infantry he needs to shoot past, such as; Desolaters and Mortar Quads. :(
Good? Bad?
Edited by BlackAbsence, 29 August 2015 - 11:16 AM.
Infinitive absence.
#2260
Posted 29 August 2015 - 11:31 AM
I'm not sure if the railgun logic will recognize the AffectsAllies string (makes the warhead not damage friendlies)
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