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#2321 Seth

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Posted 15 October 2015 - 04:30 PM

People still don't get it that you can't make another factory.

It will always come out of WF!



#2322 Allied General

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Posted 15 October 2015 - 05:11 PM

Except you can using Ares "kennel" trick although potential balance issues and art.
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#2323 BlackAbsence

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Posted 15 October 2015 - 08:15 PM

People still don't get it that you can't make another factory.

It will always come out of WF!

Lets just call it the "Special War Factory" for now.

The Special War Factory will not function like a regular War Factory, instead; the Special War Factory will provide a Support Power.

This Support Power will do two things once activated: 1; It spawns the Centurion within the Special War Factory, and 2; Animates the Special War Factory to "open up", allowing the Centurion to walk out nicely.

 

With this, I'd imagine (Mind you; I'm no programmer) it to be possible, however I'm not sure about this next bit: For this to work, the Support Power needs to be deactivated once the Centurion spawns and reactivated when its Centurion is no more (to keep the status quo of its "Build Limit: 1"). Is this impossible?

 

Or perhaps the current method of constructing the Centurion is fine as is :p Although; you'll still get the occasional guy saying "but it looks odd coming out the War Factory, it's too big for it."

Yet this is a game where a single soilder can withstand 20+ tank shells xD Logic? pfft please.


Edited by BlackAbsence, 15 October 2015 - 08:38 PM.

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#2324 mevitar

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Posted 15 October 2015 - 11:00 PM

I think i can safely say that if we really wanted, we could make Centurion and Irkalla produced from a separate factory even now. The main issue why there isn't a separate factory for Centurion and Irkalla is that there never was a suitable graphics for that. No guarantee there will be such, though, and there are not plans for that atm.
And even if it would be added, they would most likely still use the regular vehicle queue, as others have pointed out already.
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#2325 Malekron

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Posted 16 October 2015 - 01:04 AM

Speaking of the Irkalla, maybe it can have passengers that are raised/lowered into the ship like a ufo abduction so they can shoot out  more plasma balls and as an unconventional mass troop transport (up to 12 infantry).



#2326 BlackAbsence

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Posted 16 October 2015 - 01:25 AM

Speaking of the Irkalla, maybe it can have passengers that are raised/lowered into the ship like a ufo abduction so they can shoot out  more plasma balls and as an unconventional mass troop transport (up to 12 infantry).

The Irkalla has enough fire power! :p We don't need it mind controlling (w/Psi adepts) things, too.

 

Though it is an interesting idea... for the invaders... and only if they provide passenger slots, not open-toped slots... I wanna see one abduct a cow... Anyway:

Invaders could "beam up" and "beam down" Infantry, because it looks cool. They could hold up to 3 infantry (Invaders kinda need a buff, right? They're pretty weak), and to make them more considerable as oppose to using drillers, you could make the driller go slower (They're annoying as is, right? They deserve a nerf, imo).


Edited by BlackAbsence, 16 October 2015 - 02:05 AM.

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#2327 BlackAbsence

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Posted 16 October 2015 - 01:48 AM

Considering that Russia emphasizes in "highly mobile units", I'd like to propose a new Russian specific unit befitting to their theme: The Twin-Blade Carryall.

What is a Carryall? Well, like in other C&C games, these flying machines (In this case: A large twin-blade helicopter) are used to transport not only infantry, but units as well.

The Carryall will have 8 slots, 5 of which may house a basic vehicle. Just imagine the implications: SCUDs on cliffs / Tanks "fly" past defences / Demo Truck to your base... wait, what?... Maybe make it so Demo Trucks take up more than 8 slots?... Logically they should weigh allot, right? o.o

 

Also: The "Tank Drop" Support Power could call in 3 Carryalls instead of 1 Cargo Plane, if Carryalls are implemented.

Not only will that make things cooler and more original, imo, but it will make it so all the Tanks can't be shot down all at once in an individual package.


Edited by BlackAbsence, 16 October 2015 - 03:40 PM.

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#2328 Seth

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Posted 16 October 2015 - 03:30 AM

They already have the Wolfhounds which are still a real pain(unless thors), imagine what would someone do with Wolfies and these things filled with Tesla Tanks and Volkov dropped in the base.



#2329 Solais

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Posted 16 October 2015 - 06:03 AM

 

Speaking of the Irkalla, maybe it can have passengers that are raised/lowered into the ship like a ufo abduction so they can shoot out  more plasma balls and as an unconventional mass troop transport (up to 12 infantry).

The Irkalla has enough fire power! :p We don't need it mind controlling (w/Psi adepts) things, too.

 

Though it is an interesting idea... for the invaders... and only if they provide passenger slots, not open-toped slots... I wanna see one abduct a cow... Anyway:

Invaders could "beam up" and "beam down" Infantry, because it looks cool. They could hold up to 3 infantry (Invaders kinda need a buff, right? They're pretty weak), and to make them more considerable as oppose to using drillers, you could make the driller go slower (They're annoying as is, right? They deserve a nerf, imo).

 

 

Actually, why not have the invaders or some other unit able to kidnap enemy units or critters, kinda like the original Drakuv (if I remember right), and then have them able to deliver the captured infantry to either a bio reactor or a grinder.



#2330 NHunter

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Posted 16 October 2015 - 12:43 PM

Speaking of Irkalla. May I suggest nerfing the fireball max range? Those things can chase after your units for several screens! That makes them like the longest-ranged attack baring the superweapons and support powers -- granted, you need to be pretty close to Irkalla for them to be deployed, but...

 

And I actually support converting Invaders into kind-of-harvester that abducts infantry (one pass. slot, no heroes) and unloads them into the grinder.



#2331 BlackAbsence

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Posted 16 October 2015 - 02:45 PM

imagine what would someone do with Wolfies and these things filled with Tesla Tanks and Volkov dropped in the base.

imagine what someone would do with WarHawks & Stallions filled with GGIs and Tanya,dropping them off at a base :p

Equivalence is equivalent. Besides; anti-air counters both situations. 

They already have the Wolfhounds which are still a real pain (unless thors)

Currently WolfHounds are OP. Hopefully they're getting nerfed a bit more in the next release. They no longer do as much damage to buildings I mind you.


Edited by BlackAbsence, 16 October 2015 - 03:15 PM.

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#2332 BlackAbsence

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Posted 16 October 2015 - 03:06 PM

I kinda have an idea for nefing Wolfhounds in the next release, but I'm not sure if you're going to like it. Here goes anyway:

 

Changes:

1 - Wolfhounds can only be build from the War Factory with a new structure: The Helipad.

2 - Wolfhounds now have an ammunition limit (Like Jets): 8 "shots", each firing a barrage of missiles (Bullets will still have an unlimited use).

3 - Wolfhounds reload their ammunition at a new structure: The Helipad (Like Jets from TS).

4 - Wolfhounds can land / take off via the deploy function, so they can "hide" from anti air, be repaired, or be Iron-Curtained. 

 

The Helipad:

The Helipad is a 2x2 Structure which is a requisite (Alongside WF) for constructing Helicopters.

They could also come in handy for Sedge choppers if they had their cannons back, or maybe they can refill their now napalm drop ability (but with that in mind; you might need to buff the ability)

They could also be used to construct helicopters for other sides as well, such as; the Allies w/ their helicopters. 


Edited by BlackAbsence, 16 October 2015 - 03:46 PM.

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#2333 Martinoz

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Posted 16 October 2015 - 03:18 PM

I kinda have an idea for nefing Wolfhounds in the next release, but I'm not sure if you're going to like it. Here goes anyway:

 

Changes:

1 - Wolfhounds are now built from the air-force tab.

2 - Wolfhounds can only be build via a new structure: The Air Pad.

3 - Wolfhounds now have an ammunition limit (Like Jets): 8 "shots", each firing a barrage of missiles (Bullets will still have an unlimited use).

4 - Wolfhounds reload their ammunition at a new structure: The Air Pad (Like Jets from TS).

5 - Wolfhounds can land / take off via the deploy function, so they can "hide" from anti air, be repaired, or can even be Iron Curtained. 

 

The Air Pad:

The Air Pad is a 2x2 Structure capable of constructing Helicopters.

They could also come in handy for Sedge choppers if they had their cannons back, or maybe they can refill their now napalm drop ability. 

There won't be any new tabs, ever.


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#2334 BlackAbsence

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Posted 16 October 2015 - 03:28 PM

Speaking of the Irkalla, maybe it can have passengers that are raised/lowered into the ship like a ufo abduction so they can shoot out  more plasma balls and as an unconventional mass troop transport (up to 12 infantry).

The Irkalla has enough fire power! :p We don't need it mind controlling (w/Psi adepts) things, too.

 

Though it is an interesting idea... for the invaders... and only if they provide passenger slots, not open-toped slots... I wanna see one abduct a cow... Anyway:

Invaders could "beam up" and "beam down" Infantry, because it looks cool. They could hold up to 3 infantry (Invaders kinda need a buff, right? They're pretty weak), and to make them more considerable as oppose to using drillers, you could make the driller go slower (They're annoying as is, right? They deserve a nerf, imo).

Actually, why not have the invaders or some other unit able to kidnap enemy units or critters, kinda like the original Drakuv (if I remember right), and then have them able to deliver the captured infantry to either a bio reactor or a grinder.

For a second, I thought of that for the invader, too, but then I realized; with that implemented, it wouldn't be able to "kill" infantry any more.

How about a separate "UFO" unit called the Abductor which plays that role instead?


Edited by BlackAbsence, 16 October 2015 - 03:33 PM.

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#2335 BlackAbsence

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Posted 16 October 2015 - 03:31 PM

There won't be any new tabs, ever.

Aha, right. Silly me.

Then make it so they're still built from the WF, yet still need Helipads to reload.

Problem solved? 


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#2336 CLAlstar

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Posted 16 October 2015 - 04:00 PM

I kinda have an idea for nefing Wolfhounds in the next release, but I'm not sure if you're going to like it. Here goes anyway:

 

Changes:

1 - Wolfhounds can only be build from the War Factory with a new structure: The Helipad.

2 - Wolfhounds now have an ammunition limit (Like Jets): 8 "shots", each firing a barrage of missiles (Bullets will still have an unlimited use).

3 - Wolfhounds reload their ammunition at a new structure: The Helipad (Like Jets from TS).

4 - Wolfhounds can land / take off via the deploy function, so they can "hide" from anti air, be repaired, or be Iron-Curtained. 

 

The Helipad:

The Helipad is a 2x2 Structure which is a requisite (Alongside WF) for constructing Helicopters.

They could also come in handy for Sedge choppers if they had their cannons back, or maybe they can refill their now napalm drop ability (but with that in mind; you might need to buff the ability)

They could also be used to construct helicopters for other sides as well, such as; the Allies w/ their helicopters. 

Wolfhounds are already nerfed FYI. Also they were OP unts just at beginning, before people started to think about potential counters.



#2337 Malekron

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Posted 16 October 2015 - 07:24 PM

 

Speaking of the Irkalla, maybe it can have passengers that are raised/lowered into the ship like a ufo abduction so they can shoot out  more plasma balls and as an unconventional mass troop transport (up to 12 infantry).

The Irkalla has enough fire power! :p We don't need it mind controlling (w/Psi adepts) things, too.

 

Though it is an interesting idea... for the invaders... and only if they provide passenger slots, not open-toped slots... I wanna see one abduct a cow... Anyway:

Invaders could "beam up" and "beam down" Infantry, because it looks cool. They could hold up to 3 infantry (Invaders kinda need a buff, right? They're pretty weak), and to make them more considerable as oppose to using drillers, you could make the driller go slower (They're annoying as is, right? They deserve a nerf, imo).

Actually, why not have the invaders or some other unit able to kidnap enemy units or critters, kinda like the original Drakuv (if I remember right), and then have them able to deliver the captured infantry to either a bio reactor or a grinder.

For a second, I thought of that for the invader, too, but then I realized; with that implemented, it wouldn't be able to "kill" infantry any more.

How about a separate "UFO" unit called the Abductor which plays that role instead?

I made a suggestion a long time ago on the page 43 of this topic in reply to Toveena...

 

==Abductor==

 

Unique to HQ, Replaces: Invader

 

Speed: 28

 

Requires: Radar Spire, War Factory

 

Range: 6, Close

 

Role: Anti Air, Unit Abduction and Reprocessing

 

Abilities: Immobilizes unit and lifts it up (victim cannot be attacked by friendly units), turns unit in to 25% credits of that particular unit's value, with each unit reprocessed increases credit surplus by 10 credits for a maximum of 10 infantry consumed and 100s for a maximum  of 10 vehicles consumed.

 

Cost: 1200

 

Weapon: AA Plasma volley,  Abduction Ray, Reprocessing Maw

 

Story: Resembling an upside down pyramid, the Abductor flies through the sky to counter airstrikes against Epsilon Headquarters' forces while "collecting" and reprocessing ground units for their precious ores and minerals. The unfathomable things that go in it's chambers where metal strains and men scream just to recover a small amounts of credits seem to be uneconomical but with continuous abductions eventually the costs reduce and surpluses grow with each unit going through it's maw.



#2338 Protozoan

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Posted 17 October 2015 - 08:36 AM

 

There won't be any new tabs, ever.

Aha, right. Silly me.

Then make it so they're still built from the WF, yet still need Helipads to reload.

Problem solved? 

 

 

you could still have it so that it's built from a separate structure, but it would still come from the vehicles tab, I'm pretty sure at least.. I'm not sure if it's only possible to have one warfactory and one air unit thing like an airfield.

 

 

 

Speaking of the Irkalla, maybe it can have passengers that are raised/lowered into the ship like a ufo abduction so they can shoot out  more plasma balls and as an unconventional mass troop transport (up to 12 infantry).

The Irkalla has enough fire power! :p We don't need it mind controlling (w/Psi adepts) things, too.

 

Though it is an interesting idea... for the invaders... and only if they provide passenger slots, not open-toped slots... I wanna see one abduct a cow... Anyway:

Invaders could "beam up" and "beam down" Infantry, because it looks cool. They could hold up to 3 infantry (Invaders kinda need a buff, right? They're pretty weak), and to make them more considerable as oppose to using drillers, you could make the driller go slower (They're annoying as is, right? They deserve a nerf, imo).

Actually, why not have the invaders or some other unit able to kidnap enemy units or critters, kinda like the original Drakuv (if I remember right), and then have them able to deliver the captured infantry to either a bio reactor or a grinder.

For a second, I thought of that for the invader, too, but then I realized; with that implemented, it wouldn't be able to "kill" infantry any more.

How about a separate "UFO" unit called the Abductor which plays that role instead?

I made a suggestion a long time ago on the page 43 of this topic in reply to Toveena...

 

52065a291e238552b265401bc3aea05b.jpg


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#2339 Malekron

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Posted 17 October 2015 - 08:35 PM

So what are the names of other two subfactions for side 4 gonna be?



#2340 Atomic_Noodles

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Posted 18 October 2015 - 01:41 PM

Guild 2 & Guild 3.


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