Jump to content


Photo

MO3.0 Feedback // SUGGESTIONS


  • This topic is locked This topic is locked
2870 replies to this topic

#2461 BlackAbsence

BlackAbsence

    BlargleGargle

  • Members
  • 360 posts
  • Location:Bottom of the Abyss

Posted 27 February 2016 - 09:57 PM

Epsilon + Epsilon Stolen-Tech: The Overmind.

The Overmind is essentially a Mastermind in the form of a floating disk.

It can traverse anywhere with relatively good speed and armour. This makes them notorious for making hit-and-run attacks, quickly turning the tables in just one sweep.

"All your units are belong to us"

 

I'd like to imagine that the Inferno Tower, Antares Battery, and Marauder (As seen in the new trailer) use the same kind of attack that initiates do, just on grander scales. Which is why I'd like to suggest that, when they become "elite" their attack becomes blue, too, like elite initiate attacks.

 

Basilisks in enough numbers can annihilate anything on the ground. Which is why I'd like to suggest a weaker, substitute unit: The HiveMind.

The Hivemind is a sturdy, slow "Mother-Ship" type floating-disk that can unleash a swam of drones to attack targets at artillery-range distances.

The Drones, called Wasps, are flung around with telekinesis, can shoot beams with their "stingers", and can stay out of their "mother-ship" indefinitely, but are very weak and take awhile to re-spawn.

The only reason why the Wasps can't attack anywhere on the map is because the Hivemind can only control them up to a certain distance.

They call this unit the Hivemind because it's a collective conciousness system that controls every drone and itself at once.

These things are only efficient at killing infantry and bases, but only in large enough numbers to overcome the anti-air resistance, if there is any.


Edited by BlackAbsence, 27 February 2016 - 10:34 PM.

Infinitive absence.


#2462 Solais

Solais

    Conspiracy Theorist

  • Members
  • 1,648 posts

Posted 27 February 2016 - 10:33 PM

So it's a Machine that controls a Boid. A Boidmachine, if you will? :V


Edited by Solais, 27 February 2016 - 10:34 PM.


#2463 BlackAbsence

BlackAbsence

    BlargleGargle

  • Members
  • 360 posts
  • Location:Bottom of the Abyss

Posted 28 February 2016 - 05:00 AM

MCV massing definitely gives you the late-game advantage, however, I find it a bit too easy, even around the beginning(ish), so I'd like to propose some changes to make it more of a high risk / reward strategy.

 

Change 1: Increasing the cost of MCVs twofold to $4000!

Change 2: Increasing the build time of MCVs by%50.

 

Unfortunately these changes heavily nerf base expanding via MCV, especially with MCV un-deploy off. Which is why I'd like to propose MEVs - Mobile Expansion Vehicles, as compensation for this fact.

MEVs were first introduced in C&C3 (I think) and do just as their name suggests; expand. By deploying a MEV, it turns into an Expansion Post which you may build around, but the Expansion Post itself cannot build anything, so it must be working in unison with a Construction Yard in order to fulfil its propose. MEVs will cost $2000 and take %50 as much time as it does to build the now changed MCV (%75 as much time as an unaltered one).

 

An optional thing for Expansion Posts to have, is a repair radius for units.

MEVs could use the normal MCV models, and new, larger (Battle fortress size) models could be given to the updated MCVs, allowing them to "moni crash".

 

Debate. 


Edited by BlackAbsence, 28 February 2016 - 05:23 AM.

Infinitive absence.


#2464 Protozoan

Protozoan

    Big Stinky Gun

  • Members
  • 429 posts
  • Location:Australia
  •  Prepare to be emancipated from your own inferior genes!

Posted 28 February 2016 - 05:09 AM

Does building time decrease with more Conyards? Is that possible to implement? Never had enough Conyards to see

 

I also like the idea of MEVs, but then it detracts from the urgency to secure the tech outposts on some maps.


2nm4ut.jpg


#2465 Jargalhurts

Jargalhurts

    Mental Face

  • Project Team
  • 328 posts
  • Location:Silent Hill
  • Projects:Nothing worth showing off.
  •  Actually Yngwie of House Malmsteen.

Posted 28 February 2016 - 06:31 AM

I suggest Scud Launchers to be able to carry Terror Drones and deliver them with their missiles.


Actually Yngwie of Haus Malmsteen, feefty eenches of pure Svwedish beef.


#2466 BlackAbsence

BlackAbsence

    BlargleGargle

  • Members
  • 360 posts
  • Location:Bottom of the Abyss

Posted 28 February 2016 - 06:37 AM

Does building time decrease with more Conyards? Is that possible to implement?

Yes. Already implemented. 


Infinitive absence.


#2467 BlackAbsence

BlackAbsence

    BlargleGargle

  • Members
  • 360 posts
  • Location:Bottom of the Abyss

Posted 28 February 2016 - 07:21 AM

New concept: Reinforcement Structures.

 

Warp Station:

- Side: The Allied Nations

- Function: Unit transportation

- Cost: $1500

- Build limit: 2 (or unlimited if all can share the same passenger slots)

Note: 2 Warp Stations need to be present in order to function. Instantly warps 1 unit from "Station A" to "Station B". Has a 6 second cool down period. Cannot warp Infantry.

Great for slow, powerhouse units!

 

Stalin's Fist:

- Side: The Soviet Union

- Function: Mobile Unit production + Unit Support

- Cost: $3000

- Build Limit: 1

Note: Now available to all Soviet sub-factions. Repairs neighbouring Units. Can "omni crush" units when un-deployed. 

 

Transit Terminal:

- Side: The Epsilon Army

- Function: Infantry transportation.

- Cost: $1000

- Build Limit: 2 (or unlimited if all can share the same passenger slots)

Note: 2 Transit Terminals need to be present in order to function. Instantly ships 1 Infantry via subway from "Terminal A" to "Terminal B". Has a 1 Second cool down period. Cannot ship units.

Great for getting those clones away from your forward bases closer!

 

Mobile Barracks (Needs better name):

- Side: The Foehn Revolt 

- Function: Mobile Infantry production + Infantry Support + Anti Infantry

- Cost: $2000

- Build Limit: 1

Note: Heals neighbouring Infantry. Has a anti infantry turret (Like a Slave Miner). Can "omni crash" units when un-deployed.


Edited by BlackAbsence, 28 February 2016 - 08:12 PM.

Infinitive absence.


#2468 Jargalhurts

Jargalhurts

    Mental Face

  • Project Team
  • 328 posts
  • Location:Silent Hill
  • Projects:Nothing worth showing off.
  •  Actually Yngwie of House Malmsteen.

Posted 29 February 2016 - 09:06 AM

You guys think the link buttons on top of MO Revora Forums should keep directing to mo.cncguild.net?

 

Also the Desura page is outdated by 3 years, but I am assuming it's that way because no one uses Desura for MO info.


Edited by Jargalhurts, 29 February 2016 - 09:07 AM.

Actually Yngwie of Haus Malmsteen, feefty eenches of pure Svwedish beef.


#2469 Speeder

Speeder

    #ControlMOre

  • Hosted
  • 9,002 posts
  • Location:Czechia
  • Projects:Mental Omega
  •  Mental Omega Creator

Posted 29 February 2016 - 10:52 AM

Desura is pretty much dead.


mainbanner.jpg
bt_left.pngbt_fb.pngbt_yt.pngbt_tw.pngbt_md.pngbt_right.png
115776.png


#2470 Malekron

Malekron
  • Members
  • 240 posts
  • Location:The Abyssal Plains

Posted 29 February 2016 - 09:27 PM

Desura is pretty much dead.

How dead is it?



#2471 Protozoan

Protozoan

    Big Stinky Gun

  • Members
  • 429 posts
  • Location:Australia
  •  Prepare to be emancipated from your own inferior genes!

Posted 29 February 2016 - 09:57 PM

What was the attraction for Desura in the first place?

2nm4ut.jpg


#2472 Pasidon

Pasidon

    Splitting Hares

  • Network Admins
  • 9,127 posts
  • Location:Indiana
  • Projects:Writing Words With Letters
  •  I Help
  • Division:Community
  • Job:Community Admin

Posted 29 February 2016 - 10:24 PM

We do need to sort out those buttons on the top, though.



#2473 guntama

guntama
  • New Members
  • 4 posts

Posted 06 March 2016 - 08:50 PM

A joke that may be useful: one of the easiest ways for making infantries

Making them always "burrow" in the ground (no matter clocked or not) when they do anything except fire, so most of the frames are just a black round without any differences, and they have a black trail that resembles moving underground, the same way as the SC2 roach. Thus there are much less frames needed.



#2474 BlackAbsence

BlackAbsence

    BlargleGargle

  • Members
  • 360 posts
  • Location:Bottom of the Abyss

Posted 06 March 2016 - 10:31 PM

Burrowing infantry sounds cool, especially with movement trails. 

How about movement trails with the Driller APC? lol

Just make sure to turn LEFT at Albuquerque ;)


Edited by BlackAbsence, 07 March 2016 - 12:51 AM.

Infinitive absence.


#2475 CLAlstar

CLAlstar

    The one and only master of Scorpion Cell

  • Members
  • 1,095 posts
  • Location:Poland
  •  Worst MO Player

Posted 07 March 2016 - 09:04 AM

You are supposed to listen to driller, not to see it. That would blow up entire cover. And its not like detectors already can see movement of drillers on minimap.



#2476 BlackAbsence

BlackAbsence

    BlargleGargle

  • Members
  • 360 posts
  • Location:Bottom of the Abyss

Posted 09 March 2016 - 05:26 PM

Suggestion 1: Regenerating shroud option? or a game mode where the shroud regenerates?

 

Suggestion 2: Mine layers.

There are two ways about implementing Mine layers, imo:

Bring back the service depot, that allows Mine Layers to reload their mines via service depot, or make it so it costs funds upon deploying mines via Mine Layer.

Why Mine Layers? Because it's reminiscent of the old RA1 days, they make it so you can't just instantly construct mines right under your enemies, and it just opens up more options for the player (like outside base production)

Mine Layer Types?

Allied (If Sevice Depot is implemented) - Chrono Layer. Ability - Can warp back to Service Depot.

Allied (If Sevice Depot is not reimplemented) - Trap Runner. Ability - Has additional speed.

Soviet - Armoured Layer. Ability - Is aided with additional armour, and MG turret.

Soviet / Cheesiness substitute - EMP Layer. Ability - Is aided with even more armour, MG turret, and drops EMP mines.

Epsilon - Ghost Layer. Ability - Is invisible.

Fohen - No idea.

As you see, The Mine Layers share the same gimmick with their miners. Also, better names would be, well, better. Hehe


Edited by BlackAbsence, 09 March 2016 - 05:27 PM.

Infinitive absence.


#2477 Malekron

Malekron
  • Members
  • 240 posts
  • Location:The Abyssal Plains

Posted 10 March 2016 - 12:57 AM

What is the Firestorm "wall" called in Mental Omega?



#2478 Speeder

Speeder

    #ControlMOre

  • Hosted
  • 9,002 posts
  • Location:Czechia
  • Projects:Mental Omega
  •  Mental Omega Creator

Posted 10 March 2016 - 05:58 AM

Blast Trench.


mainbanner.jpg
bt_left.pngbt_fb.pngbt_yt.pngbt_tw.pngbt_md.pngbt_right.png
115776.png


#2479 Jargalhurts

Jargalhurts

    Mental Face

  • Project Team
  • 328 posts
  • Location:Silent Hill
  • Projects:Nothing worth showing off.
  •  Actually Yngwie of House Malmsteen.

Posted 10 March 2016 - 10:34 AM

You know what'll be awesome? If Scud Launchers could carry up to 3 Terror Drones inside themselves and deliver them to enemy vehicles with their missiles.


Actually Yngwie of Haus Malmsteen, feefty eenches of pure Svwedish beef.


#2480 CLAlstar

CLAlstar

    The one and only master of Scorpion Cell

  • Members
  • 1,095 posts
  • Location:Poland
  •  Worst MO Player

Posted 10 March 2016 - 01:10 PM

You know what'll be totally dumb and overpowered as if sucds werent enough useful addition? If Scud Launchers could carry up to 3 Terror Drones inside themselves and deliver them to enemy vehicles with their missiles.

Fixed.






2 user(s) are reading this topic

0 members, 2 guests, 0 anonymous users