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MO3.0 Feedback // SUGGESTIONS


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#841 I_Download_Stuff

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Posted 02 February 2014 - 08:56 AM

This thread has become an argument rather than a suggestions box.



#842 Toveena

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Posted 03 February 2014 - 06:50 AM

General Ideas for more unique sub-faction units, doesn't really matter whether they will be considered by the MM team or not, just feel like posting them out~

 

    1. HQ is good at making strong infantries and also floating disks(Irkalla, duh), then it can have a more advanced disk that replaces 

    Invader, may it be stronger or tougher(since HQ has the least featured units).

 

    2. LC is good at urban combat, it can also has pryo replaced with the mighty Blackhand! (just kidding~) I mean a strong flame trooper,

    even giving it the ability to  damage infantries within the buildings(Ares can do that if i recall it correctly).

 

    3. PF makes better jumpjet suits = rocketeers are replaced with advanced jumpjets which shoots lesser cryo beam!

 

    Again, these are but some scrappy clues anyway


Edited by Toveena, 03 February 2014 - 06:51 AM.


#843 Protozoan

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Posted 03 February 2014 - 07:42 AM

General Ideas for more unique sub-faction units, doesn't really matter whether they will be considered by the MM team or not, just feel like posting them out~

 

    1. HQ is good at making strong infantries and also floating disks(Irkalla, duh), then it can have a more advanced disk that replaces 

    Invader, may it be stronger or tougher(since HQ has the least featured units).

 

    2. LC is good at urban combat, it can also has pryo replaced with the mighty Blackhand! (just kidding~) I mean a strong flame trooper,

    even giving it the ability to  damage infantries within the buildings(Ares can do that if i recall it correctly).

 

    3. PF makes better jumpjet suits = rocketeers are replaced with advanced jumpjets which shoots lesser cryo beam!

 

    Again, these are but some scrappy clues anyway

 

I like it, but the Pyro is already pretty good imo

 

EDIT: Flame Tower perhaps?  :cool: 


Edited by Protozoan, 03 February 2014 - 07:52 AM.

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#844 Psionic Psychic

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Posted 03 February 2014 - 01:52 PM

Suggestion for missions. 

 

Epsilon Coop Mission : Aerial Corruption

 

Story: Yuri has corrupted the base defenses at SteinsTech Lab where the clueless Siegfried is conducting his experiments. Yuri has mind-controlled Siegfried to hack the experimental Airbase wherein the Thor Gunships and other aircraft are made. Yuri want's Siegfried to hack the Airbase so he would have blueprints for his aerial army as Yuri found that he doesn't have any aerial units that will help him for his conquest for world domination. Yuri wants you to protect where Siegfried is stationed and defend his position until the hacking is done. A truck is also stationed to store the hacked info so protect it also.

 

Objectives:

1. Collect $8000 by capturing Oil Derricks.

2. Build & defend the Super Psychic Radar for the mind-control link not to be broken, protect Siegfried until the hacking is done, and protect the technology truck.

3. Evacuate the convoy containing the hacked information.

 

Surprise Objective:

1. Protect the truck until reinforcements arrive.

 

Player One: Controls an Epsilon Barracks and War Factory ,5 Masterminds and 6 Engineers

Player Two: Controls the Psychic Radar, Epsilon Barracks, Epsilon War Factory and a squad of Epsilon Elites and 2 Viruses

 

 

The players arrive at the small base wherein the mind-controlled Siegfried is located and will start the hacking when you get to build the Super Psychic Radar. After Siegfried gets done with the hacking, the Super Psychic Radar gets mysteriously destroyed. Then Siegfried will be free from mind control and manages to escape by a Stallion. The truck then gets into a cargo plane but is shot down. The truck lands on land without being destroyed but is heavily damaged. Then Yuri tells the commander to defend the truck until the transport that will take the truck arrive. Reinforcements will arrive time by time but you will be lucky if you get to manage to capture IFVs with engis (because the cargo plane is now very far away from the outpost and Yuri will just paradrop Elites to help defend the truck (the Elites was sent by Yuri as he sensed that something bad would happen). When the transport arrive without the truck destroyed, the mission is a success (this part with the truck is a sort-of reference with the C&C 3 mission wherein the Liquid Tiberium Bomb should be defended. But this reference has a lot of twists ;) )

 

Note: This mission is primarily about Yuri getting plans for his "Invader" and the "Basilisk" later on when Yuri gets to the moon :p


Edited by Psionic Psychic, 03 February 2014 - 01:57 PM.

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#845 GhostNemesis

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Posted 03 February 2014 - 04:54 PM

Suggestion for missions. 

 

Epsilon Coop Mission : Aerial Corruption

 

Story: Yuri has corrupted the base defenses at SteinsTech Lab where the clueless Siegfried is conducting his experiments. Yuri has mind-controlled Siegfried to hack the experimental Airbase wherein the Thor Gunships and other aircraft are made. Yuri want's Siegfried to hack the Airbase so he would have blueprints for his aerial army as Yuri found that he doesn't have any aerial units that will help him for his conquest for world domination. Yuri wants you to protect where Siegfried is stationed and defend his position until the hacking is done. A truck is also stationed to store the hacked info so protect it also.

 

Objectives:

1. Collect $8000 by capturing Oil Derricks.

2. Build & defend the Super Psychic Radar for the mind-control link not to be broken, protect Siegfried until the hacking is done, and protect the technology truck.

3. Evacuate the convoy containing the hacked information.

 

Surprise Objective:

1. Protect the truck until reinforcements arrive.

 

Player One: Controls an Epsilon Barracks and War Factory ,5 Masterminds and 6 Engineers

Player Two: Controls the Psychic Radar, Epsilon Barracks, Epsilon War Factory and a squad of Epsilon Elites and 2 Viruses

 

 

The players arrive at the small base wherein the mind-controlled Siegfried is located and will start the hacking when you get to build the Super Psychic Radar. After Siegfried gets done with the hacking, the Super Psychic Radar gets mysteriously destroyed. Then Siegfried will be free from mind control and manages to escape by a Stallion. The truck then gets into a cargo plane but is shot down. The truck lands on land without being destroyed but is heavily damaged. Then Yuri tells the commander to defend the truck until the transport that will take the truck arrive. Reinforcements will arrive time by time but you will be lucky if you get to manage to capture IFVs with engis (because the cargo plane is now very far away from the outpost and Yuri will just paradrop Elites to help defend the truck (the Elites was sent by Yuri as he sensed that something bad would happen). When the transport arrive without the truck destroyed, the mission is a success (this part with the truck is a sort-of reference with the C&C 3 mission wherein the Liquid Tiberium Bomb should be defended. But this reference has a lot of twists ;) )

 

Note: This mission is primarily about Yuri getting plans for his "Invader" and the "Basilisk" later on when Yuri gets to the moon :p

I had some problem where the Yuri control Siegfried,maybe switch Siegfried to hacker better?



#846 Malekron

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Posted 04 February 2014 - 05:52 AM


General Ideas for more unique sub-faction units, doesn't really matter whether they will be considered by the MM team or not, just feel like posting them out~

 

    1. HQ is good at making strong infantries and also floating disks(Irkalla, duh), then it can have a more advanced disk that replaces 

    Invader, may it be stronger or tougher(since HQ has the least featured units).

 

    2. LC is good at urban combat, it can also has pryo replaced with the mighty Blackhand! (just kidding~) I mean a strong flame trooper,

    even giving it the ability to  damage infantries within the buildings(Ares can do that if i recall it correctly).

 

    3. PF makes better jumpjet suits = rocketeers are replaced with advanced jumpjets which shoots lesser cryo beam!

 

    Again, these are but some scrappy clues anyway

 

==Tephra Tropa==

 

Unique to LC, Replaces: Pyro

 

Cost: 500

 

Speed: 6

 

Abilities: Removes infantry garrisons

 

Role: Anti Structure, Anti Garrison, Anti Infantry

 

Weapon: "Diablo" Dual Pyroclastic Flow Cannon

 

Requires: Barracks, Radar Tower

 

Plot: Channeling the fury of a volcano, the Tephra Tropa is the Latin Confederation's motions for more efficient use of urban warfare via making structures relatively safer for their troops to garrison, while making it a 1000 degree Celsius hell for enemy infantry. This diabolical weapon fires both hot gas and Wurtzite Boron Nitride rocks in to a pyroclastic density current at the target damaging structures and incinerating/boiling/gassing any infantry unfortunate be in way of the flow. Recent discoveries of the interaction between the pyroclastic density current and dihydrogen monoxide in which the heavier substances to sink to the depths while the energy increases allowing it to travel twice the distance on the sea then on land, the Latin Confederation seeing potential in amphibious assault troops foolishly added additional equipment to a bulky and unwieldy combat suit with version 3 suits sinking and fossilizing it the murky lahar, and version 4 suits ripping apart the hosts. 

 

==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.

 

 

 

==Arch Angel==

 

Unique to PF, Replaces: Rocketeer

 

Range: 9.5

 

Speed: 30 (air), 7 (ground)

 

Weapon: .50 caliber Heavy Anti Material Semiautomatic Rifle

 

Role: Anti-Air, Anti Infantry, Multipurpose infantry

 

Cost: 650

 

Requires: Barracks, Airforce Command

 

Story: Emphasizing multipurpose and long range attacks the Arch Angels are trained for ground and air missions with lethal strikes against aircraft and infantry thanks to the .50 caliber HAMSR specialized to strike targets in the air or on the ground regardless if the wielder is in the air or in the ground.



#847 Psionic Psychic

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Posted 04 February 2014 - 09:55 AM

 

Suggestion for missions. 

 

Epsilon Coop Mission : Aerial Corruption

 

Story: Yuri has corrupted the base defenses at SteinsTech Lab where the clueless Siegfried is conducting his experiments. Yuri has mind-controlled Siegfried to hack the experimental Airbase wherein the Thor Gunships and other aircraft are made. Yuri want's Siegfried to hack the Airbase so he would have blueprints for his aerial army as Yuri found that he doesn't have any aerial units that will help him for his conquest for world domination. Yuri wants you to protect where Siegfried is stationed and defend his position until the hacking is done. A truck is also stationed to store the hacked info so protect it also.

 

Objectives:

1. Collect $8000 by capturing Oil Derricks.

2. Build & defend the Super Psychic Radar for the mind-control link not to be broken, protect Siegfried until the hacking is done, and protect the technology truck.

3. Evacuate the convoy containing the hacked information.

 

Surprise Objective:

1. Protect the truck until reinforcements arrive.

 

Player One: Controls an Epsilon Barracks and War Factory ,5 Masterminds and 6 Engineers

Player Two: Controls the Psychic Radar, Epsilon Barracks, Epsilon War Factory and a squad of Epsilon Elites and 2 Viruses

 

 

The players arrive at the small base wherein the mind-controlled Siegfried is located and will start the hacking when you get to build the Super Psychic Radar. After Siegfried gets done with the hacking, the Super Psychic Radar gets mysteriously destroyed. Then Siegfried will be free from mind control and manages to escape by a Stallion. The truck then gets into a cargo plane but is shot down. The truck lands on land without being destroyed but is heavily damaged. Then Yuri tells the commander to defend the truck until the transport that will take the truck arrive. Reinforcements will arrive time by time but you will be lucky if you get to manage to capture IFVs with engis (because the cargo plane is now very far away from the outpost and Yuri will just paradrop Elites to help defend the truck (the Elites was sent by Yuri as he sensed that something bad would happen). When the transport arrive without the truck destroyed, the mission is a success (this part with the truck is a sort-of reference with the C&C 3 mission wherein the Liquid Tiberium Bomb should be defended. But this reference has a lot of twists ;) )

 

Note: This mission is primarily about Yuri getting plans for his "Invader" and the "Basilisk" later on when Yuri gets to the moon :p

I had some problem where the Yuri control Siegfried,maybe switch Siegfried to hacker?

Sure, why not. A hacker is much more better but when mind-controlling Siegfried and building a Super Psychic Radar and defend them is much more challenging, because you need to protect Siegfried and so on. Having a hacker would be like much easier because Yuri can have a hacker of his own. 


ZAdGcaJ.jpg


#848 Highlander

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Posted 04 February 2014 - 03:24 PM

 

General Ideas for more unique sub-faction units, doesn't really matter whether they will be considered by the MM team or not, just feel like posting them out~

 

    1. HQ is good at making strong infantries and also floating disks(Irkalla, duh), then it can have a more advanced disk that replaces 

    Invader, may it be stronger or tougher(since HQ has the least featured units).

 

    2. LC is good at urban combat, it can also has pryo replaced with the mighty Blackhand! (just kidding~) I mean a strong flame trooper,

    even giving it the ability to  damage infantries within the buildings(Ares can do that if i recall it correctly).

 

    3. PF makes better jumpjet suits = rocketeers are replaced with advanced jumpjets which shoots lesser cryo beam!

 

    Again, these are but some scrappy clues anyway

 

I like it, but the Pyro is already pretty good imo

 

EDIT: Flame Tower perhaps?  :cool: 

 

Flame Tower would be nice! Soviet leftovers since the last war ;)


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#849 NHunter

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Posted 05 February 2014 - 12:37 AM

I'm quite sure that this has been suggested already, but we need more units that can be aquired from tech secret laboratory. Upon capturing the secret lab you will be getting a random unit from the list of available.

As for the ideas of such units...

 

  • Carryall -- Essentially, the reintroduciton of the Tiberian Sun aircraft of the same name. Quite expensive ($2000-2500), completely unarmed, rather slow and rather fragile, this unit allows you to airlift vehicles across the map. Can't transport infantry or ships. Passenger survivability is, of course, 0%. Depending on what ARES allows to do, it should either be able to transport:
    • Single vehicle of any type, save for terror drones (too small) or the Centurion / Annihilator (too big).
    • If that is impossible to implement, it should have 9 passenger slots.
  • Spy satellite Hacking Array -- This unit acts as an extra and free "spy satellite" support power. Has the same recharge time as the aforementioned support power, but can be used for the first time the moment it deploys after it leaves the war factory. Very expensive ($2500-3000), fragile and completely unarmed. Needs to be deployed for the revealing power to be usable/to recharge. Build limit = 1.
  • Annihilator -- An alien-looking tripod-walker. Omnicrusher, can't be crushed by anything; driver can't be killed; immune to radiation, poison and mind control; armed with a beam cannon of decent range that is effective against infantry, armor and structures and damages anything along the beam. Very expensive ($3000), can't be transported by anything. Buildlimit... let's say, 2.
    • If possible, it should be bombable by seals.
  • Shadow bearer -- An aircraft that when deployed causes all units (and, maybe, buildings) in range to become invisible on radar. Slow, fragile and unarmed. Rather expensive too ($1500).

Also, if it is possible, Rejuvinator should be scaled down a little bit...

 

And another idea. since cyborgs are half-machines, how about the following change: they heal only half as fast from medics/hospital buff, but at the same time they can also be repaired like vehicles (also, half as effectively)?



#850 Highlander

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Posted 05 February 2014 - 11:58 AM

I have an idea for a Tech Building.
It could be called "Tech Elite Academy" or something similar.

All your units are trained as elite.
perhaps it should be positioned in the center of the map or on an island to impose naval battles as this building should be something that you'd want and prevent your enemy from having. Its effect should only be available after 15 minutes or something like that.

Any taughts?

#851 RP.

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Posted 05 February 2014 - 01:18 PM

No, that would be incredibly overpowered. Besides that it is not possible.


Edited by RP., 05 February 2014 - 01:43 PM.

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#852 Speeder

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Posted 05 February 2014 - 01:41 PM

Yeah, that's not really doable unfortunately. The TS-like Armory is the best you can get and I'm not sure if it's bugfree.


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#853 Highlander

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Posted 05 February 2014 - 01:43 PM

lol, taughts...
No, that would be incredibly overpowered. Besides that it is not possible.


Toughts. Cant write properly on my cell. But thanks for pointing that out...

Yeah well that was kinda the point!

#854 Jargalhurts

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Posted 05 February 2014 - 01:55 PM

 

lol, taughts...
No, that would be incredibly overpowered. Besides that it is not possible.


Toughts. Cant write properly on my cell. But thanks for pointing that out...

Yeah well that was kinda the point!

 

 

Thoughts.

 

You're welcome and have a nice day. :)


Edited by Jargalhurts, 05 February 2014 - 01:55 PM.

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


#855 Highlander

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Posted 05 February 2014 - 01:56 PM

.... right ;)

#856 RP.

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Posted 05 February 2014 - 08:34 PM

I might have overreacted a bit there. My apologies.


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#857 Ale

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Posted 06 February 2014 - 01:15 AM

Maybe bring back the Tech time machine from Mo 2.0 for skirmish? It was really funny to spam t-rex against AI :p
Also, what about a super unit that you can unlock if you manage to infiltrate all sides lab and con yard?


Edited by Ale, 06 February 2014 - 10:23 AM.


#858 switchblade16

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Posted 06 February 2014 - 12:32 PM

Maybe bring back the Tech time machine from Mo 2.0 for skirmish? It was really funny to spam t-rex against AI :p
Also, what about a super unit that you can unlock if you manage to infiltrate all sides lab and con yard?

" a super unit that you can unlock if you manage to infiltrate all sides lab and con yard"

Clue: Tiberian Sun ;).  I've seen this unit :))


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

#859 Tyhednus

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Posted 07 February 2014 - 11:40 AM

Maybhe some new subfactions when the existing ones are balanced.



#860 Ale

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Posted 07 February 2014 - 12:56 PM

 

Maybe bring back the Tech time machine from Mo 2.0 for skirmish? It was really funny to spam t-rex against AI :p
Also, what about a super unit that you can unlock if you manage to infiltrate all sides lab and con yard?

" a super unit that you can unlock if you manage to infiltrate all sides lab and con yard"

Clue: Tiberian Sun ;).  I've seen this unit :))

 

I unlocked it today, it looks pretty good...maybe a little buf on RoF? xD






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