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MO3.0 Feedback // SUGGESTIONS


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#121 Vhaldez

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Posted 09 December 2013 - 10:03 AM

The Lost Colony game mode? Maybe. If more people request it, I don't see why it wouldn't be out of the question.

 

We did a few experiments with zombie missions but I don't really see it returning unless it got a huge amount of support.

 

 

 

Here's +1 Support to both!


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#122 lovalmidas

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Posted 09 December 2013 - 01:52 PM

The Lost Colony game mode? Maybe. If more people make such maps, I don't see why it wouldn't be out of the question.

 

We did a few experiments with zombie missions but I don't really see it returning unless it got a huge amount of map makers and scripters.

 

In my opinion, zombies in popular culture have been zombified. Dead or not, they are everywhere!

 

Fixed for ya :p


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#123 Solais

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Posted 09 December 2013 - 04:29 PM

Maybe a return of the GIANT ANT missions! With the ants being added as a fourth faction! But not only with three types of ants like in RA1, but more special ants, like ones that can burrow and attack, ones that have wings and spit acid, things like that. These bonus missions could even work well with the current insane difficulty of the missions in MO, as I always found the Ant missions a lot more harder in RA1 than the normal missions.



#124 zocker4ever

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Posted 09 December 2013 - 05:50 PM

 

The Lost Colony game mode? Maybe. If more people request it, I don't see why it wouldn't be out of the question.

 

We did a few experiments with zombie missions but I don't really see it returning unless it got a huge amount of support.

 

 

 

Here's +1 Support to both!

 

 

+2 on Lost Colony!


Edited by zocker4ever, 09 December 2013 - 05:50 PM.


#125 Malekron

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Posted 09 December 2013 - 05:55 PM

Some suggestions (and question)...

 

The Wolfhound serves Russia as both an anti air and anti ground unit, yet there is it states on the official website stating the role of anti air unit. Is that a mistake or are there plans to balance it as a dedicated anti air unit?

 

Also for the Eradicator (and maybe the Desolator also) how about when they attack a unit that particular unit becomes irradiated which damages nearby units in radiation by 65% of the original damage by 1 second for 5 seconds. Ares attach effect may prove useful for this trait.

 

All Cyborgs that break in to heavily damages versions of themselves from Volkov, Chitzkoi, Reaper, Hoplite, Cyborg Commando and Cyborg at critical health to add for extended use, rule of cool and/or rule of funny just like TS Cyborgs.

 

Terror Drones and Chitzkoi while both balanced in their own way, repair units can easily destroy both terror drones in one repair zap (thank goodness) but also do that to Chitzkoi (with 450 HP, Cyborg class armour) in one zap also (what?) who is a commando and has 340 more health points than the former (with 110 HP, Drone class armour). Maybe when Chitzkoi parasites a vehicle it can apply special Ares Attach effect logic to require more than one zap to destroy Chitzkoi.



#126 WhiteDragon25

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Posted 09 December 2013 - 08:10 PM

The Lost Colony game mode? Maybe. If more people request it, I don't see why it wouldn't be out of the question.

 

Survival game mode did exist, but we scrapped it in favor of Meteor Shower and Fortress.

 

We did a few experiments with zombie missions but I don't really see it returning unless it got a huge amount of support.

 

In my opinion, zombies in popular culture have been done to death.

 

I vote for all of these.

 

The moon maps were quite unique, and one of the most novel aspects of Mental Omega itself. I mean, really, who could resist fighting on the Moon?

 

A Survival mode would be interesting to see, if you can give it an unique twist to the idea.

 

Zombies may be done to death (pun totally intended), but hey, people still play them. The unique thing about a Zombies mode here is that it's a RTS take on it, rather than the usual FPS fare we see. You could always draw some inspiration from Call of Duty's Nazi Zombies gamemode too. Just the right amount of cheese and corniness, perfect for Red Alert.


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#127 Vhaldez

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Posted 09 December 2013 - 08:20 PM

Dieselpunk MO.

Edit: Freaking CABAL core walker robots in the trenches of RA WWI. Totally serious.

Edited by Jochmen, 09 December 2013 - 08:22 PM.

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#128 Divine

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Posted 09 December 2013 - 08:28 PM

 

The Lost Colony game mode? Maybe. If more people request it, I don't see why it wouldn't be out of the question.

 

Survival game mode did exist, but we scrapped it in favor of Meteor Shower and Fortress.

 

We did a few experiments with zombie missions but I don't really see it returning unless it got a huge amount of support.

 

In my opinion, zombies in popular culture have been done to death.

 

I vote for all of these.

 

The moon maps were quite unique, and one of the most novel aspects of Mental Omega itself. I mean, really, who could resist fighting on the Moon?

 

A Survival mode would be interesting to see, if you can give it an unique twist to the idea.

 

Zombies may be done to death (pun totally intended), but hey, people still play them. The unique thing about a Zombies mode here is that it's a RTS take on it, rather than the usual FPS fare we see. You could always draw some inspiration from Call of Duty's Nazi Zombies gamemode too. Just the right amount of cheese and corniness, perfect for Red Alert.

 

Give me Libra on a zombie map. She pretends to be Jesus and I laugh as zombies pile on the bottom of the sea.


Edited by Divine, 09 December 2013 - 08:28 PM.

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

#129 WhiteDragon25

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Posted 09 December 2013 - 08:44 PM

Dieselpunk MO.

Edit: Freaking CABAL core walker robots in the trenches of RA WWI. Totally serious.

 

A reference to the Black Ops II map Origins? If so, SOMEBODY DO IT.

 

Give me Libra on a zombie map. She pretends to be Jesus and I laugh as zombies pile on the bottom of the sea.

 

HAHAHAHAHAHA! Oh, that's hilarious! Let's do this! Somebody has to make this reality!

 

See? This is exactly the sort of silliness we can make out of a Zombies mode here!


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#130 Solais

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Posted 09 December 2013 - 09:43 PM

A Lost Colony map that is not on the Moon, but on the Mars. With many flying saucers. And green people.

 

For survival mode, it could be something to be played both single and coop, and it could be wave based, but would go on infinitely. Depending on how long you survive, you could earn medals and ranks, but in the end it would be impossible to survive forever.



#131 Petya

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Posted 09 December 2013 - 09:48 PM

I want maps on the surface of the Saturn! Oh wait, that is mainly gas. Only hovering and flying units can participate :D



#132 Divine

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Posted 09 December 2013 - 09:53 PM

A Lost Colony map that is not on the Moon, but on the Mars. With many flying saucers. And green people.

 

For survival mode, it could be something to be played both single and coop, and it could be wave based, but would go on infinitely. Depending on how long you survive, you could earn medals and ranks, but in the end it would be impossible to survive forever.

I have recently played on the "Tiki Torture (1-3)" map, and it kinda inspired me. There are huge stone faces and stuff, how about a similar map, with indestructiable monuments that spawn exponentialy growing number of well, tiki stuff? stone golems, tribe people with huge wooden masks and stuff? We could call it "tiki survival". Zombies are too mainstream anyways.


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

#133 lordnox24

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Posted 09 December 2013 - 11:29 PM

I want to know where the "Free for all" mode went ?....In Battle mode you can set no starting teams but won't the NPC just ally amongst themselves against you like in original RA2 and Yuri's revenge ?

I mean i want to play skirmish by myself against 6 more NPCs and i want them to kill each other too.



#134 WhiteDragon25

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Posted 09 December 2013 - 11:58 PM

Ooh, ooh! I got another idea! A game mode called "Chrono War":

 

All players start out with small base equipped with a Chronosphere, some power plants, an Ore Refinery, and a Barracks (but no Construction Yard). The goal of the game mode is to destroy the other players' Chronosphere.

 

However, a twist: the Chronosphere here has some abilities unique to this game mode. Along with the standard Chronoshift superweapon, it also has several other Chrono-related powers:

 

1: Chronoshift Reinforcements (Tier 1) - Teleports in a random selection of 9 Tier 1 vehicles, ships, or aircraft. Since the selection is random, a big element of risk is present.

 

2: Chronoshift Reinforcements (Tier 2) - Teleports in a random selection of 9 Tier 2 vehicles. Same as above, but more advanced vehicles.

 

3: Chronoshift Reinforcements (Tier 3) - Teleports in a random selection of 9 Tier 3 vehicles. Same as above, but the most advanced vehicles available.

 

4: Backwarp: The Allied Tech Center repair ability. Self-explanatory.

 

5: Neutron Blast: Erases units in an area of 9 cells from existence.

 

6: Chrono Elites: Teleports in a random selection of 9 Chrono-related infantry (Chrono Legionnaires, Cryo Commando, Chrono Ivan, Chrono Adept, or Siegfried).

 

7: Chrono Vortex: Not a true support power, but a side-effect of Chronosphere overuse - literal paradoxes start spawning randomly around the map, usually around areas where Chronosphere support powers are most used. May result in the following: Units being teleported randomly across the map, units being erased from existence, units being replaced by another unit, units changing sides, neutral hostile units from alternate universes appearing, units simply being killed, random dangerous weather patterns, and dinosaurs. Yes, dinosaurs.

 

 

All-in-all, a game mode that is absolutely fucking crazy. But hot damn, does it sound fun!


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#135 Solais

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Posted 10 December 2013 - 07:39 AM

I've seen a mode similar to that. Back in like a years ago, Youtuber and Commentator, TotalBiscuit tried to create a map (by hiring a map designer) for Starcraft 2 that would involve two gameplays: 4 people playing the game like usual, but the other 4 players controlled huge units that were invisible to the "normal" players, and these players acted as "guardian angels" to one of the "normal" players. Due to this, their super unit was equipped by a range of awesome abilities they could use to either buff the "normal" player they are helping (increased mining speed, increased production speed, more damage, adding them some money, etc.) or use offensive abilities to try to hinder the other players. Of course, these abilities would have had large to medium cooldowns.

 

I think, they mode could be implemented similarly, but instead of the super unit, the "guardian angel" player would control that Super Chronosphere and its support powers to help the "normal" player assigned to them.



#136 Vhaldez

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Posted 10 December 2013 - 08:27 AM

In Scavengers mode, infantry should be made available through crates too.


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#137 Atomic_Noodles

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Posted 10 December 2013 - 10:28 AM

In Scavengers mode, infantry should be made available through crates too.

 

Crate Boons don't work with Infantry, It did in Red Alert 1 but in TS onward it didn't.


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#138 Graion Dilach

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Posted 10 December 2013 - 12:19 PM

I want to know where the "Free for all" mode went ?....In Battle mode you can set no starting teams but won't the NPC just ally amongst themselves against you like in original RA2 and Yuri's revenge ?

I mean i want to play skirmish by myself against 6 more NPCs and i want them to kill each other too.

 

 

They won't ally. They never did even within YR if set as not to.


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#139 Vhaldez

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Posted 10 December 2013 - 02:07 PM

 

In Scavengers mode, infantry should be made available through crates too.

 

Crate Boons don't work with Infantry, It did in Red Alert 1 but in TS onward it didn't.

 

 

Really? What's so different about infantry then?


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#140 Graion Dilach

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Posted 10 December 2013 - 05:46 PM

Besides the fact that they're not tanks? Nothing at all.


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