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#141 Divine

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Posted 10 December 2013 - 06:27 PM

I think Yunru should sometimes say "Stop! Hammer time!" when ordered to deploy-attack.


Edited by Divine, 10 December 2013 - 06:36 PM.

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#142 WhiteDragon25

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Posted 10 December 2013 - 06:28 PM

I've got another idea for a game mode: "Hearts and Minds".

 

The basic setup: Each player starts off with just a Barracks and a Power Plant. The map is a massive entirely-urban cityscape full of civilians. Around the map, there are Psychic Beacons. The goal of the game mode is to capture as many Psychic Beacons and mind-control as much of the civilian population as you can. The game ends when all civilians are mind-controlled by a single player.

 

The Psychic Beacon in this game mode is entirely self-powered, so no need to capture Power Plants. The Beacon has a range on par with the Tier 3 defense turrets, and when captured, instantly mind-controls any and all units (whether civilian or enemy) in its range. This mind-control only effects whatever units were in range at the time of capture, and does not mind-control new units that enter its range (unless another player's engineer captures it again). If a Psychic Beacon is destroyed, all mind-controlled units are freed and return to their original owners.

 

Players can either attempt to capture an opponent's Psychic Beacon for themselves, or destroy it to deny it from others. Killing civilians is also a valid (if unethical) tactic... which is ironic, since mind control is also incredibly unethical in-and-of itself. :p

 

 

So, sound fun? A fight for total control over the hearts and minds of the people, whether they want it or not! :trickydick:


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#143 Divine

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Posted 10 December 2013 - 06:35 PM

I've got another idea for a game mode: "Hearts and Minds".

 

The basic setup: Each player starts off with just a Barracks and a Power Plant. The map is a massive entirely-urban cityscape full of civilians. Around the map, there are Psychic Beacons. The goal of the game mode is to capture as many Psychic Beacons and mind-control as much of the civilian population as you can. The game ends when all civilians are mind-controlled by a single player.

 

The Psychic Beacon in this game mode is entirely self-powered, so no need to capture Power Plants. The Beacon has a range on par with the Tier 3 defense turrets, and when captured, instantly mind-controls any and all units (whether civilian or enemy) in its range. This mind-control only effects whatever units were in range at the time of capture, and does not mind-control new units that enter its range (unless another player's engineer captures it again). If a Psychic Beacon is destroyed, all mind-controlled units are freed and return to their original owners.

 

Players can either attempt to capture an opponent's Psychic Beacon for themselves, or destroy it to deny it from others. Killing civilians is also a valid (if unethical) tactic... which is ironic, since mind control is also incredibly unethical in-and-of itself. :p

 

 

So, sound fun? A fight for total control over the hearts and minds of the people, whether they want it or not! :trickydick:

This has several problems: you stated that mind controlling all civilians is the condition of victory, now what happens, if a) all psy beacons are destroyed b) all civilians are killed? Also, a game mode is only good if it can fit to existing maps, and there are hardly enough city maps for this. Also, with beacons having such short range, you'd need a hundred of them on each map, which is quite silly. There is a similar gamemode afaik, the KoTH, in which you have to capture and hold a "doomsday device". I never played it tho so I dunno what it is, but I guess it could be a psychic beacon / amplifier aswell.


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

#144 WhiteDragon25

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Posted 10 December 2013 - 06:41 PM

 

I've got another idea for a game mode: "Hearts and Minds".

 

The basic setup: Each player starts off with just a Barracks and a Power Plant. The map is a massive entirely-urban cityscape full of civilians. Around the map, there are Psychic Beacons. The goal of the game mode is to capture as many Psychic Beacons and mind-control as much of the civilian population as you can. The game ends when all civilians are mind-controlled by a single player.

 

The Psychic Beacon in this game mode is entirely self-powered, so no need to capture Power Plants. The Beacon has a range on par with the Tier 3 defense turrets, and when captured, instantly mind-controls any and all units (whether civilian or enemy) in its range. This mind-control only effects whatever units were in range at the time of capture, and does not mind-control new units that enter its range (unless another player's engineer captures it again). If a Psychic Beacon is destroyed, all mind-controlled units are freed and return to their original owners.

 

Players can either attempt to capture an opponent's Psychic Beacon for themselves, or destroy it to deny it from others. Killing civilians is also a valid (if unethical) tactic... which is ironic, since mind control is also incredibly unethical in-and-of itself. :p

 

 

So, sound fun? A fight for total control over the hearts and minds of the people, whether they want it or not! :trickydick:

 

This has several problems: you stated that mind controlling all civilians is the condition of victory, now what happens, if a) all psy beacons are destroyed b) all civilians are killed? Also, a game mode is only good if it can fit to existing maps, and there are hardly enough city maps for this. Also, with beacons having such short range, you'd need a hundred of them on each map, which is quite silly. There is a similar gamemode afaik, the KoTH, in which you have to capture and hold a "doomsday device". I never played it tho so I dunno what it is, but I guess it could be a psychic beacon / amplifier aswell.

 

1: ...Okay, that part I did not think of. Up for revision, but I still think the game mode has potential.

2: Well then, we need more city maps.

3: Tier 3 turrets (the Grand Cannon, Hammer Defense, & Antares Battery) are short range? Seriously? Well, whatever, if that's too short, then we'll just boost the range.


I have a Moddb page, if anyone cares to check it out: linky.

 

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#145 Divine

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Posted 10 December 2013 - 07:15 PM

Suggestions about the AI:

-the AI should use the Borillo as an APC, not only as a siege vehicle. It'd be a valid tactic for the Mental AI to send multiple Borillos loaded with Crazy Ivans.

-Mental AI builds a shitton of base defenses, mostly tier 2, but barely any tier 1, or AA. The result is a base composed mostly of reactors and t2 towers.

-The AI should be made to use amphibious transports when necessary.

-The AI should be made to use capital ships to attack enemy bases.

-The AI should also use dolphins and squids.

-I suggest all sides a special AI task force, to hunt down Kirov airships closing on their bases. 

-Soviet AI barely uses Battle Bunkers. It should change.

-The AI does not wall its Constr. Yards as it did in vanilla. It should, to prevent infiltration.


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Sidebar icons for normally not buildable stuff: Yuri Prime, Space CommandoAllied Jackal (obsolete)Gravitron
Skirmish Map: (2) Commietopia
 
Feedback and showcase thread

#146 Graion Dilach

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Posted 10 December 2013 - 07:51 PM

AI sucks when it should handle navy. A lot. Because it can't build navy and units at the same time. Anti-Kirov teams IIRC are already added in. Walls totally slow down the AI's pace.


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#147 Petya

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Posted 10 December 2013 - 08:29 PM

-The AI does not wall its Constr. Yards as it did in vanilla. It should, to prevent infiltration.

That should happen only with easy AI.



#148 Divine

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Posted 10 December 2013 - 08:55 PM

 

-The AI does not wall its Constr. Yards as it did in vanilla. It should, to prevent infiltration.

That should happen only with easy AI.

 

I don't remember seeing walls around mental const yards. I always infiltrate them anyways :D


Edited by Divine, 10 December 2013 - 08:55 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

#149 Petya

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Posted 10 December 2013 - 09:28 PM

I played with Mental AIs and they always walled their Conyards. I don't know why they didn't wall for you, but I'm going to check this tomorrow.



#150 Divine

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Posted 10 December 2013 - 10:39 PM

AI sucks when it should handle navy. A lot. Because it can't build navy and units at the same time. Anti-Kirov teams IIRC are already added in. Walls totally slow down the AI's pace.

What I mean about anti kirov team is a team of anti air units which go out and destroy Kirovs before they reach the base -at least 20 blocks before they reach the base, the anti air team should engage, otherwise the base is screwed anyways.


Edited by Divine, 10 December 2013 - 10:44 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

#151 RP.

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Posted 10 December 2013 - 11:56 PM

That doesn't work in skirmish maps for standard AI, in a non-scripted situation.

You can 'hardcode' it to a singleplayer map so that when the Kirov flies over a cell, you create a team and let them move to that cell or area.

 

I'll take a look into the transports thing, because that might work out (if I think of something clever).


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#152 Protozoan

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Posted 11 December 2013 - 01:18 AM

I think the allies could perhaps do with some kind of air superiority fighter, right now they have two bombers: The Stormchild & the Barracuda, then the US has the Warhawk, while the European Alliance has the Thor Gunship, but nothing to really combat air units sufficiently I think, it'd work fairly similar to the Harrier where it flies to it's target, fires, and then returns to base to reload. Right now I just don't think the Stormchild or Barracuda are really all that useful for their price, they're only useful for strategical strikes but all anyone has to do is build a couple of AA defenses around their base and some AA units.

 

I believe the Stormchild could do with a price deduction rather than some kind of buff, it takes multiple Stormchildren to take out some ground units and then they have to RTB, plus they're not very resistant to AA fire either. I just don't think they're worth their price when I could be spending that money on more conventional ground units, buildings and whatnot.


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#153 Black/Brunez

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Posted 11 December 2013 - 02:13 AM

You know that Euro has Harriers and PF has Black Eagles right? BTW, take a look on what was done on attack jets. Unlike vanilla, they (almost) never miss their targuets and just about 2 or 3 of them are already enough to destroy an MBT. 4 of any of them will almost KO a miner. Obviously it´s not just a "click and kill" unit, microing them is a must. Too sad that the game do not let us waypoint fixed wing aircrafts :/

 

Barracuda useless?  Destroying Superweapons before the enemy realise what is going on? :lol: Seriously, the Barracuda is already ok on the way it is... damn, it´s even currently my favorite T3 bombardment unit.

 

Stormchildren are not even close to be useless neither. Not only decent anti-tank damage, but also one of the best units to kill heroes in the game, with those lasers.



#154 DoMiNaNt_HuNtEr

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Posted 11 December 2013 - 02:23 AM

The Archer is the coolest unit in the game. I was not expecting that one. Thought it would be a Gatling trooper, genetically modified to carry the big gun.

 

All the multiplayer game modes could use a nice thorough description on the website. Theres a few game modes I haven't managed to try cause no one wanted to, and I'm not sure what they do.

 

I'm wondering what happened to the Slave Miner? You guys should totally bring it back, as Secret Tech Lab unit!

 

In MO 2.0 wasn't the slave miner build-able as the Scorpion Cell? How come it was removed? The unit is just too funny to not have!


Edited by DoMiNaNt_HuNtEr, 11 December 2013 - 02:25 AM.


#155 Protozoan

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Posted 11 December 2013 - 03:22 AM

You know that Euro has Harriers and PF has Black Eagles right? BTW, take a look on what was done on attack jets. Unlike vanilla, they (almost) never miss their targuets and just about 2 or 3 of them are already enough to destroy an MBT. 4 of any of them will almost KO a miner. Obviously it´s not just a "click and kill" unit, microing them is a must. Too sad that the game do not let us waypoint fixed wing aircrafts :/

 

Barracuda useless?  Destroying Superweapons before the enemy realise what is going on? :lol: Seriously, the Barracuda is already ok on the way it is... damn, it´s even currently my favorite T3 bombardment unit.

 

Stormchildren are not even close to be useless neither. Not only decent anti-tank damage, but also one of the best units to kill heroes in the game, with those lasers.

 

MBT?

 

Yeah, and vanilla attack jets were still useless.

 

4 of any of them almost enough to KO a miner, until I just, I dunno, maybe repair them with a repair drone or put a few AA units over there, and then there goes $4800 down the drain.

 

I rarely play with Superweapons and find them nooby, but I'm fairly certain any intelligent player isn't going to leave their Superweapon without AA defenses if they're going up against the Allies. And when then you try and destroy it with some Barracuda's, how much are they again? $2000 each? And then they all get destroyed by AA defenses. There goes $8000, precious resources that could probably have been spent on ground units or defenses, or artillery, since they probably work a bit better, or even naval units.

 

All it takes is some simple AA defenses + units and then those Harriers/Black Eagles/Stormchildren/Barracuda's are useless, although I haven't seen the Barracuda in action much so I'm not entirely sure what they're capable of.

 

They're only good for strategical strikes, and it costs quite a bit for those few things that they can be used for. I just think the Stormchildren/Harriers/Black Eagle's need a price deduction. I have never ever seen a player using Harriers or Black Eagles :L

 

I remember playing as Russia and some guy was the US, I was doing my typical borillo+crazy Ivan rush and 4 stormchildren couldn't even take out a single Borillo, it left it on red health sure, but 4 of them? I guess that could probably be more of an issue with the Borillo rather than the Jets though, lol

 

I don't even get to vs the Allies often enough to find out what half of their stuff can do, and when I do, they don't even build the Jets.


Edited by Protozoan, 11 December 2013 - 03:24 AM.

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#156 LusiGoosi

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Posted 11 December 2013 - 03:43 AM

Mo suggestions I have some ideas and thoughts.
Part 1: Units modifications
Attack dog/seals : I love the idea that attack dogs can swim, but  it along with the navy seal I don’t think should moves as fast as some of the ships with engines.  Foot power is not as great as engine power.
Conscript: minor nitpick, but the conscript is accordingly equipped with a PPSH 41. Yet is sounds like and seems to fire really slowly, the actual firearm fires at a very high cyclic rate.  Though is very inaccurate, I would suggest if possible increase the rate of fire and perhaps make it less accurate maybe create an area of effect that the conscript sprays over. It is just odd to me the MP5 sounds like it is firing faster in its bursts. when its cyclic is about half the PPSH 41.
Part 2: new units
Political Officer/ commissar ((while the commissar from world war 2 under the auspices of the NKVD disappeared, political officer were still placed into many unit to ensure loyalty and raise moral. I think each side would be more interesting with a support unit like a medic, but not necessarily a healer. This is an idea for a soviet one, but epsilon should have a support type too.))   
Cost: $300
Speed: 6
Hitpoints: 100
Armor Class: Flak
Prerequisite: Soviet Barracks, Radar Tower
Purpose: Anti-Infantry, Garrison
Weapons: Makrov PM Pistol / Megaphone
Range: 4 / Close (deployed, similar to the hor gunships ability)
The Soviet armed forces use a great many conscripted soldiers from various background.  In support of these units are officers who are there to ensure that they fight to their fullest. The Political officer while armed with a pistol for self-defense this weapon helps them very little their true value comes from the ability to transfer their own political zeal to their soldiers. Using their megaphone they increase the morale and combat effectiveness of nearby troops leading them to many a glorious charge for the union.  
Deploy ability increases attack and speed for a short bit within range of the speaker but also increase the units’ chance of getting damage.

 

I thin

Part 3 Navy units.

 

I think we need more unit types, navy combat is super fun and need a few more variances. maybe more unique navel units or perhaps a new type. I have a few ideas of what could be used I'll post them after I flesh them out.

Part 4 .air
H-72 “Fledermaus” –replaces the Barracuda for EA/PF, I was thinking in 1.0 I think the Barracuda was American only and their special unit. Also using it as an heavy fighter using strafing instead of bombing seemed like a cool idea. I know i posted this unit before but I reworked it a bit to fit more.))
Cost: $2000
Speed: 20 (jet)
Hit points: 200
Armor Class: Medium Air
Prerequisite: Allied Air force Command, Tech Center
Purpose: Anti-Structure
Weapons: Comet Prism Refractor (x2) / 20mm cannon (x2)
Range: 10/8
The H-72 made in Germany as air superiority aircraft, high command took this small quick flying wing fighter and turned it into a “bomber” Though still armed with the original 20 underneath for anti unit support. Replacing the fighter to fighter weapons in the wings with Comet Prism weapons, gave it great range in its re-purposed role. While the damage is not as great as the allied Barracuda this flying wing is faster and much better at hitting the enemy the getting out.  To get this speed the armor has been sacrificed.  While initially the light craft was unpopular it became affectionately known as the “Fledermaus” due to its bat like shape.
Additional Information
Invisible on radar.


 



#157 X1Destroy

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Posted 11 December 2013 - 05:16 AM

I do remember seeing normal AI in 2.0 blasting my naval yard before I can build a fleet of 5 destroyers. It'd also used Dreadnoughts to bombard my base.

Can AI tweaks be applied only to a game mode? IMO the AI should forgoes building tanks and spend most of it's resources on naval assets in Islands mode.

Or......Is it possible to make the AI build amphibious transports, load tanks and troops into them and send it right into ours base? Doesn't seem to I think, but maybe?
 

And yeah, I wish that jets should have the ability to engage air targets back. That will make them alots more useful. Right now If I would ever use them, it would be for suicidal attacks.

 


Edited by X1Destroy, 11 December 2013 - 05:18 AM.

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#158 LusiGoosi

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Posted 11 December 2013 - 08:13 AM

Another reason it would be nice for the soviets to have a support infantry like the one I suggested. Conscripts are useless even in bulk they get waxed, it would make them a threat if used in combo.



#159 Protozoan

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Posted 11 December 2013 - 08:19 AM

Part 3 Navy units.

 

I think we need more unit types, navy combat is super fun and need a few more variances. maybe more unique navel units or perhaps a new type. I have a few ideas of what could be used I'll post them after I flesh them out.

 

Completely agree with this, naval combat just seems a little bland at the moment.

 

Give Pacific Front a Battleship instead of an Aircraft Carrier o3o

 

 

 

I think there could also be room for Cruisers and Gunboats, and probably whatever bizarre ships Epsilon could come up with, lol.


Edited by Protozoan, 11 December 2013 - 08:24 AM.

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#160 Solais

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Posted 11 December 2013 - 03:53 PM

Maybe some boats that can walk out of the water on legs like in RA3!






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