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#1621 Divine

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Posted 21 July 2014 - 07:44 PM

I was just wondering, is it possible to add V3 rocket like anti aircraft weapons to the game? If yes, perhaps we could have something like the SA-2.

sa2vnvi3.jpg

Either as a tech structure, a buildable defense for one of the countries, or even as a mobile unit. Basicly a huge anti aircraft rocket with long range and the possibitty to 1shot kill smaller aircraft (or even more of them if they are close to each other), but with long reload and perhaps destructiable missiles. It should be impossible for such a rocket to target small things like Rocketeers and Gyrocopters, because of the crudeness of the targeting system (for real, to balance it out, it would be lame if all the SAM sites fired their rockets on a bait like that).


Edited by Divine, 21 July 2014 - 07:45 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

#1622 Aquibex

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Posted 24 July 2014 - 11:22 AM

Is anything being done about the AI for noobs?? I'm getting destroyed in 5 mins of skirmishes..

Instead of having just 3 settings why not have multiple difficulty settings?? that way it caters to the needs of more people..



#1623 Bernadiroe

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Posted 24 July 2014 - 02:07 PM

Is anything being done about the AI for noobs?? I'm getting destroyed in 5 mins of skirmishes..

Instead of having just 3 settings why not have multiple difficulty settings?? that way it caters to the needs of more people..

 

Are you new to playing MO 3.0 skirmishes? If yes, it's okay. I was destroyed in about 5 mins too when I first get it.. Basic tanks invading before I can get to advance defense and power back-up... Can't make infantries at the beginning coz enemy will send spies, dogs and invaders (if Epsilon)... Hard time protecting myself from brutes (will be easy if playing soviet)... 

 

I learn that at first 3 minutes, I need to have access to nearby buildings I can garrison which will in-range with the entrance(s) to my base, to protect myself from basic tanks and infantries. Preferably the garrisoned buildings have height advantage. From there, I can have time to build up my tech level, infiltrate enemy WF and Barracks and so on. My tips to survive the first 5 minutes, try to get some nearby garrison-able buildings, and make basic defenses (the one with no power required) to cover your entrances. And don't forget to build basic detector units to counter the enemies' infinite spies.

 

And also, that's for Mental Difficulty AI.



#1624 X1Destroy

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Posted 24 July 2014 - 03:40 PM

Play with gamespeed 4 when against AI. Anything faster will make it impossible for new players.


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#1625 Zenothist

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Posted 25 July 2014 - 01:36 AM

Is anything being done about the AI for noobs?? I'm getting destroyed in 5 mins of skirmishes..

Instead of having just 3 settings why not have multiple difficulty settings?? that way it caters to the needs of more people..

 

The AI will be toned down for easy difficulty, and possibly for normal as well. Mental difficulty will remain unchanged.



#1626 edumm

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Posted 30 July 2014 - 01:30 PM

I was thinking of some mechanics to allow players in team games donate resources to each other, so I thought in the possibility of an ore miner could unload at the refinery of its ally providing cash of ore; would be a good idea?



#1627 Meyerm

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Posted 30 July 2014 - 04:21 PM

Other mods for various C&C games have created special supply trucks that can be built solely for the purpose of transfering funds. In OpenRA, for example, the supply truck costs the same amount of money that's being donated. When sent to an ally's building, it enters and gives the player the amount of money the truck costs. I'm not sure about that, but maybe have a similar truck that destroys itself when deployed, leaving a money crate. In which case, just make sure that truck is protected heading to its destination.



#1628 Jargalhurts

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Posted 30 July 2014 - 04:30 PM

I was thinking of some mechanics to allow players in team games donate resources to each other, so I thought in the possibility of an ore miner could unload at the refinery of its ally providing cash of ore; would be a good idea?

 

I think a cash crate spawning support power was suggested once. Ones with 3000$ in it ready for your ally to pick up.

 

And speaking of resources, I thought of some ways to improve resource gathering for all 3 factions and came up with these.

 

 

Allied Tier 3 Support Power:

 

Miner Transit Node

Cost: 1500$

Recharge Time: 8:00

Prerequisite: Tech Center, Mercury Uplink/Shield Command/Robot Ops Center

Description: Miniature Chronospheres used by Chrono Miners are a one-way gate. Miners can teleport back to Refineries but sadly not to the ore fields it has been harvesting from. The trouble is even more burdening when the ore field is far away and the path from Refinery to ore fields is long and dangerous. But such trivial problems are merely a blunder to the Allied war effort and can be easily remedied. Once a commander has attained enough technology clearance, they are authorized to construct Transit Nodes. The Transit Node is a thin tower that basically any Chrono Miner can teleport to like the Allied Ore Refinery. They are mostly deployed next to distant ore fields in order to make the Chrono Miner's journey easier. And also, instead of constructing them inside the Construction Yard, Transit Nodes are assembled and prepared to be deployed anywhere on the battlefield every eight minutes. Despite it's protocol nature, Transit Nodes are permanently deployed on the battlefield but very easy to destroy.

 

 

Soviet Tier 3 Vehicle:

 

Expeditioner

Cost: $ 2500
Speed: Medium
Hitpoints: Medium
Armor Class: Heavy
Movement: Jumpjet
Prerequisite: Soviet Lab, Soviet War Factory
Purpose: Mobile Resource Management
Description: Soviet resource gathering technology is not as delicate as the Allies or the Epsilon. While those two rely respectively on the graces of fast transportation and optic protection, the War Miner charges into the orefields with thick armor and guns. Despite its reliable combat capabilities, it was still just as bulky as all other Soviet heavy armor. So as a solution to compensate, the Expeditioner was born. The Expeditioner is a large VTOL airship that has the ability to deploy into a ore processing station anywhere on the battlefield for the commander to utilize. It's unique perk is that it can also specifically transport up to 3 War Miners and carry them across to newfound ore fields. Once deployed, the Expeditioner ejects all War Miners inside and sets up into an Ore Refinery, ripe for harvest. If necessary, they can repack into their mobile forms too.

 

Additional Information:
 - Can carry up to 3 War Miners.

 

 

Epsilon Tier 3 Structure:

 

Spade Derrick

Cost: $2000

Power: -150

Prerequisite: Pandora Hub

Purpose: Stay-At-Home

Additional Information:
 -  Build Limit: 3

 -  You totally can't capture this building.

 

Advertisement: Are ore fields not generating enough ores? Are all the nearby ore fields depleted? Are you too damn scared to let your Ghost Miners out of your base and into foreign ore fields? Well, look no further. You can now accelerate ore growth near your area by simply constructing a Spade Derrick on top of the drilling platform. Ore drillers enhanced with Spade Derricks have their ore generation increased four times more than it's usual rate. And even better, Spade Derricks have a small chance of accidentally drilling out a field of gem instead of ore. AND EVEN BETTER, you will periodically receive credit from the Spade Derricks you own, not unlike the Oil Derricks found from all around the world. AND EEVEEN WOOORSE, you can build only three of these. Haha, shame.

 

EDIT: Spade Derrick fixed.


Edited by Jargalhurts, 31 July 2014 - 05:27 PM.

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#1629 edumm

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Posted 30 July 2014 - 06:00 PM

 

I was thinking of some mechanics to allow players in team games donate resources to each other, so I thought in the possibility of an ore miner could unload at the refinery of its ally providing cash of ore; would be a good idea?

 

I think a cash crate spawning support power was suggested once. Ones with 3000$ in it ready for your ally to pick up.

 

And speaking of resources, I thought of some ways to improve resource gathering for all 3 factions and came up with these.

 

 

Allied Tier 3 Support Power:

 

Miner Transit Node

Cost: 1500$

Recharge Time: 8:00

Prerequisite: Tech Center, Mercury Uplink/Shield Command/Robot Ops Center

Description: Miniature Chronospheres used by Chrono Miners are a one-way gate. Miners can teleport back to Refineries but sadly not to the ore fields it has been harvesting from. The trouble is even more burdening when the ore field is far away and the path from Refinery to ore fields is long and dangerous. But such trivial problems are merely a blunder to the Allied war effort and can be easily remedied. Once a commander has attained enough technology clearance, they are authorized to construct Transit Nodes. The Transit Node is a thin tower that basically any Chrono Miner can teleport to like the Allied Ore Refinery. They are mostly deployed next to distant ore fields in order to make the Chrono Miner's journey easier. And also, instead of constructing them inside the Construction Yard, Transit Nodes are assembled and prepared to be deployed anywhere on the battlefield every eight minutes. Despite it's protocol nature, Transit Nodes are permanently deployed on the battlefield but very easy to destroy.

 

 

Soviet Tier 3 Vehicle:

 

Expeditioner

Cost: $ 2500
Speed: Medium
Hitpoints: Medium
Armor Class: Heavy
Movement: Jumpjet
Prerequisite: Soviet Lab, Soviet War Factory
Purpose: Mobile Resource Management
Description: Soviet resource gathering technology is not as delicate as the Allies or the Epsilon. While those two rely respectively on the graces of fast transportation and optic protection, the War Miner charges into the orefields with thick armor and guns. Despite its reliable combat capabilities, it was still just as bulky as all other Soviet heavy armor. So as a solution to compensate, the Expeditioner was born. The Expeditioner is a large VTOL airship that has the ability to deploy into a ore processing station anywhere on the battlefield for the commander to utilize. It's unique perk is that it can also specifically transport up to 3 War Miners and carry them across to newfound ore fields. Once deployed, the Expeditioner ejects all War Miners inside and sets up into an Ore Refinery, ripe for harvest. If necessary, they can repack into their mobile forms too.

 

Additional Information:
 - Can carry up to 3 War Miners.

 

 

Epsilon Tier 3 Structure:

 

Spade Derrick

Cost: $2000

Power: -150

Prerequisite: Pandora Hub

Purpose: Stay-At-Home

Additional Information:
 -  Build Limit: 3

 -  You can totally capture this building.

 

Advertisement: Are ore fields not generating enough ores? Are all the nearby ore fields depleted? Are you too damn scared to let your Ghost Miners out of your base and into foreign ore fields? Well, look no further. You can now accelerate ore growth near your area by simply constructing a Spade Derrick on top of the drilling platform. Ore drillers enhanced with Spade Derricks have their ore generation increased four times more than it's usual rate. And even better, Spade Derricks have a small chance of accidentally drilling out a field of gem instead of ore. AND EVEN BETTER, you will periodically receive credit from the Spade Derricks you own, not unlike the Oil Derricks found from all around the world. AND EEVEEN WOOORSE, you can build only three of these. Haha, shame.

 

 

Really cool, would create a kind of T2 associated with the economy of the factions. I've never seen a similar mechanics to this in any other RTS before; another great suggestion to make MO even better. :thumbsupsmiley:

 



#1630 Graion Dilach

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Posted 30 July 2014 - 06:12 PM

uhmmmmmmmmmmm. lol? lol.
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#1631 Meyerm

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Posted 30 July 2014 - 07:21 PM

I'm not sure if air units can deploy into structures, or if an ore mine can be built upon, but it's a neat concept.



#1632 Karpet

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Posted 30 July 2014 - 08:22 PM

Other mods for various C&C games have created special supply trucks that can be built solely for the purpose of transfering funds. In OpenRA, for example, the supply truck costs the same amount of money that's being donated. When sent to an ally's building, it enters and gives the player the amount of money the truck costs. I'm not sure about that, but maybe have a similar truck that destroys itself when deployed, leaving a money crate. In which case, just make sure that truck is protected heading to its destination.


IMO stuff like this robs a player of well deserved victories. What if I destroy a players economy a bunch of times, and his ally gives him those crates? That would really suck.

#1633 edumm

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Posted 30 July 2014 - 08:41 PM

 

Other mods for various C&C games have created special supply trucks that can be built solely for the purpose of transfering funds. In OpenRA, for example, the supply truck costs the same amount of money that's being donated. When sent to an ally's building, it enters and gives the player the amount of money the truck costs. I'm not sure about that, but maybe have a similar truck that destroys itself when deployed, leaving a money crate. In which case, just make sure that truck is protected heading to its destination.


IMO stuff like this robs a player of well deserved victories. What if I destroy a players economy a bunch of times, and his ally gives him those crates? That would really suck.

 

On the other hand this is the goal of playing in team game, helping each other to achieve victory...



#1634 Divine

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Posted 30 July 2014 - 09:14 PM

Advertisement: Are ore fields not generating enough ores? Are all the nearby ore fields depleted? Are you too damn scared to let your Ghost Miners out of your base and into foreign ore fields? Well, look no further. You can now accelerate ore growth near your area by simply constructing a Spade Derrick on top of the drilling platform. Ore drillers enhanced with Spade Derricks have their ore generation increased four times more than it's usual rate. And even better, Spade Derricks have a small chance of accidentally drilling out a field of gem instead of ore. AND EVEN BETTER, you will periodically receive credit from the Spade Derricks you own, not unlike the Oil Derricks found from all around the world. AND EEVEEN WOOORSE, you can build only three of these. Haha, shame.

 

 

No. Anything with buildlimit but capturable=yes, or in case of vehicles, anything with build limit but hijackable is very easy to exploit. Say, you are in a multiplayer game. You construct 3 of these spade miners, let you ally capture them, build another 3, ....then when you have like 20, you recapture them all. 


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

#1635 Jargalhurts

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Posted 31 July 2014 - 01:11 PM

 

Advertisement: Are ore fields not generating enough ores? Are all the nearby ore fields depleted? Are you too damn scared to let your Ghost Miners out of your base and into foreign ore fields? Well, look no further. You can now accelerate ore growth near your area by simply constructing a Spade Derrick on top of the drilling platform. Ore drillers enhanced with Spade Derricks have their ore generation increased four times more than it's usual rate. And even better, Spade Derricks have a small chance of accidentally drilling out a field of gem instead of ore. AND EVEN BETTER, you will periodically receive credit from the Spade Derricks you own, not unlike the Oil Derricks found from all around the world. AND EEVEEN WOOORSE, you can build only three of these. Haha, shame.

 

 

No. Anything with buildlimit but capturable=yes, or in case of vehicles, anything with build limit but hijackable is very easy to exploit. Say, you are in a multiplayer game. You construct 3 of these spade miners, let you ally capture them, build another 3, ....then when you have like 20, you recapture them all. 

 

 

I can see your point but you can capture buildings of allies?


Edited by Jargalhurts, 31 July 2014 - 01:11 PM.

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#1636 Divine

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Posted 31 July 2014 - 02:18 PM

 

 

Advertisement: Are ore fields not generating enough ores? Are all the nearby ore fields depleted? Are you too damn scared to let your Ghost Miners out of your base and into foreign ore fields? Well, look no further. You can now accelerate ore growth near your area by simply constructing a Spade Derrick on top of the drilling platform. Ore drillers enhanced with Spade Derricks have their ore generation increased four times more than it's usual rate. And even better, Spade Derricks have a small chance of accidentally drilling out a field of gem instead of ore. AND EVEN BETTER, you will periodically receive credit from the Spade Derricks you own, not unlike the Oil Derricks found from all around the world. AND EEVEEN WOOORSE, you can build only three of these. Haha, shame.

 

 

No. Anything with buildlimit but capturable=yes, or in case of vehicles, anything with build limit but hijackable is very easy to exploit. Say, you are in a multiplayer game. You construct 3 of these spade miners, let you ally capture them, build another 3, ....then when you have like 20, you recapture them all. 

 

 

I can see your point but you can capture buildings of allies?

 

You declare them as enemy, capture, ally again. It works unless the alliance is fixed. People tend to do the same to acquire stolen tech.


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

#1637 Jargalhurts

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Posted 31 July 2014 - 05:27 PM

 

 

 

Advertisement: Are ore fields not generating enough ores? Are all the nearby ore fields depleted? Are you too damn scared to let your Ghost Miners out of your base and into foreign ore fields? Well, look no further. You can now accelerate ore growth near your area by simply constructing a Spade Derrick on top of the drilling platform. Ore drillers enhanced with Spade Derricks have their ore generation increased four times more than it's usual rate. And even better, Spade Derricks have a small chance of accidentally drilling out a field of gem instead of ore. AND EVEN BETTER, you will periodically receive credit from the Spade Derricks you own, not unlike the Oil Derricks found from all around the world. AND EEVEEN WOOORSE, you can build only three of these. Haha, shame.

 

 

No. Anything with buildlimit but capturable=yes, or in case of vehicles, anything with build limit but hijackable is very easy to exploit. Say, you are in a multiplayer game. You construct 3 of these spade miners, let you ally capture them, build another 3, ....then when you have like 20, you recapture them all. 

 

 

I can see your point but you can capture buildings of allies?

 

You declare them as enemy, capture, ally again. It works unless the alliance is fixed. People tend to do the same to acquire stolen tech.

 

OK, then. I edited the Spade Derrick.


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#1638 Atomic_Noodles

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Posted 02 August 2014 - 08:17 AM

The least imbalanced way to make a Cash Delivery Support Power is by just making it deliver a building that suicides into a Cash Crate. Of course this does mean you'll have a support power slot to be sacrificed in one building.


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#1639 Seth

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Posted 02 August 2014 - 01:44 PM

The least imbalanced way to make a Cash Delivery Support Power is by just making it deliver a building that suicides into a Cash Crate. Of course this does mean you'll have a support power slot to be sacrificed in one building.

Do you remember the Supply Truck that you get from capturing the Tech Police Station in 2.0?

Deliver the truck and it deploys into a crate.



#1640 Meyerm

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Posted 02 August 2014 - 04:51 PM

The only issue with crates though is that you don't really have to deliver it so long as your ally has a single unit in your base.






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