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MO3.0 Feedback // SUGGESTIONS


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#1641 Graion Dilach

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Posted 02 August 2014 - 09:39 PM

The issue with MO 2.0 crate trucks was that such unit's prices are affected by Industrial Plant. Ah, and crate gives random amount of moniez iirc.
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#1642 Divine

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Posted 03 August 2014 - 12:55 AM

Is it possible to create a "supply drop" support power somehow? With a cargo plane coming in and dumping a bunch of money crates at the target location. Such a support power could be linked to a new tech building, "Tech Supply Depot" or something like that.


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#1643 Atomic_Noodles

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Posted 03 August 2014 - 04:25 AM

My idea was that you'd have it delivered via a superweapon and thus the unit won't get discounted (with an Industrial Plant) Another way to deliver it and not so suddenly instantaneous would be as you suggested would be doing it with a paradrop. Dropping in the Unit. which in turn deploys into a Dummy Building that kills itself that spawns a crate but as Graion said using Cash Crates sometimes provides random amounts of cash. But that's that...

 

To someone's question... nope you can't have anti-air suicide aircraft. (The Rockets)


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#1644 Divine

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Posted 03 August 2014 - 07:04 PM

My idea was that you'd have it delivered via a superweapon and thus the unit won't get discounted (with an Industrial Plant) Another way to deliver it and not so suddenly instantaneous would be as you suggested would be doing it with a paradrop. Dropping in the Unit. which in turn deploys into a Dummy Building that kills itself that spawns a crate but as Graion said using Cash Crates sometimes provides random amounts of cash. But that's that...

 

To someone's question... nope you can't have anti-air suicide aircraft. (The Rockets)

Random cash can be fixed (I think), but even if not, it shouldn't be much of a problem, as long as the cost of the superweapon is the same, or a bit more than the average income from crates.


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#1645 Graion Dilach

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Posted 04 August 2014 - 11:41 AM

Divine, have a read.

 

http://forums.renega...=12888#pid12888

 

The CrateBeneathIsMoney tag only fixes that the crate will give you money but nothing regarding the amount. No, skirmish is not SP within game terms.

 

Also, yes, surprise.... RenProj lives again.


Edited by Graion Dilach, 04 August 2014 - 11:43 AM.

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#1646 AngelFaux

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Posted 04 August 2014 - 02:34 PM

Maybe I might as well bring up the old topic about tech units, since I think each of the subfactions already got enough.

How about adding more tech units? (Ground and naval ones)

Maybe the devs can add something like Tech Naval Research Facility or something which gives access to tech units to a player who captured it. (similar to tech secret lab, I suppose)

Although I got some suggestions about the units, I think I'll wait for the responses first.

Well, maybe this suggestion sounds unnecessary since a similar kind of suggestion was answered with a 'no' in the past.



#1647 Karpet

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Posted 10 August 2014 - 03:24 PM

^ epic fail kivz strikes again...

How about a Tech Subway Station? If you capture it, you can put troops in it and eject them at the next that is captured by you. Not sure if it would work though..

Tech Armory: Gives all infantry a 20% buff in firepower (maybe too OP?), making Armories a thing to really fight over and want. Beware, they explode dangerously when destroyed.

What do you guys think? Maybe I'll flesh this out more.

#1648 Atomic_Noodles

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Posted 10 August 2014 - 03:37 PM

Tunnel System (By Tunnel I mean like how it is in Generals) doesn't exist.

 

So how would the Armory Work? Would it unlock a support power or does it just buff nearby units like the Coord Node?

 

As advice for future posters just ignore Kivz and his posts.


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#1649 Karpet

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Posted 10 August 2014 - 07:08 PM

The Armory would give a map wide buff to all infantry, at least thats how I think it would work, though a support power is not out of the question if it is too overpowered.

#1650 Petya

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Posted 10 August 2014 - 11:29 PM

As far as I know such thing isn't possible.



#1651 Atomic_Noodles

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Posted 10 August 2014 - 11:38 PM

Not possible. Close comparison to what your trying to do would be the Coord Node and the Nuclear Reactor's Energy boost (Which is already pushed to the max to how big since the foundation is also taken into account)


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#1652 Meyerm

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Posted 11 August 2014 - 12:03 AM

How does it work for machine shops and hospitals then?



#1653 Atomic_Noodles

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Posted 11 August 2014 - 12:23 AM

They use a totally different logic..

 

; Tech Machine Shop
[CAMACH]
UIName=Name:CAMACH
Name=Tech Machine Shop
TechLevel=-1
Strength=800
Cost=3000
Insignificant=yes
IsBase=no
Nominal=yes
BaseNormal=no
Sight=6
Points=5
Armor=concrete
VoiceSelect=MachShopSelect
MaxDebris=8
MinDebris=4
Capturable=yes
CaptureEvaEvent=EVA_MachineShopCaptured
NeedsEngineer=yes
Unsellable=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
LeaveRubble=yes ;no
UnitsGainSelfHeal=1
RadarVisible=yes
SuperWeapon=EmergencyRepairSpecial
 
; Tech Hospital
[CATHOSP]
UIName=Name:CAHOSP
Name=Tech Hospital
Image=CAHOSP
TechLevel=-1
Strength=800
Cost=3000
Insignificant=yes
VoiceSelect=HospitalSelect
IsBase=no
Nominal=yes
BaseNormal=no
Sight=6
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=6
DebrisAnims=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm
DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
Capturable=yes
CaptureEvaEvent=EVA_HospitalCaptured
NeedsEngineer=yes
Unsellable=yes
LeaveRubble=yes ;no
InfantryGainSelfHeal=1
RadarVisible=yes
SuperWeapon=MedicalAidSpecial
 
Support Powers aside...Those bolded codes are what gives those 2 structures the ability to heal units.

Edited by Atomic_Noodles, 11 August 2014 - 12:24 AM.

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#1654 Karpet

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Posted 11 August 2014 - 12:54 AM

Oh well, I guess then its a support power.

"Armament Drop" (name needs work, but it's basically that)
Recharge Time: 4:30
Cost: 1350$
Radius: 4 by 4 cells (if not, 3 by 3)
Effects: By dropping more effective types of ammunition (inciendiaries, armor piercing rounds, etc) and armor (like inserts into armor), infantry gain a 35% boost to firepower and 15% to armor.

If this doesn't appeal, then it could become a crate drop, with a 5 by 5 cell radius, but exploding violently when destroyed. That way, it could become an effective defence, and maybe it could affect vehicles too.

#1655 Graion Dilach

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Posted 11 August 2014 - 05:48 AM

Not possible. Close comparison to what your trying to do would be the Coord Node and the Nuclear Reactor's Energy boost (Which is already pushed to the max to how big since the foundation is also taken into account)

Actually, Ares 0.7 added infinite CellSpreads, so it's possible but laggy.


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#1656 Codename_Ramiel

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Posted 14 August 2014 - 07:56 PM

Hi I'm new to the forums but have following Speeder's and Co. mod for a long time. I really love this mod and all the hard work put in for the fans, I just want to make a suggestion. I was wondering if it is considered that the 9 sub factions get their own basic infantry like they do for tanks. For example, 

 

Russia - Red Guard

Latin - Rebel

China - Conscript (I more came to this conclusion when the population of China is huge and mass infantry was a tactic employed more so in Mao's time)

 

I understand infantry are probably harder to work on then vehicles, but just wondering people's thoughts, just to give more depth to the factions (although there's a lot already). Thoughts?

 



#1657 Divine

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Posted 14 August 2014 - 08:16 PM

Hi I'm new to the forums but have following Speeder's and Co. mod for a long time. I really love this mod and all the hard work put in for the fans, I just want to make a suggestion. I was wondering if it is considered that the 9 sub factions get their own basic infantry like they do for tanks. For example, 

 

Russia - Red Guard

Latin - Rebel

China - Conscript (I more came to this conclusion when the population of China is huge and mass infantry was a tactic employed more so in Mao's time)

 

I understand infantry are probably harder to work on then vehicles, but just wondering people's thoughts, just to give more depth to the factions (although there's a lot already). Thoughts?

 

Red Guard should be Chinese and Conscript should be Soviet, not the other way around. I think everyone tought of this, But it's quite pointless without giving a special ability to each basic infantry (like, bayonette charge for the Red Guard, molotov coctails for the conscript, deploying sandbags for the GI). Also, I'm not sure how it would work with the crews of destroyed / sold structures, or paradrops.


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

#1658 Speeder

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Posted 14 August 2014 - 08:22 PM

There won't be subfaction-specific basic infantry, too much work for too little effect.


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#1659 Atomic_Noodles

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Posted 15 August 2014 - 01:36 AM

So no Subfaction Specifc Anti-Air/Anti-Armor Basic Infantry or just the Basic Anti-Infantry?


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#1660 Petya

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Posted 15 August 2014 - 09:11 AM

Sub-faction specific basic infantries would be cool, however as Speeder said too much work for little effect. Also it would be hard to balance.


Edited by Petya, 15 August 2014 - 09:11 AM.





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