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#1761 DoMiNaNt_HuNtEr

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Posted 12 October 2014 - 06:24 AM

This is a big ass bunch of threads on this forum, holy shit:

 

A realism factor: You don't send in a construction crew into a warzone with 7 other potential enemy forces without protection, without a scouting force, without a task force to wage with the war.

 

But its a video game, so you can set starting units to ZERO. Proly more tactically pressuring that way. Just set the cash to 10000, no starting units. That way, you fucking GAMBLING!!!!

 

Anyways, if we DO want that "realism", of a starting force, can you make it a real starting force?

 

-Rifle soldiers & Rocket soldiers (GI&GGI / Conscript & Flak / Initiate & Archer)

-Light vehicles (IFV / Half Track / Gattling)

-Tanks

-(country)Faction streamlined air unit (helicopter - do all (country) sides have equal helicopter units? Equivalent helicopter/hover units? - the equally balanced faction air units would constitute the smallest percentage out of the whole damn pie chart; for balance purposes, mostly groups of 3 soldiers, then 1 by one light vehicles (half track and equivalent), which would be 75 percent of starting units, then a few aircraft, so lots of soldiers, several tanks, and a few (country)faction equivalent air units.

-^^ Second thought, the air units proly wouldn't work ALTHOUGH: HEAR THIS SHIT OUT:

 

  @ 50 starting units:

  -USA: 3 Warhawks

  -Euro: 1 Thor

  -Asian: 6 Rocketeers

(LOL ^ Howdya like them apples?)

 

 - Russia: 3 Wolf hounds (2, maybe? That could balance them out with the warhawks

- China: Those god damn gyro copters, 6(?)

 - Latin: 3 Vultures

 

- All Epsilon: 3 Basilisk ( I almost figure basilisk & warhawks are equal since they can only hit ground targets, but the wolfhoud is the best air nit... sooo, 3 for apache/yuri, and 2 for soviet heli. Sounds, balanced, no?)

 

 

- ^^ This way, you can have a fucking, EPIC, FUCKING startup, with 50 grand to spare - LET THE RED RAGE BEGIN!

 

-FUCK! Why stop there? On naval maps, have the basic naval combatants accompany the entry force of yours.

 

 

Soviet: a couple subs

Allied: a couple destroyers.

yuri: a couple pirhanas.

 

-HELL YEAH! Have an "Establishing battle field control - stand by" intro scene for EVERY basic skirmish match, showing your newly arrived taskforce with the MCV roll up into the map from the border closest to your chosen starting point (from the actual map border, or just the shroud). If there's navy, your forces all get dropped off from the amphibious transports, escorted by the basic navy units, which are part of the starting forces. Go to war in style, AND money.

- Now, I don't wanna go TOO overboard with the who0le "starting forces thing". No, no siege units. No, fuck commandos. Just a basic bunch of the lowest tiers units that can form a taskforce on all fronts (foot soldier, vehicle, air, and maybe navy - so you can get shit done, take over the city, or the forest, or the desert, whatver the map has, you have arrived with your starting taskforce to FUCK. SHIT!. UP. Its either that, or chess (no starting shit AT ALL. No extra money. LOWEST STARTING CASH POSSIBLE. Or is that too boring? What the hell are we talking about? I'm talking about epic fucking combat all the time, less sim city, more ppl dieing) 

- Hell, too bad I only have the time to fucking TYPE, but not the time to make this shit HAPPEN MYSELF, cause I'm a fucking asshole, and life is an annoying bitch.



#1762 codyfun123

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Posted 12 October 2014 - 01:59 PM

HELL YEAH! Have an "Establishing battle field control - stand by" intro scene for EVERY basic skirmish match, showing your newly arrived taskforce with the MCV roll up into the map from the border closest to your chosen starting point (from the actual map border, or just the shroud). If there's navy, your forces all get dropped off from the amphibious transports, escorted by the basic navy units, which are part of the starting forces. Go to war in style, AND money.

As someone who has modded Yuri's Revenge before, I regret to inform you that this isn't possible. Modding is lots of messing around with stats and little creating entirely new features (that has to be done by another team altogether, the Ares developers, and is why the Mentalmeisters can't do anything about save/load not being available). All those establishing battlefield control cutscenes are done with special map scripts which would be difficult if not impossible to make work with starting units in a skirmish map.

I'm talking about epic fucking combat all the time, less sim city, more ppl dieing)

Have you tried the No Bases gamemode? It gives you the Centurion and a bunch of random units to duke it out. No sim city, all people dying.

Edited by codyfun123, 12 October 2014 - 02:00 PM.


#1763 DoMiNaNt_HuNtEr

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Posted 12 October 2014 - 03:29 PM

^^ Lol, thats awesome! I gotta try that. Hey, don't get me wrong, Sim City is fun, but the mass pyro death is hilarious. Imagine a million pyros dying almost at the same time? Classic.



#1764 Jargalhurts

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Posted 12 October 2014 - 08:42 PM

Observing from the discussion above, I salvaged and assembled a suggestion for a new gamemode called Tactical Control. It's basically a gamemode where more focus is on unit management and strategic maneuvers rather than rushing and base building.

 

In this post, I will thoroughly go through every feature of this gamemode and explain it like a game of its own. It's quite a handful.

 

 

1. Command Center
      Instead of an MCV, all players start with an Armored Command Vehicle (ACV) that deploys into a Command Center. Players can't train units or build structures, Instead, they can call reinforcements from a number of paradrop support powers once the Command Center is built. The objective of the gamemode is to destroy all enemy Command Centers.

 

2. Reinforcements

      Reinforcement paradrops are the only way for you to acquire more units. Each paradrop power offers a different set of units. The stronger the units are, the more expensive the paradrop would be and the longer it would take for the support power to reload. Here is a list of paradrops I could call as a Pacific Front Player:

Surveillance Squadron
Cost: 400$
Recharge Time: 1:00
Units: 3 Attack Dogs

Infantry Squadron
Cost: 1500$
Recharge Time: 2:00
Units: 6 G.Is, 3 Guardian G.Is, 1 Medic

Engineering Squadron
Cost: 800$
Recharge Time: 1:00
Units: 3 Engineers

Advanced Surveillance Squadron
Cost: 1000$
Recharge Time: 2:00
Units: 3 Robot Tanks

Vehicle Squadron
Cost: 2000$
Recharge Time: 3:00
Units: 4 Tsurugis, 4 Kappa Tanks
Rocketeer Squadron
Cost: 2000$
Recharge Time: 4:00
Units: 5 Rocketeers

Advanced Infantry Squadron
Cost: 3000$
Recharge Time: 5:00
Units: 4 Siege Cadres, 2 Navy SEALs

Transport Squadron
Cost: 800$
Recharge Time: 2:00
Units: 1 Stallion Transport

Amphibious Squadron
Cost: 1500$
Recharge Time: 3:00
Units: 2 Voyagers
Spy Squadron
Cost: 2000$
Recharge Time: 4:00
Units: 1 Thief, 1 Circuiter, 1 Hacker (see Section 10 for more info)

Chrono Squadron
Cost: 4000$
Recharge Time: 6:00
Units: 4 Chrono Legionnaires
Note: The Chrono Legionnaires are chronoshifted to the battlefield instead of being paradropped.

Commando
Cost: 2000$
Recharge Time: 6:00
Units: Norio
Note: This power will only recharge if your commando isn't present on the battlefield.
Blizzard Squadron
Cost: 5000$
Recharge Time: 7:00
Units: 4 Blizzard Tanks

Hailstorm Squadron
Cost: 6000$
Recharge Time: 8:00
Units: 4 Hailstorms

Battle Fortress Squadron
Cost: 6000$
Recharge Time: 8:00
Units: 4 Battle Fortresses

3. Gaining Cash

      Players start with a set amount of credits they can spend on reinforcements. But to prevent them from permanently depleting cash, their Command Center will gain a certain amount credits every 100 frames (6 ingame seconds). You won't gain cash if your Command Center isn't deployed. You can use Engineers to capture Tech Oil Derricks if you want to boost your credit income.

 

4. Reinforcement Location

      The reinforcements are only dropped around the Command Center; you can't target them anywhere else unless you relocate your Command Center.

      I've thought of a way to relocate the Command Center without resetting the paradrop timers. All the support powers would be initially available from an invulnerable and unlocatable building, while the Command Center only provides the power required for the powers to be usable. So whenever the Command Center packs up and moves, the support powers would simply pause and not disappear and reset.

 

5. Constructing Buildings

      Once you built the Command Center, you can only build defensive structures from it. The defenses are selected from the Structures tab to conserve space (if possible). All the defensive structures from the normal gamemode are available in this mode except side-specific ones. The Command Center has a wider build radius than the Construction Yard, so you can build defenses at a larger scale.

 

6. Power Production

      Your Command Centers will provide you with only 800 units of power. which you will spent mostly on defenses. Because of that, you should build sparingly and thoughtfully. If you don't have enough power, defenses will be disabled and you won't be able to call reinforcements! If you would like to gain more power, you can capture Tech Power Plants throughout the map.

 

7. Radars

      Radars are available once the Command Center is deployed. Just like in the normal game mode, they will go offline if you are low on power. Remember that your radar logs off every time you pack up the Command Center.

 

8. Support Powers

      Certain support powers from the normal gamemode are available in the Tactical Control mode. Note that support powers are a lot more expensive in this game mode to keep gameplay elements balanced. However, unit spawning support powers are unavailable because they contradict with the gameplay style. (No Libra Clones, Motor Ambushes, etc.) Instead, they are replaced with new support powers that can actually prove useful.

      Allies have a unique branch of support powers in this mode: Airstrike Support Powers. Since they cannot use fixed-wing aircrafts, instead they are granted quick and destructive airstrike powers.

Stormchild Strike
Subfaction: United States of America
Cost: 1200$
Recharge Time: 4:00
Effect: 4 Stormchild fighters will attack all units and buildings in an area with missiles and lasers.

Harrier Strike
Subfaction: European Alliance
Cost: 1200$
Recharge Time: 4:00
Effect: 4 Harrier fighters will attack all units and buildings in an area with armor piercing bombs.

Black Eagle Strike
Subfaction: Pacific Front
Cost: 1200$
Recharge Time: 4:00
Effect: 4 Black Eagle fighters will attack all units and buildings in an area with cryo bombs.

Barracuda Strike
Subfaction: All Allies
Cost: 2000$
Recharge Time: 8:00
Effect: 4 Barracuda bombers will bombard an area with highly explosive bombs.

9. Superweapons

      Support superweapons are available as an ordinary support power for a steep price. Offensive superweapons however, can be only accessed by having them built on the battlefield. Superweapons give a fleeting firepower advantage for the players who build them, but they cost twice as much($10000) and take half of the power(-400) from the Command Center. So you will have to sacrifice defensive capabilities in order to accommodate for it. Command Centers are designed to be shielded from Superweapon attacks, so collaborative superweapon strikes and airstrikes won't be able to destroy them.

 

10. Infiltration

      Infiltration would prove to be an issue since the Command Center does all the important building functions and infiltrators might have an issue trying to do exactly what with the building.

      Unlike normal mode, all factions have the same three infiltrator units available at their disposal, all devastating in their own ways. Keeping infiltrators away from your Command Centers is an absolute necessity, because they can cause extremely severe hindrance to your army.

 

 - Thief: Steals up to 10000$ worth of cash from a Command Center(dangerous). Uses the Epsilon Infiltrator SHP.

 - Circuiter: If it enters a Command Center, it will shut down power for 2 minutes, disabling all timers and defenses (very dangerous). Uses the Soviet Saboteur SHP.

 - Hacker: Resets all paradrop and support power timers and reshrouds radar if it infiltrates a Command Center(extremely dangerous). It is also the only infiltrator unit that can enter a superweapon, which results in it's timer getting resetted(even more dangerous). Uses the Allied Spy SHP.

 

11. Tech Structures

      Certain Tech structures are either not available or modified in this mode because they don't fit the gameplay style of this mode. The following are the tech structures unavailable or modified in Tactical Control:

 
 - Tech Refinery: Players have no access to miners, which makes this structure useless. Replaced with Tech Power Plants.

 - Tech Secret Lab: Players have no access to factories, which makes this structure useless. Offers a special unit paradrop power instead.

 - Tech Airfield: You still can train unique aircrafts at this building, which will be the only unit you will physically train in this gamemode. However, it does not unlock the Paradrop support power.
 
12. Naval Units
      Sadly, I haven't really thought of any way to implement naval units in this game mode. I will get back to this section later if I figure something out.
 
So all of this combined can result in a very complex and unique gamemode where what matters isn't how many units you are producing, but how are you using the small amount of units you are given. Suggestions are always welcome.
 
I hope not only the Mental Omega developers, but other mod developers can take inspiration from what I have written above.
 
Good day.

Edited by Jargalhurts, 12 October 2014 - 09:04 PM.

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#1765 DoMiNaNt_HuNtEr

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Posted 12 October 2014 - 09:05 PM

Wow thats fucken awesome. We need more shit like that^^ but for now, I'm off to test out more rushes and more Base Ops. Gotta get that perfect build so I can survive to maybe keep attacking them later on.

 

It is addictive and fun enough. I think the click fest is better than starcraft's, thanks to the sidebar. :D



#1766 Tgspy

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Posted 13 October 2014 - 05:26 AM

Well I like the idea of that gamemode; the implementation and balance of it though would be a big challenge, as it would be as easy as sending your command vehicle to the enemy base, deploying, defending it with structures and calling in reinforcements. The idea of having off the map buildings are a cool idea in theory, problem being is that A. They would have to be manually put into maps by the devs. B. You can simply capture a tech power plant, and there we have it; Instant reinforcements. Ill see if I can whip up a mock version of this gamemode, and doing a bit of testing myself.



#1767 Tyhednus

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Posted 13 October 2014 - 01:03 PM

The idea sounds great, but it does sound familiar, because cnc 4 was all about this. The MCV mark 7 was mobile, can only drop units when it is deployed and only build defensive structures. But as gamemode this sounds good.



#1768 MrFreeze777

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Posted 14 October 2014 - 06:46 AM

^^ Lol, thats awesome! I gotta try that. Hey, don't get me wrong, Sim City is fun, but the mass pyro death is hilarious. Imagine a million pyros dying almost at the same time? Classic.

One of Pyro's death sound never ceases to make me laugh so hard. 

Skip to 18:05 to hear the epic funny screams of Pyros. lel

 

It reminds me of the "Whhooooooo!" part of the cheesy ghost laugh from Scooby Doo.


Edited by MrFreeze777, 14 October 2014 - 07:01 AM.


#1769 DoMiNaNt_HuNtEr

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Posted 16 October 2014 - 02:30 AM

^^ HAHYAHAHAHAHAHAHAHAHAHAHAHAHAH YES

 

But srsly, the following is way more intense sounding shit BY LAW:

 


Edited by DoMiNaNt_HuNtEr, 16 October 2014 - 02:35 AM.


#1770 Malekron

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Posted 19 October 2014 - 06:59 PM

How about this for a joke gamemode that is called Burning Base Crawl, only anti structure infantry (pyro, siege cadre, dune rider) and siege vehicles, engineers and miners can be built, bases have a larger building radius to construct buildings, defense buildings have a larger attack radius and deal 2x damage. Then you guys can have all the dying pyro screams to satisfy your hunger for "Bahulalua".



#1771 MrFreeze777

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Posted 19 October 2014 - 09:51 PM

I know, those Pyros with their ghostly death screams are hilarious.



#1772 Colonel Angus

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Posted 20 October 2014 - 11:24 PM

Add a unique vehicle that can be acquired from each of the 3 factions after infiltrating the tech center and the construction yard. I don't understand why you only get a unique vehicle when infiltrating the structures of the same faction, yet you get a unique infantry from each of the 3 factions.



#1773 Atomic_Noodles

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Posted 21 October 2014 - 04:17 AM

Add a unique vehicle that can be acquired from each of the 3 factions after infiltrating the tech center and the construction yard. I don't understand why you only get a unique vehicle when infiltrating the structures of the same faction, yet you get a unique infantry from each of the 3 factions.

 

They said its too much effort and too many units will overlap with the roles... otherwise your gonna end up with just cosmetically different units of the same role. On the other hand there ARE other mods that seem to be planning on adding 9 Stolen Tech Vehicles. *nudge nudge*


Edited by Atomic_Noodles, 21 October 2014 - 04:22 AM.

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#1774 DoMiNaNt_HuNtEr

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Posted 22 October 2014 - 01:20 AM

which mod?

 

I suggest you show information on ALL of the super super commandos, like The Cyborg Commando, and perhaps Yuri himself? Is he buildable? Floating around in his thing?

 

I just learned about the CC by random chance.



#1775 X1Destroy

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Posted 22 October 2014 - 07:52 AM

Have the issue of an Allied/Epsilon player who infiltrated a Soviet Conyard but get nothing in return because he isn't a Soviet player got fixed? I meant, the Apocalypse requires owner to be Soviet to build. WTF?

All faction should be able to get the all stolen tech vehicles. There is no point to infiltrate the Conyard if there is no worthy reward for it.

The stolen MCV is not that useful since you can't use all the stuffs your enemy have.


Edited by X1Destroy, 22 October 2014 - 07:58 AM.

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#1776 Tgspy

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Posted 22 October 2014 - 09:08 AM

Have the issue of an Allied/Epsilon player who infiltrated a Soviet Conyard but get nothing in return because he isn't a Soviet player got fixed? I meant, the Apocalypse requires owner to be Soviet to build. WTF?

All faction should be able to get the all stolen tech vehicles. There is no point to infiltrate the Conyard if there is no worthy reward for it.

The stolen MCV is not that useful since you can't use all the stuffs your enemy have.

 

Apoc is a scrapped prototype, therefor, it is logical to think you need to infiltrate another soviet base to get the plans for it. Stolen MCV is very useful, as it gives you an advantage of having scuds, aeroblazes and thors all at once. 



#1777 Protozoan

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Posted 22 October 2014 - 09:26 AM

Have the issue of an Allied/Epsilon player who infiltrated a Soviet Conyard but get nothing in return because he isn't a Soviet player got fixed? I meant, the Apocalypse requires owner to be Soviet to build. WTF?

All faction should be able to get the all stolen tech vehicles. There is no point to infiltrate the Conyard if there is no worthy reward for it.

The stolen MCV is not that useful since you can't use all the stuffs your enemy have.

 

The Apocalypse is a Soviet unit though, all the Stolen tech Infantry are mixed tech, stealing technology from another player of the same faction gives you a super unit from your own faction's arsenal.

 

So it would just be weird to have Allies or Epsilon utilizing Apocalypse Tanks, which are just plain Soviet units.


Edited by Protozoan, 22 October 2014 - 09:26 AM.

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#1778 X1Destroy

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Posted 22 October 2014 - 11:27 AM

Gameplay wise, it's nonsense. A player can rebuild the entire Soviet tech tree, minus some country exclusive stuffs.

Ofcourse, add new units in place of the Apocalypse is a good alternative.


Edited by X1Destroy, 22 October 2014 - 11:29 AM.

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#1779 CrescentWolves

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Posted 22 October 2014 - 12:51 PM

I would like to ask you to make the AI a little less hard, because I just started playing this and I can't even try an army out or I will lose immediatly. Also could you please make the auto attack on vechicles just like you have them on the dogs, because usually my tanks are doing nothing when an enemy is next to them. Thank you



#1780 AngelFaux

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Posted 22 October 2014 - 04:13 PM

Gameplay wise, it's nonsense. A player can rebuild the entire Soviet tech tree, minus some country exclusive stuffs.

Ofcourse, add new units in place of the Apocalypse is a good alternative.

Just a reminder :

Soviet infiltrates Soviet ConYard and Lab : Apocalypse

Allied infiltrates Allied ConYard and Lab : Future Tank

Epsilon infiltrates Epsilon ConYard and Pandora : Deviator

 

Well, you can find the explanation why they're only unique to the factions of their origins by reading their story backgrounds.

That aside... It'd be more nonsensical if you play as SC, then you infiltrated Allied ConYard and Lab and you got Future Tank on your arsenal, right? How the hell such a poor faction be able to build such a sophisticated weapon with limited resources? So it's basically the same with subfaction exclusive units, except that they are faction exclusive stolen tech units.


Edited by AngelFaux, 22 October 2014 - 04:18 PM.





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