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_Paladin_

Member Since 22 Sep 2009
Offline Last Active Oct 05 2009 08:31 AM

Posts I've Made

In Topic: Suggestions

05 October 2009 - 08:31 AM

It should be renamed the "Doomsday Machine" unfortunately, as Creator is Russian, I don't know if he would get the reference to Dr. Strangelove


Not bad idea.


I still prefer the idea of it being called Armageddon launcher (or something like that), because thats essentially its purpose.

Another thing i thought of, prehaps the Nuke Storm should have to be reloaded, at a cost of 12000 (identical to its initial cost). So every time you launch it, you must pay for the reload process (a button inside the selection Hud of the Nuke Storm would suffice). the upgrade/reload would take 1 mins at which point, the normal 12min countdown would begin. This would ease a little stress on the enemy's part, 12mins for the first strike and an additional 1min for the strikes thereafter.

Sure the reload time gives enough leeway for people to destroy it, because its so overpowering, a requirement for reload would make it a little less so. in fact, such reload features could be added to all superweapons,
e.g a 10-30 second upgrade for each. (except, unlike the Nuke Storm, the pricing could be like 1K or something)

the reload upgrades could just have static names like "Reload Superweapon" or it could be more creative.
eg.
Particle Cannons - "Recharge Particle Engine"
Elbrus Storms - "Load Elbrus Missile"
Nuclear Missles - "Arm Nuclear Warheads"
etc...

these upgrade buttons could be placed inside the Selection menu, And be put inside the same (or another) superweapon control menu (the button that looks like a crosshair icon with all the Gen abilities in it).


I think it would tone down the "impending doom" sort of effect superweapons give (Sup gen and Nuke Storms are notorious for this, you don't knock them quick, if they turn on you your likely in a bit of strife. :p)

In Topic: Suggestions

01 October 2009 - 01:49 AM

In CWC (Cold War Crisis), smoke effect lasts about 2-3 seconds. The offensive effect is minimal as you've stated but during retreat such effect would help your unit survive a few critical seconds to move away from enemy fire.


Regardless, with the way Contra is set up, you either win or lose small skirmishes across the map, i can't remember where i read this but its easier to micro control several small attack groups than have to control one massive one, Smoke grenades just don't fit in with attacks, and me personally, i work with either massive, coordinated simultanious strikes, or i adapt the GLAs infamous "Hit and run strategy"

(Just as a side note, i tried the intricate trap tactic posted on the main contra site, funny as hell to watch. especially since i filled every spot along the route with demo traps instead of just the sides)

In Topic: Suggestions

01 October 2009 - 01:33 AM

I posted this not long ago but i think it might have been missed.

It works much like a listening post. Unarmed but fast moving.
This vehicle disables the link between the enemy commander and the vehicle within its range. The vehicle will still be able to attack nearby targets but will not be able to continue movement or attack orders until it has either been destroyed or has moved out of range.
Could maybe also disrupt radar, causing black spots in the enemy radar that cannot be cleared (eg. by spy drones and revealing through mini map, area still visible in the affected area), also damages aircraft and has a high chance of disrupting and shutting down helicopter engines, causing instant death. Does not affect allied units.


Effectivly and unarmed version of the ECM tank but with a constant ecm field wich does more than just shut down drones.

I just read Creators post above and i think this should be a palace upgrade for the Radar van (Or available in the Jammer Centre) Steath General of course.

In Topic: Suggestions

28 September 2009 - 10:03 AM

I felt the Nuclear Storm was missing something. And for ages i couldn't figure out what (this was way back when 006 came out that i started trying to figure it out). I would think for ages a just couldn't put my finger on it. then it hit.

Nuclear Winter.

the Nuke storm drops like 13 nukes. In reality, that kind of drop would easily cast the planet into a nuclear winter. And i don't mean change the weather pattern to snow, that would likely just make the game crash with all the texture changes.

What i figured out was that the radiation dropped by these nukes should be permenant
and that the nukes should drop radiation 2x further than usual (only if dropped by Nuke Storm). and that extra radiation would dissapear 2x slower than normal.

And maybe you could change the name of the Nuke Storm to Armageddon. (Even just the name change would be good, Nuke storm is kinda bland)


Meh, i dunno, just a random thought that finally clicked in my head. lol

In Topic: Suggestions

22 September 2009 - 11:31 AM

Here's a few units i've made (just written. i suck at drawing)

I plan to design about 2 for each general. even if they never get used its good use of time. :p
And for no particular reason i've described them in a sort of retail showroom way. sorry if its bugs anyone. O_o

Bear in mind they're all either super units or main battle / support units.

LASER GENERAL

GO-6 Mobile Artillery Platform:
Developed as an advancement of the original Omega Cannon the GO-6 MAP moves at half the speed and measures up and twice the size, its armour and firing conditions remain almost identical. The GO-6 MAP houses a Type 0.7 Photon Cannon. With High Explosion impact capabilities capable of damaging units within 4x4 humvee’s wide.
The weapon itself is fixed the platform structure for support, meaning the tank has to face the target before firing. But it’s very slow moving capabilities and reload times makes for a balanced, but formidable artillery.
Also, as a bi-product of the armament, the Tank spills radioactive plasma residue over its surrounding area which kills infantry instantly and highly damages any tank that passes over it. A Photon dust cloud will appear over the attacked target after contact, which can interfere with Aircraft engines at about the same capacity as toxin Generals Dust Clouds upgrade.
The residue and dust cloud do not remain for very long.

WARNING:
When destroyed, the Plasma reactors will overload causing a blue nuclear explosion, which will devastate every unit within the radius, friendly, enemy, and Aircraft included. Leaves Radioactive Plasma field for some time.
You do not want these to blow up in your base. Use with caution.

Weapon type: Photon
Armour Class: Weak. Unaffected by all types of toxins/radiation/acid on the ground
Range: Very Large (Does not exceed LoS)
Strong vs. Buildings, large groups of units
Weak vs. everything.
Cost: 10,000
Requires Strategy Centre, Particle Cannon, rank 5
Build limit: 1
Power Required: 50
Disables construction of Omega Cannon until destroyed


Avenger Class D-16 Anti Projectile Defence System (APDS):
This System is an upgraded, slightly more expensive version of the MTHEL (Upgrade is found in Strategy Centre). Its laser is far more powerful and is able to dispatch of projectiles with delayed arrival times (Such as Howitzers, Artillery Platforms, Earth Shakers, Aircraft payloads etc.) with ease.
It can also fire upon superweapon missiles like Nukes, Scud missiles and the like but is only a little more effective than its MTHEL counterpart. It cannot fire at aircraft however, and requires reasonable amounts of power to use. It is slow moving and is towed by a standard armed ARV without its normal mine laying/repairing abilities.

Weapon type: Non combat laser
Armour class: Light Vehicle
Range: Medium
Strong vs. delayed projectiles
Weak vs. tank shells and non missile weapons.
Cost: 3,000
Power: 5
Requires Strategy centre, Upgrade, Rank 3


AIR FORCE GENERAL

F-19 Anti-personnel fighter
Identical to the F-18 hornet this plane fires missiles with a powerful emitter that kills infantry. It cannot lock against infantry, like most planes but the payload hits close enough for the emitter to severely injure infantry. Holds 4 missiles

Weapon type: Aircraft payload
Armour class: Standard F-18 armour
Range: Standard F-18 range
Strong vs. infantry
Weak vs. AA defences
Cost: 1,200
No requirements

Mobile Jammer System
This vehicle works much like a listening post. Unarmed but fast moving.
This vehicle disables the link between the enemy commander and the vehicle within the MJS’s range. The vehicle will still be able to attack nearby targets but will not be able to continue movement or attack orders until the MJS has either been destroyed or has moved out of range.
The MJS can also disrupt radar, causing black spots in the enemy radar that cannot be cleared (eg. by spy drones and revealing through mini map, area still visible in the affected area), also damages aircraft and has a high chance of disrupting and shutting down helicopter engines, causing instant death. Does not affect allied units.

Weapon type: ECM
Armour Class: Light
Range: Large
Strong vs. aircraft, large grounds of enemies
Weak vs. nearby or ranged units
Cost: 2,500
Requires Strategy centre, rank 3


TANK GENERAL

K202 RHINO
At two times the size of its smaller cousin, the ZTZ-104. The K202 Rhino boasts brutality, its superior armour barely equalled by the larger, slower overlord tanks.
Its black armoured coating holds a rather geometric shape with sharp angles across the plating.
The factory default arms this tank with a 40.5 mm high velocity plasma beam capable of piercing the strongest tank armour, However, it’s slow reload time and poor performance against buildings makes the K202 Rhino a Mobile Anti-Tank gun platform.
The K202 Rhino can also be upgraded to house a 75 calibre fast fire plasma machine gun for anti infantry purposes.

Weapon type: Plasma
Armour class: Overlord
Range: Medium
Strong vs. tanks, infantry
Weak versus aircraft, buildings
Cost: 2,300
Requires Tech Centre, rank 3

MAG-10 TURTLE
The MAG-10 Turtle is a replica of the standard Emperor Overlord with HE resistant armour plating, its slow moving, poor manoeuvrability makes this tank better in the backlines.
While it is unarmed the MAG-10 Turtle can burrow underground, it moves faster underground but is not as strong. While underground it can attack the supports of buildings with a siege class hydraulic powered jackhammer.
Making this tank a fast, efficient anti-building platform.
While underground the tank emits a signal that attracts fire from self propelled missile systems like the Patriot Missile System, Stinger sites and anti-tank infantry with similar armaments.

Weapon Type: Melee
Armour Class: Overlord
Range: very small
Strong vs. Buildings
Hopeless against Aircraft, infantry, tanks
Cost: 2,300
Requires Tech Centre, rank 3




thats all i've got so far, trying to figure out where some extra firepower would fit in the other Generals Arsenal.
Also i know they seem a little overpowering, but obvisously, specs can be editied to be more balanced. :p

And yes, i obviously have way too much spare time. Which i don't, its just i choose to do this instead of stuff i should be doing. lol