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sharpghost

Member Since 23 Apr 2011
Offline Last Active Mar 09 2024 10:43 AM

Posts I've Made

In Topic: Suggestions

30 January 2012 - 04:41 PM

Paladin Trooper: I'll bring up what Creator is bound to say: What's the difference between him and Colonel Burton? He can shoot choppers, sure, but that isn't a significant difference. Basically it'd be like allowing you to build 2 heroes. That isn't so much a balance issue as it's a "what's the point?" issue. Why go through the trouble of a new building, new unit and new behaviors to end up with basically what we already have?

Genji: Same idea as above, except you gave a weaker version of Jarmen Kell to China. I can't recall if infantry general has snipers in contra or not, but again, not too much different than what already exists so why add it?

Rebel: I could get behind this, if it didn't sound like the Death Machine from Iron Man 2 (the bigger issue is that he's being recommended for GLA). However, GLA have plenty of anti-infantry firepower, especially with toxins and jarmen kell, and should already be capable against aircraft.

Mercenary: On one hand, sounds powerful because he can kill just about anything. But, he's very fragile for it. I can't imagine him being used much if only because he would be good at base sabotage, but doesn't have the near necessity of stealth.



The issue with the above is you are paying so much in resources for more anti-infantry firepower that most people don't need.



The specialized faction units were just suggestions, but the purpose of the structure is to buff up the infantry prior to Rank 3 to give whoever controls the barracks a tactical advantage against the enemy. I know China Infantry has snipers and that USA has Burton to plant charges, but they aren't accessible until Rank 5 and Rank 3 respectively in 007.

Really the point I was trying to make is that a neutral barracks or Battle Lab (already in the game [inactive and used primarily for script triggers]) should be able to be captured that gives a player a tactical advantage by giving access to a versatile infantry unit that can either sabotage or combat all enemy unit types at a hefty price for infantry.

In Topic: Suggestions

29 January 2012 - 10:30 PM

A very interesting factor that could be added into 008 is a handy neutral building. This suggestion is practically in CNC 3 with the neutral buildings that you can capture to train odd Mutant infantry.

In some maps there can be a barracks that trains specialized and tough to kill units that give a slight advantage to whoever captures it. These barracks would only train one or two units that are multipurpose and more expensive than other infantry units. I'm not sure if its possible to further specialize the barracks to show specific units depending on what faction is controlling the structure. I think there should be a script in Worldbuilder that can do this. If there isn't, you can always just make one special unit like a Mercenary or something.

USA:

Paladin Trooper 750$: A heavily armoured trooper armed with a heavy machine gun that can easily tear down enemy infantry. Also has the ability to spray at enemy choppers. Can plant explosive charges (TNT). Range is slightly less that of a regular Ranger. Weak against tanks and anti-infantry vehicles.

China:

Genji Stealth Trooper 750$: Lightly armed and stealthed unless attacking, the Genji stealth trooper can attack enemy infantry at considerable distances with a scoped battle rifle and kill them with a couple of shots. Unable to fire to aircraft, but can plant TNT on enemy structures and vehicles. Very weak against aircraft and vehicles.

GLA:

Rebel Raider 1000$: Armoured with junk salvaged from enemy tanks, the Rebel Raider is armed with a shoulder mounted minigun salvaged from destroyed American Helicopters. Can fire at aircraft. Extremely dangerous against infantry, light vehicles, and aircraft. Cannot plant TNT charges and weapon is weak against structures. Range is that of a normal Rebel.


Universal Unit for the Neutral Barracks:

Mercenary 750$: A gun for hire, the Mercenary is armed with a burst fire rifle and easily takes down small squads of infantry. Able to run faster than most troopers, the Mercenary can plant demo charges that explode with dangerous firepower that is able to take down weak and small structures and any vehicle. Not stealthed and weak against vehicles and aircraft.

In Topic: The Best Virtual LAN Program : Tunngle

29 January 2012 - 10:11 PM

I already made a topic about Tunngle. Also there has been a server created for Contra 007 and 008 for a long time now.

http://forums.revora...er-information/

In Topic: Winter Update 2

22 January 2012 - 04:44 AM

-The "Saturn" fortress can build up any defences? Even SDI? Is it builds a defence with tha same build speed like a dozer? Which weapons does it have?
Can build all buildings which construction dozer builds. Its weapon is a beam which is fired from its eye on the top.

-The Harbringer can also do the Combat Drop?
No. Combat Drop was removed in previous versions and won't be returned.

-Omega Cannon's parameters were not changed? Will it be stealth by default?
It is just visual update.

-The Chinese train can be destroyed?
Yes, of course.

-one question:where will saturn be build?
In war factory now, but it does not look good. I'm thinking about to change it and allow dozer to build Saturn like a building.


I'm very surprised about all these units you're tossing into the fray. I do agree that the train should definitely not be in multiplayer since it practically has no weakness. Your only option is to spam artillery and assualt it with superweapons and Generals Powers. Its extremely similar to the Shogun Executioner in Red Alert 3's campaign if anyone has ever played it.

The only problem I see with the train is having it properly enter any map. You could replace the model for the existing train and its hitchbacks (each section of the train is a turret etc.) and have it operate just like a regular train but have the turrets operate as nearly indestructible systems that instantly destroy should its corresponding hitchback get destroyed. I'm sure this is within coding limits, but would be difficult. I'm sure Contra would be the first mod to indulge in such a thing.

The Saturn Fortress is actually a pretty creative unit creation. Whoever skinned it did a great job.

You could also just make it all into one huge unit, give it giant treads, and have it just roll into the map. Airdropping it from a plane would look ridiculous. Having a convoy of Helixes dropping into the map is reasonable though.

In Topic: BoS Unit List

18 October 2011 - 02:42 PM

Command and Conquer: Generals: Fallout Wars.
Brotherhood of Steel unit list ideas


Although it would be much more easier to simply give the BoS old world tanks, like the Sherman that you listed, it is more reasonable to give them modified versions of these iconic vehicles.

I disagree with most of the units suggested in your list mainly because of how the BoS operates. Their ideals are to preserve the technologies of the old world and study them. In an instance, under the chapter led by Father Elijah, some of the Brotherhood tried to improve existing technology to make it much more powerful. I believe a blend of both existing technology and upgraded old world technology should be present.

Instead of an old WWII tank, there should be a heavily modified replacement for it. Imagine having a polished Howitzer armed with a Fat Man launcher or having a Humvee outfitted with a small gatling laser.

If you're planning on having separate faction leaders, it would be amazing if you included Father Elijah with his weak defense, strong offense units alongside two other Brotherhood Elders (one balanced orientated leader and a defense orientated elder.)


The faction that should have an almost exclusive list of advanced old world technology is the Enclave. They are the Pre-War remnants of the American Military and they have access to alot of that old war technology and have no interest in studying it, but only using it to have tactical superiority.

Practically what I'm suggesting is that for the first release of the mod, you should make a distinctive line marking the differences between Enclave and BoS in terms of what units they use. BoS should focus on accurate, modified, multirole, and mobile units. The Enclave should focus on using exclusive, tough, and powerful units that cost more and usually will have one role. For example the BoS could have a pre-War anti-air vehicle that can fire at both infantry and aircraft while the Enclave would have a more technologically advanced AA vehicle that could only fire at aircraft.