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Member Since 02 Nov 2011
Offline Last Active Nov 18 2011 02:55 PM

Posts I've Made

In Topic: Pre-release Suggestions Thread

13 November 2011 - 01:43 AM

The only problem is that mutations are overpowered unless limited. That's why only Rahn and the Genetic Mutator were able to mutate things in MO 2.0.

Well, possibly a hero for a different subfaction or some tech building tech or mission related.

If a mission, it could be about Allies or Soviets discovering an Epsilon genetic research center in Africa where they have been experimenting with the wildlife there and created some deadly results. Their mission is to eradicate the entire compound and setup a quarantine of some kind. Of course if this turns out like a mess of stupid shit with Zerg manifestations fighting soviet tanks it would just ruin the entire atmosphere. If done right, one might have something interesting coming up here.

But if it lags the game like Mooman's cow's in YR: Squared then it's not even worth it.

In Topic: Pre-release Suggestions Thread

12 November 2011 - 08:44 PM

I'm not sure if it's possible to generate more than one mutation form, but if that is the case then perhaps listen to this idea:

A unit called "Defiler" infects infantry to mutate and develop into some kind of beast or monster. Upon infection, the first phase will involve the the victim turning into a coccoon(idle state/immovable) that after a while "re-transforms/hatches" into the beastly mutation.

You could perhaps use the Webguy animation as the coccoon state.

But the monster should be something that doesn't look misplaced in this mod.

In Topic: Pre-release Suggestions Thread

12 November 2011 - 05:04 PM