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LusiGoosi

Member Since 31 Oct 2013
Offline Last Active Nov 08 2014 11:15 PM

#944151 A new faction (for the fun of it.))

Posted by LusiGoosi on 10 January 2014 - 06:44 PM

Arab Union here?

The Arabian peninsula being united into a cause is not so far fetched, after all since in Red alert there was no world war 2 it is possible that there would be no Israel. So Perhaps the nations in the area joined the soviets to get the British out of an area many felt they should not be in and was a possible hotspot since after world war one for this.

 

Time for some more of my Falange ideas.

 

Tactico: The elite troops of the Falange, these assault troops are armed with modified versions of of the Normal Falange troopers FN Fal. Equipped with a grenade launcher for harder targets and a small special optics to increase accuracy.

 

The idea of a tank being a land ship is dated and the SAF is not foll when it comes to armor many in the flange has argued that this is simply a "super panther" up gunned to fit a new roll

 

 

"Vertigo":The SAF does not have a commando in the normal sense Falange doctrine believes in uniformity and a unique commando would be unacceptable. However,  That does not mean that you can't be uniform as you serve in the premier tank of this alliance. The command tank "Vertigo" Is the Normal (Well T3) Falange heavy tank with some very hefty modifications to fit its roll as lead.

 

(also modified body of my first voxel to show off my idea for a color scheme for the SAF. Being in the tans.

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#944017 MO3.0 Feedback // SUGGESTIONS

Posted by LusiGoosi on 09 January 2014 - 09:39 AM

Oh...I'm not very tech smart those are both new to me. hehe. I might use those when I get to the MK 3 version of the unit. I want to make it look great. :) From what I have been told...Brown is a bad color...I'll fix that.apc mk2_001.jpg apc mk2_002.jpg apc mk2_000.jpg so have these.




#943529 A new faction (for the fun of it.))

Posted by LusiGoosi on 05 January 2014 - 07:58 AM

We here is my first goodish Voxel, good enough I'm willing to show at least. I have not figured out to put the turret and Body together yet. Or HVa files or a lot of things but here are two parts of a light tank. I'm trying to get better, so this tank is kinda a mutt and a mess featuring things from many tanks Russian, German and American also colors are a bit odd as i was experimenting . I hope to use voxels to give a idea of some of my unit suggestions ((sorry about the small size. it is a light tank :p ))

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#942833 A new faction (for the fun of it.))

Posted by LusiGoosi on 30 December 2013 - 06:43 AM


 Fixed it.

I made the names more South American, by adding Incan mythology to them.

Looks good to me.




#942709 A new faction (for the fun of it.))

Posted by LusiGoosi on 29 December 2013 - 03:50 AM

Hey, don't forget the Galleons!

Well Galleons are a bit old fashioned don't you think? How about these instead. :)

 

Barb Attack Boat
Cost: $550
Speed: 10
Hitpoints: 175
Armor Class: Medium
Prerequisite: Naval Shipyard
Purpose: Naval Engagement
Weapons:  Depth charges/ 20mm Canon ((x2))
Range: 7 / 7
The Barb Attack Boat is a small and very fast boat, designed as a quick response attack craft.  The Falange uses the barb as its most basic naval craft as it can hit both subs and other ships with its light twin 20 turret.
Driver cannot be killed.
Can detect cloaked and submerged units (sensors range: 9).

 

Peron class Destroyer
Cost: $1000
Speed: 6
Hit points: 550
Armor Class: Medium
Prerequisite: Naval Shipyard, Airfield
Purpose: Assault, Anti-Aircraft
Weapon: 8x 2cm AA Cannons
Range: 6 / 10
Armed with a heavy set of light AA guns these weapons can be turned against ships to some minimal effect in the case it is caught without support.  The Peron class is named after the Argentine leader as it is under his leadership that the first prototype was finished. Making it the oldest class of ship in the Falange. Still the crews of these aged men of war are proud to serve on such a well-tested type of vessel.  

 

Falange Class Pocket Battleship  
Cost: $2200
Speed: 4
Hitpoints: 1250
Armor Class: Heavy
Prerequisite: Naval Shipyard, Lab
Purpose: Anti-ship, light siege
Weapon:  305mm cannon (x4)/ Depth charges (x2))
Range: 15
The Falange class battleship is a top of the line ship versus ship vessel, this pocket battleship is the pride of the Falange navy capable of dealing with almost any threat at sea. While the short range of its guns is often seen as a problem for siege work the Falange class vessel can be used for shore support if needed.
 
Amazon class siege ship
Cost: $3000
Speed: 3
Hitpoints: 900
Armor Class: Heavy
Prerequisite: Naval Shipyard, lab
Purpose: Siege
Weapon: “little David” 920mm Mortar ((Fire a huge demolition bomb))
Range: 28   Minimum Range: 10
A massive, but fragile vessel for its size the Leviathan is the siege vessel of the Falange navy.  The expense of these weapons makes them a vessel that must be protected often only one is found per fleet group.   Armed with a variant of the “little David” mortar a weapon to crush japan that never saw service.  Falanage scientists took this weapon and created a naval platform for it.  The crews of these vessels often say how when the gun goes off they think the ship is going to shake itself apart.
 




#942412 MO3.0 Feedback // SUGGESTIONS

Posted by LusiGoosi on 27 December 2013 - 09:33 AM

Could you make a skirmish mode that limits tech so t2 or t1 was max. That could be interesting.




#942392 A new faction (for the fun of it.))

Posted by LusiGoosi on 27 December 2013 - 04:13 AM

I have lots of free time during the holidays, with most of my friends gone until new year comes about so I am going to create my own sub faction, I’d put it in suggestions but it is likely to be a wall of text or take several posts. So if you are interested take a read, maybe some of these ideas will work with other factions or perhaps in your own mod and of course if you really want add your own units or structures to them. I’m just doing it to enjoy myself. As it gives me things to research then imagine.  

 

South American Falange (( S.A.F)

Sub faction Characteristics:
Expensive high end units around cannons and traditional ballistics.
Focus on Deploy-able tech weapons

The United States was not the only nation to watch the expansion of communism from the Central America, in South America many nations who felt threatened by this expansion joined the Falange or the phalanx. Made up of many governments the Falange was original a moderate organization of mutual protection. Yet as communism grew in the north many of the nations’ swung back to the right much as they had through the 30’s, 40 and 50’s.  As relations worsened with the Latin confederation the Falange formed a unified defense force.  Putting many new weapons into the field and while theses weapons are not advanced like many nations they are expressions of old tech taken to a new level.  While now they are but a resistance with many of their governments in exile they plan to regain their homeland and liberate their beloved shores.

 

SUPPORT POWER #1: Decoy brigade, Drops four decoy tanks onto the battle field. Theses tank look like the standard A.A.F tank, but has paper thin armor and the main gun is but a tube.  Originally built for training purposes these tanks have a small 20mm hidden in the larger tube.
SUPPORT POWER #2: Artillery barrage, Calls in shell from off map artillery to saturate an area. This strike lacks accuracy but when something is hit by a shell it knows it.
SUPPORT POWER #3: Orange Crush, dropping defoliant on an area does more than clear the trees it work much like a form of light radiation  harming infantry who are unlucky enough to be under the drop.




#941192 MO3.0 Feedback // SUGGESTIONS

Posted by LusiGoosi on 19 December 2013 - 08:01 PM

Hero story ideas. Mostly questions I’d love to have answered.

 

Chitzkoi and Volkov: I’d love to know more about this partnership did they know each other back before they were cyborgs? Also wow Chitzkoi is pretty much ancient in terms of dog years.  Perhaps for volkov bring in some of his Second World War experiences into play.   After all for combat experiences it gives him a lot of service time and he might have some opinions based on these experiences.  Also how does he see the Evolution of the communist party, does he support the current regime or does he really crave back Stalin’s time.  Also what sort of back contingency plans does the Soviet Union have if he goes rogue? Does Volkov being a cyborg actually allow the government of Russia to take direct control at points?

 

Morales: What is his rank and how does he take that into account, he is obviously loyal to the party, but as a sniper and assassin what is his moral compass, will he kill anyone? Or does he have limits.   Perhaps he should bring up some of those impossible mission mentioned in his backstory? Or what of the girl he misses?

 

Yunru: As a teen does she get any of her opinions really respected by the military brass or her fellow heroes, I know I’d find it hard to listen to a teen. Even one that is smarter just do to age. Most generals being pretty old might find it extra tough.  Or even conscripts not from china, f I was let us say a Russian foot soldier who had survived even one battle would I care what a Chinese teen had to say. Also how loyal is Yunru to China? If they threaten her family as said.

 

Libra: as a psicorps hero, is she originally form a soviet nation. Did she have friends and family? How close is she to Yuri? “The Cerebral Amplifier/Suppressor” Is it perhaps a way for Yuri to control her and make sure he is the most powerful by weakening her all the time saying it is for her own good?

 

Malver; works for Rashidi, is her more loyal to him or to yuri? Does the two leader’s ideal conflict sometimes? If so what does Rashidi want and how will Malver expand this goal. Has the scorpion cell ever been supported lightly by Soviet states in defiance of the west. If so does Mslver have a unique knowledge or opinion of soviet tech compared to Allied.

 

Rahn has a lot of stuff that could be filled in…I’m not sure what exactly I’d want to see more of.

 

Tanya: Um…not sure on this one. My only thought is Tanya really military or private contractor or perhaps CIA?  I’d guess CIA.  Perhaps a way to tie the different looks between Red alert one and two together.

 

Siegfried: Does Siegfried know of Yunru both being scientists, do they have different or similar theories? Why does the scientist and head of a corporation want to fight too? Does he have somebody run the business end? Does he know about the time machine and how this all started and what does he think of that…also not related but did Einstein destroy the time machine….I think he should and get rid of records so the world does not get further off track.

 

Norio: besides being a rocketeer like guy and going to Uni, what else did he do? Not much to say about him, like Rhan lots of stuff can be covered.




#941127 MO3.0 Feedback // MISSIONS/CO-OP

Posted by LusiGoosi on 19 December 2013 - 03:38 PM

So I have been playing each campaign in order working on each mission till they got done. Starting with the allies then on to the soviets, I finished the allied campaign, so I have some comments. I'm almost done with the Soviet, but I'll wait till I'm done to comment on those. This is going to be a wall of text as I'm going to give some feedback for every mission, Spoilers may follow.

 

Red Dawn Rising, Is a fun level with an epic feel as you have to hold off the soviet invasion. It is not super challenging, but challenging enough that it allows you to try new zones of defense and gives it a bit of replay ability.  I’d love to see more missions like this.

Eagle Fly Free, Is also fun. I enjoyed how I had to use a commando raid at the same time I held my little base then properly plan an attack in my window of no power.  Kind of fun, the rest of the level is rather straight forward. Which is fine I like that as while it is basically a normal builder mission. I like those as the new terrain allows new tactics.  Replay ability is slightly less do to the command path only having so many variable, but the attack part almost makes up for it.

Road Trippin', Well it is a rather simple and straight forward mission, I like support another person’s base it is kind of fun, Simplicity and shortness reduce replay value. However having easier levels like this is a nice break from the highly challenging campaign.

Heaven and Hell: Besides being bugged right now, well this mission is a pain I find. More over on high difficulties, where sometimes if you make a small error is judgment with your rocketeers, they could be overwhelmed by multiple Tsivils and your seals can’t stand up in an open fight against Tsivils either.  So first part is a bit of a pain, last half is okay it is very beatable.

Bad Apple, Well I kind of like the story elements of this mission a lot and I’m not talking about the briefing. Which I love the long briefings keep up the good work on those. Anyhow while it was obvious what the problem was, it was still fun to play through recon then onto the city attack.  Good multiple objectives that build in the story.

 Beautiful Mind: I like the story and the take on this mission, however I found the time to get to the first beacon a pain, and it was a bit of a rush. In fact I found the times on this mission to be cutting it close. Still doable, but multiple time based objectives. I think they can be used to effect, but maybe in another mission make it so if you fail to meet the time table consequences happen that don’t end the mission. That would be cool.

Hammer to Fall, Wrong Side: I don’t mind limited unit missions or commando type missions, but for a person playing these in order it might be seem a bit redundant.  Not my cup of tea for mission types but both completed

Zero Signal, A okay mission, I found it to be a bit overwhelming as you have to focus on a lot of things at once,  But not bad at all.

The Gardener, A unique commando mission yet again a challenge, but I liked the feel of this one.

Panic Cycle is a mission I really like, it starts with objectives and moves to a more direct style base building mission.  I found both parts enjoyable as you have lots of chokepoints and unique terrain to use also you start with plenty of units to even begin a limited offence.

Sunlight is a mission much like the first that is epic in many ways, size and scope feel large and powerful, though it can be over whelming at times the fun of being on a defense and building your power for a counter attack is always fun.  It feel like both an apex mission and a final mission for the allies giving a good bookend the first act of the allies.




#940869 MO3.0 Feedback // SUGGESTIONS

Posted by LusiGoosi on 18 December 2013 - 04:32 AM

I think we need some more allied infantry. After all why many Warsaw pact nations used the same weapons, NATO nations did not so some unique allied infantry would be a good thing. Here are a two pretty basic concepts.

 

The Enforcer: a Pacific Front idea-

Armor Class: Flak

Prerequisite: Allied Barracks

Purpose: Anti-Infantry, Garrison

Weapons: Howa 12 gage combat shotguns

Range: 3

“The Pacific Front arsenal is partially comprised of former civilian or law enforcement machines” So the Enforcer is armed with the heaviest of law enforcement gear originally comprised of former police officers the enforcers are used as assault units ((perhaps anti garrison)) These troops are equipped with 12 gage combat shotguns for heavy anti-personnel damage.

 

Liberator: European Alliance troop idea.

Armor Class: Flak

Prerequisite: Allied Barracks

Purpose: Anti-Infantry, Garrison

Weapons: SIG-54

Range: 7

Europe has been engaged in many wars and its experiences often has put it near the forefront of weapons, while SteinsTech pushes the pinnacle of tech in many units many older weapon companies continue to fight for contracts. A new weapon has been developed by Europe the Assault rifle, designed to be a basic infantry weapon it has begun to be equipped to elite troops to spearhead the liberation of zones still under soviet influence.




#939797 MO3.0 Feedback // MISSIONS/CO-OP

Posted by LusiGoosi on 12 December 2013 - 11:54 AM

I think that difficulty for some is that. One, I'm sure a few of the very casual players, they never played the original campaigns on higher level then easy or normal. Yet still loved the games do to its themes and good pacing. I myself never played off of normal and find pushing through the campaign hard, but possible at least on easy and some missions are possible for me on normal.  It is a great challenge and I love a great challenge.  However for some of my friends who only played easy ever might never be able to win.

Two, I think a slightly easier mode would be great as it would allow the casual Red Alert 2 player to play missions over without having to try mission over and over. Which for those would like to try out new strategies in a similar scenario would be good.

As I said it is winnable, but perhaps losses some of its fun by not being very re-playable for the casual guy or gal. Who very well might be like at the end of the mission. "I won, but what a pain that was thank goodness it is over." compared to "lets do this again, but this way maybe I'd be faster.."




#939557 MO3.0 Feedback // SUGGESTIONS

Posted by LusiGoosi on 11 December 2013 - 08:13 AM

Another reason it would be nice for the soviets to have a support infantry like the one I suggested. Conscripts are useless even in bulk they get waxed, it would make them a threat if used in combo.