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Marinealver

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Posts posted by Marinealver

  1. On 1/30/2021 at 8:10 PM, Handepsilon said:

    I dunno, I think I like the asymmetry. Let Nod shine with their flying fortress 😛

    (we've also discussed Montauk before I believe, and Kodiak was actually represented as the orbital airstrike)

    oh the asymmetry is a strength of the setting for sure, you just don't usually think of flying and Nod. 

    Setting is GDI rules air and space, but Nod rules the Earth and everything beneath her surface.

  2. Watching the devtalk video I think the Epic Vehicles is a great solution tot some of Renegade (original) design issues with game flow and progression (as game progresses options are taken away). So we have the GDI has an Epic Ground vehicle and Nod have an Epic Air vehicle. OCD kicking in I immediately thought of the command vehicles in Tiberium Sun the Mountauk as the NOD Epic Ground and the Kodiak as the GDI Epic Air vehicles could be an expansion.

  3. So with the delay of Firestorm expansion for Renegade, and idea that I have been wanting to try out is to well add more Tiberium Sun units to Renegade X and the idea is to tie them to capturable Tech structures. Now of course not the full slew of TS units and classes, but just say one class or vehicle per faction and maybe in a way that could match them up. Examples be Nod Banshee and GDI Orca bomber on Eyes or for Lake Side you could have GDI Jump Jet Infantry and Nod have theri Cyborg Commandos (Auto Chain Gun should be a good counter). There could also be asymmetrical tech options like having GDI Wolverine and Nod Cyborg Commando. Concepts are

    • Must capture a tech structure to unlock this (any tech structure will do) once capture is lost option becomes unavailable, may recapture to gain option back.
    • map determines which class/vehicle is available (not tech structure), c/v should be selected in what best fits the map for ballance purposes.
    • at least 1 GDI unit and 1 Nod unit, does not need to be a counterpart match. May include more but both sides should have the same quantity of options.

    Benefits is it allows a preview as well as some testing for the firestorm units. Also it will freshen up the Classic Renegade X gameplay while we wait.

    That being said what "tech unit" options would you enable on what map. Again these are maps with capturable tech buildings (i.e. Field, Eyes, Lakeside).

  4. Well Friendly fire could change the game dynamics, maybe even drop the beacon spam, but you would have to change a lot of things. Accidental (or not so accidental) grieving could be a problem. You would have to put in some sort of grieflock on if a player continues to kill friendlies. 

    Furthermore a sinlge griever could wreck a base causing the match to be at an instant loss. So friendly Buildings and MCTs will have to be immune to friendly fire.

    Also buildings would need a nerf, as people would be afraid of friendly fire some vehicles shelling buildings would often let up if they believe a teammate is close to the building. That could give the defending team more than enough time to repair the building to max making all the damage done to it prior meaningless.

  5. On 11/14/2019 at 2:49 AM, MajesticSausage said:

    Yeah, especially since the Nuke destroys any surrounding team-mates. I get the idea that there should be negative crates as well as positive but I feel that the ones that just kill you (and your friends) outright are way too punishing.

    Other ideas for negative effects that don't totally ruin your shit:

    Demoted crate: 

    - You lose some VP

    Philanthropy!:

    - You donate all of your credits to your team.

    Safety scissors:

    - You lose all your weapons apart from a pistol until you can get to a purchase terminal and restock.

    Enemy radar scan: 

    - You set off a radar scan around you and your location is shown to the enemy,

    Friendly fire:

    - You take damage from friends

    Untrustworthy:

    - Your team's base defences will target you now (imagine trying to infiltrate your own base to buy a tank)

    Since VP makes you both stronger and faster this would be more like receiving a kick in the ___ when already down. Remember that players doing crate hunting are usually ones that are in need of an advantage not the other way around. Those would already be tanked/charachter/superweaponed up.

    Credit donations would be just a bit of annoyance since donations is already in the game. 

    Only if it turned you into a civilian, which I don't think any civilian models exist. Also you would appear neutral. Don't call it scissors, call it pacifism.

    This seems like a nice trap. I think it is a perfect Risk-Reward to crate hunting. Oops helped the other team, well at least it didn't pick up up in the air, toyed with my body before slamming my corpse down on the ground and laughed on it.

    Friendly Fire is difficult to do. To be honest I would like to see how a game of renegade plays with friendly fire turned on, although grieving might get too out of hand. You better keep building immune to friendly fire. Still I would say better as a match option and not as a crate.

    Interesting idea, but odds are you would likely just commit suicide to reset the "curse". I still think the Fiend/Viceroid would be better as a neutral obstacle.

    • Like 1
  6. While I think Building reconstructions should be a possibility or something that adds in some options in the late game as buildings are taken down. The game still has to progress and that progression is building destruction.

    So options we have is a simple building auto repair, which could be a convenient quality of life feature but then it would be one of the least important building to the point where it might not even be mined.

    Now if it does rebuild buildings then it would be a target but the building repairs must be very slow. Still it runs the risk of having a round last in perpetuity. 

    Here is a crazy idea, Reverse Building Rebuild. Instead of an intact building rebuilding destroyed building, how about a building that once destroyed provides a rebuild of a destroyed building? The idea comes form the classic mission where you won't get A-10 strikes until all SAM sites were destroyed. So this is the idea, if a AGT/Obelisk is destroyed the Airfield/War Factory is rebuild. Likewise if a Construction Yard is destroyed then it restores the other team's Barracks/Hand of Nod to full health. That way Building destruction still progresses the round but it allows for the late game to still have the high end weapons and vehicles where as traditional the late game one side if not both are lacking in the high end items.

  7. On 8/15/2019 at 4:27 AM, R E A P E R said:

    I don't know if this is the right place to post a few suggestions

    It would be fun to see some new crate pickups.

    Common: 
    Free Rep tool
    Free submachine gun (as those found in Hourglass)


    Uncommon:
    Free Airstrike (Binoculars)
    15% Slowdown crate (Opposit of speedup crate)


    Rare:
    Become stealth (SBH Style - does not affect vehicles)
    Free Nuke / Ion beacon
    Free rank upgrade (example: Elite to Heroic)
    Airstrike crate (getting airstriked like the Nuke crate)


    Whaddya think?

    Well a lot of what you said is already in the crates. The spy class gives you all the weapons of the class you got which includes SMGs and engineering tools. Also the XP gains can give you a promotion if you have enough XP. Also the Death Crates are a free nuke/ion (just not where you want it).

     The Binoculars might be interesting. That is the one item that I know is not accessible through a crate, but you got to realize that crates giving random stuff which has a profound affect on the gameplay. Now when buildings are destroyed crates are ways to get classes and vehicles that are removed, but the only time beacons are not available is by server (and usually because of population).

  8. Last week I was playing on a server and when I said we needed beacons someone threatened to mute me on the server and was threatening bans to those that suggest them being enabled again.

    Thing is beacons are needed in Renegade X to keep the game progressing. Without beacons the repair lock on the MCT makes buildings neigh invulnerable. Beacons don't necessarily destroy buildings as they get disarmed but they do force engineers away from the MCT just by threat of it being there. When they are taken out of the game the balance and pacing of the game is ruined.

    • Confused 1
  9. Well it is more than just balance but also the pacing of the game. You don't want things to be too much in balance otherwise matches take forever. But as far as having more vehicles than players that is an effect of having the vehicles spawn in instead of being purchased. Unless someone is buying multiple vehicles usually the purchase system is enough to make sure that the vehicles do not outnumber the players. Now how to add these vehicles/classes to the purchase window is something I don't know how hard that would be.

  10. 9 hours ago, SilentKnight said:

    Some time ago (2 patches before) we looked at the data of Hover MRLS (not in wiki ).
    The rate of fire, the speed, damage per Fire Sequence and all the other stuff, and you could see very well that the Hover MRLS is too strong. Furthermore (if not changed) with the Hover MRLS sometimes take paths that are actually not thought so. But I assume that none of the current maps this shortcoming still has.

    So I take it the weapons is stronger than the normal MRLS weapon. Why not just bring it down to the standard MRLS weapon? IMHO Renegade X is best placed between Tiberium Dawn and Tiberium Sun. So making a prototype that isn't as potent as the Tiberium Sun version would be the solution to this problem.

  11. 21 hours ago, SilentKnight said:

    @Marinealver I dont know if the Hover MRLS is changed now, but my last knowledge is/was, that the Hover MRLS is overpowered for the actual gameplay.

    I don't know how they are en mass. I know one tends to not be such a problem and is easily taken out by a light tank or 2. I will say it does seem like GDI gets all the better stuff with Hover Vehicles and Walkers while Nod gets a Bike a Buggy and a Tank that can immobilize itself. I have seen some maps that make Titans and Tick Tanks standard vehicles. I think the best alternative is to put them behind a Tech Building that the sides have to capture to enable them.

    • Like 1
  12. I think just a selection of TSun units can be added as regular vehicle and classes in the game. So what we already have is 

    • Recon Bike
    • Armored Buggy
    • Tick Tank
    • Hover MRLS
    • Wolverine
    • Titan

    Things I would like to see for Infantry Classes are

    • Jump Jet Infantry
    • Cyborg Commando (plasma cannon arm weapon)
    • Disc Thrower (just convert a disc-launcher into a GDI infantry weapon)
    • Cyborg Infantry (has an auto-tracking chain gun)

    For aircraft

    • Nod Banshee (with plasma cannons that Cyborg Commando uses)
    • Orca Bomber (Take the Orca and give it twin tails and carpet bombs)

    Things that I think should be on the back burner and the ones that are likely going to be the most intensive as far as modding are subterranean units and the Mammoth Mk2. 

    For subterranean units I think the classic mod just made them invisible and invincible following a burrow animation which creates the illusion but not very good in the game aspect. Instead I think the better solution would be a mapping solutions in which we make tunnels that only subterranean units (Subterranean APC, Devils Tongue) could use. We could also design certain infantry tunnels to be accessible to these vehicles. All you would have to do is put an instant infantry death dust cloud in front of it as these vehicles transverse these special paths. OF course the paths would have to be marked by some texture or mesh so that players can recognize it as a special subterranean path.

    The Mammoth Tank Mk2 should be a moving building. Take the AGT and put it on a 4 legged chassis and add a railgun as it slowly proceeds along a single path or two straight to the Nod Base. The Nod team sees it coming, knows that it can slug it out against the Oblisik and win single-handedly, so it becomse sort of a secondary objective. 

    I think that sets up a perfectly practical approach along with emphasizing the asymmetrical tactics both sides have. GDI is the powerhouse that will grind down a base if it is not struck down quickly. Nod is more subversive and can come in from multiple angels and ambush from behind.

  13. 1 hour ago, CoreDefender said:

    Yeah, all you need to do is place the Team Silo on the map, no additional setup and way better than a tech building. There are building prefabs for it too

    So if I already have the silo on map and already converted from prefab I can just go into actor classes and set to Team silo? Or do I have to delete the entire thing and set it back up?

    Also I can't find the prefab for the Teamsilo. The only prefab I can find in the content browser is the tech building.

  14. Thanks for the map, It really needs to be placed on the wiki. As well as we need more maps that put Tiberium Sun units as a standard part of the game and not just crate pick up although I do think Tech structures should enable the TS vehicles and classes. 

     

    One question I have is how do you set the silos as a destructible faction base structure? I want to include that in my indoor map.

  15. I think Tiberium Sun units could help with some of the problems that Command & Conquer mode has with pacing. In other games as the game progresses then more items and tools would be available with the late game having everything including the kitchen sink. Thing is with Command & Conquer mode the mid game is the part with the most options and as buildings get destroyed options are taken away. 

    So the solution to this problem is "tech" units aka Tiberium Sun. Now these units should not be more powerful than the tier 3 Infantry Classes and Vehicles that are available only when related structure is intact. A Tech structure won't replace a War Factory but it could give Titans and Wolverines as an option when Mammoth and Medium Tanks are no longer available. Also having to have a tech structure to supplement your base does thin out your defenses still making a destroyed Weapons Factory a minor Nod Victory.

    Just my thoughts, but I like the idea that Renegade X takes place between Tiberium Dawn and Tiberium Sun, so it would be interesting to see some TS units start to mix in with the TD units. Still looking for GDI Jumpjet and Disc throwers as well as NOD Cyborg Infantry (autotracking chain gun) and Nod Cyborg Commando (Plasma Cannon). 

    • Like 2
  16. On 10/23/2019 at 11:32 PM, scrin-124678 said:

    The mod itself is cool, but the tiberian sun engine is more or less a big pain in the ass.

     

    Chrono and Iron Curtain for example is not possible to implement and the game crashes very often.

    But whatever its worth trying out and thanks to the engine its legal to download everything via the launcher so .. try it out!

     

    who knows.. maybe somthing happenes in the future ..*cough*

    meaning the mod isnt dead ...

     

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    Yeah, from what I understand it is real easy to make units but then again real hard to do other stuff. Tried the Allies and their Chrono Tank which just builds in at a rally point. I guess you can have it jump to any point in the map before you undeploy it. Then once it is undeployed it is just a railgun tank with missiles. So a glass canon that has more firepower than a mammoth but dies easily. Funny the subterenan units you think it might be a perfect for chrono tanks and iorn curtain tanks as it become invisible and invincible but in buried mode it has so many other things going on. It doesn't allow for instant transport (a speed increase is all you get).  It doesn't allow for attacks (so that is the iron curtain gone I guess).

    Maybe another option would be to simply port the assets to open RA.

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