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Marinealver

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  1. Marinealver

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    So just a question, but are there any plans on integrating Black Dawn with the Renegade X launcher?
  2. So I added an entry to the wiki and put a lot of placeholders in it. If anyone wants to complete it (and replace all the placeholders) feel free to do so. https://wiki.renegade-x.com/wiki/Daybreak
  3. The last point could be interesting. Sometimes I think it should be better if mines were automatically placed at the start of the map. That way you don't need one person to stay in base until they can Hotwire/Tech in order to protect it.
  4. Well this isn't tiberium sun but if we could figure out on how to get A Path Beyond Assets imported then maybe there could be a few Red Alert (Allies vs Soviets) maps. It could be like the Battlefront (classic) games where they cycled from clone wars to civil wars maps. But even then that is a lot of asset importing and recoding. As for the Cabal/Forgotten factions they were good as a campaign faction, not a playable one. If someone wants to make more levels for Black Dawn then that might be some place you could put those factions in. But even then that is a lot more code.
  5. Well we had rocks turn black when damaged but you could still break them with say tank shells.
  6. Just messing around with one of the titan maps. Knock Knock, Who's there? I came to talk to the Hand.
  7. When I was coming up with some crazy ideas for Tiberium Dawn vs Red Alert I though giving the GDI an IFV for their transport. Not the Red Alert 2 one but more of a Light Tank turret on top of an APC model and carrying only 4 infantry instead of 6.
  8. Okay, I don't know if I should make another post about this but for some reason Google Chrome doesn't download well. Microsoft Edge was able to get it.
  9. So we did a fire test on the digar's rocks and all the different weapons/items that worked and didn't work. Weapons that did not work (no damage to rocks) nuke and ion beacons pretty much any bullet type weapons (Rifle Humvee, buggy, APC) laser chain gun C4 Explosives A-10 warthog (item strike) hellfire (gun emplacement) Weapons that did work (damages/destroys rocks) tank shells and vehicle rockets (light, medium, arty, MRLS, mammoth shells and missiles) Tactical Auto Rifle (GDI-Patch) and Tiberium Auto Rifle (Nod-Mendoza) Volt Rifle Personal Ion Cannon and Railgun swarm missiles (gun emplacement) flame thrower and chemical thrower (and flame tank) A-10 warthog (spawned)
  10. So call me a noob but do you have to download the UDK to get access to the map editor?
  11. Sometimes I wonder if the weapons tab should be brought back and put proxy mines in it. If 2 buildings fall before one team gets the other team loses one then yeah it is pretty much game over so the rush wont be totally taken out. Then again if any class can get proxy mines then what would the Hot/Tech class have to make them worth the credits. Maybe Hotwires/Tech could be equipped with a sentry gun that can be placed inside buildings as well.
  12. Some interesting concepts but there are those that lets just say it could break the gameplay. The Artilery one fore example. It is odd that it becomes Nod's hardest hitting tank instead of a building destroyer but if they lower the rate of fire then it would never be able to destroy buildings. A team of nod Artillery focusing on a building exterior should always be able to outpace a team of GDI Hotwires focusing on the MCT. As far as the end game options the Veterancy seems to be the best solution because if you look a an even match as the game grinds on buildings will get destroyed which removes options. Vehicles and Advanced infantry will now have to be carefully maintained and fall back if in risk of losing. I think another solution could be more Tiberium Sun Tech structures to supplement the lost options. I guess I better try out that map editor. Interesting but then that would make the Barracks/Hand the most important structures in the game. If there were a way to rebuild destroyed structures (maybe with a construction yard) then that could be a possibility. Or if there were a way you could put multiple Barracks/Hands of Nod in a map so both would have to be destroyed. Or you could just start with a reinforcement points all together as another game mode (call it Grinder). 200 Infantry and 75 Vehicle Tickets. Each building takes off 20 tickets (Barracks/Hon takes off 50 and Weps/Airstrip removes 25 vehicle tickets) You could still use basic vehicles (humvee buggy APC) if the weps/airstrip is destroyed but again once you are out of tickets that is it. Also Base destruction is an automatic victory conditions.
  13. Admintool is the editor and s-blocker is the mutator?
  14. Well my work schedule gives me Sunday and Monday off. So I don't know if I could make these events. As for superweapons can you use a mutator to turn them off?
  15. I like that we have Tiberium Sun vehicles even if it is from the low tech tier vehicles. But I would like to see some Tiberium Sun Infantry. Maybe change the fort to enabling TS infantry and Destroyed Weapons Factory for TS vehicles. So for GDI the Jumpjet trooper seems like the best place to start. Has a micro missile launcher (think missile launcher but scaled down) but if press and hold space will fire jump jets to continue to ascend (or slow descent). I can only imagine those guys making an Ion Beacon Rush For Nod, Of course we are going to pick Cyborgs. Again like nod they heal in Tiberium but we will not have them cut in half just for simplicity sake. The primary weapon (more like primary fire) will be the cyborg chain gun that you see cyborg infantry having. The secondary fire would be the plasma cannon that the Cyborg Commando uses. Good against vehicles, okay against buildings not so much against infantry (the chain gun is for anti infantry). Can anybody find one of those Mutant models that was used in the last level of the Renegade Campaign? That could be a starting point for the Cyborg Commando.
  16. ^THIS^ I mean I am no good at this game and I can tell I am usually the last in my team to get heroic. So for the claim that Vetrancy does not award individual merit I find simply false and unfounded. Even with the code notes on how each modifier works. I'm starting to thinks this is a troll post
  17. We can all talk about perfect imbalance and asymmetric balance. In compassion they are not supposed to be exact equals. For example I am willing to bet that more players (not bots) are killed by the obelisk than the AGT. Now does that mean that Nod have a better base? No not really. The Hand of nod is much larger than the GDI barracks is more vulnerable to tank and missile fire. So they are different. In terms of balance I like to say (and this could be completely wrong). GDI has the best Basic Infantry (including the 3 characters after barracks is destroyed) and best Advanced Vehicles (vehicles that are unavaible after Wep destreoyd). Nod has the best Basic Vehicles (vehicles available without airfield) and Advanced Infantry (characters only available with the Hand of Nod). As for base setup Nod has the Obelisk, but GDI has less exposed Buildings. Superweapons: Nuke > Ion but A-10 > AC130. Seems balanced to me although I do see the argument that Nod tends to have more favor
  18. Is it just me or should the AGT have a second floor to it. I mean it is supposed to be a tower so why only 1 floor? You don't have to move the MCT to the second floor. As for the guard towers and turrets (the secondary non powered defense) I think they should have a little crawl space so you can place C4 and destroy them instantly. Have a ladder under the guard tower that takes you up to the gun with a place C4 icon. For the turret have a small trench cut out so you can get under it and place C4. We are all supposed to be commandos, make taking out the defense a little more commando like.
  19. Yeah you are going to have to source that: Gaining Veterancy Defeating enemy infantries and vehicles will award a certain amount of veterancy points, depending on several factor such as: Defeating higher ranks will award more points; defeating lower ranks will award less points; Defeating enemies inside or near their base will award more points; defeating them near the player's base will award less points; Defeating enemy Snipers or Advanced Snipers will award slightly more points compared to other infantries classes; Vehicles yield more points than infantry when destroyed. For roughly 20 armor/health points of damage that a player deals to a building, they will be awarded 4 veterancy points; Similarly, for roughly 20 armor/health points of damage that a player repairs, they will be awarded 1 veterancy point; Repairing vehicles and healing infantries will award 2 veterancy points; Destroying the opponent Harvester will award 6 points plus 8 veterancy points to the whole team. Destroying the armor of a building will award 15 veterancy points to the whole team. There will be a cooldown before a team can earn another 15 veterancy points if the armor of the same building is destroyed again. Destroying the first building of the match will award 20 veterancy points to the team who destroyed it; subsequent destroyed buildings will have a bonus increment of 10 points applied to the original value. (I.e. second destroyed building awards 30 veterancy points to the whole team, third awards 40 points, forth awards 50 points, fifth awards 60 points, and so on) The bonus increment is accounted for each single building destroyed, no matter which faction. Destroying a Guard Tower/Turret will award 10 veterancy points to the whole team; Destroying an Anti-Air Tower/SAM Site will award 10 veterancy points to the whole team; Destroying a manually operated emplacement will award an amount of veterancy points akin to vehicles to the whole team (A recruit destroying a recruit rank Emplacement will gain 4 veterancy points for the whole team); Defusing C4, be it Timed C4, Remote C4, Proximity C4 will award 1 veterancy point for each C4; Hitting a Vehicle with the blast of an EMP Grenade will award 2 veterancy points; Placing a Superweapon Beacon near an enemy building will award 2 veterancy points; Defusing a Superweapon Beacon will award 5 veterancy points; Capturing a Tech Building will award 5 veterancy points; Stealing a vehicle will award 10 veterancy points. There will be a cooldown before a player can earn more veterancy points if the same stolen vehicle is re-stolen (taken back to its original faction) again. Mystery Crates have a chance to award 20 veterancy points to the player who grabs them. Players who assisted their allies in damaging an enemy infantry/vehicle will be awarded a smaller amount of veterancy points when that specific infantry/vehicle is defeated. Players that join a match already in progress will receive some veterancy points depending on the current duration of the ongoing match. The highest rank that a joining player can be awarded is Elite. So buildings give the most overall but it also goes to the rest of the team with the lat hit getting a bonus. But kills are kills. So you got to think of the map. If you kill all the buildings you only get up to elite maybe. Player and vehicles kills are nearly limitless so you are not getting hero on just buildings alone. So go read the wiki again and study what gets you the XP you are looking for.
  20. Are you sure, because when playing a game I noticed that I am far behind in rank then most of my team. I mean harvester kill gives you a bonus on top of vehicle kills and you also get xp for building damage which is towards the goal. But If you kill more you rank up faster than your team.
  21. I don't have a problem with Air Strikes being shot down. Now if you did that to a nuke, yes there should be a change.
  22. Most of your XP from what I understand comes from kills. There is also assists too which just keeps you from losing too much if you don't last hit. As for team xp that rarely comes from anything team related. I know you could place a beacon fro points but that is something you do if you have thousands of creds you are sitting on top of. If anything vetrancy is mostly personal achievement.
  23. So many of us are fans of both Tiberium and Red Alert story lines. There has even been a mod of Renegade that takes place in the Red Alert story-line (A path too far). But looking at the Red Alert units from old I can see a few, obstacles besides the coding and models needed to make it a reality. I'd figure I start a more recent dialogue as I am certain that a Red Alert mod has already been discussed before. So not in any particular order here is what I can see. No fast vehicles for the soviets. Now this might not seem like a problem and for the RTS it isn't as Soviet faction style is powerful grinding tanks. But in an FPS especially with everyone being a building destroying commando this can be a big issue. Make a soviet military truck. That's it, something that looks like the MCV but instead of slow and unpacking into a CY it acts as a fast and light troop transport. Still slower than the Ranger but more health and can carry more passengers. Allied defensive structures are basic The turret is the biggest thing the Allies have. We already have turrets and they are basic structures usually found in Nod bases. They are not the equivalent of an obelisk, AGT, or even a tesla coil. Add Prism Tower Network. This is not much different from the Tiberium Sun vehicles. I like the idea of Renegade being between the Dawn and Sun time periods. Why not make this game right after Stalin is killed (spoiler, he dies in both endings). The Prisim tower network could be the counterpart to the Tesla Towers the Soviets have for their defense. Soviet K9 units. Nothing more needs to be said. The K9 was an important part of the soviet arsenal as they stop allied spies (and thieves but no one used them) from infiltrating the base. Now this is a difficult one, I don't have any problems playing as a Dog and just ruining around and jumping on every allied infantry I can find. Although I think a bot that gets refilled with a tier 2 class could be a better solution. The bot can detect stealth and spies so when the bot attacks a seemingly friendly unit you know it is a spy. No allied superweapon strike. So in multiplayer the big compromise was to give soviets commandos in exchange for nuclear silos. But nukes just are not a part of the allied arsenal. Make an allied lightning strike beacon. You could say this was the precursor to the weather control machine. Instead of a base destroying storm it is just a single bolt of lightning that acts very much like the GDI Ion cannon. Naval Units, the proverbial elephant in the war room. Tiberium never used naval units, as for Red Alert naval units were sort of the balancing factor. Soviets ruled the land, Allied ruled the seas. Careful planing in map design Just like not every map had room for naval units not every map needs water structures. This can be a low priority and placed in later, just like with tiberium sun vehicles. Non-strike superweapons aka the faction superpowers. The Cronospher and the Iron Curtain. Make them items Put a time limit right after purchase. Now the difference is unlike the RTS where they only worked on vehicles, here they only work on infantry. We could make them a deployable item sort of like a beacon that after a few second countdown affects all vehicles. Something we have to try and see which is the easier method. Well those are some ideas thrown out there. Do you see other issues needed to adapt the Red Alert line to Renegade?
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