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Marinealver

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Posts posted by Marinealver

  1. 20 minutes ago, HIHIHI said:

    I think it would have to be 1v1 with one team replaced. For a three-team match (which would be cool) a lot of two-team-specific code would have to be rewritten.

    EDIT: I wish you great success!

    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.

  2. 8 hours ago, HIHIHI said:

    Hm... I'll look into it. I'm pretty sure everything can damage them in the editor. There's one important thing - if you were shooting the black rocks, they wouldn't take damage from anything, I think, because they are only on the client. That is also on the to do list (making rocks spawn only on the server). Thanks for the feedback!

    HIHIHI

    Well we had rocks turn black when damaged but you could still break them with say tank shells.

  3. On 2/25/2019 at 10:44 AM, Madkill40 said:

    GDI APC + Patch's gun :3

    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.

  4. 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)

     

    • Thanks 1
  5. 3 hours ago, Madkill40 said:

    I mean, if you lose your Bar of HoN before anybody acquires a Hotwire/Technician your team will most likely fail... so they're already the most important structures to be fair... 

    ...

    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. 

  6. 10 hours ago, Mystic George said:

    ...
     

    Flame-trooper and Grenadier - make them slightly more realistic and more of a tactical-fun choice to use. Make both classes explode when they die just like the original C&C strategy game and make them do 'friendly' splash damage to surrounding soldiers and enemy soldiers - people will use them less in mass groups and more strategically. Maybe they could do more damage to offset the risk of one exploding near your group.

    Artillery - Should the artillery really have the ability to shoot so close? Could they also have a slower rate of fire? They aren't the same as tanks and preferably, they should damage themselves also given their blast radius for close fire. MRLs can't get a close fire option and easily get chased around.

    MRLS - aerial bombardment alternative fire option. They automatically aim upwards at a steeper angle and rain down more at 70-80 degree angles without having to know the technique for aiming awkwardly on certain maps. This is sort of like the Artillery's ability to arch fire over something.

    Harvester - make a full harvester into an exploding bomb - this was done in Tiberian Sun, a big blast radius that does lots of damage to buildings and vehicles alike, similar to when full of blue, but just ignore this technicality. New strategies could come from using it as a guided truck-bomb.

    Are Light tanks are too cheap at 600 credits? They end the game on some larger maps very early on. Could be increased to 700 - GDIs tank is 800 and better armour/damage is often offset by NOD Lights rate of fire and movement speed - one on one there isn't that much difference anymore.

    Gunner - give them an alternative fire slow loading, slow lock-on option for 1 powerful missile like the alt missile of the gun emplacements on Whiteout/Tomb and give them better armour like the LCG to function as an anti-tank unit that doesn't die so easily.

    Water - get rid of the water invincibility so people can't keep diving down and popping back out and shooting with near invulnerability and invincible cover.

    Commander - give him an arcade-style ground star around him so people can more easily recognise him (your team only), automatically boost him with a bit more health and armour like a sort of 'hero' unit to circumvent the time needed to access things like the powers menus or to keep a rush going and communicating.

    Vehicle collision damage if you manage to crash into an enemy tank, also destroys self if a light vehicle.

    Hummvee tow missile sounds quite viable, something from the C&C Generals game and might prevent powerful early organised artillery rushes. 

    I really don't like the weak Mammoth tank alt-fire rockets anymore, how about giving them a slow sydney style railgun type blast - powerful, but slow to recharge, these tanks can't survive on their own for very long anyway. Limit the number that can be on the field at any one time as a special unit.

    Mutator - increase rate of veteran points during a PUG match? End really long stalemate games quicker.

    Some sort of alternative end game option(s) - the return of the end-game Beacon Pedestal / Sudden death mode with no more character respawns... ends tied public games or long games, could be made a votable option to end stalemates.


    Special Powers:

    Stealth sweep - special power for GDI a bit like the mobile sensor arrays in Tiberain Sun, reveals stealth units for a short period of time and then re-charges and costs CP like everything else. Better than random firing in my opinion.

    Building dome shield or temporary shield wall - counter to prevent an overpowered artillery/tank bombardment with an offensive bonus in play. Either turn the building the same dark blue or light blue defensive colour if possible or create a new honeycomb type of effect. Could be a GDI only thing.

    Paratrooper drop - for GDI - 3 - 4 basic inf or 1 engineer + 3 inf etc. Timed delay on usage and also CP based. / Same but with NOD gliders sounds like a hi-tech equivalent if we gave them the same option. Would create some new strategies from this ability as presently Nod as the sneaky advantage. Place a circle around people and they automatically fade out and get placed near or over the enemy base in the sky and have to land. A bit like the fun chinook drops of a relaxed pug.

    Napalm drop - Nod special that sets tanks on fire and does damage over time. Intended to help stem a GDI tank rampage with lots of armour through causing damage and destroying tanks i.e. Islands or Field.

    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.

    1 hour ago, Madkill40 said:

    If Barracks/Hand of Nod dies then the faction without their Bar/HoN unlocks their 150 ticks, 1 death = -1 tick. 

    When points reach 0, that team can no longer respawn :P Each building killed thereafter reduces the the total amount of ticks by 50. :D 

    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.  

  7. 11 hours ago, SilentKnight said:

    @Marinealver Admintool and "S-Blocker" are not working together.

    We have never had any problems that players are "danced out of line". We've always had great players at the events that I have to praise here.
    We never needed the S-blocker.

     

    Admintool is the editor and s-blocker is the mutator?

  8. 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. 

  9. On 2/25/2019 at 3:37 AM, Gex_str said:

    Damaging buildings - yes, repairing them - no.

    The best ways to get most VP in my experience are (Note: all strategies require you to stick to them from the start of the match):

             1. Shooting the building constantly - Usually with this strategy you can get Heroic at 40-50 min mark.
             2. Repairing venicles - Repairing gives +2 VP. If you repair someone and he gets a kill, you will get some bonus VP. With this strategy you can get Heroic at 50-80 min mark, it all depends on Assist bonus VP.
             3. Killing infantry - From 1 to 10 VP + 2 VP for a headshot and some extra for an assist. You can get Heroic at the 40-60 min mark if you good at killing. Requires some good practice at getting headshots either as sniper or anti-infantry.
             4. Killing venicles - Killing them yildes more VP than from killing infantry and gives a bonus VP for damaging them. The best ones to kill are Mammoths, Orcas/Apaches(if you're not in one of them). Usually takes 50-80 min to get Heroic. if you're playing as anti-tank infantry, don't forget about EMP grenades - they give +2 VP for each venicle that got into the explosion, they affect every venicle in the game except stationary ones (it's pretty tricky to hit a flying one with EMP, but doable) + it disarms any mines and it gives you 1VP for each one!

    ^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

  10. 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

  11. 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.

  12. Just now, Akbaro said:

    You dont. Damaging buildings and repairing buildings gives the most VP iirc.

    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.

  13. Just now, Akbaro said:

    It isnt. You've massively simplified it. There are far more sources of VP than just kills and assists, thats for damn sure.

    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. 

  14. 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.

  15. 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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