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Marinealver

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Posts posted by Marinealver

  1. Now all we need is a radar. I can see a CY granting the ability to rebuild buildings at a considerable expense. But if that were the case Building Health might have to be taken down considerably because you risk having a never ending match.

    Basically Rebuild Structure a cost (more than a mammoth tank) and after that a countdown timer, when timer reaches 0 building is back to full health if CY doesn't get destroyed.

    Now the question is should it be a base start or a tech building? I think it would be better as a tech. Lost an important building, you could go all out to capture then rebuild and defend CY tech until the timer completes, but doing so would raw forces out of your base making it more vulnerable. 

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  2. It may be me but it seems like Flame tanks are better tank busters than stealth tanks. Now I know none of them are a direct counterpart to GDI Mammoth tank, but when I think of flame units I think of a unit that annihilates infantry and eliminated buildings. So the weakness is against other tanks. The Stealth tank seems more of a fit for taking on the largest GDI Medium and Mammoth tanks. Still I seem to take more damage from a flame tank than a stealth tank.

    I don't know it just seem counter intuitive to me. Maybe there is a gameplay balance reason for this. I would say just increase building and infantry damage to compensate for lower heavy damage. I don't know if that was already tried before.

  3. PP is basically a back door to the Gate Keepers being the AGT and Obelisk. As far as function goes it does make sense to be another economy building since you can't repair buildings. (sorry no construction yards). 

    As far as original games well in Tiberum Sun your buildings used to randomly take damage (even with power) and some of those critters could take down a titan.

  4. I would like to see another GDI Vehicle, problem is what Tiberium Dawn GDI Vehicle is not in Renegade? Mobile Command Center? Might be interesting to see a mobile spawn point for GDI but I could see how that could be a problem. Better make it extremely vulnerable to flame tanks. Disruptors is another possibility but I think we have plenty of Tiberum Sun vehicles for now. I do want to see more TI Sun as Renegade can easily be the bridge between Dawn and Sun. Jump Jet Infantry vs Cyborg Infantry. Or Orca Bombers vs Banshees. Well now I am going off on a tangent.

    So what other GDI vehicle unit could be added?

  5. 13 hours ago, Madkill40 said:

    If GDI get an Tiber-dote Nod could just have FR-Kevlar (FR = Fire Resistant) : Vastly reduces burn damage duration 

    But when does Nod ever get burned? Last time I checked there is no Red vs Red maps.

  6. 10 hours ago, HIHIHI said:

    Eh... That would be really powerful. You could get a whole bunch of dozas and other powerful units into the back of a base unseen pretty easily. And then BOOOOM!

    The duration would have to be a lot shorter than 3-4 minutes to not be OP like that, I think. Probably 20 seconds or less. But let's keep thinking, I like this topic!

    3 to 4 minuets is a ball park. I want to give enough time to reach the other base without a vehicle. You can pick up a vehicle but then you would be giving away some of that surprise unless you picked a stealth tank but then that would get expensive. 

    25 minutes ago, MajesticSausage said:

    ...

    Sneaky strategic play is often a chance for a losing team to pull themselves back, but if such a massively OP power is only available to a wealthy team that is most likely winning already, then it's just a big ol' squash button.

    I hate to say this but if there is ever a criticism of this game and Command & Conquer mode this would be it. Once a building (or 2) get destroyed and the other team has yet to knock out one for the other side the game is pretty much down hill and done from there.

  7. On 2/20/2019 at 9:16 PM, Sarah. said:

    Would need a counterpart item for Nod. This almost exclusively benefits GDI.

    Lazarus Armor, timed stealth (say 3 or 4 minuets).

    That is just something thrown out from the top of my head.

  8. Problem with any online based multiplayer game, heck even AAA games struggle with this. When is the last time you saw a populated Titanfall server.

    So the obvious short term solution is bots. But with Bot AI being Bot AI this would be an interim solution at best. I know similar games (i.e. Angels Fall First) that has fallen back on bots but with these combined arms shooters if you don't have bots developed to take roles and provide coordination it will be very difficult to program. You sort of need Alpha and Beta type bots, Alpha being the aggressive combat bots and beta being the more of a support role. 

    Another is exposure, I mean the last review of this game I can see on YouTube is from Total Biscuit (God Rest His Soul), trying to see youtubers that take a retrospective look at games like this is one way to look at it. As far as I can tell there is still a populated playerbase. Some examples come to mind like Mandalore Gaming. Although you might get a more critical perspective form the game such as the balance being in favor for NOD.

  9. 9 hours ago, Madkill40 said:

    Item Tiber-dote (Tiberium Antidote) - reduces the infection damage of tiberium, rather than nullifying the effects entirely? Or would that be breaking canon?

    That could be something do you don't have to design gloves or some other visual aesthetic to indicate that they have tiberium resistance/immunity. 

  10. So looking at the Item Menu (Q) and how just about everyone can be an engineer with the repair tool. I was thinking what if we made chem suits as another item to be picked up. I know that is supposed to be the chem trooper specialty. Maybe it just gives the character a green gloves and stuff and call it good.

  11. Sort of understandable for Renegade being in full control of vehicle weapons and armaments. However when planetside made the change from the turret being gunner controlled to driver controlled in planetside 2 I was one of the many opposed to such changes. 

    However I do wish there was something the passenger could do from vehicles. Maybe give it a second gun or something. You could take the secondary away from tanks and give it to the passenger. Let the driver retain control of the big gun.

  12. I sometimes wonder if the escalation is in the opposite flow in terms of gameplay experience. I get the concept, base destroyed, lose the ability to make units. However as the game progress that sets for options being taken away rather than options being opened up. Maybe it should be reversed, destroy Hand of Nod, GDI characters become available. Destroy the Advanced Guard Tower, Nod Tech Vehicles become available. That way options expand as the game progress.

  13. 17 hours ago, Madkill40 said:

    Every map would need special attention for possible 'stuck' spots for the special kind of Jump Jet Troopers.

    considering there was more aircraft in tiberium sun then there was in dawn those jet troopers can get unstuck with the assistance of a banshee and a few harpies. Helepads should be a tech vehicle to keep the war factory / fist of nod clear.

    Speaking of flying vehicles maybe we could get a map that has both the Kodiak and the Moultak. Hey a guy can wish can't he?

  14. 7 hours ago, Veyron said:

    I saw how it was done in reborn? the vehicle would complete an animation just prior to "going underground" which the unit actually just went into stealth/god mode and then would pop up wherever and do another animation transition prior to that.  

    Yeah but this is Renegade so the Vehicle has to be on the map at all times. The Dust Animation is just hiding the "clipping" as the vehicle goes through the special shortcut walls. So the solution is to build the map around the concept. You have a tunnel area as Tiberium mines under a combat area. You have to have entrances for both harvesters, as well as infantry and other "hidden entrances" for subterranean units only. Of course these entrances has to extend to both bases. The combat area above will be the path of the Mammoth Mk.II as well as all the other vehicles. Although if there is room enough for a harvester there should be room enough for maybe a TIC Tank or Wolverine. Also the tunnels don't need to go under the base, going through a natural stone wall on the outside of base but behind the base wall is good enough.

    Nod Base            Combat Area        GDI Base

               Underground Tunnel Combat Area.

    Generally trying to go with this idea for subterranean vehicles and combat.

    Sort of like what this has for gameplay, minus the gas fuel tanks.

     

  15. 5 hours ago, Fffreak9999 said:

    Interesting concept, I can see how it would work, where you destroy an enemy building to allow advanced purchases of the same type of building you destroy.

    Although it will result (with current map design) in an almost impossible to win game on some levels (like Under for example)

     

    But never the less, interesting concept.

    Yeah the maps does need vehicles. You could separate vehicles into tech and standard so some vehicles are available at the start, Humvee, Buggy, APC, Light and Medium Tanks sound like good general vehicles. Get tech by destroying enemy structures to unlock the rest

    3 hours ago, Gliven said:

    If the Con Yard is added. Perhaps its unique ability could be to build turrets/GT? A set amount per map I am thinking 1-3. 1000 credits each, 1500 if pp is dead. Can only be built in set locations.

    Well here is an idea, Have defense turrets be destroyed to unlock upgrades and destroy key structures to rebuild defensive upgrades so there is a cycle but not one that prevents bases from being destroyed. (taking the idea how A-10 strikes were unavailable until all SAM sites were destroyed).

    So GDI tech vehicles are not available until Obelisk of light is destroyed.

    Obelisk of light is Destroyed GDI Tech Vehicles becomes available. Adv Guard Tower Destroyed Nod Tech Vehicles become available.

    However destroying a Nod Airstrip will rebuild the Adv Guard Tower, Destroying GDI Factory rebuilds Obelisk of Light. 

     

  16. On 6/16/2016 at 3:05 PM, Agent said:

    You'd probably want larger level design in order to accommodate the Juggernaut and Mammoth MK II. Tiberian Sun versions of the current maps would be pretty not great.

    Designing new maps, vehicles, units, weapons, etc would be quite a bit of work though and I don't think anybody's really willing to do all of that.

    Sadly I agree, the game still need some optimization. Renegade Sun can wait.

    The Mammoth Mk.II is going to be at least as big as a building. Think Hand of Nod Size, only moving, and it will have Adv Gun Tower Armaments. Destroy it and it stops. Then again having it avalible at the begenning might be a bad idea. I guess Mk2 Activation codes could be a purchasable item.

    But as for Subterranean units I think you are going to have to design the map to have tunnels and "shortcuts" for subterranean units to be able to use so they could "pop" up. Devs could cheat and put in a big dust cloud to cover the subterranean unit entering and exiting through these shortcuts. It was a simple animation for Tiberium Sun as well.

  17. I like the idea of DI Construction Yard (Command Center) being pared up with a Temple of Nod as a Base HQ (Destroy to win). 

    I can't help it but sometimes I wonder if Command & Conquer mode has the game system backwards where buildings destroyed takes away units. Maybe there should be a different approach where building destroyed makes advanced units available. Have options open as the round progresses instead of taken away.

  18. I take it Mammoth Mk2 is decor and not functional (although if it was you would have to make it more of a moving building that shoots like a Adv Guard Tower). So will Titans/Wolverines and Banshees be in this map as well or is it sticking to TDawn units?

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