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Raker57

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Everything posted by Raker57

  1. Just some ideas to make aircraft even more fun: - Make aircraft weapons a little bit more powerful. - Make aircraft ammunition limited. - Make a base Helipad building that allows the purchase of aircraft, as well as refills the health and ammunition of existing aircraft. - Purchased aircraft will fly in from outside the map and land next to the Helipad. 1.) Because landing on the Helipad would block players from resupply. 2.) Because having a cargo plane drop off an Apache is kinda weird. 3.) Back when I played the original Renegade and was eagerly awaiting the aircraft to be released, I seem to remember the devs explaining that they had originally wanted to use helipads for the aircraft, but there was a deadline issue or they had some sort of problem so it never got put in the game.
  2. I've been thinking lately that it'd be pretty cool to be able to pull up a real time map with the "M" key. - Map would view the battlefield in real time from high above (It would look like a traditional RTS) - Map would be shrouded in fog of war. Each soldier, vehicle and building would have a "sight range" around them on the map, clearing away the fog of war. Vehicles would have a further sight range than infantry. - All units and building would show up with a green or red box around them along with a unit type and health bar at the top. - Commands could not be issued, nor could enemies be tagged from this screen, as this could potentially alter the Renegade gameplay. It would simply function as a map. - There could be a crate that could reveal the enemy base for a period of time. Other options: - The map could be a function of the Communications Center tech building. Capturing the building gives the team access to the map. OR - Both teams could have a destructable Communications Center building as part of their base. The Communications Center would allow access to the Real Time Map. The building could also offer a new spy satellite technology (Or whatever the tech was in TibDawn. I can't remember.) that you could purchase, maybe in the same menu as Airstrike and Beacons, that would allow you to choose a location on the map to be revealed for your team.
  3. It's constructive criticism. He's not saying "OMG THIS GAME SUX!!!". I think complaints are a good thing as long as they're presented well, rather than just bashing the game or devs.
  4. I experienced crazy shaking in apache as well. Orca seemed fine. Not only is Suicide spelled wrong on the Esc screen, but when you commit suicide in game it says "Raker57 comitted suicide" (Committed spelled wrong). On Gold Rush, while playing GDI I got stuck in between green rock looking stuff where it touches the power plant. Had to suicide. I've seen this happen to someone on Mesa as well. Maybe we should organize a list of dead zones to be fixed in future updates. Kinda confused on how the pistol loadout works. I bought a heavy pistol, then died. I respawned with normal pistol, went to terminal, didn't change anything, and all of a sudden I had heavy pistol again. It's not consistent, as there are other times when I respawn and still have Heavy Pistol and Carbine, without having to go to the terminal. Saw the harvester mess up in two separate games. This cripples the team even if everyone is playing really well. I hope this is up there on the priorities list. In one game on Field while playing as Nod, the harvester decided it just wanted to drive into the light pole next to the obelisk the whole game. On Gold Rush (GDI), Someone bumped into the harvester with their mammoth and dragged it for a little ways. Once they got it off, the harvester just sat there, doing nothing for a good portion of the game. This is ONE of the reasons I think player controlled harvesters are such a good idea. I don't think they would make the match imbalanced, it's a trade-off. If I'm harvesting resources, I'm not out on the field shooting at you with a mammoth tank. Just make them cost $3,000. That's how much they cost in the RTS anyway. In one game on Field, my Mammoth Tank's missiles wouldn't reload. Not sure what caused this. Despite these issues...This game freakin' rocks. I'm a big fan of the special crates that either turn you into a spy or nuke the crap out of you. I lol'd. I'll add more issues here as I come across them.
  5. Hello again guys, It's been a little while since I've posted here. I've been watching videos from the beta the past few days and my excitement for the game is overwhelming. You guys have done an amazing job. A few observations (I'm sure you already know about most of these): - When climbing ladders in-game, the climbing animation continues after you've reached the top of the building, until your feet leave the ladder. Looks awkward. - The automated doors on buildings seem to open a little, freeze, then open the rest of the way. Is this a work in progress? - In one of TheGunRun's streams, he tries to place a nuke beacon on the edge of the map twice, but he doesn't realize he's in the map kill zone. Apparently there's an alarm but he can't hear it because his volume is turned down. Any way we could get a "RETURN TO BATTLEFIELD" message that shows up on screen? - The ability to swim is awesome, but the animations look like they could use a little work. When you have your pistol drawn, it looks like it just hovers in front of you. Are there plans to improve this? - I noticed when a passenger jumps into someone's mammoth tank, They seem to take over control of the turret, but the pilot still seems to have control of the missiles. This looks really strange, as the missiles seems to come out of the side or the back of the turret a lot of the time. I think it would be better if either A.) The passenger had control of both the cannons and missiles. Or B.) The pilot had control of both and the passenger was just along for the ride. - Vehicle explosions look good on some vehicles, and kinda wonky on others. Aircraft don't seem to have any wreckage at all, but maybe I just haven't seen enough aircraft blow up yet. I could be wrong. - The Apache rotor seems kind of glitchy. When it works properly, the blades seem to spin REALLY slow for a helicopter. I understand this may be intended to look like the optical illusion helicopter blades give off in real life, but I think in real life it looks sort of like a see-through disc along with slowly moving blades. When it doesn't work properly, the blades don't seem to moves at all, or they stick every few seconds. - Super Weapon animations are EPIC! At the end of the game though, when a Super Weapon destroys the last building, the score board comes up and the game just ends before the animation even completes. I propose a better way: How about making a fixed end-game camera angle that is zoomed really far out and shows the entire enemy base. That way at the end of a game, AS SOON as the Super Weapon animation begins, the score board still comes up but the camera cuts out to the end-game camera so everyone can watch the last building be destroyed by Ion Cannon or Nuke. Some black smoke rising from all the buildings would be a nice touch as well. Nothing gives you a better sense of victory than seeing the enemy base in smoking ruins. This game really does look like an RTS when zoomed out and I think it would add an extra bit of nostalgia for C&C RTS players. - I saw sam sites on some of the levels. That is a very welcome addition in my opinion. I think they would be even more awesome if they came up out of the ground, Tiberium Dawn style. Weren't there some in Black Dawn that did that, or am I on crack? - Lastly, I noticed the Harvester and Refinery have new animations that weren't there the last time I saw the game. This is something I suggested in a previous thread years ago but it sounded like you guys had more important things to focus on at the time. I'm glad to see it finally got put in the game! Good work! Related to this, I love what you guys have done with the vehicle selection screen, the way it shows what's going on beneath GDI's Weapons Factory. The only way I think it could be better is if: after you purchase a vehicle, as the screen is fading out, it would be cool to see the vehicle pad start to rise up like an elevator. Then, as you stepped outside to retrieve your vehicle, the Weapons Factory doors would open up, the floor would slide away, and you'd see your vehicle come up out of the ground on the elevator. I understand this is a lot of animation work, but would look so awesome. I imagine Nod's vehicle selection screen would stay pretty much as is. The C-130 dropoff animation already looks amazing. By the way, I heard in one of the streams that you guys were planning on putting player controlled harvesters in the game. I think this would be REALLY cool. It would add a whole new mechanic to the game without losing the Renegade flavor. I could harvest for the team AND donate all my cash to team mates! Looking forward to playing with all of you on Feb 26th. Can't wait to see what's planned for the future of the game.
  6. No annoying advertisements? This is a foreign concept to me and frankly, makes me a little bit uncomfortable.
  7. Why not just make the Con Yard the last building that has to be destroyed? It would only be on certain levels of course. I think placing it it at the back of the base surrounded and protected by concrete walls would be a good idea. Once all the other buildings were destroyed, a few small security fences would open up and the enemy would be able to access the Con Yard, but only on foot. The Con Yard couldn't be flame rushed because vehicles wouldn't be able to fit throught the security fence. This would allow for a "Last Stand" type scenario with only foot soldiers. It'd be cool to have one or two player controlled turrets back there too, since the defending team would be outgunned.
  8. Convoy - One team starts the match with a convoy of vehicles, They have to get to the end point with at least 1 person left. The other team has to kill them. Alternate versions could be "Protect the MCV" or "Protect the VIP". The VIP would only have a pistol and could just ride inside an APC.
  9. I tried running RenX for the first time yesterday and it just kept going to a black screen and then crashing. My PC runs UT3 just fine. Has anyone else had this problem? Maybe the file was corrupted and I just need to download again.
  10. I'm not really paying any heed to the reviews of Black Dawn. It sounds to me like the majority of the complaints are about AI and voice-acting...I agree. But neither of these will be in multiplayer where Renegade X is REALLY going to shine. This game will be phenomenal in multiplayer. I'm certain the devs will refine the gameplay plenty before then. Two things: 1.) HOLY FREAKING CRAP!!! The Ion Cannon animation in Black Dawn is AWESOME!!! Will it lift objects and people in the "death zone" into the air in multiplayer? That would be amazing. I'm fairly certain I would piss my pants. 2.) So GDI has the A-10 Napalm Strike as an alternate superpower in multiplayer. You guys said Nod's will be different. In light of what we saw in Black Dawn, does that mean that Nod will use the C-130 for Heavy Cannon airstrikes? That would be just like C&C Generals. I highly approve. C-130 parachute supply crates with various guns and vehicles would also be cool, but probably hard to balance.
  11. I'm not certain, but I think he was asking what websites will be offering RenX mirrors. In any case, I have no doubt all that info will be revealed tomorrow morning.
  12. "Goes much deeper than that" makes me think that the new rifle won't be the standard weapon for a character on either team. Since both teams are going to want to use the new weapon, my guess is that on certain maps, one of the capturable buildings will be something like an armory. Once you capture it, you'll have access to a variety of new weapons, including the new rifle...and perhaps a laser designator for the new airstrike?
  13. Ah ok, I see. Also, you guys have mentioned that you're going to be releasing an editor along with the multiplayer portion. Will this just be a level editor, or will we be able to modify vehicles, weapons and characters as well? It would be pretty sweet if people were able to create skins and mods for Renegade X. Such as a Red Alert mod for example. I've played around with the UT3 editor before, is it basically just a clone of that?
  14. Someone has probably asked this before, but what was the reasoning behind removing the chemical soldier in multiplayer? I never used him anyway, but I was just wondering.
  15. Oh man...a land to sea battle would be AWESOME. Remember that level in the original UT where you had to storm the beach head and destroy the artillery cannon? That was ridiculously fun.
  16. Yeah, I understand the reasoning you guys are getting at, and I enjoy tricking people too (on the few occasions when it worked). I just have to disagree. I feel that having the enemy's technology in support of your own is reward enough but I realize it's only a minor issue and the game is still just as awesome regardless.
  17. Aw man... Looks like I'm outnumbered on this one. I think it would be awesome (and more intimidating) to see a red Mammoth Tank coming after you. But oh well... Anyway: 1.) There are A LOT of things in Renegade that wouldn't happen in real life. So many things it's not even worth the time spent listing them. 2.) Any experienced player that knows what they're doing in Renegade will mouse over every vehicle they see. (It's slightly annoying to do this but it only takes a few seconds and it's required.) I ALWAYS mouse over every vehicle. Getting caught off guard by a vehicle's color is a noob mistake and that's the only kind of person you're going to outsmart with that trick. Not to mention you should be able to kill off noobs pretty easily if you're experienced so that trick doesn't really have much value against the people that you SHOULD be worried about. The PRACTICAL use would be quick identification without having to mouse over everybody, however the MAIN reason would be the aesthetic value. Which brings me to my next point: 3.) The aesthetic effect of making the vehicles looks dirty once they've been used has no practical value at all, but it looks cool so it's a worthy effect to put in the game. The 'vehicle damage' effect actually does have practical value because it allows engineers quick identification of a vehicles heath without having to mouse over it. If an engineer is responsible for repairing an entire group of vehicles, he can quickly identify who is heavily damaged without having to mouse over everybody. Again, it's only a minor hindrance to do so, but the quick visual identifier helps out a bit. Making the vehicles change color would have both practical and aesthetic value. 4.) "oh look that mammith tank is red and has a nod symbol WTF ohh wait its dead coz evey 1 seen it". ^ The fact that you instantly realize that the Mammoth Tank is on the opposite team does not make the Tank any less dangerous. People aren't able to destroy Mammoth Tanks easily just because they know the tank is their enemy. Mammoth Tanks are deadly whether you know they're your friend or not. And the only way I would be slightly more fooled by a stolen enemy Mammoth is if the enemy driver was driving backwards towards my base and firing at their own team mates in order to fool me. (I've never seen anyone do that) 5.) I've always been a pretty hardcore C&C RTS fan, and even though I loved Renegade and thought it was an awesome game, I feel that the developers got a few things wrong when they created it. I feel that the game would have been better if they had stuck to the RTS more. For instance, when you would capture an enemy building in Tiberian Dawn, the building would change over to your color and allow you to produce enemy technology in your color. Nothing was more frustrating than seeing your own vehicles and technology coming to attack you. Having a fleet of grey Mammoth Tanks or gold Stealth Tanks was an AWESOME feeling. Not only that but in Renegade they took away Havoc's red "rambo" headband and changed up his voice. His Renegade voice sounds kinda gay compared to the original, which is why I freakin' LOVE the fact that you can say things in his old voice in the MP. The original warbled invisibility "predator-like" effect that the Stealth Tanks in the RTS had was MUCH cooler than the flowing electricity effect that they used in Renegade. I accepted that change because I felt that the Renegade engine probably just couldn't create a good looking warbled invis effect...so they did what they could with the tools they had...but I was disappointed to see that Renegade X reproduced that error even though the technology is good enough to change it now. I realize that Renegade X is a COMPLETE recreation and homage to the original Renegade and I can see all the love that was put in to the project despite the fact that there's no monetary gain whatsoever. It's impressive. This team has done an incredible job. But I feel a bit disappointed that certain errors that the original developers made are being reproduced as well. AND not everything has been ported over from the old Renegade either (Such as Sydney's powersuit). So it makes me wonder how come certain things are kept just the way they are (despite their faults) and other things are changed. Regardless, It's not really a major issue because most of the changes I've seen have been great, such as the MRLS turret's ability to rotate now...and the new missile lock-on ability. Anyway, I'm getting a bit off topic here. 6.) I took this picture from an article that was written about Renegade 2, before it was cancelled. I'm not sure if this is an official pic from the game, or if it was just a cool random pic that the writer found somewhere and decided to use it for his article, but IF it really was from Renegade 2 than that proves that the developers had plans to make vehicles in the opposing team's color: My main reason for wanting the vehicles to change color when hijacked and owned by the opposing team is because I've always felt that Renegade would be much cooler if it was more accurate to the original RTS. That is all. I apologize for this post being so long winded. I'll shut up now. On a separate note, I found this pic while I was looking for that other one. I didn't know Westwood ever produced a toy line. It's pretty awesome:
  18. So any word on whether vehicles will ever change color when stolen? Cuz that would be really awesome...Not to mention the fact that it would help out with quick identification of friend or foe.
  19. Will the vehicles ever change color when hijacked?
  20. For aircraft defense in the original Tiberium Dawn, GDI had the Mammoth Tank and MRLS. Nod had the Recon Bike and Stealth Tank. The DEV's said all the missiles are going to have a lockon ability now, so this should make the aircraft less powerful.
  21. Badass. Thanks! I see what you're saying about the obelisk, I was thinking APC's could take 3 hits. I was playing 1 on 1 yesterday and getting really frustrated because the dude kept breaching my defenses with APC's with no effort at all, but I guess this problem is remedied when you have more people playing. It sounds like the final product is going to be amazing.
  22. Is battle damage going to go away as an engineer repairs a tank? Or will it remain? Also, are the SAM sites going to come out of the ground now?
  23. Finally got to play Renegade X online with a bunch of people yesterday. The game's a blast. A couple of things I noticed though: -Matches seem to go by way too quickly on the smaller levels. I don't know if it's because people are receiving resources too fast or if the bases just weren't being defended well enough. I don't know, maybe I just enjoy the larger maps more. I hope to see a lot more huge maps like Scorpion Hunter in the future. -The players look really strange when they're running and turning at the same time. They tilt sideways and it looks really awkward. Are the player models going to be made to remain upright in the future? -Ion Cannon still shoots sideways when the beacon is sideways. Lol. I realize this is a glitch but it still looks pretty awesome coming from the side. Like the satellite isn't centered right above the battlefield. I'm excited to see the new Ion Cannon animation you guys were talking about. -Is the War Factory garage door ever going to return? I think I can probably guess why you took it away, but you could just make an invisible wall that people can't pass through. Only the created vehicle could pass through it. -I think the tiberium fields should have A LOT more crystals in them IMO. In the old C&C videos and in the game itself, the tiberium fields were chock full of crystals. -Are the harvesters going to have an animation for gathering crystals in the future? They just kind of sit in the field doing nothing right now. -I really wish the Obelisk would destroy an APC in one hit. With the obelisk's slow firing speed, it really needs to do more damage. APC's are cheap and fast and they roll right by Nod's defenses like they're nothing. Where as the GDI ADV guard tower destroys everything that comes at it. It takes teamwork to take it down. Other than that, the combat feels pretty solid and it's a really fun game.
  24. "Renegade-X Frontend has encountered a problem and needs to close. We are sorry for the inconvenience." I downloaded UT3: Black Edition from Steam, updated it to the latest patch, and then downloaded Renegade-X 0.55. The auto-updater started downloading, but the connection kept getting slower until it was only downloading at 2 kb per sec. So I canceled the update and tried again, and when the updater came up, it seemed like it was just replacing the old files. Did I screw it up by cancelling the update? Do I just need to completely delete the renegade folder and start over?
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