Jump to content

omega79

Members
  • Posts

    626
  • Joined

  • Last visited

Posts posted by omega79

  1. What about Stealthunits ... will you work on the visibility?

    In example:

    • Stealthunits flicker when hit by a projectile
    • Stealthunits flicker when recive damage
    • Stealthunits flicker when move on Tiberium
    • Stealthunits may be seen from a little further away by certain GDI units (like 1k characters)

    Will the directional microphone for 1K snipers return?

    What do you think about the idea to reveal all enemy units on radar if they sprint?

    even SBH

    @Jam

    What date will this topic be closed for questions?

  2. Global Changes:

    • Slow artillery shots down, and let MRLS aim closer to where they are so they can defend against infantry like arty can.
    • Make SBHs flicker when sprinting, like they did in old C&C Ren when they jumped. It would help even gameplay a bit, making SBHs have to be somewhat careful in GDI's base.
    • Give thermal scopes to havocs/saks. Keep in mind, being scoped is a horrible disadvantage for a sniper at ranges less than long-range, so this does help with people behind bushes / SBHs somewhat, but once within medium range, the other infantry is pretty much guaranteed to be safe from the havoc/sak since it's easy to hit the sniper when they're scoped and very hard for the havoc/sak to do likewise while scoped.

    I agree on the first two points ...

    the flicker argument has ben said many times, i am sure that is something they think about and stealth in general will be overworked

    the thermal view would be horrible imo ...

    but i would love to have the directional microphone back

    Map-Specific Changes:

    Walls Flying

    1. Give GDI real turrets, so Nod actually has to try to win, instead of camping for 30min until a lucky nuke lands.

    I am absolutely a fan of mini basedefense :)

    Whiteout:

    1. Change the way the top of the hill is structured, so that neither side can hit the other's buildings without being exposed to fire from turrets. This would help prevent insta-win whenever Nod takes the hill.

    2. Give manned turrets stealth detection at a range roughly to the side entrances. It'll still be hard to see SBHs against the snow, but it at least gives GDI a chance to find them when entering base.

    I would love to have a real BD on this map (AGT/OB) and a higher hill ...

  3. What is the actual amount of maps you want to have for the Final product?

    (I mean those which you think that have to be in RenegadeX, not those you have Ideas for. You may name some but I not demand names ;) )

    Can you give us more informations about C&C_City_Flying?

    (Must be the most demanded classic Renegade map. I guess everyone would love to hear what are the plans for it, what are the issues with it and the general status of the map.)

    Do you remember rebuyable turrets, and is that a concept that would fit in your idea of RenegadeX?

    (There was a mod in classic Renegade that allowed to rebuy the small turrets. Players had to collect a small

    floating icon that did (re)spawn after a turret got destroyed. Each time you collected it, it took 100 Credits from you to raise enough funds to respawn the turret.)

    Is it possible to have more than one refinery? Or to have 2 harvesters with 1 refinery?

    (Everybody knows that from the RTS game. I think that would get a nice twist and would have a high recognition value. Ofcourse I am talking about new maps and not the implementation for current maps.)

  4. because thats how it works ...

    humans decide a lot by the first impression ...

    it is the way we work ... specialy if it is for something

    that is not necessary ... something like video games specialy if you have no relation to it ....

    advertising agencies make shit load of moeny with that knowledge

  5. I am still for the limit, not just because I think the game is not made for more than 64 players in any way, but because it gives a false impression for new players who just downloaded the game and join an overcrowded server ... or a 200 player server with barely 40 players ... that will turn a lot new players away ...

    you might say that those can try a low cap server aswell ... but most wont ... for the most it is the first impression that makes them stick to a free game or let them turn it down ...

    about the donation for the license ... we all do not know any details about their agreements with EA

    but since the $99 license allows them to make more than just 1 game

    (they could make their own project and earn a lot money with the same license)

    i think that could lead to some problems with EA and their legal department

  6. i just think who would like to play a match with more than 64 players (Thats already absurdly high) on the given small maps?

    you would need new, much larger, maps ...

    imagine 100 players each side on walls or islands ... worse: Field

    not to forget the balance, the game is not balanced fo such a playercount!

    I hope the keep the limit at 64 max ... i love the actual 40 player limit

  7. Have not watched it right now but since i am in process of learning how to use the UDK i sure will :)

    thank you for the upload :D

    is here the place to ask a question?

    well ... i will ...

    Will you add turrets on both sides like they were modded in later?

    i kinda liked the turrets at each exit of the inf tunnel on gdi ...

  8. let the team fix the crashes, bugs and gliches in this beta and you will have even more fun :)

    I think as the beta grows the fun will grow aswell :D

    after all is fixed and the beta is over there will be more players i am very sure

×
×
  • Create New...