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Eagle XI

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Posts posted by Eagle XI

  1. 4 hours ago, BlackHand1337 said:

    Well recon bikes were a thing in C&C1, so why not.

    If someone can create an appropriate TD version that has weaker firepower than the TS version it can even be added as an regular purchasable vehicle. (prolly) I too love those Nodmots.

  2. Ah, noo, i wouldnt call it OP either.

    11 hours ago, Sarah! said:

    On AGN we decreased the damage for the recon bike from 50 to 44 (total clip dmg changed from 300 to 264), and increased to the reload time for 4 to 5.5. 

    This is live as of now.

    Not a fan of purchasable TS era vehicles as they are supposed to be rare.

  3. Its the rate at it can apply the damage, if it was reduced to 4 missile per salvo but damage of each rocket upped to compensate could be more manageable to fight against, as currently its an MRLS without any of its disadvantages. Also its lock-on need to be limited to forward arc only.

  4. You can simply make it so that when insufficient rank enters heroic vehicle it reverts back to default skin. However if its so much of an work dont really need it.

    Glow fx would end up looking unnecessary silly and im not a fan of visual only auras.

  5. 12 hours ago, Gliven said:

    Uh..What? Also it doesn't matter what security system you put in place, there will always need 1-3 defenders in base depending on the map. You need people to repair buildings, spot infiltrators and various other tasks. Adding another anti-infiltrator system wont pull defenders away from base to get you those extra field repairs.

    Hmm, maybe instead i should have suggest to have ai controlled pet repair drones like those factory repair drones in C&C3. They would have limited life being on a timer but are immune to damage. Each drone repairs at 2/3 the rate of an player controlled repairgun.

    They would be an item purchasable by Engineer and above equivelants, that comes as pack of 3. Using this item the engineer can target an friendly vehicle then press fire to release an drone that tags the targeted friendly vehicle as its master, the drone then follows it around and repairs upon being damaged. An vehicle can have up to 3 of those active at a time.

  6. 7 hours ago, vandal33 said:

    Actually, the Aurora bomber in Generals slows down after dropping payload and it not only happens in ZH, it happens in Generals in general.

    But giving harvesters increased ranks would be nice since it already has a rank icon. 1 rank up per running over enemy infantry (since it rarely happens). Each rank ups increases its speed and/or armor. It also stops enemies from purposely dying to the harvs.

    Ok, i did totally remember it wrong. Intention was to limit the speed boost for returning to base only, as to not boost the speed harvester gets into the field to prevent frequenter farming by the opposition.

  7. The idea is when you are heroic veterancy and spawn an vehicle then it gets an different skin. Its probably not going to be too different than what the vehicle is normally using, with an few added decals et cetera.

  8. probably not a good idea but still:

    Like the Aurora Bomber speeds up after delivering load in Gen:Zh, but instead when Harvester has full load. Harvester completes field trip sprints back to base gains increased speed.

  9. Not the tiny capturable radar thingies.

    possible Purposes:
     - Serves as prequisite for purchasing Arty/MRLS. Want to end that spam ? kill this!
     - Provides the minimap radar aslong base has power.
     - Airstrike item availability depends on this building.
     - Projects an area of stealth detection around itself aslong base has power. Inside this building stealth never functions.
     - Houses an Security Console, this is an special terminal that provides access to security cameras stationed throughout the buildings. Each building houses atleast 2 cams. Security cameras can be targetted and destroyed seperately. You know what an security camera is. Using the terminal one can see what the cams see, shows interior of one building at a time, cycle through with arrow keys. The cameras themselves wont detect stealth.

    • Like 1
  10. Security Doors and Hacking

    Base defense relies way too much on mining building entrances, and then keeping tabs on mines. Plus, ive always found it unreal that buildings would have such strongbuilt automated airlock doors but no system installed to lock them if need be. To pick the weight off that meta(but not completely eliminate it) there could be an building upgrade, that can be purchased by an engineer(or above equivelants)at items submenu.
    This item when purchased modifies doors of that building such to have friend or foe detection, so that the door locks if foe in vicinity and an keypad terminal gets placed next to each door of the building that is opening to the outside. Those terminals exist both at the outside and inside.

    To get into an building with upgraded doors, an engineer must reduce the health of this keypad terminal(All security keypad terminals on the building share same health-pool) at the outside to 0, using his repair gun. Almost the same capture mechanic for neutral buildings. The inside keypad can be used to trigger the door open for an while incase want to get out but an enemy happent to be outside. As alternate way of disabling the system, destroy the PP as when out of power all doors auto-unlock.

  11. No, its not fine how it is. Its move and turn speed should be upgraded, its like what the slowest vehicle in the game ? Besides its dumb as a rock.

    Inside the Refinery there could be an one-purpose console that can be used for remote controlling the harvester. Tiberium harvested automatically aslong on a field. Since without any guns babysitting the harv can get boring mount an mg-turret on it and make the gun require to be controlled by the remote-controller guy(gun not active when left to its own AI). Alternate approach may be increased speed only whilst being controlled.

    20 hours ago, isupreme said:

    maybe the team could buy  the harvester some ability?    Then it would not ruin the earliest rushing due to lack of funds.

    Nice one, that way later in game Commander can buy one upgrade for the Harvester out of many choices. Possible upgrades would be change its mg to an rocket turret, give it a larger version of chemtrooper weapon that uses the load as ammo(Nod), buy it extra carry capacity(GDI), stealth(Nod), install passenger slots on the sides that can be manned by players for transport, extra armor, etc. The cmdr has to pick one of those upgrades as only one can be active at a time.

    :]

     

    Ah lest i forget: There can be an item only the commander can buy. An carryall service with noticeable cooldown. An chinook arrives to pick up the harvester and transports it back to base, drops it before refinery door.

  12. On certain maps the harvester gets farmed way too easily, on those we could try to do the same as C&C3 harvester, modify the harvester such that it can carry an few infantry on it or that it has an anti-infantry gun mounted on top that may or not be required to get manned.

  13. This type of map would be large, the sides start with an conyard, couple buggie/humvees and a tank that get paradropped alongside the mass infantry into the area. Since the defenseless conyard getting boomrushed within the first minutes of an game would be awkward there is an rush-protection in the form of an ai-controlled pave-low(gdi) or harpyie(nod) that lingers above the base for the first minutes of the game(or atleast an Barracks is built). Think of it like the ECA chopper that flies around the Command Bunker in RotR.
    Defining base area: It could be like in the first Bfme game. There is an pre-defined base area for each team, inside this 'castle', which unlike in bfme starts without any walls and gates at first(but there an few preplaced bunkers and loosely laid-out sandbags along where the walls will come later, as to not being entirely senseless to defend at first. Later the base can be upgraded to have solid beton walls with gates, back to what i was saying there are spots where the buildings can be built upon. There is an limit of x buildings per base and y defense turrets. All base buildings use an large slot, advanced defenses use an medium slot, and basic defenses use an small slot. The base area is defined such the conyard will always remain in the middle center(is 'citadel' of 'castle'). The layout of base corresponds to roughly an hexagon(Nod), simple geometrical(round or squarelike) for GDI shape.

    How expansion gets handled: Like in C&C3, there are little outpost expansion bases that can be captured each has 3 large slot and 3 small slot around itself.

    In this mode there is an base management console inside the conyard, that accepts only the commander to interface with it.
    Using this console the commander can:
     -Upgrade an empty slot with an building which then gets built there. The building being built will have scaffolding that can be attacked to hinder its construction, similar to gen:zh. An destroyed building can be rebuilt aslong the Conyard stands.
     -Deposit credits for building repair. Deposited credits to be reserved for auto-repair of that building. Aslong an building has credits reserved it will be repaired automatically at an base 'two repair guns'-rate that also increases the more credits are reserved for that building.
     -Control the dumb harvester. As this type of map will have multiple tiberium deposits Commander can assign the Harvester to an field, the Harvester then happily travels to harvest that field. As the game progresses Commander gains ability for can order an Carryall pickup one Harvester and carry it back to Refinery vicinity(like in Dune).

    -Upgrade walls of base. First upgrade adds simple chainlink fence, second upgrade adds solid beton walls and gates maybe.
    -Activate respawn on a building. Each building can be respawn area but there can be only x amount of active respawn at a time. This is necessary in combination with expansions as otherwise there is an chance of randomly spawning at far outpost instead mainbase when its under attack. The commander is to manage that.
    Base building follows C&C95 tech-tree. First the PP, then Barracks and Ref, then Weap, CommC, Repair, Helipad etc.

    There can be multiple PP, Ref, Barracks or Weap, aslong the building limit hasnt been hit. Available building slot number doesnt necessarily equal building limit.
     

     

  14. It seems most maps are shaped similarly. One 'main corridor' in the shape of an U, two bases that are an stonethrow away placed next to each other yet are seperated with impassable terrain, an side route for infantry, most maps dont even have an alternate route of attack outside of infantry flanking.

    Why we dont try something else in map design for an change ?

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