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Madkill40

Phase 5 Beta Testers
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Everything posted by Madkill40

  1. TL;DR Renegade X is about this much finished |______________( '-' )______________|
  2. There is a lack of a tutorial system, this is problematic.
  3. Madkill40

    Tornaments

    3 squads of 6, 6 squads on two teams. A new way to play
  4. 40 minutes +5 minutes 'overtime' If VP requirements are reduced then Harvester team VP would probably need modifying for AOW. This would have to be a preset, i.e. 'Command & Conquer Mode' (Marathon) 'All-Out-War Mode' (Timed)
  5. I hate players who don't take responsibility for themselves and/or their team. All players be responsible for dis shiz.
  6. Timed matches need a lower VP requirement per rank based on minutes in a game (somehow) and for the last 5 minutes of the game to grant 'Heroic' to the team with the best average score, their opposing team keeps their veterancy, the last 5 minutes then leave both teams an advantage to end the game more naturally. If one building still stands for just one or both teams then the game should be a draw.
  7. I like the look of this one, simple and infantry/aircraft only, right? Could be pretty fun
  8. Annoyingly you can't put a destroyed husk inside either GT as this stops the GTs from firing ): Husk on death would be ideal, at least for base defences. Maybe at some other point in the future vehicles could leave destructible husks for every 1 in 12 vehicles?
  9. I am curious if commander is able to select two players to be defense and offense Captains for their team, each being rewarded with some form of buff for themselves and maybe an AOE for players nearby? Like in RTSs
  10. A destructible vehicle husk (75 health - 325 health) and automated defenses should look like the destroyed structure it is post-destruction. A good way to reward infantry on the field with cover.
  11. Sexy Silicone Jockstraps??!!!
  12. The big areas filled with collision obstruction due to scaled-up meshes you have two options: 1. Decorate the areas with things 2. Set mesh to have no collision and build a more accurate blocking volume 3. Both 1 & 2
  13. I wish the sounds were better labelled and categorized
  14. Wouldn't it just make more sense to lower the damage of each missile rather than reduce the amount of missiles in a barrage? Forward arc lock-on only? Nahhh... Recon bikes are pretty lightly armoured, easy kill.
  15. Scaling meshes too large really does demotivate, first variant of Frostbite suffered from this much worse to be fair. I'd quite happily create a minimap, they're an enjoyable process. @Agent or @Schmitzenbergh or @kenz3001 what is the resolution of the overview map supposed to be in pixels? (Original minimap template dimensions are way off)
  16. It'd probably be more possible to spawn a constant aura around an heroic vehicle but that may just look naff
  17. Most vehicle weapon effects change moderately to signal you are being attacked by an heroic vehicle, an additional effect or static decal locked onto a heroic vehicle (if possible) would probably be the most doable as far as a different skin goes, there's a reason elements to signal different veterency are HUD and effects based. That is typically what defines a skin when somebody uses the word 'skin'.
  18. Increase time it takes for the next harvester to be built to hinder team VP farming Buff bullied harvesters per destroyed harvester
  19. Pop-up destructible walls are the only other option I would recommend adding at this point for base defence, for such entities to work would require certain purchasable characters to have a hidden weapon slot which...
  20. Your point is very circumstantial and not entirely relevant? In all fairness
  21. I'd blame my team by name-calling them then ragequit like some silly little child who couldn't handle the responsibility of defending the base, obviously. /sarcasm I do understand the point you're making, mines highlighted on the minimap would force infiltrations to become a group effort rather than a solo effort. (depending on playercount) With this in mind I'd want tracker mines (indicated on the minimap once planted) which are only accessible with a Hotwire/Tech, standard mines put onto the item menu and set as a max of 3 per player (: make the main field more terrifying and make those emp'nades used even more
  22. Minimap done or need to be done?
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