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Madkill40

Phase 5 Beta Testers
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Everything posted by Madkill40

  1. I've had this idea to have the bases spread out, but spawning is then an issue... Alternatively the idea of a map where one team just has to defend and the other team is free to attack... but this idea also seemed impractical... CNC-Valkyrie is going to have 'drop spots' and other neat terrain-specific features for different tactics, but its a WIP that's not going to be done until Frostbite gets sorted.
  2. The ability to swap team should be disabled when either team is able to surrender. So the first 10 minutes of a game should be the only time you can swap teams. Maybe try disabling team swapping until 10 minutes into the game so its really only used to practice and not whilst eveyone is trying to join the game as this clearly affects the games autobalance. Other than that, wasn't there some team balancing voodoo being worked on based on global game rankings or something?
  3. Like suiciding near allies..?
  4. Ammunitions on specific infantry explode when non-standard rounds kill them dead. The damage done is small, depending on the type of infantry you are when affected will decide the burn damage as well. (If any) Worst case scenario; if a Sydney/Raveshaw explode right next to an engineer (weakest unit regarding health and armour) then the engineer should suffer upto 85% of its health. Minimalist damage scenario;If a engineer explodes right next to a Raveshaw/Sydney then the R/S should suffer upto 10% maximum. Explosive deaths being able to domino (i.e. explosive death triggering another explosive death) is debatable. Veterency should make no difference to damage of explosive death, damage recieved is dependent on your units buff from veterency rank so a Gunner would be less affected at higher veterency by default. -Point here being veterency should not have to be modified to accomodate explosive deaths- I figured that went without saying considering if engis/techs/hottys exploded they'd damage vehicles. (Friendly ones included) The units affected the most from this would and should be light vehicles such as APCs, Buggys, Humvees. Meds and LTanks/Stanks, MRLS & Artys the same as each other. Mammys and Flames the same.
  5. Given that recoil and gun stabilisation doesn't exist in RenX, this actually seems pretty fair.
  6. If flames and chems exploded then fairly Grenadiers and McFarlands should explode, but that's how I ended up with such a list as stated in the OP. In my mind, the area of effect for the explosion would be very small, so units would have to be really close to be effected 100%. I honestly don't think players in vehicles would keep their distance, at least not all players just the really dumb ones whereas most I think would realise they need to be more aware of their repair people and keep them protected, failure to protect your teammates results in you potentially being damaged by their death. It would not be a great deal of damage. A Raveshaw/Sydney shouldn't do more damage than a Timed C4 to a vehicle, heck the most damage should only be 150-200 damage to a Mammoth tank. If somebody tried to run underneath your vehicle as a sacrifice then well done them for an expensive suicide bomber, it did very little or if you just stopped and shot them that should obviously do a lot less damage. [If it isn't any of the units listed below then no damage would be had to vehicles] As said, Gunner, LCG, Sydney, Raveshaw, Hotwire and Technician should be risky to heavy vehicles, which is more to deter the light vehicles from running down anti-tank infantry. e.g. A Humvee should lose up to 75% of its health for running down any of these infantry, just to act as a deterrent. You could quite easily minimise this effect in that pistol and machine gun rounds don't cause infantry to explode, which makes Humvees, APCs, Buggys, and a handful of low-tier infantry safe from explosion-on-death. The point of them exploding is that their weapons and ammunition are reacting to the type of damage being dealt, psychologically I think this would make players more aware of their surroundings in general and bring about better team work by proxy.
  7. Engineers, Grenediers, Gunners, Flametroopers, LCGs, Chemtroopers, McFarlands, Sydneys, Raveshaws, Hotwires, Technicians and RocketSoldiers should all explode on death. Gunner, LCG, Sydney, Raveshaw, Hotwire and Technician explosive deaths should be risky for heavy vehicles and quite volatile for any infanty within a close proximity. If any of the listed units are crushed or shot or exploded to death this should result in an explosive death. Damage upon death should be equivalent to the units' cost, damage affects all and only players. I'm curious what effect this would have on gameplay if players as infantry and players in vehicles needed to be extra cautious of the anti-tank units. Might be useful when one team blocks anoher team in their base and killing their heals literally causes a damaging blow. Even if this wasn't implemented in a patch but as a mutator. Thoughts?
  8. Don't leave your team by bringing failure to the other team? I'd say this is a pretty fair penalty for team swapping and shouldn't be 'fixed'.
  9. Was that last feature in the video a RA3 mod? LavaDragon is the only name I could pick it in the 7 seconds of RenX footage.
  10. You make a lot of sense with that idea, looking forward to seeing further progress.
  11. I am not quite sure what I am looking at but I now just think a balcony which goes above the main hall which leads to the nuke in the Temples tail would be more practical than an entire underground side... Simply because that picture looks like a balcony over a hall/bay leading to the nuke silo. I am just waffling, you're making good progress and I like the details which shape the room. (The columns especially)
  12. This goes double for people on my enemy's team.
  13. Added a 'POWER' one to complete the set. UNITY.tga PEACE.tga STANDBY.tga POWER.tga
  14. Do some players think that if they hide behind a stealth-tank with a non-stealth'd unit that they will be cloaked from one side? Just to be clear to people who are able to read, that is not how stealth works in this game.
  15. That marble texture is exactly what I was thinking of. How do the door frames and the door's frames... look with the marble? Not sure if you made a background for the screen yet but here is a lil'something for them. .tga attached. ScreenBckgnd.tga
  16. A good tutorial just gives players an upperhand for the most common tactics. Like informing people to stay in their vehicle when Nod have SBH running about the place.
  17. Interior pillars and such would look nice with a black marble texture.
  18. A still red background image with black text that reads. "-PEACE-" "-UNITY-" "-STANDBY-" Your Temple of Nod is amazing.
  19. Soft boundaries with Hard boundaries behind them might be a good idea from now on. (Or since they go off-map just make them reeeaaallly long?)
  20. Genuine stained glass replicas... Nice. Brotherhood one is amazing.
  21. But it already looks so good, curious to see how much it could be improved.
  22. I understand that if the building is purely scenery but if it was to be at a playable scale (scripted building) it would be more practical to be shrunk down. Technically, the Barracks shouldn't be nearly as big as the refinery but it is because practicality dictates this. The temple should remain the biggest building but maybe not that much bigger? Scaling it's total length and width down would benefit the metal.mesh texture as well, the closer it can remain to its original height by comparison would keep that cinematic example. Have the original and a scaled down version by all means, the scaled down one could could just be dubbed 'Temple of Nod Shrine' and be made into an actual building with a health/armour bar and MCT.
  23. Their models and textures started as hi-res but are massively reduced for old engine, I wonder what it'd be like. Beta Sun plz.
  24. You will be so sorry that your ass will be red with binary.
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