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Everything posted by Meyerm
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Will Nod ever get the sensor relay as well? Nod's particularly vulnerable to their own vehicles if they're stolen, a lot more so than GDI. Just a sort of insurance so half the team doesn't have to patrol around base for a rogue stealth tank because one guy screwed up.
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Is there a range to the AI's detection? By that I mean it won't target the nearest enemy regardless of location, it would wonder around until it sees something. On another note, you seem to have plans to expand on the mutants which are currently only on Snow. I had a few ideas regarding hostile bots: 1. Have them on more maps with small bases, featuring vehicles, infantry, and destroyable structures. In each instance, there is something to gain from attacking the bot camp. Undefended passage to enemy base, free vehicles, resources, etc. As far as buildings go, they can be old tib dawn structures, civilian structures converted to base defenses, or retextured structures from the factions, since the mutants in tib sun had all of that. 2. Co-op map against Cabal's cyborg army, complete with an enemy base and cyborg bots. Select infantry and vehicles from both sides would be available (or just infantry).
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Some news post said you plan to implement visceroids. How will that work? And will they get a new model than the basic renegad eone?
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Apocalypse Rising Red Alert 2: Apocalypse Rising - Ask a developer!
Meyerm replied to OWA's topic in W3D Hub Discussion
If we're talking stolen tech, I think both sides should get spy. more dynamic gameplay, and it would be unfair that only one side has to defend their battle lab (will be in it, right?) from spies. But since it's currently just the allies, what will they get? Chrono Ivan or psi commando? or something new? -
I helped film this (was one of the wolverines and one of the juggernauts), but there were several scenes shot that weren't included. Is a larger trailer coming?
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Apocalypse Rising Red Alert 2: Apocalypse Rising - Ask a developer!
Meyerm replied to OWA's topic in W3D Hub Discussion
True.... I have to ask if the terrorist will work just like in RA2, because a unit who's sole purpose is to blow up and cause as much damage as possible sounds like a killwhore or troll's best friend. Defensively, I can imagine them being used just like the suicide attack flamethrower trooper has in APB, just clearing out a building without having to actually aim and "dance" around enemy fire. -
Apocalypse Rising Red Alert 2: Apocalypse Rising - Ask a developer!
Meyerm replied to OWA's topic in W3D Hub Discussion
Interesting idea, not sure how well that will play out in a fps. Say soviets get Cuba, and the Allies get Britain. Close range infantry vs. long range infantry killer. -
I was thinking you would livestream ingame testing sessions, but the actual modeling part is cool to see too.
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Apocalypse Rising Red Alert 2: Apocalypse Rising - Ask a developer!
Meyerm replied to OWA's topic in W3D Hub Discussion
How will nation exclusive units be implemented, like the black eagle, terrorist, tesla tank, sniper, etc. Also, will any custom infantry be added? (by that I mean not in the game it's based on, like APB snipers and Nod Kerubim) -
Livestream? Awesome, I'll tune in if I'm not busy.
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So, the SSGM won't remove the bindings, just the icons, right?
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You can remove the icon by typing !unbind into chat. Maybe you should have the server bot tell that to people periodically to circulate knowledge of the feature. Not sure what that does to gameplay, only used it when I was an "actor" while the devs were filming a new trailer.
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I considered, but I don't think I'm tester material. I mean, I do as asked and take promises of secrecy and restraint to heart, and can be counted on a week-by-week basis, but I have zero experience in any kind of dev or testing role, and I can't promise more than 2 months of commitment. Anyways, glad to hear updates will be more regular. Every so often I encounter some dusty demonstration video in an obscure, untouched section of Youtube, but it appears more is done than what's been revealed in detail. Perhaps you can slowly release detailed previews of every finished model you have so far, and any programming or effects you have finished shown in videos. Not all at once, but I'm sure there's a buildup of things ready to be showcased which you can trickle to the public a little at a time.
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Updates on how apoc rising is doing are far between and lacking in content. Few images, and even fewer videos. I think all of us would like to see more content previewed. I for one can't tell at all if the game's 90% done or 20% done. I think the apoc rising team should be more open and regular with what previews of content they release and how progress is coming along. Maybe start monthly progress reports with a new image and/or video each time, just so we know it's still in active development and have some idea as to how far it's gotten. People tend to stay interested and hyped when they can see how much is done and can count on tne project still in active development. Just a thought.
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Ah yes, I remember that match, spent half of it getting headshot by mutant bots waiting for the mammy that spawned just as I died.
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Wouldn't be surprised if the bike was made more quiet. Always struck me as odd for the faction that's all about sneak attacks, deception, and sabotage uses loud as shit engines on their vehicles. And, lore-wise, by 2030 they would probably have a quiet engine. Heck, maybe the bike's electric or fuel cell powered.
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I think it was just as a prop to define the map boundry, not an actual defensive wall. Seems kind of redunant anyways, with just a couple beams. Even if you couldn't shoot through the gaps between the beems, you can still see through them and power plant going down would (or should) disable them.
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Ruined Tiberian Dawn buildings in TS Reborn?
Meyerm replied to FekLeyrTarg's topic in W3D Hub Discussion
If you are going to add old tib dawn stuff for the mutants, what would be a nice touch is mutant graffiti and haphazard repaints with rust and patching so it looks worn and really "mutant slum" looking. That being said, they should be neutral enemies on more maps if you're going to invest more in them. -
Ruined Tiberian Dawn buildings in TS Reborn?
Meyerm replied to FekLeyrTarg's topic in W3D Hub Discussion
I like the idea actually. I think there's a custom map for vanilla renegade out there some where that has a ruined APB refinery in it. Just add old buoldings from a past age as eye candy. I had an idea years back of a capturable mutant merc barracks that allowed things like technicals and mutant infantry to be trained (vehicles would probably spawn out of team's WF to avoid the dual production building issue). Converted civilian vehicles that are weak but very cheap, some vehicles from the opposing side that have forgotten mutant skins, etc. -
SInce the player can switch to control the bot manually, I think all that would be necessary would be follow the controlling clone, aggressive (attack nearest enemy), and guard (stand in position and attack any that get in range). The bots are really just cannon fodder, and for the guard mode, early detection (place it at a base entrance on guard, would be ntofied if it enters combat or gets killed).
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What ARE "Fabian's Effects"?
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Then the soviets would have to be very careful about using Yuri, unless you're talking about the bot matches against Yuri's army. Either way, Allied players might camp the Yuri while he's taking control too to get a free bot. I like killing the bot when the Yuri clone is killed better, either that or turning the mind control weapon into a "terminate controlled unit" button after control's achieved. Kind of like how C4 works. Since it might be hard to keep the bot alive while you're getting the clone to safety (since I assume the bot would just blindly charge the enemy like bots on Reborn and APB), would it possible to use some kind of chat command or something to force the bot to follow the controller if you don't want it to attack right away?
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I still think the bike is too flippy to be effective. Make it heavier and grip the ground more. Just drving it is hell if you have half-second lag spikes
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So since you seem to have mind control logic figured out, or at least getting there, Yuri clones could be added to the Yuri army maps too, though not sure how well Yuri clone bots would work. My thought was you would abandon attempting mind control and have Yuri be a purely anti-infantry aoe attacker with the psi blast, or just decided to abandon the unit all together.
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I like the first one where a bot's made that can be switched to and from. I'm guessing the bot would die if the Yuri controller dies? Does that mean the Yuri unit is still work in progress, not abandoned? Conflicting sources make it unclear if the unit's still a planned addition.