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System Error Message

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Everything posted by System Error Message

  1. It doesnt matter how far apart red alert is to tiberium series, taking C&C logic even the basic infrantry assault rifles will damage a tank, you just need enough bullets. So its more of pitting numbers to numbers, tech doesnt really apply here (i mean in RA1 which was after WW2 the allies have phase tank and gap generator so tech wise there wouldnt really be a gap) The way i see tiberium is like, the world has ended and the survivors came together and tried to rebuild better which is basically what GDI units represent, an effort to build things decently whereas NOD usually have weaker units or units from the pre-apocolypse with some tech but focus on making more of an impact. So if you took the mammoth tank from RA against GDI mammoth tank they would pretty much be even, lots of metal vs a more refined and supposedly more efficient vehicle. They are just too similar too.
  2. Lighting is baked into terrain so all this will do is lead to rooms still being bright but containing shadowed infantry. And the Renegade approach of "paint all the walls red" looks dumb. How about painting the walls yellow? Is lighting really static? Even if they cant be implemented there needs to be a feel for it. Essentially renegade did very well with feel even though they didnt have as much content as you have. Edit: not to be misleading but i think TSR has a very C&C and base commando feel just like renegade has but it is something w3dhub made whereas RA APB was something w3dhub acquired.
  3. Sorry for double posting but it would be nice if when the power plant was offline that it would be noticed in a certain way that only affects gameplay in a minor way but adds to the feel. For example: - vehicles take a few seconds longer to build - building lights change (they could go to emergency light or turn off) - radar goes offline
  4. how about a level of 2 static ships, 1 for allies and 1 for soviets. The ships would have the ore silos inside and since it could be considered as a building be made destructable (perhaps ore functionality can be integrated so no silos). The ships allow barracks, docks and perhaps helipad functionality and may have AI turrets or perhaps the players can control them (as some turrets are like in renegade). The point about this is that perhaps the stuff from RA like the cruiser can be implemented or even enhanced in the gameplay value in such real life ships have many guns on them other than the main guns themselves. Since soviets dont build ships they can have their dock in the middle of the ship with water (just like the ship in renegade). An alternative arrangement to the map is allies get cruiser as their base whereas soviets get a small island that seems befitting of their design (volcano?). An objective could be added for the allies to destroy the soviet's nuke within a certain amount of time. Recreating missions from RA would be something a lot would like to see as its not just the standard skirmish rules of destroying each others base. I remember the tanya missions even in red alert 2 is that even though she could kill any infantry in 2 shots (she has dual pistols), and dogs but she is vulnerable to tanks and cant shoot while moving (i hope when balancing tanya you guys really took note of it as she costs more than a tank). Perhaps some missions could be inspired from real life events that happened during the cold war such as with cuba and nukes.
  5. You can have all of this... true, i am a developer but have been busy with university.
  6. Uh, when was this ever a thing in RA2? Spies only enabled the ability to build veteran versions of their own units when they went into a factory, and going into a battle lab enabled a unit that wasn't even initially buildable by either side anyway. Engineers being able to flat-out steal technology is a thing that's been tried already, it was on MPF's APB server back in version 2.1.4, and it was almost as much of a disastrous decision as tech levels. Somehow I don't think the AR devs want to do something that someone else has already proven to be a bad idea, but I'll let them speak for themselves. What i mean is engineer goes in building, does something and you can than build enemy units from the building the engineer entered. I vote for cute attack dogs that would make infantry think about PETA or cuteness instead of shooting it.
  7. Will the Yuri faction ever be implemented? Is the allied destroyer going to be a 2 player thing or 1 player with AI? (The VTOL at the back, or perhaps it can rearm other VOTLs?) Will the soviet's dreadnaught have guided missiles or some sort of missile system like in RA2 where it could turn? Is the giant squid from soviets going to be implemented? Is the chrono capability going to be implemented? (infantry, ore gathering)? How will the IFV work? And also the allies big tank that can run over other tanks. will the kirov airship be implemented? Someone actually made this in from the depths. Can engineers have similar spy functionality when it comes to stealing tech? As in engineer goes into enemy building than the team gets the build the other side's stuff. Will special faction units be implemented? (i.e. grand cannon, snipers) Will the allies only be able to build 4 harriers per radar or more? I think the allies should only have spy however if the soviets get engineer in barracks and/or tech lab than they should be able to build spies. Engineer rush is one thing the RA2 AI loves to do. Can the spy steal cash? Will the dogs look cute and terrifying?
  8. so the next version would be 4. What im asking isnt to change the core gameplay but rather add them as optionals, something either map or server choices, Replicating some missions from red alert would really add to the game and it should be multiplayer but adding bots would really be nice for these.
  9. I dont mean restrict the tech till half the match but rather have it vary but have it all unlocked within a few minutes. In RA you could unlock all the tech within a few minutes. Teching up could be an optional feature to be enabled by server/map. Could even be useful for tutorial map. RA APB never came out of beta so version 2 would be far away but it would be nice to have more elements from C&C including some of the campaign missions. RA seamist is a good example.
  10. But theres always room for improvement, perhaps major changes can be done for version 2.
  11. they had identical speed (speed=6) and identical health (strength=600). however, the MCV had armor=light while the ore truck had armor=heavy. And, again, there's no point to adding a purchaseable MCV if it does nothing that can't be done by already existing units. Especially since it'll confuse new players into thinking "it can be purchased it's gotta do something right?" We could make it repair buildings, maybe some gamemodes or even have it deployable for repairing buildings. So if the plane was just a model than perhaps the same thing can be done for airstrikes or with other things. But i really would like to see all the non flying vehicles implemented in at least. Even if the 2nd turret of the cruiser is just AI controlled and doesnt shoot at buildings is entirely fine because it would need less balancing. And while the reason not to implement the tech center would be space you could always place some buildings next to each other for more open space. In every C&C game its not uncommon the build buildings next to each other. Perhaps the fixed wing aircraft could be implemented as VTOLs assuming that kind of gameplay is acceptable.
  12. Regarding fixed wing aircraft, in the original renegade when the Nod ordered a vehicle wasnt it always delivered by an aircraft? The MCV game mode would be fun and even just having an MCV with lots of health that does nothing to drive around would be fun too. in RA, does the MCV have more health than ore truck and is faster?
  13. my suggestion is to rebuild and repair for the construction yard. My suggestion is that for some maps with construction yard the buildings are built automatically from included construction yard (how fast one bulding is built from another depends on how much ore is mined). In these maps player can build MCV and deploy to build buildings and defences but not in a way that they can place them, rather they would be given a list of buildings which build in a pre-specificied location. The player deployed MCV can also be captured by enemy. This way the extra constuction yards arent counted in win condition. When player builds/rebuilds a building they have to spend their own money instead.
  14. Longer build times would really be nice if there is no power plant so instead of instant it should take a few seconds. A few seconds more to wait for a vehicle would barely do anything but it makes the game more interesting as a minor feature. Not particularly needed but is felt. The speed of which ore is unloaded from vehicle to refinery be influenced if there is power or not is something that can also be done too(as in power affecting refinery speed). more of a gamplay thing.
  15. player influenced in gathering ore but only the AI builds so it will still end up the same way on a map. Though it would be funny when players buy MCVs and spam construction yards lol. I still think the cruiser should go into the game but make it a 2 player vehicle so 1 player per turret. perhaps have strike options for bombers and fighters.
  16. base building as something AI controlled that can be influenced by the player such as by getting more ore. The buildings would obviously be built into the same location and unless the construction yard is destroyed than it will rebuild destroyed buildings. i think this should be a gameplay mode that can be enabled/disabled. For the cruiser the 2nd turret can just follow the first turret so it doesnt have to be player controlled but the player fires it with right click. Or the 2nd turret could be manned by another player
  17. best to read the overclocking guide for your CPU. Dont increase voltage unless you really have to. Always keep your voltage below the safe voltage limit for your CPU (it would be mentioned in the guide) Make sure you have a good stable PSU. Even a 20% overclock can cause a 50% increase in CPU power use if you overvolt. This means that a 60W TDP CPU will use 90W. Lock the timings of other devices like ram and such. Overclocking is a tedious process, you overclock each component one at a time. Never overclock your PCIe, PCI, hard drive/ southbridge busses unless you really have to. Lock them to their default spec frequencies. Overclock the CPU multiplier first, some busses can be overclocked but they usually dont handle it well.
  18. but the MCV is thinner and longer than the ore truck and a little faster?. Is it possible to create a new building in the game without digging holes in the ground?
  19. just because the MCV will be useless doesnt mean not to have it, Its a C&C unit so it should be in this game, at least the player can drive it around for fun. A potential use for the MCV is as a heavily armoured unit with no weapons as it has a lot of health in the game. So it can than transport 2 players safely till for them to get out and get killed instantly by either pillboxes or tesla when they hop out.
  20. I havent used a radar jammer recently, it was before w3d took over and RA APB was new. I only recently tried the game after i heard w3d had taken over. Before a lot of things and maps were different and i see a lot of props added to maps. Before the hind used an explosive cannon but now it is changed to a gattling gun. The cruiser doesnt need to be available in all maps. Some maps even if they have a factory doesnt allow building all vehicles. The range of the cruiser can be limited so there can be a counter (V2 rockets?). Perhaps the 2nd turret could be tied to right click. One of the traits of the cruiser was that it was inaccurate. but just for fun could you add the mobile construction vehicle?
  21. What i mean is in red alert you had to build the tech center to build better units. The whole process required time and resources. It would be great if the game engine really did allow for new buildings to appear/disappear for the building process.
  22. in red alert 1 there was the cruiser which had range and firepower http://cnc.wikia.com/wiki/Cruiser I think having this will help balance the allies as the artillery tank just doesnt compare to the soviet's V2 rocket and can damage submarines. A few things that bothers me is that in red alert the imbalance between the allies and soviets required to soviets to use more numbers in tactics such as the mobile gap generator but in multiplayer there just isnt enough players if someone would always have to man the useless radar jammer or mobile gap generator just for them to work. There are also some units i would like to see like the jets since it seems the harrier is working for apocalypse rising
  23. in red alert any unit could attack an air unit if it is on the ground. So make them vulnerable if they are low enough to the ground/unit. I noticed if you fly your copter on the ground turrets dont shoot you. In RA ground units and buildings shoot air units that are on the ground such as when rearming. There needs to be the feeling of restrictiveness in that every unit serves a specific role. Another thing i noticed is the lack of tiering. What made RA balanced was that you had to build further to unlock them.
  24. reading this thread you have to remember, this is an FPS version of C&C not battlefield. So when you balance this game you dont do it like battlefield, you balance it the way the units work in C&C. Having restrictions is what makes it very much like C&C. So while fliers in C&C only had 1 weapon and couldnt attack each other than doing the same in the game would give it a C&C feel. Its very important to keep the C&C feel rather than turning it into a battlefield game.
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