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Metaridley

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Posts posted by Metaridley

  1. On 1/11/2024 at 9:59 PM, TeamWolf said:

    I actually missed this topic completely when you first posted it. I think this would be a great idea, since some of our trailers are years old at this point and don't fully reflect the current state of our games!

    only thing that i need is access as specator free roam cam. then i could record gameplay.

  2. Some things i like
    - tons of interior overhauls, especially for the War Factory and GDI PP.
    - bloom effect
    - bike movement (but the speed should be abit tone'd down, so you don't loose control that often)
    - sniper classes
    - riot trooper shield
    - ghost stalker railgun damage on buildings and vehicles
    - grinding ability for the devil tongue
    - chameleon spy knife, its so strong!

    what i don't like:
    - flight mode for banshees, orca fighters and bombers. its super wobbely and you crash all the time. i prefer using the orca fighter in vtol mode instead, so i don't crash.
    orca fighter need a speed boost in flight mode, also flight mode should stabilize a aircraft with V like in APBs yak and mig. in APB flight mode is nearly perfection
    - C4 = especially engineer C4 is way too strong. it blows up defenses with one shot. C4 should be balanced like in apb.
    - mammoth MKII health and turning speed. its basically a walking practice target for artillery and get destroyed super quick. slow turning speed doesn't help either.
    - gdi missle trooper - something doesn't feel right with him. i prefer an officer to fight Nod aircraft instead of using him
    - jumpjet weapon - his gun feels so useless imo. way to less damage and the burst fire only makes it worse.
    - harvesters have no horn!

  3. Here is a pitch for new updated trailers for the W3DHub Games.

    I saw the last teasers and trailers on youtube and their are pretty outdated. Now we have the remaster collection on hand, my idea as a video editor was (for GZ and APB) to mix their gameplay with W3DHub Games to show the transition from RTS into FPS 3D. The same would be apply for TSR, AR and BfD. For other games like IA, ECW and CWC we would need other structual trailer concepts.

    Question is, would the higher staff want updated advertisement for the games or not? Also if i would record gameplay i would need a free roam spectator camera mode. We were in talk about this but it never materialized.

  4. On 8/20/2022 at 2:40 AM, Chad1233 said:

    The lead developer is currently busy with real life obligations, but they are looking to release publicly later in the year.

    understandable but neat that we will get to see SS online this year! any infos about some patches like resolution upscale?

  5. 7 hours ago, Killing_You said:

    He speaks the truth. The primary game mode of Ground Zero is basically Domination mode with full tech and bases. The goal is to win by holding the majority of the points (represented by Supply Depots) to gain enough Conquest Points to win. (That said, if you wish to win by base destruction, that is also an option). We've been kicking around the idea of having more Seamist-style assault maps as well, but that's probably not going to be in the first release.

    I mean i like the standart C&C Mode but i always like to see maps with goals/targets that are different from the normal standart. It gives a game more fun and variety. Thats why i think IMO Tiberian Twilight and Rivals - despite their status in the fandom - would have interesting concepts for an FPS. I hope we see a Mobile HQ Mode and a Sole Survivor Style Mode in Ground Zero

  6. Everytime a new W3D Game got announced, my excitement goes up to eleven. Especially the announcement of Ground Zero gave me hope seeing another classic C&C Game adapted into a 3D FPS Game (Renegade was a bit too futuristic to count as a convertion of Tiberian Dawn into an FPS Game). Over the years we saw different approaches of newer C&C Games adapted into the Renegade Style like Scud Storm for Generals or Tiberium Wars Mods like The Third Tiberium War or Tiberium Crystal Wars. We even saw a C&C 4 Map popping up over the years. But none of the mentioned Mods got far in development or had several design problems.

    After learning more about the Design of Renegade and several other W3D Mods i thought about concepts how to bring EA-Era C&C Titles like Generals, Tiberium Wars or Red Alert 3 into the First Person Perspective. Despite being a controversial or obscure title i wouldn't even cut out Total Convertions for Tiberian Twilight or Rivals.

    This is not a thread to ask if somebody will create Mod XYZ, more like my ideas for potential mods and whats your idea or opinion on them. I just starting 3D Modeling and a bit animation and far from it to be good to create my own W3D Game (but i still want to improve my skills!). And please don't judge me on my bad english skills!

    Design of the Bases:
    First of all - there should be no Base Building in these Mods. The Concept for Base Building in Renegade isn't bad, Scud Storm and other Renegade Mods show'd it's possible but its a big impact on the Map Design and depends on your team players. Many Maps would have to be flat for putting each building on the map and some players could mess up the base layout. Also it would be a pacing breaker if the team first has to build a base before they can start into combat. The only deployable buildings should be atleast bunkers or smaller defenses like in Interm Apex. As example Tiberium Wars GDI Infantry and RA3 Soviet Engineers would have the ability to deploy bunkers.

    Game_2010-07-29_16-02-30-61.pngFoxhole.pngRA3_Battle_Bunker_Empty.png

    Factions, Sub-Factions and different Generals:
    One of the problem of later C&C Games since RA2 Yuris Revenge (or we also could argue the problem exists since the Dune RTS Games) the existence of more than 2 factions in the games. Renegade atm only supports 2 factions per match so the only solution atm is to made it depending on the Map Setting (also a 3-4 Faction Map would be really hard to handle and it would be hard to get so much players on it because the engine got frame drops if 40-50 people are ingame). In the Generals Universe the USA and China fought together against the GLA so this is a lesser problem. In terms of Tiberium Wars, i would also throw the mutants from tiberium alliances into the mix because they had a solid foundation of units and buildings in the game.

    So this would be the constellation=
    Generals: USA vs GLA/ China vs GLA (USA vs China maybe only on a fun map or competitive map?)
    Tiberium Wars: GDI vs Nod (no brainer), GDI vs Scrin, Nod vs Scrin, GDI vs Mutants, Nod vs Mutans (because of the setting from Alliances)
    Red Alert 3: Allies vs Soviets (no brainer), Allies vs Empire, Soviets vs Empire

    For the Sub-Factions and different Generals i would handle it like this - throwing the exclusive units and other stuff into their main factions. This would solve the Infantry Problem in a Generals Mod, because Generals didn't had much infantry classes for just one side and so you don't necessary need to create new original classes.
    As example China would have basically 4 base units, adding the other generals exclusive ones in, they would get the Minigunner, Super Hacker and Super Lotus.
    Same for GLA, they would get Toxin and Stealth Units from the respective Generals.
    Also it should apply for Tiberium Wars and their respective sub factions from Kanes Wrath.

    Handling of the Support Powers, Upgrades and Team Promotions:
    Here starts to differentiate each game really heavily. But all games also would have something in common. They would have the advantage that upgrade systems already exists in mods like Interm Apex.

    In Generals all upgrades have to be researched by different buildings. Depending on the map which tech level and buildings are available it would be possible to limit the upgrade mania of generals. But basically all support powers are unlocked by general's promotions.
    The System should look like these = depending on the team score and performance, the team will get promotion points like in generals. So players can unlock the support powers and other upgrades via the purchase terminal and can also use them with it.

    Tiberium Wars is a whole different beast. There was no Promotion System for the player, all upgrades and powers are bound to their respective buildings. So it would be much more important to save certain buildings or the team will loose access to their unexplored upgrades and support powers. Also mappers could limit the upgrades and support powers, depending which buildings they put on the map.

    Red Alert 3 is again is complete own thing. Instead of relying on upgrades for units in different buildings, it only has a promotion system, similar to Generals.

    Of course we also have to talk about the super weapons of each game. Scud Storm, Nuke Missles, Ion Cannon, Rift Generator, Proton Collider, Vacuum Bomb, and the Psionic Wave would function as normal, just a beacon like weapon for mass destruction (1-MainBuilding Destroyer and damages main buildings nearby, destroying smaller weaker nearby buildings too)

    But we have also some specialized super weapons. The Particle Cannon also should work with a beacon but with a twist. If a player launched a Particle Cannon successful its also a 1-Main Building Destroyer. But if a second player stands on a purchase terminal at the own base, he can additional control it! So the Particle Cannon would be still strong for one player but encourages to handle it by another team member to maximize his destructive potential. The Renegade Mod Scud Storm solved the Super Weapon Problem with moving icons but the enemy team wouldn't had any chance to disarm/counter primary Super Weapons with that method.

    Same goes for Chronosphere, Iron Curtain and Nanoswarm Barrier. They would need some team member at a terminal to activate.

    Focus of each game:
    IMO a generals mod should have the arcarde infantry combat of APB and TSR, but should more focus on vehicle combat. Generals was a tank-dominated game so it would fit pretty well.
    Tiberium Wars would be more like balanced between infantry and vehicle combat, like APB and TSR. Also there would be a much bigger option for air combat because of 3 factions with air units.
    RA3 would open a new window for naval combat, because you could also have bases on the sea.

    Extra Stuff:

    - All Games should have the Unit Promotion System like in TSR or in AR.
    - For a Tiberium Wars Coop Defense Map it could be use a layout from the Tiberium Wars Mobile Game. So we also had a reference to that Game too.

    image.jpeg.a7532858c206714a137d38971a9f5220.jpeg

    - To build on a solid foundation for these mods, i would use existing mods as a base. RA A Path Beyond would be perfect for a Generals Mod, Pipline is the perfect testing ground for GLA Units. Tiberium Wars should be use TSR 2.0 as a base and a Red Alert 3 Mod Apocalypse Rising because RA 2 and 3 are similar in certain mechanics.
    - A Red Alert 3 Mod could be got some sort of Prototype in Form of a RA Mobile Mod. IMO the part between YR and the Prologe Cutscene of RA3 is not well known and only the iOS Game covers it. Many units are function quite the same like their ra2 and 3 versions.
    - Why i am throwing Tiberium Alliances into the mix of Tiberium Wars and Kanes Wrath? Because 90% of the units and buildings are the same and have additional buildings that could be used greatly like MG Nests, Barbed Wire, Anti Tank Barrier and more.
    - Yes we should have epic units in a Tiberium Wars and RA3 Mod. I would like to drive a MARV, Reedemer, Hexapod, Shogun Executioner and a Giga Fortress. But they would need big maps to perform well. But we have the Mammoth MK2 in TSR so...
    - For a RA3 Mod the Ore Field and economy system would be a bit different. Each Side would have a refinery with a single Ore Mine in base and a AI Miner would drive/swim back to back. To give players the possibility to get additional ore they could go out and get ore from other ore mines. But it would mean we need additional Ore Refineries in the base. So maybe the outpost units could be reworked into sort-of smol refinery versions. Also they would have a purpose in the renegade gameplay.
    - To create the models, imo i would use the models from the respective games first and would use them as place holder. As a 3D Artist i would then improve on these models until they are different enough not be a copyright problem. The biggest problem would be to create animations for the Scrin and the Empire. Scrin Units are mostly organic and Empire Vehicles have alot of transformation animations.


    And for the last part many people will hate me. But i would also like to see Renegade Mods for Tiberian Twilight and Rivals. There was a C&C 4 Map for Renegade created and sort of worked. A full mod like these would create a "Capture the flag" Gamemode, but base mode would also possible. Each Crawler would function as a Production Building and there are also certain types of base defenses in Tib. Twilight. And instead of getting tiberium for credits players would collect tiberium crystals for upgrades and crates for upgrading their units. Rivals on the other hand would be more like a quick match-type of game with smaller maps.

    All in all nearly all of these ideas for future W3D Games for C&C Games are possible with all their mechanics. Sadly certain games couldn't get converted to the W3D Engine because of copyright reasons. Imagine LotR Battle for Middle Earth 1+2 in Renegade, Generals 2 for obvious canceled reasons, Star Wars Empire at War etc.
    I even had an idea for a Metroid Version of Renegade but Nintendo would DMCA that immediately.

  7. 46 minutes ago, moonsense715 said:

    Note, if the soviet battle bunker gets ingame, I'd like to give it an allied counterpart, which would be garrisonable similarly.

    what about a garrisonable allied turret, the one from the cut content of RA2? it would be a mirror to the bunker and would be effective against vehicles

  8. On 1/29/2021 at 8:09 PM, Category 5 Hurricane said:

    Taking out a squad of infantry by driving into the water they are swimming in, isn't a skill I ever developed. Sure, I've blown up low-flying helicopters, entire columns of tanks on my own, and scared away the enemy team from attacking a vulnerable side of the base by just pretending I had laid mines out on that side of the field...but I haven't done that. This is a new doctrine that I cannot teach. 

    It's just one of my weird instant reacting moves to defend the base, like back in the day, when the demo didn't had the "friendly fire" feature, i killed a bunch of invading Soviets in our refinery on camos canyon with my demo base defense move :v

  9. 3 hours ago, Raptor29aa said:

    A Queen Ant 🐜 building... while I do like the idea of a large Tesla Queen, I feel a Giant Queen wouldn’t be scary (then again maybe I just lack imagination)

    I could see the larva thing working as a bot mechanic for a Co-Op map.

    In RA1 it was classified as a building. The Larvas could be a object to destroy OOOOOORRRRRRRRR if you want a map where one side play purely ants, thats basically the Purchase Terminal for ants.

     

    2 hours ago, AZ-Stalker said:

    So I could just find the best spot overlooking base entrances and become a sniper-dog looking for 007s? Doesn't seem that fun or fair to the spies.

    Instead, why not make the dog play barking sounds when in range of the spy? This could be coupled with the targeting box showing red instead of friendly green as well. Not barking super close that it becomes an instant-bite scenario, but also not so far that you can locate them easily by just running around the general area. More like an inside-the-building kind of detection range. An added bonus would be all messages sent from the dog-player be displayed as "BARK!" or something. So you can't speak with humans, but you can alert them with the auto-detect barking while you hunt down the spies yourself (though voice chat brakes this). And then the hunt is on with a new type of defensive character class that doesn't allow you to abuse the potential running speed to spy on the enemy team and relay it back too fast - you'd have to run back and get a human character (again, only if you're not on voice chat). So that part might be a bit messy in implementation but it's just a fun idea from my end.

    The bite attack itself though, I'd prefer it to be an area-of-effect type of thing or just targeting a larger kill-box because APB moves fast and twitchy, so it could be frustrating to time the bite. All of this depends on a lot of iteration and testing of course, so just take my thoughts as a bit of brain food to fuel further discussion.

    i noticed myself thats a bit unfair but you could do it like in Apocalypse Rising. The Dog noticed the Spy only in a range of 15-20m and then the spy got a "!" over his head.
    But i had the "Bark" idea for the Chat so dog players can't purely communicate with other players but can warn them if something is wrong in the base.

  10. To revive that topic i had some time to overthink some aspects. Since i learned (and still learning) stuff in 3DSMax, some buildings and units are definitly possible.

    I made a prototype of the Helicarrier in 3DSMax and for a first attempt i am pretty proud. I will not show it just in case my work will be accepted.

    I also tried a Camo PB in 3DSMax and it became really flat. That might be an issue for hit detection. To balance this out the CPB should have a bigger damage detection box to be more vunerable to splash damage from V2s, Grenades and Rockets.

    To balance out the spies and doggo roles i had this in mind. Both units are relying on certain buildings. It's like the minelayers and service depots, if the SD is destroyed the mine layer is basically useless. Kill the weak-armored Kennel, dogs are gone. If APB introduce Powers, the Spy will get an even more important role, he has to infiltrate soviet buildings to make Parabombs and Sonar available, if the tech center is gone his infiltration usage is cutted down to the standart ones.

    Also i had a new idea about Chitzkoi. After i read some stuff in the C&C Wikia i stumble on Megan, the cutted unit and partner for Tanya. What if we design a Commando Team for each side.
    Volkov is primary a Tank Killer and secondary a infantry and building destroyer. Chitzkoi is the fast Infantry killer but can't do shit at buildings and vehicles and a much more powerful version of the standart Dog.
    Tanya is a Building and Infantry Slayer but useless against vehicles. Megan is described in the Wiki as a red-haired stealthy demolitionist and partner of Tanya. She could be the Tank Destroyer with C4 of the two and semi-good against infantry.  So this would be also make much more sense because Red Alert 2 later fused some roles of RA1 units into one (Helicarrier and Cruiser in RA1 became the Helicarrier of RA2, Tanya and Mega from RA1 became Tanya from RA2 (she kills Infantry like flies and can also destroy buildings and tanks), spy and thief roles became on in RA2's Spy and so on)

    For Powers i would differentiate the Spy Plane from the GPS Satellite. The Sattelite need 12-15 Minutes to be shot into space and got for the rest of the round always access to the battlefield and the spy plane will reveal all units for 30-60 seconds on the map and is usable after a couple of minutes again.

    Just for the commando post - i discover the allies also had one, but it was cutscene exclusive. Still should be for mission-like maps.

    For the passive defenses (Sandbags (Allies) and Barbed Wire (Soviets) (and Chain Link Fence): i animated destruction animations for them so it should be not hard to bring them in aside being pure map assets.
    Role of them is to block light infantry and vehicles with Machine Guns, so rushes have to bring atleast one unit with tank shells, rockets or grenades to the party to get rid of them.

    Also played around with the idea of the APP in 3DSMax and yes it would work and wouldn't take that much more space.
     

  11. 1 hour ago, Killing_You said:

    In practice, getting player controlled dogs to work well is tricky, and I feel like AI dogs might be difficult to get right for many of the same reasons; Despite low health, they're smaller than humans, generally faster, and deal a ton of damage. In many AR tests, a half-decent dog player has shut down the enemy team rather easily (I've done this with the explicit purpose of testing how powerful dogs really are).

    Personally, I have an alternate solution; Leave the dogs, but introduce the Kennel. Have it be a small, low health building that starts barking whenever enemies are near- including Spies. Less of an active defense that would be frustrating to deal with, and more of a passive defense that's basically an alarm system. This would be a nice boon to Soviet defenders without doing their entire job for them. Yes, the Kennel is barking up a storm, but at what? Is it a spy sneaking around, or an enemy Tanya? Where are they hiding? How do you deal with them? That, comrade, is up to you!

    Nah, don't make it like a defense building. But not all is wrong with your argument.

    Unlike AR where dogs weakspot is the enitre barrack building in APB it's just the Kennel. Get rid of the weak armored kennel and dogs are no more.Why people targeting Service Depots? To get rid of annoying mines. Simple as that. Dogs aren't op in APB, there op in AR because their weakspot building is much better armored.

    The best way to test the dog and kennel things is just to test them how they work in APB Test matches. Back in the day the Cruiser was impossible to implement and now it's just 3x artillery on water but it get destroyed by hinds, migs, subs and especially V2s...

    honestly if W3D Hub will make more renegade mods, i guess not even matches with 3 factions or even epic units from kanes wrath, red alert 3 or the cabal core defender are impossible...

  12. Another thing why people think dogs are too op in APB is, it's a one shot infantry killer and thats true and the spy will not have a chance.

    But the reality is that dogs have enough down sides.

    Besides the fact dogs can see enemy spies super easy, they are the counter to the allies op infantry force. Alone the fact Medics and Mechanics can heal the allied forces everywhere (except on the big sea) is op as fuck. Dogs are not only the counter to spies also to the other unique allied infantry, even Tanya. They attack with a near-close jump (2-3m) and kill players in a instant.

    Dogs are fast and deadly and are a defend- and support class on the battlefield to get rid of the heal-class infantry. But for attacking a enemy base there are basically useless, they don't damage buildings or vehicles.

    Also their negative aspect is dogs have no armor and don't have much health, easy to kill. But doggos are fast runners to dodge attacks. The other downside of dogs is the kennel.The Kennel is a weak armored building thats easy to kill, one good rpg player kill that thing solo and dogs are gone. Also they can't counter more than 1 infantry player.  If the dog kills a player, they have a cooldown of 1-2 seconds and can't move (because of the bite animation) and are a easy prey for other players.

    And despite the spy will get even more value with tech centres (infiltrating the air field gives allies a one time parabomb strike and in subpen the sonar signal) dogs are necessary. Imo Spy is already a pretty op unit in terms of use, much more than thiefs.

    And if you want to make spies even more powerful, give them a anti-dog spray to stun dogs for a couple of seconds and don't change the team player count so nobody will notice that a spy is in the Soviet team.

    oh and another note, should dogs able to communicate in the chat? the only thing that dogs should say in the chat and the commando keys should be WOOF! xD

  13. 5 hours ago, V0LK0V said:

     

    I like this idea quite a bit.  Making the Kennel a simple structure where you press a button and receive doge is very appealing.  I will say that Volkov should be able to buy a Chitzkoi though, super mut that you can only have one or two of that mulches all infantry and is tanky.

    nah i don't like to buy a npc buddy for the match, i wanna be the dog myself and kill this filthy spies

  14. Copy from my thread for the idea discussion

    "The Attack Dog is the most important counter against allied spies and infantry in general and we need them in game (because we have some really good spy players in APB). They are faster than all other infantry and kill a soldier in one hit, even Tanya.
    "But Meta, what if the soviets destroy the allied vehicle production and the enemy comes with a lot of dogs? it's unbalanced" - People driving with Anti Inf Minelayers into the enemy base if allied Vehicle Production is dead, also allies rushing in the same case with APCs and Rangers into the Soviet base so this argument is invalid. Dogs have no Armor and can killed pretty easy by one player with good aim or 2-3 casual rifle soldiers. To give a spy a small counter against dogs, he can carry a "dog spray" (Anti Shark Bat Spray flashbacks) that paralyze or slow down the dog for 1-2 seconds so the spy can counter the dog.

    Because of Dogs the Kennel would be a new target for allied players to get rid of to make room for their spies and infantry.
    If Chitzkoi makes also hold in APB he would be a very pimped version of the Dog, also he would need oil to not make weird mechanical rusty sounds when he moves.

    If a Dog Player sees a Spy, he should see not the soldier facette, instead see a british black suited man that run for his life."

  15. We had a few talks in Discord again over the missing things in APB and i brainstormed some of them for a fitting gameplay experience in APB.

    Allies =
    Heli Carrier:

    latest?cb=20120308050133
    latest?cb=20090328191018

    I know it's a cut unit from aftermath but i still enjoying it when i use it with my custom rules.ini or mod in C&C RA Remastered.
    The Heli Carrier is a pure support unit like LSTs and the RJ and need protection from boats and longbows and delivers ammunation for Helis.
    In RA1 it can carry 5 Longbows/Hinds but in APB it should be just a mobile refill pad on water. It would be a great addition for HostileWaters since Sub Rushes on this map are nearly unblockable imo.
    One question for implementation is: should the Heli Carrier be stationary (with Q deploying on water) when Aircraft refills ammunation or can it still move to dodge incoming attacks?

    Camo Pillbox:
    latest?cb=20080713215906latest?cb=20131225100033latest?cb=20180628075534

    The Camo Pillbox is another good problematic example (like dogs, tech centres and Advaned Power Plants) "how to implement this into the game)
    One Problem of the Camo Pillbox is, when player notice the position of the CPB, in all future gamesrounds it's a easy target because the camouflage/hiding aspect is obsolete.

    Points to implement it into the game:
    First, it has more armor than the standart Pillbox.
    Second, it should be not targetable until a enemy unit is really close to it.
    Third, it should be really flat, really really flat. Maps like Zama and siege would be fitting. What i notice by playing RA Remaster is allies can clearly see the CPB but for Soviets/Eneimes it's not colored in the enemies color and its really hard to spot in the terrain.

    Fourth and most important idea of my brainstorming. Remember the Coop Map for APB? The allies have terminals where they can invest into defense structures.. Obviously that didn't work for the CPB but here comes my idea. At the start of the Match, players have a timeframe of 60-90 seconds to run out the base and place a beacon or some sort of placeholder on a spot where the CPB should took place and deploying it. Not more than 2 or 3 should be possible, depending on the map. Shouldn't be re-buildable/re-deployable if it gets destroyed and can't shoot up/down to/from hills (thats the job for normal Pillboxes and Turrets) because it's so flat. But also it shouldn't cost anything but you have to deploy it at the start pretty fast.

    The second deploy idea would be multiple RNG areas on maps around/in the allied base where CPBs could be automatically set at the start of the round. But that would take the "strategic" element away from the defense.

    In combination with the Gap Generator it would be a pretty strong defense.

    (Spy Infiltrating) Sonar Pulse & Badger Bomber:
    latest?cb=20120308051615latest?cb=20120308050424latest?cb=20131227032102

    We had a discussion how to make the Spy stronger. One of my ideas is the obvious power use. If a Spy got into a Sub Pen, the allies got the Power in their RD/NY/Tech Centre (depending on the map) for single use . Re-infiltrate make the power again usable.
    It shows subs pretty clear in the water. (It just my opinion or my eyesight isn't the best but it's really hard to see subs in the water) for 5-10 seconds.
    For Badger Bombers it's the same. If a spy infiltrate the Air Field, Allies can use one single Airstrike. Also used in their RD/NY/Tech Centre, map depending.

    GPS Satellite:
    latest?cb=20120308071502

    Tbh it's really hard to come up with a use of the GPS Power in the game. First it's basically automatic and second we have no fog of war in APB. My only idea would be to detect the position of all enemy units after a amount of time (i guess it was 12 minutes in RA1?) until the game is over or the Tech Centre is destroyed. Maybe you have some ideas here.

    Soviets=
    Dogs, Chitzkoi & Kennel:
    latest?cb=20101126150951latest?cb=20120307084947latest?cb=20131227012703

    latest?cb=20101125202525

    The Attack Dog is the most important counter against allied spies and infantry in general and we need them in game (because we have some really good spy players in APB). They are faster than all other infantry and kill a soldier in one hit, even Tanya.
    "But Meta, what if the soviets destroy the allied vehicle production and the enemy comes with a lot of dogs? it's unbalanced" - People driving with Anti Inf Minelayers into the enemy base if allied Vehicle Production is dead, also allies rushing in the same case with APCs and Rangers into the Soviet base so this argument is invalid. Dogs have no Armor and can killed pretty easy by one player with good aim or 2-3 casual rifle soldiers. To give a spy a small counter against dogs, he can carry a "dog spray" (Anti Shark Bat Spray flashbacks) that paralyze or slow down the dog for 1-2 seconds so the spy can counter the dog.

    Because of Dogs the Kennel would be a new target for allied players to get rid of to make room for their spies and infantry.
    If Chitzkoi makes also hold in APB he would be a very pimped version of the Dog, also he would need oil to not make weird mechanical rusty sounds when he moves.

    If a Dog Player sees a Spy, he should see not the soldier facette, instead see a british black suited man that run for his life.

    Forward Command Post:
    latest?cb=20100629233314

    Just thinking about a counterpart for the Map Seamist. Soviets have to defend their Command Post as important Building until they get reinforcements or nuke the attacking allied base out of existence.

    Spy Plane:
    latest?cb=20120308044659latest?cb=20131227065520

    Basically the same function as the GPS Satellite. It shows the position of all allied units for a few seconds but instead it is available after 3-5 Minutes and hold for 30 seconds. Doesn't work against units that below a Gap-generated Field.

    Badger, Parabombs, Paratroopers & Parachutes:
    latest?cb=20120308043802latest?cb=20131225095246latest?cb=20120303081414latest?cb=20131227032739latest?cb=20120308050424latest?cb=20131227032102

    Another Badger related Power. Soviets can call reinforcements in form of Bots, maybe for a decoy, maybe for help, maybe for attacking the enemy base. It works pretty well in the Coop Map tbh.
    Also Parabombs are basically a airstrike but instead of allied version of spy infiltration, soviets can use it multiple times until the round is over or the tech centre/air field is destroyed.

    Also WE - NEED - PARACHUTES - IN - THIS -GAME. Its so annoying if you lose your Hind/LB/Mig/Yak and fall into death. Every infantry unit that fall out of a weaponized aircraft should automatically have a parachute. But why not purchase a parachute? Because it would make a full chinhook extremly op. If all player have purchase a parachute, flying as team with a Chinhook and the Chinhook get destroyed over the enemy base, the enemy base is in pure chaos. The whole point of the Chinhook is sneaking into the base with the team and if it gets destroyed the whole heli team is fucked.


    Both Factions=
    Sandbags (Allies) and Barbed Wire (Soviets) (and Chain Link Fence):
    latest?cb=20120311035049latest?cb=20131227040619latest?cb=20100914210302latest?cb=20131225095726latest?cb=20140117094413latest?cb=20140117094450

    Already in the game but just a pure map asset. I was thinking about (remodeling the sandbags and) animate a destruction for them so it has a purpose in the game as "defense"
    Blocks Infantry and Light Vehicles with Machine Guns (they can't harm them) but no chance against tank and rocket weapons.

    Tech Centers:
    latest?cb=20120307093746latest?cb=20131222093104latest?cb=20120307093337latest?cb=20131227064555
    People already discussion the use of TCs in the game here


    but here are my thoughts. In later C&C Games, Tech Center-like buildings give the player upgrades or powers besides multiple high tier units.
    Thats why the Tech Centers should be purely based on powers (except for the Super Weapons). Player can use the Spy Planes, Sonar Pulse and Badger-based Powers from here. If the TC is destroyed soviets lose the powers and allied spies can't get the powers again (and the GPS Satellite is deactivated).

    Chronosphere & Iron Curtain:
    latest?cb=20120307094418latest?cb=20131225101715latest?cb=20110408192335

    latest?cb=20110408192336

    I know not possible atm because we don't have a iron curtain model. But you all know the mechanics of these both devices. Like in Apocalypse Rising you go to the device, enter the terminal and the map shows up, you choose one unit and make it invincible/teleport that to another location. Since both are secondary super weapons and aren't so strong like their RA2/3 Versions, and they are not that strong as a Nuke both could be used on smaller maps (demolition trucks don't work with them!)

    Advanced Power Plant:
    latest?cb=20120307083414latest?cb=20131222071052latest?cb=20131222071114

    I know, i know but just hear me out.
    Yes the APP is just a bigger PP with the same use. It just have no real point in the game. But it's really unRAlistic if you have a big base and everything is powered by a small PP.

    I would use the APP on maps with big bases like siege and it should be at the corner of the base so it doesn't take too much space. Also the APP could be tweaked a bit toe be a bit smaller. So we can bring every major unit and building into the game again.

    Bonus:
    Larva & Queen Ant:
    latest?cb=20060611181016latest?cb=20060611181306latest?cb=20131225103050latest?cb=20131225103114
    latest?cb=20060611181444latest?cb=20131225103258

    I just have to do this because we need more ant maps in the game.
    My idea would be a ant-based map where one team is Allied or Soviet and the other players spawning as Scout/Warrior/Fire Ants and have to defend the larvas and the Queen.
    The Larvas are destructable objects and the Queen a animated Building (in RA1 it was also classified as building). It can shoot electro attacks like a tesla coil.

  16. 12 hours ago, Jeod said:

    Vanille Renegade takes place just after TD, iirc. The mutant experiments Nod performs are a lead-in to the second tiberium war.

     

    nope it happends in the 3 years of the war, near at the end of TD and most of the time the missions are on other continents besides africa and europe. kane still "lives" and isn't hit by the ion cannon yet

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