Timeaua Posted February 12, 2015 Report Posted February 12, 2015 Im curious what is your top priority when it comes to additions for TS:R. Maybe this helps the dev to choose which feature or addition they should concentrate on to bring more players to play this game. 0 Quote
madrox8 Posted February 12, 2015 Report Posted February 12, 2015 why is there no all of the above vote ;3 0 Quote
Timeaua Posted February 12, 2015 Author Report Posted February 12, 2015 cause everyone would choose it, but it wont help this survey^^ 0 Quote
Wallywood Posted February 12, 2015 Report Posted February 12, 2015 TBH we are working on all of this at the same time, plus a bit extra 0 Quote
madrox8 Posted February 12, 2015 Report Posted February 12, 2015 TBH we are working on all of this at the same time, plus a bit extra hence my original post here 0 Quote
Kai Posted February 12, 2015 Report Posted February 12, 2015 Back on BHP, I recall voting for vehicle veterancy. Thinking about it, I don't think it's needed as soon as, the MRV is a bit glitchy as it is. Now I voted for Juggernaught so GDI can evenly match Nod in terms of siege. Closest second would be the introduction of extra buildings so that they influence the gameplay more. 0 Quote
Wallywood Posted February 13, 2015 Report Posted February 13, 2015 Back on BHP, I recall voting for vehicle veterancy. Thinking about it, I don't think it's needed as soon as, the MRV is a bit glitchy as it is. Now I voted for Juggernaught so GDI can evenly match Nod in terms of siege. Closest second would be the introduction of extra buildings so that they influence the gameplay more. Well when it comes to adding new buildings, more features will follow along side of them. Like adding Radars will add limpet drones, adding tech centers will add hunter seekers ect. So I'd vote buildings 0 Quote
madrox8 Posted February 13, 2015 Report Posted February 13, 2015 limpet drones, oh man. all shall fear the mighty limpet drone! 1 Quote
DeviousDave Posted February 23, 2015 Report Posted February 23, 2015 I vote Juggies because well... there Juggernauts nuff said. And having them ingame will balance out NODs arty and possibly allow that back onto TS_field (because GDI will finally have a counter) There's no option for it but I'd also vote for making harvesting more interesting... not necessarily changing the mechanics but maybe add some eye candy to look at while your sitting on the Tib field such as animating that digger blade to move up and down (or maybe just have it drop slightly so it looks like it's digging into the ground) and make the harvesting screw rotate (with green fog coming out to represent crushed Tiberium), also it's headlights are turned off. But juggernaut first, NOD needs to be taught a lesson on how to properly perform artillery barrages 0 Quote
Killing_You Posted February 23, 2015 Report Posted February 23, 2015 I kinda wish veinholes appeared on this poll. 0 Quote
Timeaua Posted February 23, 2015 Author Report Posted February 23, 2015 There's no option for it but I'd also vote for making harvesting more interesting... not necessarily changing the mechanics but maybe add some eye candy to look at while your sitting on the Tib field such as animating that digger blade to move up and down (or maybe just have it drop slightly so it looks like it's digging into the ground) and make the harvesting screw rotate (with green fog coming out to represent crushed Tiberium), also it's headlights are turned off. I always put some emphasis on player controlled harvesting, to make it worth, but also challenging. This is why ive introduced these tiberium dropzones, which are mostly at the center of the map, but near a tibfield. So if you want to harvest for your team, your team should dominate the center or an escort force. Another advantage is, that if silos are detroyed, the team is still able to build a harvester, to gain much money. But its much more challenging to secure the harvester, taht has to harvest at the center of the map, than silos, throwing out money automaticly 0 Quote
TeamWolf Posted February 24, 2015 Report Posted February 24, 2015 There's no option for it but I'd also vote for making harvesting more interesting... not necessarily changing the mechanics but maybe add some eye candy to look at while your sitting on the Tib field such as animating that digger blade to move up and down (or maybe just have it drop slightly so it looks like it's digging into the ground) and make the harvesting screw rotate (with green fog coming out to represent crushed Tiberium), also it's headlights are turned off. I always put some emphasis on player controlled harvesting, to make it worth, but also challenging. This is why ive introduced these tiberium dropzones, which are mostly at the center of the map, but near a tibfield. So if you want to harvest for your team, your team should dominate the center or an escort force. Another advantage is, that if silos are detroyed, the team is still able to build a harvester, to gain much money. But its much more challenging to secure the harvester, taht has to harvest at the center of the map, than silos, throwing out money automaticly It's a shame that on Omega City that GDI have such a close advantage over this. 0 Quote
VERTi60 Posted February 24, 2015 Report Posted February 24, 2015 First and foremost we need the super weapons in the game, too many battles end either in stall or steamroll. Super weapons can shift the game play to be more unpredictable. Though super weapons are tied to buildings so we're waiting at that too, while at the same time as wally noted everything else is being progressed. 0 Quote
danpaul88 Posted March 9, 2015 Report Posted March 9, 2015 Anyone want to compare this list against the recent blog? 0 Quote
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