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TS:R Survey: Additions demand


Timeaua

TS:R Survey: demand for additions  

36 members have voted

  1. 1. What addition you think will improve your TS:R experience the most?

    • Vehicle veterancy system
    • Superweapons (Ion strike, cluster missile)
    • Additional buildings (Radar center, tech center, ect.)
    • The Juggernaut
    • More maps


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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.

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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 :)

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  • 2 weeks later...

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 :D

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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

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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.

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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.

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  • 2 weeks later...

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