Posted: Thu May 29, 2003 7:10 pm Post subject:
Unit Ideas?
I've been working on this mod for almost a year now, and i'm afraid i've ran out of ideas...
So if you have an idea you want to share.... please do so!
Please keep the differences between the armies in mind...
GDI focuses on high-tech and firepower. A GDI unit will destroy any Nod, Mutant or CABAL unit thas has the same price... GDI also has a powerful air force, comparable with that of the Brotherhood.
Nod focuses on stealth and speed. Their units are quite expensive, but have unique abilities to survive, like cloaking, subterranean traveling and tiberium healing capabilities. Nod is deadly against infantry because they don't hesitate to use tiberium. This also means several of their (infantry) units are tiberium mutations. Nod can gather tiberium in secret thanks to their cloaked harvesters. They also have a really great defense, comparable to CABAL's defense.
CABAL's units and buildings are very expensive, but completely adopted to tiberium and very high tech. CABAL's loves to use lasers as they are the perfect weapon. CABAL's superior harvesters make up for his expensive units though, as they are very fast and hovering. CABAL is able to use stealth, and also has a fighter that is great against units but a bit weak against buildings.
Mutant units are, like CABAL's, enhanced for the tiberium world. They are not exactly that powerful, but cheap. Mutants mostly use older technology that's enhanced using tiberium. QUICK_EDIT
mhhh your advanced harvester will use the same voxel or that will be improved ?
yeah the nod adv harvester is cloaked and looks a bit differently... GDI has answered and developed their own advanced harvester... big, huge, fast, strong and carries a shitload of tiberium....(or better... BLUE tiberium ... ) QUICK_EDIT
When u talk bout GDI you talk bout me here are sum suggestions:
GDI Commando having a powerfull personal ion cannon
Sonic upgrade fot comp. twr having a little greater range then the tank but NO type immune to balance
Enterprise (give it any name u want) shooting 16 hover mlrs missles with a rof of 150 prehaps a build limit _________________ Please, read the signature rules of the forum. QUICK_EDIT
yes that's why it's disguised.. but i'm not sure the canine=logic (the logic that made dogs detect spies in RA1) works in TS.. because i gave the more intelligent Infantry this tag... infantry like the Acolyte or some commander units QUICK_EDIT
why also disguised? you must first deply the sensor to detect something and disguises are OLD-FASHIONED they used that in the 20th century not half 21st _________________ Please, read the signature rules of the forum. QUICK_EDIT
sorry i did not know a sensor array could also see through disguises why not just cloaked? _________________ Please, read the signature rules of the forum. QUICK_EDIT
here is one for the bad guys (i am feeling like a traitor now)
Sniper prehaps cloaked if the chameleon"assasin" is to powerful _________________ Please, read the signature rules of the forum. QUICK_EDIT
lastly a cham spy without disguise is utterly useless, take my word for it (remember they decloak if they come near to enemy units or defensive structures) and without desguise are always instantly killed
giving it just desguise and no cloak would probably be better all roud for balance but the fact that hes called Chameleon, and its how it was intended and its 100times cooler being cloaked is a good enough reason for a little unbalance (and it is only a little, with buildlimit=1 so u cant spam the map with invisible scouts)
it works well
P.S. IMPORTANT disable the spies ability to infiltrate radar, trust me on this one. Its faulty, its a great feature but u do this on mplay and all players can see what the spied upon player can see, even if there not allied to the person who spied + it is everlasting effect even if u sell ur radar
so its a big nono and i know hardly anyone (if anyone else) knew that _________________ QUICK_EDIT
actualy it is good
makes more reason to guard the radar better and with walls _________________ Please, read the signature rules of the forum. QUICK_EDIT
lastly a cham spy without disguise is utterly useless, take my word for it (remember they decloak if they come near to enemy units or defensive structures) and without desguise are always instantly killed
giving it just desguise and no cloak would probably be better all roud for balance but the fact that hes called Chameleon, and its how it was intended and its 100times cooler being cloaked is a good enough reason for a little unbalance (and it is only a little, with buildlimit=1 so u cant spam the map with invisible scouts)
it works well
P.S. IMPORTANT disable the spies ability to infiltrate radar, trust me on this one. Its faulty, its a great feature but u do this on mplay and all players can see what the spied upon player can see, even if there not allied to the person who spied + it is everlasting effect even if u sell ur radar
so its a big nono and i know hardly anyone (if anyone else) knew that
Well i really think the radar thingy was the most useful of his abilities... if not the ONLY useful thing. But in multiplayer it will probably turn out to be a bad thing, indeed. BTw, do you know if the canine=yes tag works? So that the unit that has this tag (for example GhostStalker) will see through the disguise and attack the spy? QUICK_EDIT
Joined: 22 Dec 2004 Location: Tiberium Research Center N27
Posted: Wed Jan 05, 2005 10:48 pm Post subject:
how about stealthlimpet drone?
and teberium sprader(exuse me if i didn't say right-from russia anyway!) put this vehasle behind enemy base and SURPRISE ATACK BY INFANTRY"S _________________ DUNK! QUICK_EDIT
DvD, I have an idea for an existing unit in TSTW.
It would be cool if the mutants superweapon unit would deploy when firing, to balance things out and feel more realistic?. This would also need new graphics, mainly on the deploying part. QUICK_EDIT
Yep, infact the only way to give them a proper superweapon would be to deploy it..(the meteor summoner is just a super unit like Mammoth mk II) QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Thu Jan 06, 2005 6:17 pm Post subject:
Hey..DvD,you know about my Super Mario Affection(duh),why not take some ideas from the game,and...make em..Tib Sun-ish. Walking bombs,pre-built turrets,that fire large,anti tank shells?(Bullet-Bills,bob-ombs.) _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Thu Jan 06, 2005 11:27 pm Post subject:
For Nod. i wasthinking. the Subterranian War Factory is a pretty meep idea. make a large tunnel sticking out from the ground,a pair of large lights over the tunnel entrance. which flash when the door opens,a large metal blast-door. the vehicle rolling out from 'underground'. _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
Joined: 10 Aug 2003 Location: Laughing at Donald Trump in a rather flat place
Posted: Sat Jan 08, 2005 3:43 am Post subject:
area52 wrote:
or deployable aircraft?
That's impossible, unless you enjoy serious bugs by using the jumpjet locomoter with a vehicle. _________________ Tiberian Station
Image guy on the Dune Sun\
- Peace - Through - Wossname - QUICK_EDIT
DvD, you mentioned at some other post(it was about "which is the best voxel, poll") that you were going to use the Scrin Primal voxel in TSTW. But how is that, I wonder? TSTW doesn't have Scrin as side? QUICK_EDIT
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum