To be frank, I don't like the sphere aspect of the chronosphere, which by the way was not introduced before Ra2. It feels like a shiny disco ball thing that looks cheesy rather than mysterious and it doesn't resemble the raw/dirty piece of top-secret experimental tech that it was in Ra1.
There needs to be a wholesome thinking in design.
But don't get me wrong, it's still a cool tank design! QUICK_EDIT
Since this engine is going to be modder friendly, I want this to be possible:
Quote:
The Forgotten had evolved to draw energies out of Tiberium directly in order to power their "unique" abilities. You can think of them like psionics and such if that helps (or even X-men lite), but they were going to have a lot of control over the battlefield and all the flora / fauna on it, as well as being able to negate a lot of Scrin powers via their abilities.
For tech, they used stolen GDI and Nod gear that they modified to their own ends. While not as strong as GDI or as fast as Nod, they were intended to be a very finesse-driven side, since your power pool for every ability on every unit and every production facility was shared (i.e. piece a unit together for 500 energy, or call an ion storm for 2500 energy, use ability X on unit Y for 1000 energy, etc.)
To sum it up:
A credits system resource for constructing buildings and a separate energy pool system for unit abilities, special powers as well as building units from production facilities.
Building base structures costs money. Building units and using special abilities costs energy. A different resource. QUICK_EDIT
Keep the sphere but, keep it concealed or behind something. Its just hanging out of the tank in an obviously targetable area. Any fool with half a brain is going to try to blow that sphere up with their first rocket/tank shell. Something that precious shouldn't just hang out. _________________ Victory! QUICK_EDIT
Keep the sphere but, keep it concealed or behind something. Its just hanging out of the tank in an obviously targetable area. Any fool with half a brain is going to try to blow that sphere up with their first rocket/tank shell. Something that precious shouldn't just hang out.
It's a good tank design, but it's no "chrono" tank. Keep that as something else and make a different design for the real chrono tank. I suggest it to be about the size of a battle cruiser. That would be cool and believable, seeing as it carries a heavy generator that needs to be protected by tough armor. This unit would probably be the heaviest land vehicle for the allies. QUICK_EDIT
I can see this as being an acceptable continuation of technology. Things have a tendency to get smaller as time progresses. The first computer was huge, and now look at it.
The original chronosphere is that big probably because of the fact that they parts that it is made of are spread out more for troubleshooting and ease of repair. Once they got the hang of building it they probably started making them smaller and smaller while increasing their efficiency.
Also keep in mind that the Chronosphere "superweapon" was designed to transport armies. The chronosphere on the tank is merely transporting one unit, so it doesn't have to be large if we are associating the idea that the bigger something is the more powerful it is.
But I feel that the exposure of the sphere is an important issue that needs to be addressed.
I think that having a homage to the original casing of the first chronosphere would be acceptable and possible at the time period that this is set. If you had a "damage state" for vehicles, you could expose the "sphere" after a certain percentage, while at full health the armor casing is present to protect it from those nasty back shooters.
So, in my opinion, the design only needs minor improvement. There is no real reason to make the chronosphere device stupid large. _________________ You come for the modding but you stay for the Crap Forum. QUICK_EDIT
Oh, it's just the design. The round chronosphere looks more futuristic. It fits perfectly in the mid 60-70 allied retro-futuristic style.
Old RA1 chronosphere looked more like a experimental teleport device.
I like that it looks experimental, that's the point. It's mystifying. It gives the impression that the allies have their limits like everyone else and must be resourceful and use hit and run tactics, theyre not some mighty-supreme-god-faction with endless resources.
The Ra2 chrono miner and legionnaire looked gay and cheesy, don't bring those back please.
Do you intend on bringing back the micromanaging gameplay aspect of the Ra1 chronotank, i.e recharge bar, select unit, deploy and select location? QUICK_EDIT
I'm quite new on this site but i was looking at the progress of this project quite long. So any news? upcoming updates? or project is dead?? QUICK_EDIT
Cool that all buildings and vehicles are the same and history is changed even the name of project is the same but... i saw the last posts are from 2010 so i was curious is mod still alive and if not that would means all those years of waiting goes to nowhere.
Ofc I'm checking Moddb every single day to check if there is any updates but unfortunately nope.
Posted: Fri May 20, 2011 11:30 pm Post subject:
engine
Sorry to open dead topic, but this is a new engine for ra2/yuri? _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Posted: Sat May 21, 2011 9:16 am Post subject:
engine
ok, maybe i didn't word my question right....um.....well, will the rules be set up like RA2/yuri? easy to plug things in.....and if it is will there be a map editor? and have the ability to use all the modding tools we have. _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
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