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Topic Started: Jun 13 2008, 01:53 PM (151 Views)
[=T=] HawK
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Moved the list to;

http://spreadsheets.google.com/ccc?key=pWrIKCdHDVfQKgIKalBkeAw&hl=en
Edited by [=T=] HawK, Jul 10 2008, 01:26 PM.
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[=T=] Desecrator
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Hi,

One thing I thought of doing is to make all defense weapons gain rank/veterancy.
The other was to make the Tiberium Chemical Plant give 5 credit per second, like a tib spike, but then change the Seed ability a bit.

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[=T=] HawK
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Believe it or not I had wondered about giving defenses veterency, but then I thought that veterency goes with manned units (tanks have drivers and gunners etc) but are defenses manned? If not should they gain veterency? However, I like the idea of making defenses even stronger so maybe this would be a good thing.

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The other was to make the Tiberium Chemical Plant give 5 credit per second, like a tib spike, but then change the Seed ability a bit.


If you want NoD to have an economy boost how about making them a bit different? How about after making the Tiberium Plant they get a money whenever they kill an enemy. The amount would be say 10% of the killed units original value. This is how GLA used to be in Generals and I have seen it in a mod fro CNC3...either Eclectic or Advanced Tiberium Wars mod. The good thing about doing this is that it encourages aggression which fro a cloaked faction isn't always a bad thing ;)

Any ideas in my first post that you like?
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[=T=] Desecrator
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Quote:
 
Any ideas in my first post that you like?


Commando demo pack takes longer to recharge (30 seconds)
Allow Emissary to be cloaked
Give blink pack ability to explorer and have buzzers attached.
Give Scrin buildings a shield upgrade, Weather this can be done or not is a different story.
Decrease speed of Devastators (and Atmospheric Manipulator to match) – maybe all travel at speed of PACs
Disable mind control crystals from being able to target air units
Give Mastermind a larger area of sight so that he can teleport units further, Tried this before and it did not work. will try again
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[=T=] HawK
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Quote:
 
Give Scrin buildings a shield upgrade, Weather this can be done or not is a different story.


The downside to this is that it might make a scrin base look kind of messy and possibly harder to distinguish buildings.

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Allow Emissary to be cloaked
Give blink pack ability to explorer and have buzzers attached.


If Nod and Scrin have these units improved, then GDI need something. I was wondering about just swapping the surveyor for a rig, but then what do normal rigs do? So I thought about adding defenses to it when it finished building instead.
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[=T=] HawK
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I added some new ideas about rocket bikes to the first post.
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[=T=] Desecrator
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Idea Reviews:
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• Commando demo pack takes longer to recharge (30 seconds) – It is at 30sec what would you like it to be? Just to get an idea

• Reduce hit points on Hand of nod (now that they can garrison the Armored Transport they don't need to be so resistant to anti infantry weapons) – I take it that you mean the Black Hand. If you do this then the Zone Troopers should have the same because these units are in the same category.

• Make superweapons only available after space command / signal transmitter / tiberium chemical plant has been built – This will mess with the AI but I might be able to fix it.

Done:
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• Allow Emissary to be cloaked
• Decrease speed of Devastators (and Atmospheric Manipulator to match) – maybe all travel at speed of PACs?
Atmospheric Manipulator - Speed 45 was 50
Devastator Warship - Speed 45 was 60
Planetary Assault Carrier - Speed 45 was 40
• Mind Control Crystals - Does not attack air units
• EMP Station - Game dependency set to Tech Center
• Surveyor - Moved up on construction queue
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[=T=] HawK
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Quote:
 
• Commando demo pack takes longer to recharge (30 seconds) – It is at 30sec what would you like it to be? Just to get an idea


It's something that we can test, I mean we could go for 60secs because it's a really powerful tool that can take out a conyard or superweapon in one hit.

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Reduce hit points on Hand of nod (now that they can garrison the Armored Transport they don't need to be so resistant to anti infantry weapons) – I take it that you mean the Black Hand. If you do this then the Zone Troopers should have the same because these units are in the same category.


Yeah sorry I meant Black Hand. I didn't realise Zone Troopers were as resilient as Black Hand. Also, are Black hand the equaivalent of Zone Troopers? I always thought that shadow teams were the top Nod Infantry unit and that Black Hand were the equivalent of Grenadier squads.

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Make superweapons only available after space command / signal transmitter / tiberium chemical plant has been built – This will mess with the AI but I might be able to fix it.


This one wasn't a biggie. If it messes with AI then I wouldn't waste too much time with it IMO. Just an idea I threw out there if it was quick and easy. removing the audio warning from superweapons would make a more noticeable difference I think.

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EMP Station - Game dependency set to Tech Center


How's it work now?

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Quote:
 
Quote:
 
EMP Station - Game dependency set to Tech Center

How's it work now?”


You need to have a Tech Center before you can build the EMPStation.
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[=T=] HawK
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OK, gotcha now.
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[=T=] HawK
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Anything else your looking at Desecrator? Like the Nod and GDI laser/railguns upgrading defenses as well? Or the Rig being buffed and made garrisonable? APC inst-drop mines? Nod new revenue idea? huh huh ;)
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Sorry,
I have been busy this last week so i could not do much MODing.

I think i have got the APC inst-drop mines working, must just test it tonight.

I have changed the Obelisk Charge Defences ability:

Charge Defences:
Stacking Limit = 2
Shroud Clearing = 120%
Rate of Fire = 120%
Vision = 120%
Attack Range = 120%
At total of 2 Beam Cannons/Laser Turrets per Obelisk = 140% increase.
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