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| Topic Started: Jun 13 2008, 01:53 PM (151 Views) | |
| [=T=] HawK | Jun 13 2008, 01:53 PM Post #1 |
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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 | Jun 18 2008, 12:53 AM Post #2 |
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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 | Jun 18 2008, 07:37 AM Post #3 |
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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.
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 | Jun 19 2008, 06:12 AM Post #4 |
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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 | Jun 19 2008, 08:35 AM Post #5 |
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The downside to this is that it might make a scrin base look kind of messy and possibly harder to distinguish buildings.
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 | Jun 20 2008, 08:46 AM Post #6 |
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I added some new ideas about rocket bikes to the first post. |
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| [=T=] Desecrator | Jun 30 2008, 03:06 AM Post #7 |
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Idea Reviews: -------------- • 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: ------ • 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 | Jun 30 2008, 02:01 PM Post #8 |
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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.
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.
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.
How's it work now? |
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| [=T=] Desecrator | Jul 1 2008, 05:49 AM Post #9 |
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You need to have a Tech Center before you can build the EMPStation. |
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| [=T=] HawK | Jul 1 2008, 08:32 AM Post #10 |
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OK, gotcha now. |
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| [=T=] HawK | Jul 6 2008, 09:40 AM Post #11 |
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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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| [=T=] Desecrator | Jul 7 2008, 05:50 AM Post #12 |
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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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