View Full Version : Mod Idea's, tell me what u think.
Wildfire
09-22-2007, 03:46 PM
I won't post details but tell me what you'd like to see most
rebel5555
09-22-2007, 11:28 PM
I would like to see a Star Wars mod like the old mod for Generals "Imperial Assault". I would like to see a starcraft mod as well.
Wildfire
09-23-2007, 02:17 AM
You can't do a Starcraft mod on a C&C engine, been tried. Legal crap (just like the Halo mod that was being worked on, too bad I really wanted to play Halogen).
Star War sounds good, I never have been a big Star War fan though, but I'll think about it, if enough people are interested I'll study up on some Star Wars stuff.
Delta-4
09-23-2007, 08:59 AM
A Conker mod? I'd like to see that. It'd have to be based on Conker: Live & Reloaded, though, as Bad Fur Day was a bit too grey.
I'll give some details on how it could go.
There'd be two kinds of both factions; Old War and Future War.
Old War styles use heavier equipment and masses of troops, but aren't as sophisticated, meaning they can't spot cloaked units easily, move slower, have weaker infantry, and get high-tech units at a later stage. However, most of the things are cheaper, stronger, and more powerful.
The Future War type relies on superior infantry, faster units, and better support powers. Their units are more expensive, but have greater diversity and versitality (Sound familiar?). The Future War sides have more cloaked units, as well, but less direct combat units.
There are two sides, obviously: The SHC and the Tediz.
The SHC, or Squirrel High Command, are like the Allies in Red Alert; they're more oriented towards sneak attacks and better tactics, but they can hold their own in direct combat. The SHC use support powers that are primarily reinforcements and economic gains. Their units are a mix of more potent infantry and weaker vehicles, similar to the Future War faction scheme.
Units I've come up with so far:
Toad Jeep - The Toad is a typical jeep; a large, powerful, machine gun-toting vehicle designed to eliminate infantry or provide minor scouting duties. Its chassis can take quite the amount of small arms hits, but larger rounds, like bazooka rockets and tank shells, will bring it down quickly. Different from its Tediz counterpart in that it can fire on aircraft and has a longer range at the price of less damage to infantry. It does much more damage against vehicles than the Tediz response to this generalist vehicle, though, but not very much.
Class 19 Light Tank - The class 19, or Zoomer, is a speedy armored vehicle designed for quick attacks on the rear of enemy positions or important and poorly defended outposts. It is armed with a light cannon, but can be swapped to fire armor piercing rounds at the war factory which deal more damage against vehicles, but are less useful against infantry. Unlike its bigger brother, the Class 22, it cannot withstand much fire from anti-vehicle munitions, but it can take more damage than the Toad.
Class 22 Main Battle Tank - The Class 22 is a tank fresh out of the prototype phase, showing great promise to be the next great innovation of squirrel technology as a challenger to the mighty Tankus Mk.I the Tediz have developed. It is moderately fast, moderately armored, moderately priced, and sports a moderately powered gun. In other words, it's a vanilla unit with no specialist qualities to speak of, but it shares the attribute in that it can be swapped for armor piercing rounds like its younger relative, the Zoomer.
R-Hog Scout Vehicle - The R-Hog is, at its core, a speedy vehicle designed to get single infantry units into place as fast as possible. When purchased, it comes with a Long Ranger who can dismount from the vehicle to find a good ambush point or spot out a cloaked adversary with his infravision goggles. The Long Ranger can spot cloaked enemies while on his trusty ATV, as well. The R-Hog is the fastest unit available, making it well-suited for recon missions, but its incredibly light armor - a single rocket or tank round bringing it down with damage left to spare for the Long Ranger riding it - means it can't do so well in a combat situation. Fortunately, it's not completely worthless at defending itself without the Long Ranger booking it; the R-Hog comes equipped with a light machine gun similar to the Sturm 21 Grunts have.
NDS Mk.I (Note: Naval unit. Not sure if mobile naval units are possible in C&C3.) - The Naval Deployment Ship Mark I, or Floating Deathtrap, is a simple naval troop transport, capable of deploying one Class 22, two Toads or Zoomers, four R-Hogs, or six squads of infantry. Mounts a machine gun similar to the Toad's for warding off offending infantry or aircraft who might compromise its occupants.Contact me via PM for more information. I'm too tired and sick to type everything I had planned up. :dead:
Jester Kirby
09-23-2007, 09:46 AM
Mod something that you would never expect to find in any RTS. If I knew how to mod I would make a sort of super smash brothers mod. You know like war of Nintindo's best games. Mushroom kingdom vs Dreamland or Starfox uiniverse ect.
OR, Do kind of like what cnc allstars did, but don;t mix the tech. Have like, every team from every cnc game playable in the skirmish mode. TD NOD vs RA2 Allies for example. Thayt one would be a ton of work though and have alot of ballancing issues. Plus youd have to recreate the dozer system for the Generals teams. Would be awesome though. ;)
Some mods I'm waiting for are those super realistic mods. With factions that have tanks that they actually have in real life. Cnc 3 engine could do that type of mod pretty well.
Wildfire
09-23-2007, 12:19 PM
Good idea, keep 'em coming, any modders looking at this? Can't wait there isn't enough originality out there, cuz here we are! A conker mod, that'd be funny! and unexpected. Looks like no one knows what Dale Brown is huh?
Personally, i've been working on the mod for months, tr ying to get the units right, reading all my books (i've got all the Dale Brown books, check out www.megafortress.com) and getting unit ideas. The only problem i'd have is that HAWC aka Dreamland aka Whiplash uses small unit sizes with very high next gen tech that no one else uses so they'd be ultimately powerful (like one tyupe of unit can take on like 5 tanks and the megafortress can take out a whole column of tanks).
Kane lives
08-07-2008, 07:10 AM
Xtreme cnc 3 mod(im no mod desingner but just a brainstorm)
so like all the factions get all the stuff from kanes wrath and heres wat think
mobile stealth generater(nod)-price 1750-its pretty much same like the stealth generater but on wheels
chain gun soldier(gdi)-price 600-a slodier with a chain gun is slow but does alot of damege letal against infantry and light armor
mutant buzzer(scrin)-price 250-a buzzer that spews out tiberium like the corrupter and when it attaches itself to a tank the tank also get this attack as a secondry and when it gets heroic it can melt light armor
thats all i can think of now ill be postin later bye
Quadhelix
08-07-2008, 02:38 PM
OR, Do kind of like what cnc allstars did, but don;t mix the tech. Have like, every team from every cnc game playable in the skirmish mode. TD NOD vs RA2 Allies for example. Thayt one would be a ton of work though and have alot of ballancing issues. Plus youd have to recreate the dozer system for the Generals teams. Would be awesome though.
In addition to the Dozer system, the factions in Generals use a completely different method of resource gathering. That said, maps in this mod could have both supply docks and Tiberium fields. Also, the supply docks could be fed by neutral Tiberium Refineries, continually restocking the resources for the Generals factions.
mobile stealth generater(nod)-price 1750-its pretty much same like the stealth generater but on wheels
chain gun soldier(gdi)-price 600-a slodier with a chain gun is slow but does alot of damege letal against infantry and light armor
mutant buzzer(scrin)-price 250-a buzzer that spews out tiberium like the corrupter and when it attaches itself to a tank the tank also get this attack as a secondry and when it gets heroic it can melt light armor
As far as I know, prices should be multiples of $100.
The Chain Gun Soldier seems a bit odd. First, do you mean "Gatling gun (http://en.wikipedia.org/wiki/Gattling_gun)" when you say "chain gun (http://en.wikipedia.org/wiki/Chain_gun)"? Second, if the Chain Gun Soldier is included, why should players use Chain Gun Soldiers and Riflemen instead of just Chain Gun Soldiers or just Riflemen? Third, do you realize that Gatling guns and chain guns are not man portable, and thus no soldier short of a Zone Trooper could carry one?
Also, the Mutant Buzzer seems like a bad addition, as it is superior to standard Buzzers in every way that I can identify, and thus would completely eliminate the need for the standard Buzzers.
Anyway, one idea that I came up with is too long to post directly, so I put it in spoiler tags.
General Changes
-Unless otherwise noted, all main factions (GDI, Nod, the Scrin) are identical to their equivalent in Kane’s Wrath.
-Hover units (i.e., Slingshots, Shatterers, Scrin Harvesters, Explorers, Seekers, and Devourer Tanks) can now move over water.
-Crawlers (Gun/Shard Walkers and Corrupters) can now scale cliffs.
-Tier 3 base defenses (Sonic Emitters/Obelisks of Light/Storm Columns) can no longer detect stealth enemies.
-MCVs/Drone Ships require a Tech Center/Tech Lab/Technology Assembler
-Construction Yards/Drone Platforms and Command Posts/Operations Centers/Nerve Centers provide a Mini-Map.
GDI
(Units)
Combat Engineer: The GDI Engineer has been replaced with the Combat Engineer from Kane’s Wrath.
Grenadier Squad: Grenadiers no longer require a Command Post and can swap between anti-infantry and anti-tank grenades. Grenadiers benefit from the Tiberium Field Suits and Tactical Grenades upgrades.
Harvester: GDI’s Harvester has been integrated with the Heavy Harvester from Kane’s Wrath, combining the machine gun of the former with the garrison slot of the latter.
Support APC: The $600 Support APC takes the idea of the Mobile Repair transport and improves upon it. The Support APC cannot lay mines and the infantry inside cannot fire out. To compensate for these shortcomings, the Support APC can carry a second infantry squad, acts as a mobile Armory, and has a repair radius much larger than the Mobile Repair Transport.
Guardian IFV: The $700 Guardian IFV no longer possesses the ability to lay mines. To compensate, IFVs are now amphibious and are equipped with stronger armor.
Titan: The Titan is GDI’s “main battle tank” and replaces the Predator. Its cost is about $1600 (twice the cost of a Nod Scorpion Tank), as Titans have armor nearly on par with a Mammoth Tank and decent firepower. Titans are now vulnerable to C4, but do not leave behind salvageable husks when destroyed. Titans benefit from the Railguns and Nanofiber Armor upgrades.
Spearman Hover SSM: The $1500 Spearman is a Tier 2 unit designed to shell enemy positions from a distance. Its rockets have very long range, but are unguided and thus cannot track moving targets. At shorter ranges, the Spearman switches over to using guided anti-tank rockets. Like the Slingshot and Shatterer, it is a hover unit and can thus move over water. Spearmen benefit from the EMP Shielding upgrade.
Slingshot: Slingshots now benefit from the EMP Shielding upgrade, in addition to the Tungsten AA Shells upgrade.
Rig: Rigs can now detect stealth enemies, even Stealth Tanks, without deploying into a Battle Base.
Shatterer Hover Tank: The Shatterer Hover Tank, now Tier 3, has extremely short weapons range and a much slower rate of fire. In exchange, they now possess extremely high firepower against all ground targets and can hover over water. Shatterers now benefit from the EMP Shielding upgrade.
Mammoth 29 Tank: Replacing the Mammoth Tank and MARV, the $4500 Mammoth 29 is effectively a quad-barreled (as opposed to double-barreled) Mammoth Tank. Furthermore, the forward and side armor of the Mammoth 29 is significantly stronger than that of the Mammoth 27. The cost is that the Mammoth 29 is much slower than the Mammoth 27 and possesses comparatively weaker rear armor. Mammoth 29s must be built from the Prototype Assembly Bay, but do not have a build limit; they benefit from the Railguns upgrade.
Orca Gunship: The Orca Gunship has lost its Sensor Pod ability, but now benefits from Ceramic Armor in addition to Hardpoints.
Firehawk: The Firehawk receives a large range boost on its air-to-air missiles, allowing it to attack all but Planetary Assault Carriers with little fear of retaliation. Furthermore, the Stratoboosters ability is integrated, leaving room for the Firehawk to benefit both from the Hardpoints and Ceramic Armor upgrades.
Pathfinder Attack Aircraft: The $1800 Pathfinder was designed from stolen blueprints of the incomplete Vampire stealth fighter. As such, it possesses the Nod aircraft’s stealth equipment and high speed, but lacks the advanced weaponry of its Nod cousin. It is instead armed with a pair of Concussion missiles, which are strong against infantry and structures. Pathfinders benefit from the Anti-Radiation Missiles and Bunker Buster upgrades.
(Structures)
Component Tower: The Component Tower replaces GDI’s Watchtowers, Guardian Cannon, and AA Batteries. Each Component Tower can be upgraded with one of the following components:
Gun Battery: The Gun Battery gear arms the Component Tower with twin machine guns, one for use against infantry the other for use against aircraft.
Grenade Launcher: The Grenade Launcher arms the Component Tower with an armor-piercing grenade launcher that is strong against all ground targets.
SAM Battery: The SAM Battery gear arms the Component Tower with a powerful anti-aircraft missile launcher and allows the Component Tower to detect stealth aircraft.
Sensor Suite: The Sensor Suite gear allows the Component Tower to detect stealth ground forces.Advanced Armor Plant: Requiring an Armory and a War Factory, the Advanced Armor Plant is the production site for GDI’s advanced armor materials. The EMP Shielding, Ceramic Armor, and Nanofiber Armor upgrades are requisitioned from the Advanced Armor Plant.
Reclamation Spike: Reclamation Spikes are effectively buildable Tiberium Spikes. Each Reclamation Spike costs about $1000 and must be placed on the “Growth Crater” of a Tiberium Field. Once placed, the Reclamation Spike will effectively halt the growth of the Tiberium Field, but will provide a cash tick proportional the growth rate of the field.
Prototype Assembly Bay: The Prototype Assembly Bay is responsible for construction of Mammoth 29s, although it is capable of building any unit produced from the War Factory. As with the old Reclamation Hub, the Prototype Assembly Bay has a build limit of one.
(Upgrades)
Tiberium Field Suits: The Tiberium Field Suits upgrade, effectively unchanged from Kane’s Wrath Patch 1.01, replaces the Composite Armor upgrade.
Tactical Grenades: The Tactical Grenades upgrade allows Grenadiers using anti-infantry grenades to clear garrisoned structures and grants Grenadiers using anti-tank grenades the EMP Grenades ability.
Anti-Radiation Missiles: The Anti-Radiation Missiles upgrades the Pathfinder’s missiles into HARMs, which receive a massive range and damage bonus when attacking base defenses.
Bunker Busters: The Bunker Busters upgrade allows the Pathfinder’s missiles to clear garrisons.
EMP Shielding: EMP Shielding protects Spearmen, Slingshots, and Shatterers from the effects of EMP, which is especial useful to prevent their destruction as they travel over water.
Ceramic Armor: Ceramic Armor is now available to the main GDI faction, providing them the same armor benefit as it did to ZOCOM in Kane’s Wrath.
Nanofiber Armor: Nanofiber Armor provides Titans with a significant armor boost and greatly increases their resistance to rocket fire as well.
Nod
(Units)
Militant Squad: Available only from Missions, Militants have less than half the health of Acolytes, but carry the same weapons, and cost $300 for two squads of twelve. Militant Squads gain a horde bonus in groups of five squads or more. Militant Squads do not benefit from upgrades.
Militant Rocket Squad: Each $300 Militant Rocket Squad comes with four soldiers, all with less than half the health of an Acolyte and only 2/3 the firepower, but twice the rate of fire. Like regular Militant Squads, Militant Rocket Squads can be produced only at a Mission and gain a horde bonus in groups of five squads or more. Militant Rocket Squads do not benefit from upgrades.
Acolyte Squad: Acolytes are the basic infantry of the Brotherhood of Nod. Acolyte Squads are identical to Militant Squads from Kane’s Wrath, save for slightly stronger armor and a squad size of six instead of eight, and thus benefit from the Tiberium Infusion and Confessors upgrades.
Acolyte Rocket Squad: Acolyte Rocket Squads are identical to GDI Missile Squads, save appearance and upgrades, benefiting from the Tiberium Infusion and Confessors upgrades instead of Tiberium Field Suits.
Missionary: Each $800 Missionary serves the multifold purpose of boosting friendly troop morale and breaking enemy morale. Missionaries have a morale-boosting aura like Confessor Cabals from Kane’s Wrath, although the Missionary’s aura is larger. Additionally, the Word of Kane ability allows a Missionary to mind control a group of enemy units at the cost of his own life. Finally, the Missionary’s Open Mission ability allows him to convert a civilian structure into a Mission. Missionaries benefit from the Pillars of Faith upgrade.
Commando: The Nod Commando is now equipped with Cybernetic Legs, allowing her to match speed with most vehicles. In addition, she can now heal in Tiberium.
Mantis: The $1000 Mantis drone lacks the ability to detect stealth enemies, but retains its crippling anti-aircraft weaponry and compensates for its loss with a repair drone to maintain itself and nearby friendly vehicles.
Stealth Tank: The Stealth Tank has gained several boons, both as an ambusher and as a raider, at the cost of some firepower and much armor. First, the Stealth Tank can no longer be detected, save by Rigs/Battle Bases, Avatar WarMechs, and Planetary Assault Carriers (list subject to modification). Furthermore, Stealth Tanks are now amphibious, loosing stealth while in the water but compensating with increased mobility.
Avatar WarMech: The $3300 Avatar WarMech is the symbol of the Brotherhood’s wrath. Avatars now have much thinner armor, barely half-and-again as strong as a Scorpion Tank, but compensate with a main beam possessing range and firepower comparable to an Obelisk of Light, although with only half the rate of fire. Additionally, Avatars are equipped with sensors capable of detecting even a Stealth Tank. The Avatar’s Commandeer Technology ability yields the following benefits:
Attack Bike: Commandeering an Attack Bike enables the Avatar to provide a 50% rate of fire boost to all friendly missile weapons against all enemies within the Avatar’s weapon range; however, this effect is not cumulative.
Flame Tank: Commandeering a Flame Tank equips the Avatar with a flamethrower with twice the range but half the firepower of the Flame Tank’s; due to the weaken power of the flame, it cannot clear garrisons.
Beam Cannon: Commandeering a Beam Cannon upgrades the Avatar’s main weapon to fire a continuous beam that can target multiple enemies.
Stealth Tank: Commandeering a Stealth Tank allows the Avatar to cloak itself while idle; only Rigs/Battle Bases, Planetary Assault Carriers, and other Avatar WarMechs can detect Avatars thusly cloaked.Viper Scout: The Viper Scout light helicopter is one of two units that replace the Venom. At $800 per helicopter, Viper Scouts have excellent speed and vision range, and can detect stealth enemies over a fairly large distance, but are unarmed save for a web launcher and a magnetic mine launcher. Viper Scouts can be upgraded with Holo Emitters, allowing a Viper Scout to disguise itself as a fleet of Vigilante Attack Helicopters.
Vigilante Helicopter: The Vigilante is the second replacement for the Venom. Each $1100 Vigilante is armed with a pair of machine gun turrets, similar to those used by Venoms (as such, it has twice the firepower). Vigilantes possess the Lay Minefield ability, allowing them to deny a region to the enemy and eliminating the need for the Mine Drop support power. Additionally, Vigilantes possess an EMP Blast ability similar to that of the Awakened. Like the Venoms that they replace, Vigilantes benefit from the Laser Capacitors upgrade.
Vagrant Strike Bomber: The $900 Vagrant is Nod’s response to the Orca Gunship. Available immediately from the Air Tower, these small jet aircraft are armed with a pair of moderately powerful anti-tank rockets. Vagrants benefit from Tiberium Core Missiles and EMP Warheads.
Vampire Interceptor: The $2300 Vampire is a descendant of the Banshee lineage of fighters. Each Vampire is armed with a pair of Pulsed Plasma Disk Launchers, powerful against aircraft and light ground vehicles, with enough reserve power for three bursts. Vampires generally use stealth generators to mask their presence, but must decloak a full two seconds before firing in order to charge their weapons.
Support Airship: The $3000 Support Airship is crucial to the maintenance of Nod’s forward forces, its air fleet in particular. Each equipped with five repair drones that can repair aircraft and ground vehicles within a fairly large distance from their host Airship, Support Airships primarily serve as morale boosters and subversion platforms: all friendly infantry within the Support Airship’s range gain a 10% health and rate of fire boost and its Divine Rage ability provides a 100% health and rate of fire boost to all infantry within the Support Airship, and prevents them from becoming suppressed but causes them to attack the enemy indiscriminately. Support Airships benefit from the Pillars of Faith upgrade.
(Structures)
Air Factory: The Air Factory can construction all aircraft that do not require a landing pad, namely Viper Scouts, Vigilantes, and Support Airships. It is, in fact, the only structure capable of constructing Support Airships.
Mission: Missions are not built by the Construction Yard, but are rather converted from civilian structures. Each Mission acts as a specialized Hand of Nod, producing Militant Squads, Militant Rocket Squads, and Fanatics.
Shredder Turret: Shredder Turrets can no longer detect stealth vehicles and aircraft.
Laser Turret: Laser Turrets can no longer detect stealth infantry and aircraft.
SAM Turret: SAM Turrets can no longer detect stealth ground forces.
Propaganda Center: Requiring a Secret Shrine and an Operations Center, the Propaganda Center aids the Brotherhood’s populist misinformation efforts. Missionaries and Support Airships both require a Propaganda Center; the Propaganda Center is also the site for the Pillars of Faith upgrade.
Tiberium Chemical Plant: The Tiberium Chemical Plant increases the value of all Harvester loads by 25%. This effect is not cumulative, so there is no benefit to building multiple Tiberium Chemical Plants.
(Support Powers)
Cloaking Field: The Cloaking Field power has been moved to the Secret Shrine. It no longer harms infantry, and indeed can be used to cloak Acolyte Squads and Acolyte Rocket Squads; Acolytes are the only infantry type affected by the Cloaking Field support power.
Power Signature Scan: The Power Signature Scan is now available from the Nod Operations Center, greatly assisting the Brotherhood in its scouting endeavors.
(Upgrades)
Holo Emitters: Replacing Signal Generators, the Holo Emitters upgrade allows a Viper Scout to disguise itself as a Vigilante, as well as produce a small fleet of Holographic Vigilantes as an “escort.”
EMP Warheads: Purchased at the Air Tower, this upgrade enhances the missiles of all Vagrant strike bombers with an additional EMP effect, making them far more useful against vehicles and allowing them the secondary use of disabling base defenses.
Pillars of Faith: The morale-boosting aura produced by the Voice of Kane, Missionaries, and Support Airships gain a 50% greater radius for their area of effect.
Scrin
(Units)
Gunners: Replacing Buzzers as the Scrin’s basic infantry, Gunners behave as miniature Gun Walkers, using beam weapons to great effect against infantry and aircraft, and benefits from the Plasma Disk Launchers upgrade to further increase their power against aircraft. Each $300 squad contains five Gunners.
Buzzers: Buzzers have been pushed back to Tier 2 and kamikaze to clear garrisons, but now cost only $100.
Creeper: Creepers are Tier 3 infantry, $1500 per squad of three, armed with psychic repulsion fields that slowly kill enemy infantry within range. Their Psionic Horror ability causes all nearby enemy infantry to freeze up or flee in terror.
Harvester: The standard Scrin Harvester has been replaced with a Shielded Harvester like that used by Reaper-17. Additionally, as a hover unit, Scrin Harvesters can move over water.
Changeling: This $1500 vehicle is armed with an anti-ground beam weapon about half-and-again as powerful as a Gun Walker’s, and is equipped with shields that take only half damage against the weapon type last used against it, although it takes about a second to adapt. Additionally, a Changeling can cannibalize a single infantry squad to gain a second weapon. As hover units, Changelings can move over water and are unaffected by mines.
Needle Cruiser: The $1600 Needle is effectively a flying Gun Walker, although with higher firepower, as it is armed with several beam weapons that are useful against infantry and other aircraft.
Annihilator Tripod: The $5000 Annihilator Tripod is designed to break heavy troop concentrations. Its main beams do moderately more damage, but also have a fairly large blast radius. Tripods can be upgraded with the Hypercharge Articulators ability, increasing its speed by 400% for three seconds, allowing to crush clustered light vehicles and close to EMP range of base defenses and heavy vehicles.
(Upgrades)
Reinforced Articulators: This upgrade allows Tripods to use the Hypercharge Articulators ability.
(Structures)
Buzzer Hive: Buzzer Hives can no longer detect stealth vehicles and aircraft.
Photon Cannon: Photon Cannon can no longer detect stealth infantry and aircraft.
Plasma Disk Launcher: Plasma Disk Launchers can no longer detect stealth ground forces.
Strategic Initiative Hub: Requiring a Stasis Chamber and a Gravity Stabilizer, the Strategic Initiative Hub is required for deployment of the Changeling and has another, as yet unknown function.
Tech Structures
Communications Array: The civilian Communications Array can be captured to provide a Mini-Map.
Turret Control: The Turret Control structure allows the side that captures it to control various civilian turrets located over the map. The Turret Control acts much like a Nod Turret Hub, replacing its turrets when they are destroyed. The Turret Control structure has control of the following types of turret:
Watchtower: Watchtowers are effective anti-infantry defenses, but cannot detect stealth units.
Guardian Cannon: Guardian Cannon are powerful anti-tank defenses, but cannot detect stealth units.
AA Battery: AA Batteries are dedicated anti-aircraft defenses, but cannot detect stealth units.
Sensor Array: Sensor Arrays provide line-of-sight and stealth-detection for the side that captures the corresponding Turret Control structure.Support Bay: The Support Bay produces several repair drones to repair nearby vehicles and aircraft, and can also heal and reinforce infantry like an Armory.
Tiberium-Based Lifeforms
Visceroid: Visceroids, like their counterparts in Tiberian Sun, have more than one stage in their life cycle. The Baby Visceroids are relatively harmless and result from infantry killed by Tiberium; each infantryman that dies in a Tiberium Field has a small chance of turning into a Baby Visceroid. Adult Visceroids are formed from the fusion of two Baby Visceroids.
Tiberium Floater: Tiberium Floaters are oversized jellyfish that float over both land and water.
Another Mod idea that I have would change the the construction methods of each faction, and alter the way that they tech up. Its description below presupposes the Mod described in the previous spoiler tags, but it can stand alone.
GDI
(Structures)
Construction Yard: Construction Yards can no longer build Advanced Armor Plants Tech Centers, Space Command Uplinks, the Prototype Assembly Bay/Reclamation Hub, Sonic Emitters, nor the Ion Cannon Uplink. Furthermore, Construction Yards do not provide ground control for the placement of these structures.
Crane: Cranes can no longer build Advanced Armor Plants, Tech Centers, Space Command Uplinks, nor the Prototype Assembly Bay. On the other hand, they can build all support structures save Sonic Emitters and the Ion Cannon Uplink.
Construction Center: The Construction Center is an upgraded Construction Yard; it cannot repack into an MCV but can construct Tier 3 and Tier 4 structures and do provide ground control for their placement.
Outpost: GDI Outposts do not provide ground control for the placement of Advanced Armor Plants, Tech Centers, Space Command Uplinks, the Prototype Assembly Bay/Reclamation Hub, Sonic Emitters, and the Ion Cannon Uplink.
(Upgrades)
Construction Center: The Construction Center upgrade converts the Construction Yard at which it was purchased into a Construction Center.
Nod
(Structures)
Construction Yard: Construction Yards can no longer build Cranes, Secret Shrines, Propaganda Centers, Tech Labs, Tiberium Chemical Plants, Obelisks of Light, and the Temple of Nod without first attaching itself to a Construction Brace.
Crane: Cranes can no longer build Secret Shrines, Propaganda Centers, Tech Labs, nor Tiberium Chemical Plants. In return, they can build all support structures save Obelisks of Light and the Temple of Nod.
Construction Brace: Construction Braces are structures that are produced around a preexisting Construction Yard. Acting much like an add-on from Starcraft’s Terran faction, a Construction Brace allows its host Construction Yard to build all structures. The Construction Brace operates as a Crane whether or not it is attached to a Construction Yard, and thus cannot be captured in the same manner as add-ons in Starcraft, although Engineers can capture it. Additionally, a Construction Brace continues to provide ground control even when no Construction Yard is attached.
Outpost: Nod Outposts no longer provide ground control for Secret Shrines, Operations Centers, Propaganda Centers, Tech Labs, Tiberium Chemical Plants, nor the Temple of Nod.
(Upgrades)
Construction Brace: The Construction Brace upgrade deploys a Construction Brace around the Construction Yard at which it is purchased.
Scrin
(Structures)
Drone Platform: Drone Platforms can no longer repack into Drone Ships.
Battle Foundry: Battle Foundries are upgraded Foundries that, at the cost of their ability to produce Reactors, Extractors, Stasis Chambers, Nerve Centers, Strategic Initiative Hubs, Technology Assemblers, the Warp Chasm, and Signal Transmitters gain the ability to produce all types of support structure, including Storm Columns, Growth Accelerators, and the Rift Generator.
(Upgrades)
Battle Foundry: The Battle Foundry upgrade converts the Foundry at which it was purchased into a Battle Foundry.
Constructive criticism would be greatly appreciated.
Kane lives
08-08-2008, 06:23 AM
uuh....yeah nice ideas but the chain gun solidier i mean a gattling gun soldier like the big guy who carries a gigantic gun in re4 (if you've played re4)
and about the mutated buzzer i alredy explained they are a sort of upgrade to normal buzzer
and thanks for all your corrections n stuff ill think of somthing god next time i post:wave:
Kane lives
08-08-2008, 09:02 AM
ok here it is
tiberium waste facility-(orignally form TS)-nod-price 2500-this gives you lots of power by taking all the excess tiberium and converting it into energy rich minerals but takes a while to build.(more like a powerful power plant)
mega avatar-nod-price 1950-a big avatar capable of destroying a predater within two hits it comes with a powerful beam on its right arm a huge gattling gun on its left arm that can chew up infantry and light armor nad it comes with an artillery cannon on its right shoulder.the bad thing about this that its too slow.
retarted octupus-scrin-price 1500-(its a machine)-an alien with 8 arms that can grapple tanks and light vehicles steal their mechnisms to shreds and upgrade its own weps on its tentacles.whats more it can stay in tiberium field to heal and spew tiberium liquid with its head.(only one can be built)
changes -
shadow team now comes 8 units per squad
nod commando now carries a rifle(which can damsge light vehicles)and dual pistols
gdi commando now carries more powerful charges and its cloaked its rifle has been upgraded to rail guns
.......................................................................................................
hi quad helix i agree with all ur ideasbut i want the units i listed in the game besides these:
mammoth m29 tank :cuz i like a marv and mammoth tank and u can add this tank but plz dont replace those tanks.
component tower:this is kinda old school from ts and firestorm those standerd turrets are ok
avatar warmech: my mega avater can replace these(i dont mean to be rude or anything)the standered avater stays
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and a question:can acolytes be trained in missions?
Quadhelix
08-09-2008, 03:23 PM
tiberium waste facility-(orignally form TS)-nod-price 2500-this gives you lots of power by taking all the excess tiberium and converting it into energy rich minerals but takes a while to build.(more like a powerful power plant) How does this work? Does it cost money to operate?
mega avatar-nod-price 1950-a big avatar capable of destroying a predater within two hits it comes with a powerful beam on its right arm a huge gattling gun on its left arm that can chew up infantry and light armor nad it comes with an artillery cannon on its right shoulder.the bad thing about this that its too slow.
A. I do not believe that $1950 is a valid price: it must be $1900 or $2000.
B. This is cheaper than a standard Avatar, yet far more powerful.
retarted octupus-scrin-price 1500-(its a machine)-an alien with 8 arms that can grapple tanks and light vehicles steal their mechnisms to shreds and upgrade its own weps on its tentacles.whats more it can stay in tiberium field to heal and spew tiberium liquid with its head.(only one can be built) Is this a replacement for the Eradicator (in which case it is too cheap), or regular unit (in which case the build limit is out of place).
shadow team now comes 8 units per squad Why? Shadow Teams are covert ops teams, which are small and stealthy, not heavy firepower teams.
nod commando now carries a rifle(which can damsge light vehicles)and dual pistols Why not just make her laser pistol stronger against vehicles?
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mammoth m29 tank :cuz i like a marv and mammoth tank and u can add this tank but plz dont replace those tanks. The Mammoth 29 is too similar to the Mammoth Tank for the them to be included in the same army. Additionally, the Mammoth 29 is too close in power and cost to the MARV to include both in the same army. At the same time, the Mammoth 29 is too powerful to be producible at every way factory, but not really powerful enough to justify a build limit.
avatar warmech: my mega avater can replace these(i dont mean to be rude or anything)the standered avater stays Not really, my redesign of the Avatar makes it useful (nearly as powerful as an Obelisk of Light and the only Nod unit capable of finding Stealth Tanks), while still keeping it a support unit to Scorpions (due to high cost and low armor).
and a question:can acolytes be trained in missions? Acolytes are effectively renamed Militants, so yes.
Kane lives
08-10-2008, 01:41 PM
Is this a replacement for the Eradicator (in which case it is too cheap), or regular unit (in which case the build limit is out of place).
no its a regular unit but can only be built once.i know this unit's artwork will take a lot of time but it'd be cool to have a tentacle type alien unit for the scrin.
The Mammoth 29 is too similar to the Mammoth Tank for the them to be included in the same army. Additionally, the Mammoth 29 is too close in power and cost to the MARV to include both in the same army. At the same time, the Mammoth 29 is too powerful to be producible at every way factory, but not really powerful enough to justify a build limit.
all right
Not really, my redesign of the Avatar makes it useful (nearly as powerful as an Obelisk of Light and the only Nod unit capable of finding Stealth Tanks), while still keeping it a support unit to Scorpions (due to high cost and low armor).
A. I do not believe that $1950 is a valid price: it must be $1900 or $2000.
B. This is cheaper than a standard Avatar, yet far more powerful
.
ur avatar stays but my avatar stays too and plus it is stronger in some ways than yours,(u can decrease ur avatars cost to 2600 or we'll have to decide this by asking this to the users of this thread)and my avaters cost will be 3300
Why not just make her laser pistol stronger against vehicles?
yeah ok
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and i am not into modding if ur thinking like that
this is just an idea (read the thread title)
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some new ideas(this is going to take loooooooooooooooong)
cyborg squad-nod-price 1500-a squad of cyborgs carrying small but powerful chain guns and anti tank rocket launchers problem is they are slow and vulnerable to fast moving infantry and vehicles.
cyborg commando-nod-price 2300-(this replaces the commando or not)-this is one of a kind unit carries a
powerful(a bit too powerful;not anything like overpowering or anything)chain gun and a classic emp launcher from ts but this not only disables vehicles but also removes the crew of a vehicle(though this has a small chance,say 35%)like Jarmen Kell from generals and zero hour which can then be taken over by any infantry unit.
a new faction called The Forgotten(hmm......where have i heard that before).let me explain these guys they are people who were experimented by nod and abondened there just basically scavengers from the 2nd tiberium war who use gdi and nods equipment and mix-and-matching thier tech. ill be listing their units some time later but heres wats on my mind:
engineer:this guy can take over enemy vehicles and repair freindly structers ill get some more info on this one later.......
fire breather:a huge mech with the base of a jugger naught and the weapon of 2 flame tanks it can make
quick work of any annoying infantry you see...........
light tiger tank: this is basically a light tank with scavenging abilities eg:theres a heated battle between some nod scorps and gdi preds and then at the end of the battle there is just one gdi pred left and one scorp left then along come this guy then mashes the guts out of these guys and rips thier mechanisms and cannons,Voilla! you got u yourself a tank with a fire power of a pred and the speed of a scorp.........
will be postin later bye
bigsmile
08-14-2008, 01:41 PM
starcraft/ warcraft 3 mod.
And naval units
Kane lives
08-15-2008, 12:20 PM
hi big smile:) ! welcome to the thread! and next time u post be a little more specific about what u want.
meanwhile i was wacthing some vids on youtube and heres what i think:
MAYBE we dont need a faction called the forgotten(though it would add some variety in units) any feedback on this would be appreciated.
Hammer head: it can now garrison an infantry squad and its firepower has been decreased 15%
M.A.R.V MKII: the nod stole this prototype unit from GDI. gets this tough guy but its firepower has been reduced to 30% and it loses the infantry garrison ability,but it gets a new reserchable side-attack called the flame flood this attack launches a flame wave which
incenerates any object and sets it on fire(recharge time 00:45)it can also upgraded to be stealthed.
RAVAGERS: ravagers and stalkers are now the same unit and fire both blue and green tiberium shards.
MECHAPEDE: mechapedes can now suck tiberium to power up their tiberium weapons
REDEEMER: it gains a new weapon the EMP launcher that can shatter enemy buildings and destroy enemy vehicles with ease its laser's firepower has been reduced 20%.
FIREHAWK: these now have both hellcat missles and rattlesnake auto chainguns(firepower reduced to 20%).
ARTILLERY (not sure bout this one): nod gets this vehicle in place of the beam cannon its basically an artilery platform that bombards long range targets and has an infantry pod just in case its ambushed
SCORPION TANK: this tank has a new weapon a small machine gun on its side.
FANATIC: this guy can be upgraded to have a tiberium bomb or more volatile explosives.
STORM RIDER: it can now be upgraded to tiberium boosters which increase speed by 25% and releases a tiberium fume (which affect infantry units) when destroyed.
SHOCK TROOPERS: shock troopers now have a new attack called the shock shatterer which can disrupt vehicles and structres(recharge time 00:40).
ZONE RAIDER: these replace zone troopers and thier greande launcher now also severley damages infantry.
CYBORG COMMANDO: (I know I have posted this unit before but just to clarify this unit)this unit is a the best nod's infantry can offer he has powerful machine gun and an EMP launcher which can disable vehicles but can also removes the crew of a vehicle(though this has a small chance,say 35%)like Jarmen Kell from generals and zero hour which can then be taken over by any infantry unit.its also stealthed
CYBORG SQUAD:(I know I have posted this unit (too) before but just to clarify this unit)these guys are the ultimate killing machine when used with the cyborg commando these carry a small but powerful chaingun and a weak anti-tank launcher which has a fast rate of fire.can be upgraded to be stealthed.NOTE:these replace all cyborg units the game orignally had.
thats enough for today right?
so ill post later
P.S:it has been quite on this topic lately dont you think?
a question to quadhelix:does the Mammoth 29 tank has the same abilities like the M.A.R.V?
Quadhelix
08-15-2008, 09:29 PM
ur avatar stays but my avatar stays too and plus it is stronger in some ways than yours,(u can decrease ur avatars cost to 2600 or we'll have to decide this by asking this to the users of this thread)and my avaters cost will be 3300 There is no reason why there cannot be two mods.
Personally, I feel that your "Mega-Avatar" is far too powerful (although I suppose that the same could be said of my Mammoth 29): the Mega-Avatar is armed with a main weapon that is powerful against vehicles, a secondary weapon that is powerful against infantry, and a tertiary weapon that makes it strong against artillery. The only weakness that you list for it is that it is "slow." In short, it would be a perfectly viable strategy to mass Mega-Avatars, mix them with some mobile AA, and send them slowly marching across the battlefield to crush the enemy; this is a GDI tactic.
My Avatar redesign is effectively a glass cannon (http://tvtropes.org/pmwiki/pmwiki.php/Main/GlassCannon): powerful, but in trouble if the enemy manages to return fire. A group of my Avatars would likely be torn to ribbons by an equally sized group of Titans or Predators, but a handful of them can increase the strength of a group of Scorpions far more than a few more Scorpions could.
Hammer head: it can now garrison an infantry squad and its firepower has been decreased 15% I though Hammerheads could already be garrisoned.
M.A.R.V MKII: the nod stole this prototype unit from GDI. gets this tough guy but its firepower has been reduced to 30% and it loses the infantry garrison ability,but it gets a new reserchable side-attack called the flame flood this attack launches a flame wave which
incenerates any object and sets it on fire(recharge time 00:45)it can also upgraded to be stealthed. In other words, Nod gains a second Epic Unit that is effectively a more powerful version of GDI's Epic Unit. How on Earth is this balanced?
MECHAPEDE: mechapedes can now suck tiberium to power up their tiberium weapons This may or may not be feasible.
REDEEMER: it gains a new weapon the EMP launcher that can shatter enemy buildings and destroy enemy vehicles with ease its laser's firepower has been reduced 20%. This "EMP Launcher" doesn't sound like any other EMP weapon in the game.
FIREHAWK: these now have both hellcat missles and rattlesnake auto chainguns(firepower reduced to 20%). Note: it's probably a bad idea to put a weapon that does not need to be reloaded (the chaingun) on the same unit as a weapon that needs to be reloaded (the missiles).
ARTILLERY (not sure bout this one): nod gets this vehicle in place of the beam cannon its basically an artilery platform that bombards long range targets and has an infantry pod just in case its ambushed Nod already has the Specter Artillery.
SCORPION TANK: this tank has a new weapon a small machine gun on its side. The machine gun might pose a problem, as it would allow the Scorpion Tank to fill the role of a Raider Buggy.
What sort of new weapon?
FANATIC: this guy can be upgraded to have a tiberium bomb or more volatile explosives. Maybe.
SHOCK TROOPERS: shock troopers now have a new attack called the shock shatterer which can disrupt vehicles and structres(recharge time 00:40). That attack/ability might warrant a price increase for the Shock Troopers, which would be really bad, as Shock Troopers are the only anti-air infantry that the unmodded Scrin have.
ZONE RAIDER: these replace zone troopers and thier greande launcher now also severley damages infantry. They're already strong against infantry.
CYBORG COMMANDO: (I know I have posted this unit before but just to clarify this unit)this unit is a the best nod's infantry can offer he has powerful machine gun and an EMP launcher which can disable vehicles but can also removes the crew of a vehicle(though this has a small chance,say 35%)like Jarmen Kell from generals and zero hour which can then be taken over by any infantry unit.its also stealthed I don't think Kill_Pilot logic works in Tiberium Wars, and would be hard to implement due to squads. In fact, other than the EMP ability and better stealth, I fail to see why this unit is preferable to Nod's current Commando.
CYBORG SQUAD:(I know I have posted this unit (too) before but just to clarify this unit)these guys are the ultimate killing machine when used with the cyborg commando these carry a small but powerful chaingun and a weak anti-tank launcher which has a fast rate of fire.can be upgraded to be stealthed.NOTE:these replace all cyborg units the game orignally had. Tiberium Wars had no cyborgs. Kane's Wrath had the Awakened, which were available to the Marked of Kane subfaction and to v.Nod (although to the latter only through a support power that turned Militants into Awakened), and the Enlightened, which were available only to the Marked of Kane.
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a question to quadhelix:does the Mammoth 29 tank has the same abilities like the M.A.R.V? No. Mammoth 29s would have neither infantry pods nor the ability to harvest Tiberium. The compensate, however, by lacking a build limit.
For GDI's late game economy boost, I included the Reclamation Spike, which acts like a Tiberium Spike, but is placed like a Growth Accelerator (conveniently limiting the number that can be built without including an actual build limit).
and a question:can acolytes be trained in missions? I think I might have misinterpreted what you were asking with this. Both Acolytes and Militants can be produced during the Campaign and during Multiplayer/Skirmish. Acolytes are produced from a Hand of Nod, whereas Militants are produced from a structure called a Mission. Militants cannot be trained from a Hand of Nod, and Acolytes cannot be trained from a Mission.
Kane lives
08-16-2008, 07:34 AM
There is no reason why there cannot be two mods.
Personally, I feel that your "Mega-Avatar" is far too powerful (although I suppose that the same could be said of my Mammoth 29): the Mega-Avatar is armed with a main weapon that is powerful against vehicles, a secondary weapon that is powerful against infantry, and a tertiary weapon that makes it strong against artillery. The only weakness that you list for it is that it is "slow." In short, it would be a perfectly viable strategy to mass Mega-Avatars, mix them with some mobile AA, and send them slowly marching across the battlefield to crush the enemy; this is a GDI tactic.
My Avatar redesign is effectively a glass cannon (http://tvtropes.org/pmwiki/pmwiki.php/Main/GlassCannon): powerful, but in trouble if the enemy manages to return fire. A group of my Avatars would likely be torn to ribbons by an equally sized group of Titans or Predators, but a handful of them can increase the strength of a group of Scorpions far more than a few more Scorpions could.
hmmm....intrigiuing i see what you mean......ok that settles it then ur avater is the best.but does the avater stil have the "rip mechnisms from friendly units"ability?
I though Hammerheads could already be garrisoned.
oh yeah they could do that but now they can garrison an enitre squad.
In other words, Nod gains a second Epic Unit that is effectively a more powerful version of GDI's Epic Unit. How on Earth is this balanced?
no you dont get it see, the m.a.r.v mkII is a protoype so it has less health and we can reduce firepower to 50% and remove the flame wave abiltity ok?it also lacks a build limit.
This "EMP Launcher" doesn't sound like any other EMP weapon in the game.
ok we'll replace the emp launcher with a flame thrower or we'll keep this unit the way it is
Note: it's probably a bad idea to put a weapon that does not need to be reloaded (the chaingun) on the same unit as a weapon that needs to be reloaded (the missiles).
we'll set the missles and chain guns ammo to infinite althogh that would kinda overpower it but for that the firepower will be reduced to 25%
Nod already has the Specter Artillery.
this replaces that and can be used with the beam cannon or we could just increase the beam cannon's firepower
The machine gun might pose a problem, as it would allow the Scorpion Tank to fill the role of a Raider Buggy.
What sort of new weapon?
i said it was a small firearm it dosent fill the role of the buggy its weak but ok against infantry or we could add the ability like the tick tank from ts and fs you know,it deploys and it gains more firepower and is harder to beat it'll also make an ideal base defence.
That attack/ability might warrant a price increase for the Shock Troopers, which would be really bad, as Shock Troopers are the only anti-air infantry that the unmodded Scrin have.
ok we'll cancel this ability
I don't think Kill_Pilot logic works in Tiberium Wars, and would be hard to implement due to squads. In fact, other than the EMP ability and better stealth, I fail to see why this unit is preferable to Nod's current Commando
ok instead of the emp we'll replace it with a shatchel of c3 or c4 explosives and this unit also replaces the nod commando
Tiberium Wars had no cyborgs. Kane's Wrath had the Awakened, which were available to the Marked of Kane subfaction and to v.Nod (although to the latter only through a support power that turned Militants into Awakened), and the Enlightened, which were available only to the Marked of Kane
so you agree with this idea?
No. Mammoth 29s would have neither infantry pods nor the ability to harvest Tiberium. The compensate, however, by lacking a build limit.
For GDI's late game economy boost, I included the Reclamation Spike, which acts like a Tiberium Spike, but is placed like a Growth Accelerator (conveniently limiting the number that can be built without including an actual build limit).
but the mammoth m29 tank is quite underpowered as compared to the m.a.r.v don't you think?and for eg you are playing as and GDI have huge base and lots of funds then u decide to anhilate your enemy's base once and for all so u create the M.a.r.v you and train a squad of riflemen,rocket troopers,engineers and zone troopers then u garrison all these guys into the m.a.r.v and send them to your enemys base then u start attacking everything in sight;the riflemen attack your enemy's infantry;the rocket troopers attack his vehicles;the engineers start capturing all the buildings;the zone troopers get out and secure the buildings and provide cover fire for the engineers;the marv itself just stands their like a behemoth andstarts attaking any of your enemy's remaining forces.Soyou see,the mammoth 29 isint as advanced as the m.a.r.v.
I think I might have misinterpreted what you were asking with this. Both Acolytes and Militants can be produced during the Campaign and during Multiplayer/Skirmish. Acolytes are produced from a Hand of Nod, whereas Militants are produced from a structure called a Mission. Militants cannot be trained from a Hand of Nod, and Acolytes cannot be trained from a Mission.
oh right i get it thanks for that info
They're already strong against infantry.
oh i see *smacks on the head* forgot! u see, i dont have KW,only have TW!
a question to the thread starter Davion:are we posting these ideas just for rumours or is someone's gonna work on these ideas?(no offence,of course)
and Quadhelix thank you for all the costructive critsicm really aprecciated it!
what do you think about the new faction The Forgotten?
Quadhelix
08-18-2008, 08:17 PM
but does the avater stil have the "rip mechnisms from friendly units"ability? My Avatar idea still includes the Commandeer Technology ability, but in a slightly modified form. I'm still fiddling with the specifics, but it can definitely "rip mechanisms from friendly units."
HAMMERHEADS
oh yeah they could do that but now they can garrison an enitre squad. Exactly, Hammerheads in Kane's Wrath are armed with a machine gun and can hold a single infantry squad, which can fire out.
M.A.R.V. MK.II
no you dont get it see, the m.a.r.v mkII is a protoype so it has less health and we can reduce firepower to 50% and remove the flame wave abiltity ok?it also lacks a build limit. Okay, sorry about that; it is not a new Epic Unit. Why would I use a MARV Mk. II instead of an Avatar? Why would I use an Avatar instead of a MARV Mk. II?
REDEEMER
ok we'll replace the emp launcher with a flame thrower or we'll keep this unit the way it is I have no problem with an EMP-equipped Redeemer. However, EMP weapons do not do damage, and as such cannot "shatter enemy buildings and destroy enemy vehicles." The Shockwave Artillery, I feel I should note, is not an EMP weapon, but rather a Sonic weapon with secondary EMP effects.
FIREHAWKS
we'll set the missles and chain guns ammo to infinite althogh that would kinda overpower it but for that the firepower will be reduced to 25% On the other hand, there is not much problem with the current Firehawk. Why would the Firehawk need a chain gun anyway?
ARTILLERY
this replaces that and can be used with the beam cannon or we could just increase the beam cannon's firepower Beam Cannon are plenty powerful: although each one might have only mediocre firepower, the firepower of each Beam Cannon is proportional to the number of Beam Cannon attacking the same target. Therefore, the firepower of a group of Beam Cannon is proportional to the square of the number of Beam Cannon in that group.
SCORPION TANKS
i said it was a small firearm it dosent fill the role of the buggy its weak but ok against infantry or we could add the ability like the tick tank from ts and fs you know,it deploys and it gains more firepower and is harder to beat it'll also make an ideal base defence. I like the idea of a Deploy for Scorpion Tanks. It would go especially well with the Reckoner APC from Kane's Wrath.
The question is, should the Scorpion "Turret" be able to Repack into a Tank, or should the conversion be one way, as with the Reckoner APC.
SHOCK TROOPERS
ok we'll cancel this ability You could do that, or you could add another anti-air infantry unit for the Scrin.
CYBORG COMMANDO
ok instead of the emp we'll replace it with a shatchel of c3 or c4 explosives and this unit also replaces the nod commando The EMP ability is not a problem; indeed, the Awakened and Enlightened cyborgs in Kane's Wrath are equipped with an EMP Blast ability that allows them to disable enemy vehicles and structures. The problem is that your Cyborg Commando is, overall, inferior to the basic Nod Commando in Tiberium Wars. The Commando has C4 and a laser weapon, whereas your Cyborg Commando has a machine gun. The EMP weapon and permanent stealth are your Cyborg Commando's only advantage over the main Nod Commando.
CYBORGS
so you agree with this idea? I was saying that there are no cyborg units in Tiberium Wars for this to replace. As an independent unit, I think that this might be a good unit assuming that it is properly balanced. The only "problem" that I have with it is that Cyborgs in C&C tend to be geared more toward heavy armor than stealth or speed.
MAMMOTH 29
but the mammoth m29 tank is quite underpowered as compared to the m.a.r.v don't you think?and for eg you are playing as and GDI have huge base and lots of funds then u decide to anhilate your enemy's base once and for all so u create the M.a.r.v you and train a squad of riflemen,rocket troopers,engineers and zone troopers then u garrison all these guys into the m.a.r.v and send them to your enemys base then u start attacking everything in sight;the riflemen attack your enemy's infantry;the rocket troopers attack his vehicles;the engineers start capturing all the buildings;the zone troopers get out and secure the buildings and provide cover fire for the engineers;the marv itself just stands their like a behemoth andstarts attaking any of your enemy's remaining forces.Soyou see,the mammoth 29 isint as advanced as the m.a.r.v. Your information about the MARV is incorrect: units garrisoned in the MARV cannot be recovered. Engineers garrisoned in the MARV, therefore, cannot capture enemy structures, as they are permanently attached to the MARV; they do, however, allow the MARV to repair itself. Furthermore, each Engineer is a complete "squad," and thus the MARV could hold only one Engineer if you are also adding a Rifleman Squad, a Missile Squad, and a Zone Trooper Squad. Infantry put into a MARV do not "garrison" it, but rather add a weapon to it the expense of their independence from the MARV.
oh i see *smacks on the head* forgot! u see, i dont have KW,only have TW! Up until two days ago, I had neither. My ideas were based on reading the C&C Wikia pages (http://gaming.wikia.com/wiki/Command_%26_Conquer:_Tiberian_series), the C&C Wiki (http://cnc.wikia.com/wiki/Main_Page), the EA Unit Profiles for Kane's Wrath, and the Tiberium Wars demo.
what do you think about the new faction The Forgotten? Well, let us see:
engineer:this guy can take over enemy vehicles and repair freindly structers ill get some more info on this one later....... So it is a Hijacker/Technician? It needs a better name than Engineer or Hijacker/Technician, but it is unique enough and doesn't seem too powerful.
fire breather:a huge mech with the base of a jugger naught and the weapon of 2 flame tanks it can make
quick work of any annoying infantry you see........... So, it is basically a Flame Mech? Only problems that I see are that it seems just a tiny bit too similar to the Purifier and that flame weapons are somewhat Nod's trademark.
light tiger tank: this is basically a light tank with scavenging abilities eg:theres a heated battle between some nod scorps and gdi preds and then at the end of the battle there is just one gdi pred left and one scorp left then along come this guy then mashes the guts out of these guys and rips thier mechanisms and cannons,Voilla! you got u yourself a tank with a fire power of a pred and the speed of a scorp......... Problem: Scorpions are fast because of their thin armor and small gun. That said, there is something to the concept.
Kane lives
08-19-2008, 12:28 PM
Okay, sorry about that; it is not a new Epic Unit. Why would I use a MARV Mk. II instead of an Avatar? Why would I use an Avatar instead of a MARV Mk. II?
basically players can use these the m.a.r.v mkII with the avaters as a support unit and may prove useful when invading enemy's bases'.
On the other hand, there is not much problem with the current Firehawk. Why would the Firehawk need a chain gun anyway?
yeah,you're right.
I have no problem with an EMP-equipped Redeemer. However, EMP weapons do not do damage, and as such cannot "shatter enemy buildings and destroy enemy vehicles." The Shockwave Artillery, I feel I should note, is not an EMP weapon, but rather a Sonic weapon with secondary EMP effects.
i see,so the redeemer gets a shock cannon?
Beam Cannon are plenty powerful: although each one might have only mediocre firepower, the firepower of each Beam Cannon is proportional to the number of Beam Cannon attacking the same target. Therefore, the firepower of a group of Beam Cannon is proportional to the square of the number of Beam Cannon in that group.
okay but the Beam Cannon is pretty weak as compared to the Juggernaught.i personally feel that the Beam Cannon shuold have a tad bit of firepower or there should be an upgrade that improves a small amount of firepower.
I like the idea of a Deploy for Scorpion Tanks. It would go especially well with the Reckoner APC from Kane's Wrath.
The question is, should the Scorpion "Turret" be able to Repack into a Tank, or should the conversion be one way, as with the Reckoner APC.
yeah i know as a matter of fact i dreamt this idea up while i was asleep:sleep:.I think it should repack because,once it's being attacked it would have no way to run and Nod is often reffered for it's sneaky and hit-and-run tactics.So should the reckoner APC don't you think?
You could do that, or you could add another anti-air infantry unit for the Scrin.
yeah good idea!
The EMP ability is not a problem; indeed, the Awakened and Enlightened cyborgs in Kane's Wrath are equipped with an EMP Blast ability that allows them to disable enemy vehicles and structures. The problem is that your Cyborg Commando is, overall, inferior to the basic Nod Commando in Tiberium Wars. The Commando has C4 and a laser weapon, whereas your Cyborg Commando has a machine gun. The EMP weapon and permanent stealth are your Cyborg Commando's only advantage over the main Nod Commando.
you really think so?ok then the standerd Nod commando stays.
I was saying that there are no cyborg units in Tiberium Wars for this to replace. As an independent unit, I think that this might be a good unit assuming that it is properly balanced. The only "problem" that I have with it is that Cyborgs in C&C tend to be geared more toward heavy armor than stealth or speed.
ok but you said in you're mod idea that all factions get all units and structers from Kane's Wrath.
Your information about the MARV is incorrect: units garrisoned in the MARV cannot be recovered. Engineers garrisoned in the MARV, therefore, cannot capture enemy structures, as they are permanently attached to the MARV; they do, however, allow the MARV to repair itself. Furthermore, each Engineer is a complete "squad," and thus the MARV could hold only one Engineer if you are also adding a Rifleman Squad, a Missile Squad, and a Zone Trooper Squad. Infantry put into a MARV do not "garrison" it, but rather add a weapon to it the expense of their independence from the MARV.
what i'm trying to ask is that in which ways does the mammoth m29 tank have advantages over the m.a.r.v?
So it is a Hijacker/Technician? It needs a better name than Engineer or Hijacker/Technician, but it is unique enough and doesn't seem too powerful.
do you agree with this idea?i think we could call it the Mutant Technician.
So, it is basically a Flame Mech? Only problems that I see are that it seems just a tiny bit too similar to the Purifier and that flame weapons are somewhat Nod's trademark.
The Forgotten are scavengers from the 1st and 2nd Tiberium war so they use a mixture of GDI and Nod tech so you see, the fire breather has a base of a Juggernaught and the weapons of the Devil's tongue from TS and FS.
Problem: Scorpions are fast because of their thin armor and small gun. That said, there is something to the concept.
i see.
Stealth Tank : The Stealth Tank has gained several boons, both as an ambusher and as a raider, at the cost of some firepower and much armor. First, the Stealth Tank can no longer be detected, save by Rigs/Battle Bases, Avatar WarMechs, and Planetary Assault Carriers (list subject to modification). Furthermore, Stealth Tanks are now amphibious, loosing stealth while in the water but compensating with increased mobility.
i fail to see why it can no longer be detected.
Vigilante Helicopter : The Vigilante is the second replacement for the Venom. Each $1100 Vigilante is armed with a pair of machine gun turrets, similar to those used by Venoms (as such, it has twice the firepower). Vigilantes possess the Lay Minefield ability, allowing them to deny a region to the enemy and eliminating the need for the Mine Drop support power. Additionally, Vigilantes possess an EMP Blast ability similar to that of the Awakened. Like the Venoms that they replace, Vigilantes benefit from the Laser Capacitors upgrade.
would'nt this completely reduce the use for Venoms?
Quadhelix
08-19-2008, 01:37 PM
basically players can use these the m.a.r.v mkII with the avaters as a support unit and may prove useful when invading enemy's bases'. Interesting idea; instead of making it a copy of an existing GDI unit, why not make the unit unique to Nod, like the Blister Tank in the older Tiberian Odyssey Nod faction (http://www.ppmsite.com/?go=tonodunits)?
i see,so the redeemer gets a shock cannon? That is GDI technology. There is no problem equipping Redeemers with EMP weaponry like that used by then Awakened or Raider Buggy, save that the Redeemer could could become overpowered in Epic v. Epic battles, where it could disable the enemy Epic Unit and then proceed to rip it apart unchallenged.
okay but the Beam Cannon is pretty weak as compared to the Juggernaught.i personally feel that the Beam Cannon shuold have a tad bit of firepower or there should be an upgrade that improves a small amount of firepower. Perhaps in small groups, but doubling the number of Beam Cannon attacking a given target quadruples the damage inflicted! Also, in Kane's Wrath, the Beam Cannon is available at Tier 2 (with an Operations Center) as opposed to Tier 3 (requiring a Tech Lab).
That said, if the mod is for Tiberium Wars and keeps the Beam Cannon at Tier 3, then it would probably be a good idea to include some Tier 2 Artillery of some type.
yeah i know as a matter of fact i dreamt this idea up while i was asleep:sleep:.I think it should repack because,once it's being attacked it would have no way to run and Nod is often reffered for it's sneaky and hit-and-run tactics.So should the reckoner APC don't you think? Actually, I don't agree in the case of the Reckoner: the main difference between Reckoner APCs and Reckoner "Bunkers" is that the infantry in a Reckoner Bunker can fire out. If the Reckoner could repack and move, then there would be little difference between it and GDI's Guardian APC, save that the Reckoner could hold twice as many soldiers.
As for the Scorpion "Turret," I would say that the decision as to whether it can repack is linked to how much stronger it is once deployed. If it gains a significant range, firepower, or armor boost from deploying, then I would say that it should either not be able to repack or have a really long deploy/repack delay to keep players from charging a group of Scorpions in, deploying them to lay waste to everything, then repacking them, moving them over a little, and repeating the process.
ok but you said in you're mod idea that all factions get all units and structers from Kane's Wrath. Oh! Firstly, for that to be the case, it would probably have to be a mod for Kane's Wrath because certain units, such as the Reckoner APC (http://cnc.wikia.com/wiki/Reckoner), cannot be copied in Tiberium Wars. Second, I didn't realize that your suggestions presupposed any of my proposed changes.
Thirdly, in Kane's Wrath, all cyborg units (all two of them, the Awakened (http://cnc.wikia.com/wiki/Awakened) and Enlightened (http://cnc.wikia.com/wiki/Enlightened)) are exclusive to the Marked of Kane subfaction. The main Nod faction can make use of Awakened by employing the Redemption (http://cnc.wikia.com/wiki/Redemption) support power from the Tech Lab, which resurrects fallen Militant Squads and Militant Rocket Squads as Awakened squads.
what i'm trying to ask is that in which ways does the mammoth m29 tank have advantages over the m.a.r.v? The Mammoth 29 does not have a build limit and has integrated anti-aircraft weaponry. I would have to boot up the game to test how their firepower would compare, but I would imagine that they would not be too dissimilar.
do you agree with this idea?i think we could call it the Mutant Technician. Sounds good.
The Forgotten are scavengers from the 1st and 2nd Tiberium war so they use a mixture of GDI and Nod tech so you see, the fire breather has a base of a Juggernaught and the weapons of the Devil's tongue from TS and FS. I got that and there really isn't anything wrong with the idea. It is just that, to me, personally, it seems that the Purifier from Kane's Wrath already fills the Mech with flamethrower role. Purely personal to me, but that is the way that I am.
i fail to see why it can no longer be detected. Personal preference: I feel that units with integrated cloaking technology, such as the Stealth Tank or Vertigo Bomber, should be harder to detect than units under the effect of the Cloaking Field power. Stealth Tanks' main advantage is supposed to be stealth, and it somewhat defeats the purpose if you can get a similar effect by building a batch of Attack Bikes and then using Cloaking Field on them.
Either way, I am reworking the idea for the Stealth Tank to keep it from becoming overpowered.
would'nt this completely reduce the use for Venoms? Definitely: Vigilantes are one of two aircraft that replace the Venom, so they have to fill at least one of the Venom's roles.
Kane lives
08-20-2008, 05:51 AM
Interesting idea; instead of making it a copy of an existing GDI unit, why not make the unit unique to Nod, like the Blister Tank in the older Tiberian Odyssey Nod faction (http://www.ppmsite.com/?go=tonodunits)?
yeah but the Blister Tank will most propably take the place of the Beam Cannon as it is used as a seige weapon as well as a counterpart to standerd Nod tanks(i.e.scorps,tick tank)or we could remove the ability to bombard distant targets and rename the tank(something like heavy scorpion tank).
That is GDI technology. There is no problem equipping Redeemers with EMP weaponry like that used by then Awakened or Raider Buggy, save that the Redeemer could could become overpowered in Epic v. Epic battles, where it could disable the enemy Epic Unit and then proceed to rip it apart unchallenged.
Ok so what you're saying is that the redeemer should be kept the way it is?(uh....right?)
Perhaps in small groups, but doubling the number of Beam Cannon attacking a given target quadruples the damage inflicted! Also, in Kane's Wrath, the Beam Cannon is available at Tier 2 (with an Operations Center) as opposed to Tier 3 (requiring a Tech Lab).
That said, if the mod is for Tiberium Wars and keeps the Beam Cannon at Tier 3, then it would probably be a good idea to include some Tier 2 Artillery of some type.
yeah but you could send 2 to 5 Juggernaughts to the outskirts of you're enemy's base,put together with some AA and a sniper team or two and the you get a message saying:Mission Acomplished.Or we could include some tier 2 artillery for Nod(right now I am out of ideas you post an idea about this).
Actually, I don't agree in the case of the Reckoner: the main difference between Reckoner APCs and Reckoner "Bunkers" is that the infantry in a Reckoner Bunker can fire out. If the Reckoner could repack and move, then there would be little difference between it and GDI's Guardian APC, save that the Reckoner could hold twice as many soldiers.
As for the Scorpion "Turret," I would say that the decision as to whether it can repack is linked to how much stronger it is once deployed. If it gains a significant range, firepower, or armor boost from deploying, then I would say that it should either not be able to repack or have a really long deploy/repack delay to keep players from charging a group of Scorpions in, deploying them to lay waste to everything, then repacking them, moving them over a little, and repeating the process.
Firstly,the Reckoner APC should stay with a one time repack ability.
Secondly,As for the scorpion turret i think it should only gain firepower(Maybe because adding firepower or range is kinda far-fetched).I use to do that in TS and FS pack attack any incoming forces then repack and and than do the same thing again etc,that way players could gain early control of the battlefield.
Oh! Firstly, for that to be the case, it would probably have to be a mod for Kane's Wrath because certain units, such as the Reckoner APC (http://cnc.wikia.com/wiki/Reckoner), cannot be copied in Tiberium Wars. Second, I didn't realize that your suggestions presupposed any of my proposed changes.
Thirdly, in Kane's Wrath, all cyborg units (all two of them, the Awakened (http://cnc.wikia.com/wiki/Awakened) and Enlightened (http://cnc.wikia.com/wiki/Enlightened)) are exclusive to the Marked of Kane subfaction. The main Nod faction can make use of Awakened by employing the Redemption (http://cnc.wikia.com/wiki/Redemption) support power from the Tech Lab, which resurrects fallen Militant Squads and Militant Rocket Squads as Awakened squads.
See I said that in my third or second post(don't remember too well)
hi quad helix i agree with all ur ideas but i want the units i listed in the game besides these
And i personally feel that TW should get the sub-factions from KW becuse the gameplay from TW will get boring for expierienced players like me who don't have KW(though it would be a Hell-of-a-huge-task to do this).
The Mammoth 29 does not have a build limit and has integrated anti-aircraft weaponry. I would have to boot up the game to test how their firepower would compare, but I would imagine that they would not be too dissimilar.
Yeah good luck testing these(not being sacasting of course)
Sounds good.
Ok cool.
Personal preference: I feel that units with integrated cloaking technology, such as the Stealth Tank or Vertigo Bomber, should be harder to detect than units under the effect of the Cloaking Field power. Stealth Tanks' main advantage is supposed to be stealth, and it somewhat defeats the purpose if you can get a similar effect by building a batch of Attack Bikes and then using Cloaking Field on them.
Either way, I am reworking the idea for the Stealth Tank to keep it from becoming overpowered.
Ok you work on this.Though i agree with this idea pretty much.
Definitely: Vigilantes are one of two aircraft that replace the Venom, so they have to fill at least one of the Venom's roles.
Ok.:hmm::chin::squint:
It's been quite on this thread for some time no has posted on it besides you and me right? oh yeah and how could i forget bigsmile
bigsmile
08-22-2008, 12:26 PM
hey ok i will do it little more specific
ok i want a starcraft 2 faction... zerg
like
The Baneling...
http://ve3d.ign.com/images/23215/PC/StarCraft-II
What it can do... Its a walkin poison bomb that stays poison gdi and nod only (that are humans)
The Corupptor
http://ve3d.ign.com/images/23218/PC/StarCraft-II
It can take some infantry in it and shoot plasma to ships/tanks/infantry and buildings. It's strong vs infantry of course
Hydralisks
http://ve3d.ign.com/images/23220/PC/StarCraft-II
Shoots biting poison... Good to vehicles and buildings
The Infestor
http://ve3d.ign.com/images/23221/PC/StarCraft-II
It can infest humans and other aliens and U will get them but they are 10% weaker than normal. (so good vs infantry)
Lurker
http://ve3d.ign.com/images/23224/PC/StarCraft-II
Can unpack and ít can attack (strong vs vehicles)
Mutalisks
http://ve3d.ign.com/images/23226/PC/StarCraft-II
Strong vs buildings and infantry and flyin stuff. It can shoot discs with spikes or sumting.
Nydus Worm
This can dig in ground and attack vehicles and infantry. Good vs infantry, normal vs vehicles
Overseer
http://ve3d.ign.com/images/23227/PC/StarCraft-II
this can search for tiberium etc.
Queen
http://ve3d.ign.com/images/23228/PC/StarCraft-II
Good vs all. And can shoot plasma etc.
Arguably
http://ve3d.ign.com/images/23229/PC/StarCraft-II
Good vs vehicles and buildings.
The zergling
http://ve3d.ign.com/images/23231/PC/StarCraft-II
Can dig in ground and come above (when u want) to attack.
Strong in hordes. Strong vs infantry and buildings. With more than 25.
it can crash avatars etc.
FOR MORE INFO http://ve3d.ign.com/articles/news/37309/StarCraft-2-Zerg-Attack-New-Screenshots-Unit-Images-Unit-Info :)
I will add buildings later. hope u listen to this ;)
bigsmile
08-22-2008, 01:25 PM
O sorry here picture for nydus worm
http://www.creepcolony.com/images/units/nydusworm.gif
(underground)
Lurker
http://ve3d.ign.com/images/23224/PC/StarCraft-II
Can unpack and ít can attack (strong vs vehicles)
by bigsmile
ok this can be created by larves.
After u can update larves by cost 50.
Than u will get a cocon.
This can make larves... in eggs first. No cost to make it larves but it will cost like 1 minute to make larves from eggs.
ONLY LURKER AND ROACH CREATURES NEED EGGS.
this can make eggs :
The drone
http://www.sc2armory.com/images/zerg/drone.gif
and this can create buildings
The Roach
www.starcraft2.com.au/roach.gif (http://www.starcraft2.com.au/roach.gif)
with it's knifes it can kill infantry very good. With his horns it is good vs vehicles even.
The infested soldier.
This creature u will only get by the infestor.
ok Like i told it has got %10 less with all.
This is how it will be http://i58.photobucket.com/albums/g279/armagedon343/Starcraft/InfestedTerran3.jpg
ok this is an drone ship:
http://farm4.static.flickr.com/3182/2618686203_7eecf4c32b.jpg?v=0
It can drop cocons to make any creature u want tier 1 is free tier 2 cost (look what i said with tier 3)
tier 3 can be unlocked and tier 4 isn't possible but if tier 3 is be unlocked it will cost... (look at the creature price but -100 of the cost)
and the drone ship got a musquite swarm. Ok. It can attack all. Good vs infantry, vehicles, and air stuff.
STRUCTURES
This will be the centrum: Hatchery
http://images.wikia.com/starcraft/images/d/dd/SC2_Hatchery.jpg
this will able you to make other buildings.
The lair
http://images.wikia.com/starcraft/images/7/75/SC2_Lair.jpg
This will able you to make "vehicles"
this will be the extractor to get tiberium
http://images.wikia.com/starcraft/images/a/a1/SC2_Extractor.gif
with this ya can make overseers and with liar
This is the
Evolution Chamber
http://farm4.static.flickr.com/3022/2618685699_8ac728d6e8.jpg?v=0
This will let ya make "soldiers":)
The ultralisker:
http://farm4.static.flickr.com/3022/2618685699_8ac728d6e8.jpg?v=0
this will able you to make flyin stuff.
Infesterer:
http://farm4.static.flickr.com/3171/2618685579_3aa05feeff.jpg?v=0
This is a "tech lab" for zerg.
Hive
http://images.wikia.com/starcraft/images/d/da/SC2_Spire.jpg
This will be a "crane"
Spawing pool
http://images.wikia.com/starcraft/images/e/ed/SC2_Spawning_Pool.jpg
This will able ya to make the queen.
TELL ME IF INTERESTED. SO I CAN POST THE DEF BUILDINGS ETC.
Kane lives
08-22-2008, 02:45 PM
Was'nt a big fan of Total conversions nut good idea ! keep it up!
Hint:There is an "edit" button below you're posts,next time try using that button okay?
bigsmile
08-23-2008, 05:20 AM
Was'nt a big fan of Total conversions hey what ya ment with this? :) and thx .
Kane lives
08-23-2008, 11:16 AM
hey what ya ment with this?
I meant I was'nt a big fan of total conversions but stargate is'nt a good conversion though that's just me cause i'm nt a big fanof total conversions
About that word I wrote i meant "BUT" NOT "NUT":)
bigsmile
08-23-2008, 04:52 PM
What? So u say starCraft (not gate) is not a good conversation:nuts::nuts: :)
but anyways.. tommorow (i think) i will post the techs and base defense structures
Kane lives
08-24-2008, 01:06 PM
Here is a new idea:
The avatar warmech can now rip GDI and Scrin vehicles mechanisms like an avatar equipped with the juggernaght's cannon and the devourer tank's tiberium suck ability(This would impractical but as an avattar gains new weapons it loses the old weapons like for example:There is an avatar equipped with flamethrower fighting a juggernaght and it destroys it then it goes over rip it's cannons so then it loses the flamethrower and gets the juggernaght's cannon(A feedback about this by Quadhelix would be appreciated)
Quadhelix
08-24-2008, 04:51 PM
yeah but the Blister Tank will most propably take the place of the Beam Cannon as it is used as a seige weapon as well as a counterpart to standerd Nod tanks(i.e.scorps,tick tank)or we could remove the ability to bombard distant targets and rename the tank(something like heavy scorpion tank). I didn't mean the actual Blister Tank, but was using it as an example. Either way, Nod already has a late game powerhouse in the form of the Avatar. Anyway, here is an idea.
Scarab Tank: When the Avatar proved too cumbersome for hit and run maneuvers, the Brotherhood of Nod commissioned the design and construction of the Scarab Tank. Scarabs are armed with a 105mm cannon and a pair of 90mm cannon. Like the 105mm on Scorpion Tanks, the Scarab's main cannon can be upgraded with laser capacitors, but its 90mm cannon cannot be upgraded. While slower than Scorpion Tanks, Scarab Tanks still out run Avatars and Mammoth Tanks, and can fire while mobile. Scarab Tanks are a Tier 3 vehicle, requiring a Tech Lab to construct.
Ok so what you're saying is that the redeemer should be kept the way it is?(uh....right?) Perhaps. I don't have a problem with changing it, but adding a weapon that would would give it a significant advantage against other Epic Units would be bad.
yeah but you could send 2 to 5 Juggernaughts to the outskirts of you're enemy's base,put together with some AA and a sniper team or two and the you get a message saying:Mission Acomplished.Or we could include some tier 2 artillery for Nod(right now I am out of ideas you post an idea about this). In Kane's Wrath, the Beam Cannon is Tier 2. For a Tiberium Wars mod, however, the only problem I have with Tier 2 artillery is that Nod would be able to field artillery far earlier than the other sides. That said, there is no real reason to assume that Tier 2 Artillery would be unbalanced, so this is something that must be playtested in some manner.
Secondly,As for the scorpion turret i think it should only gain firepower(Maybe because adding firepower or range is kinda far-fetched).I use to do that in TS and FS pack attack any incoming forces then repack and and than do the same thing again etc,that way players could gain early control of the battlefield. The only benefit that entrenched Tick Tanks in Tiberian Sun had over mobile Tick Tanks was Concrete armor instead of Light armor. Deploying did not increase the Tick Tank's firepower, range, or hit points (I learned this by checking their stats with TiEd). In both modes, the Tick Tank had fewer hit points (350) than the Titan (400) and less firepower (dps=10.8) than the Titan (dps=13.125), despite the fact that the Titan costs the same as a Tick Tank. The Tick Tank's ability to entrench itself was the only way for it to maintain parity with the Titan, as the Titan was superior to the Tick Tank in every regard save speed.
This is not the case in Tiberium Wars, as the Scorpion Tank is cheaper than the Predator Tank, and thus compensates for its relative weakness through numbers.
And i personally feel that TW should get the sub-factions from KW becuse the gameplay from TW will get boring for expierienced players like me who don't have KW(though it would be a Hell-of-a-huge-task to do this). Yes, but from what I have heard, it cannot be done.
What? So u say starCraft (not gate) is not a good conversation Blizzard's legal team would almost definitely take issue with such a mod.
The avatar warmech can now rip GDI and Scrin vehicles mechanisms like an avatar equipped with the juggernaght's cannon and the devourer tank's tiberium suck ability(This would impractical but as an avattar gains new weapons it loses the old weapons like for example:There is an avatar equipped with flamethrower fighting a juggernaght and it destroys it then it goes over rip it's cannons so then it loses the flamethrower and gets the juggernaght's cannon First, I'm not sure that the Avatar could be coded to steal from more than four types of vehicle. Second, I'm not sure that the Avatar could be coded to loose old weapons. Also, if the Avatar were to gain the Devourer Tank's Conversion Beam ability, then the Avatar would have to have an icon for that ability, which would be there even if none of the opposing players were Scrin. Finally, I cannot think of anything in the vehicular arsenal of GDI and the Scrin that could be Commandeered by the Avatar without giving the Avatar abilities that it is not supposed to have, such as artillery or anti-aircraft weaponry. I suppose that the Avatar could Commandeer Corrupters for anti-infantry/anti-garrison and Pitbulls and Seekers for stealth detection, but that really does not add anything new to the Avatar.
Annihlator :D
08-24-2008, 08:41 PM
Why not replace the scarab tank w/ a tank killer if it is meant for hit and run? light on armor but strong on attack
bigsmile
08-25-2008, 12:15 AM
Hey Quadhelix what about my starcraft idea
Annihlator :D
08-25-2008, 09:22 PM
Hey Quadhelix what about my starcraft idea
No offence, but highly un-origional.
bigsmile
08-25-2008, 11:51 PM
so.... unofficial isn't good?
Kane lives
08-28-2008, 08:00 AM
I didn't mean the actual Blister Tank, but was using it as an example. Either way, Nod already has a late game powerhouse in the form of the Avatar. Anyway, here is an idea.
Scarab Tank: When the Avatar proved too cumbersome for hit and run maneuvers, the Brotherhood of Nod commissioned the design and construction of the Scarab Tank. Scarabs are armed with a 105mm cannon and a pair of 90mm cannon. Like the 105mm on Scorpion Tanks, the Scarab's main cannon can be upgraded with laser capacitors, but its 90mm cannon cannot be upgraded. While slower than Scorpion Tanks, Scarab Tanks still out run Avatars and Mammoth Tanks, and can fire while mobile. Scarab Tanks are a Tier 3 vehicle, requiring a Tech Lab to construct.
So what's the scarab look like? I mean, wont it be a little too GDI-ish? like, it's got a a 105mm cannon and a pair of 90mm cannons.I think it would be bad addition(no offence).A counterpart to the scorpion has to be something less powerful.
Perhaps. I don't have a problem with changing it, but adding a weapon that would would give it a significant advantage against other Epic Units would be bad.
Ok the reedemer stays the way it is.
In Kane's Wrath, the Beam Cannon is Tier 2. For a Tiberium Wars mod, however, the only problem I have with Tier 2 artillery is that Nod would be able to field artillery far earlier than the other sides. That said, there is no real reason to assume that Tier 2 Artillery would be unbalanced, so this is something that must be playtested in some manner.
Ok.
The only benefit that entrenched Tick Tanks in Tiberian Sun had over mobile Tick Tanks was Concrete armor instead of Light armor. Deploying did not increase the Tick Tank's firepower, range, or hit points (I learned this by checking their stats with TiEd). In both modes, the Tick Tank had fewer hit points (350) than the Titan (400) and less firepower (dps=10.8) than the Titan (dps=13.125), despite the fact that the Titan costs the same as a Tick Tank. The Tick Tank's ability to entrench itself was the only way for it to maintain parity with the Titan, as the Titan was superior to the Tick Tank in every regard save speed.
This is not the case in Tiberium Wars, as the Scorpion Tank is cheaper than the Predator Tank, and thus compensates for its relative weakness through numbers.
Okay so here's a new ability for the scorpion researchable from the Tech Lab
The Scorpion's Sting:Ths ability allows the scorpion to inflict significant amount of damage(nearly as much as 1 and a half predator)but this also reduces it's health every Second.
Yes, but from what I have heard, it cannot be done.
Oh okay.:|
Blizzard's legal team would almost definitely take issue with such a mod.
Are you serious about this?:scared:
First, I'm not sure that the Avatar could be coded to steal from more than four types of vehicle. Second, I'm not sure that the Avatar could be coded to loose old weapons. Also, if the Avatar were to gain the Devourer Tank's Conversion Beam ability, then the Avatar would have to have an icon for that ability, which would be there even if none of the opposing players were Scrin. Finally, I cannot think of anything in the vehicular arsenal of GDI and the Scrin that could be Commandeered by the Avatar without giving the Avatar abilities that it is not supposed to have, such as artillery or anti-aircraft weaponry. I suppose that the Avatar could Commandeer Corrupters for anti-infantry/anti-garrison and Pitbulls and Seekers for stealth detection, but that really does not add anything new to the Avatar.
Okay then,so the avatar should be kept the way it is?
No. Mammoth 29s would have neither infantry pods nor the ability to harvest Tiberium. The compensate, however, by lacking a build limit.
For GDI's late game economy boost, I included the Reclamation Spike, which acts like a Tiberium Spike, but is placed like a Growth Accelerator (conveniently limiting the number that can be built without including an actual build limit).
So the GDI lose an epic unit?
So here are some new ideas:
Guardian APC: I think this unit should have a Bunker-like top to look more realistic.
Core Defender MkII: While Nod was busy celebrating their victory against CABAL,GDI sent some Orca carrayals to get the fallen core defender.GDI worked on it and after Grueling hours of research and tests they came up with the Core Defender MkII, It is armed with a powerful Shock Cannon on it's right arm and can be garrisond by two squads(Note:this does not replace the MARV).It has light armor but packs a punch when used with Mammoths and Predators.Can only be built once.
Seige Driller: This vehicle looks like two subterranian APCs Glue-ed together(It's owned by Nod ofcourse) it can also cripple enemy buildings but is useless when used against infantry and vehicles.Has light armor.
Beam Cannon: It now has an infantry pod(which can garrison a squad) in case it's ambushed.
Disintegrator: Players can now order it to explode with the deploy button.
That's all for now.
Quadhelix can you please post some more unit's and structures' idea's?
Quadhelix
08-28-2008, 03:35 PM
So what's the scarab look like? I mean, wont it be a little too GDI-ish? like, it's got a a 105mm cannon and a pair of 90mm cannons.I think it would be bad addition(no offence).A counterpart to the scorpion has to be something less powerful. Actually, the Scarab Tank is meant to be something of a Nod Mammoth Tank and would require a Tech Lab. Also, each Scorpion Tank is armed with a 105mm cannon, and so the Scarab's firepower isn't all that much greater than the Scorpion's, especially since the Scarab's two 90mm cannon don't benefit from the Laser Capacitors upgrade. If anything, the Scarab has too little firepower for its role.
Ok the reedemer stays the way it is.
Actually, an EMP-equipped Redeemer, might be feasible, if we go with the Mammoth 29/no-MARV route and put also a shield on the Eradicator (which would make the Eradicator much harder to counter, but we can work with that). Plot-wise, the Redeemer was created specifically to counter the MARV, so it would make sense that they would put an EMP weapon on the Redeemer. Faced with an unstoppable counter to their "Epic Unit," GDI would have discontinued the MARV in order to focus on superheavy units that could be mass produced, such as the Mammoth 29.
For the Eradicator, it would have a shield, which would protect it from EMP, but would need another weakness to counter its newfound immunity. Perhaps its shield provides most of the Eradicator's health, but protects it only from ground attacks, not artillery shells or airstrikes.
Okay so here's a new ability for the scorpion researchable from the Tech Lab
The Scorpion's Sting:Ths ability allows the scorpion to inflict significant amount of damage(nearly as much as 1 and a half predator)but this also reduces it's health every Second. A. The Scorpion Tank already benefits from the Laser Capacitors and Dozer Blades upgrades. I am not sure that units can benefit from more than two upgrades.
B. The Scorpion is meant to overcome its inferior armor and firepower with numbers. 11 Scorpions can be produced for the price of 8 Predators. If the Scorpions were equipped with "Scoprion's Sting," then the group of Scorpions would have the firepower of 16.5 Predators. In short, it would have over twice the firepower of an equivalent (in terms of cost) group of Predator Tanks
Are you serious about this?:scared: I was "talking" to bigsmile, and what I meant is that the Blizzard legal team would most likely take issue with someone effectively copying a side from one of their games. Blizzard has shut down total conversion mods in the past, and wit the recent announcement of Starcraft 2, we now know why.
Okay then,so the avatar should be kept the way it is? I'm not sure that the idea can be implemented well. If the Avatar could be made to Commandeer GDI and Scrin vehicles without making the Avatar overpowered, then it would be a marvelous idea.
So the GDI lose an epic unit?
In KW 1.01, I tested a pair of Mammoth Tanks attaking a Power Plant while the MARV attacked another Power Plant. The two Mammoth Tanks destroyed their Power Plant well before the MARV destroyed its Power Plant. With the ability to produce Mammoth 29s, which would have firepower comparable or superior to a MARV, GDI would have no need of an Epic Unit.
Guardian APC: I think this unit should have a Bunker-like top to look more realistic. Fair enough. You would have to ask a skilled modeler to do this, however, otherwise the new Guardian APC might look worse than the original.
Core Defender MkII: While Nod was busy celebrating their victory against CABAL,GDI sent some Orca carrayals to get the fallen core defender.GDI worked on it and after Grueling hours of research and tests they came up with the Core Defender MkII, It is armed with a powerful Shock Cannon on it's right arm and can be garrisond by two squads(Note:this does not replace the MARV).It has light armor but packs a punch when used with Mammoths and Predators.Can only be built once. In short, GDI would then have two Epic Units, one of which seems to be designed specifically for destroying other Epic Units.
Seige Driller: This vehicle looks like two subterranian APCs Glue-ed together(It's owned by Nod ofcourse) it can also cripple enemy buildings but is useless when used against infantry and vehicles.Has light armor. Interesting idea. Can it make subterranean moves as well?
Beam Cannon: It now has an infantry pod(which can garrison a squad) in case it's ambushed. I'm not sure how to respond to this idea. Something about it seems off to me, but I feel uncomfortable criticizing an idea if I am not sure why I am criticizing it.
Disintegrator: Players can now order it to explode with the deploy button. Interesting. This would have to be playtested.
Quadhelix can you please post some more unit's and structures' idea's? I had a few that i was going to post later, once I finished revising my earlier ideas, but here they are anyway:
Skimmer Squad: Skimmers are light infantry equipped with hover packs that let them skim over both land and water, but do not take them high enough to protect them from fire. They are armed with an assault rifle and a shoulder-mounted anti-aircraft machinegun, and come in $500 squads of three. Skimmers benefit from the AP Ammo and Tungsten AA Shells upgrades. Demolisher Destroyer: The Tier 3, $2000 Demolisher is, effectively, an airborne Slingshot or Mantis. Armed with a mix of Plasma Discs and pulse weapons, the Demolisher will quickly demolish any enemy air force that it encounters. It is important to note, however, that Demolishers cannot attack ground forces.
Also, on the issue of subfactions, which would require Kane's Wrath to implement, I have several ideas.
GDI
Civil Defense: GDI Civil Defense is tasked mainly with protecting GDI civilians, and thus has superior base defenses and urban combat forces.
Advanced Prototyping Division: GDI's Advanced Prototyping Division uses advanced, experimental technologies that are both expensive and prone to failure, but compensate with devastating effectiveness.
Nod
Lands of Nod: The Lands of Nod subfaction uses propaganda, fanaticism, and numbers to compensate for its inferior equipment.
Cult of the Prophet: The Cult of the Prophet subfaction utilizes advanced stealth and Tiberium technology, but suffer from expensive equipment and limited personnel.
Scrin
Sweeper-71: Sweeper-21 uses fast, numerous, but weak ground forces to overwhelm its opponents.
Traveler-11: Traveler-11 uses small groups of expensive, powerful, heavily shielded warships to eliminate centers of enemy resistance.
Kane lives
08-29-2008, 08:34 AM
Actually, the Scarab Tank is meant to be something of a Nod Mammoth Tank and would require a Tech Lab. Also, each Scorpion Tank is armed with a 105mm cannon, and so the Scarab's firepower isn't all that much greater than the Scorpion's, especially since the Scarab's two 90mm cannon don't benefit from the Laser Capacitors upgrade. If anything, the Scarab has too little firepower for its role.
Great Idea! Really like it!:color3::color2::color4:
Actually, an EMP-equipped Redeemer, might be feasible, if we go with the Mammoth 29/no-MARV route and put also a shield on the Eradicator (which would make the Eradicator much harder to counter, but we can work with that). Plot-wise, the Redeemer was created specifically to counter the MARV, so it would make sense that they would put an EMP weapon on the Redeemer. Faced with an unstoppable counter to their "Epic Unit," GDI would have discontinued the MARV in order to focus on superheavy units that could be mass produced, such as the Mammoth 29.
For the Eradicator, it would have a shield, which would protect it from EMP, but would need another weakness to counter its newfound immunity. Perhaps its shield provides most of the Eradicator's health, but protects it only from ground attacks, not artillery shells or airstrikes.
These are some great ideas and as for the EMP shield idea,I think that the shield should also have a weakness like: (a)The shield represents only a small amount of health of the Eradicator, like when that amount of health is gone the shield breaks.(b)The shield has it's own amount of life like only half of a Preds health below the Eradicator's health, when the shield health is down to zero, bam! No more EMP sheilding! Or (c) we could go with you're idea.
A. The Scorpion Tank already benefits from the Laser Capacitors and Dozer Blades upgrades. I am not sure that units can benefit from more than two upgrades.
B. The Scorpion is meant to overcome its inferior armor and firepower with numbers. 11 Scorpions can be produced for the price of 8 Predators. If the Scorpions were equipped with "Scoprion's Sting," then the group of Scorpions would have the firepower of 16.5 Predators. In short, it would have over twice the firepower of an equivalent (in terms of cost) group of Predator Tanks
Ok.
I was "talking" to bigsmile, and what I meant is that the Blizzard legal team would most likely take issue with someone effectively copying a side from one of their games. Blizzard has shut down total conversion mods in the past, and wit the recent announcement of Starcraft 2, we now know why.
Lol:lol:! I see why!
I'm not sure that the idea can be implemented well. If the Avatar could be made to Commandeer GDI and Scrin vehicles without making the Avatar overpowered, then it would be a marvelous idea.
Yeah practically speeking, All the parts gained from another object has reduced effectivenes as the vehicle commandeering that weapon does'nt heve the same computers to operate it, As they have been torn apart by a vehicle(;)).So, My point is that all scavenged vehicles' weapons should have reduced firepower.
In KW 1.01, I tested a pair of Mammoth Tanks attaking a Power Plant while the MARV attacked another Power Plant. The two Mammoth Tanks destroyed their Power Plant well before the MARV destroyed its Power Plant. With the ability to produce Mammoth 29s, which would have firepower comparable or superior to a MARV, GDI would have no need of an Epic Unit.
Okay.
Fair enough. You would have to ask a skilled modeler to do this, however, otherwise the new Guardian APC might look worse than the original.
Do you know a website where I can request this?
In short, GDI would then have two Epic Units, one of which seems to be designed specifically for destroying other Epic Units.
No you don't get it see, YOU said that GDI loses an Epic unit,This basically replaces The Mammoth Armed Reclamation Vehicle(In short,M.A.R.V)
Interesting idea. Can it make subterranean moves as well?
No, I don't think any unit can be Coded to do that.
I'm not sure how to respond to this idea. Something about it seems off to me, but I feel uncomfortable criticizing an idea if I am not sure why I am criticizing it.
Right.
Interesting. This would have to be playtested.
Okay.
I had a few that i was going to post later, once I finished revising my earlier ideas, but here they are anyway:
Skimmer Squad: Skimmers are light infantry equipped with hover packs that let them skim over both land and water, but do not take them high enough to protect them from fire. They are armed with an assault rifle and a shoulder-mounted anti-aircraft machinegun, and come in $500 squads of three. Skimmers benefit from the AP Ammo and Tungsten AA Shells upgrades. Demolisher Destroyer: The Tier 3, $2000 Demolisher is, effectively, an airborne Slingshot or Mantis. Armed with a mix of Plasma Discs and pulse weapons, the Demolisher will quickly demolish any enemy air force that it encounters. It is important to note, however, that Demolishers cannot attack ground forces.
Also, on the issue of subfactions, which would require Kane's Wrath to implement, I have several ideas.
GDI
Civil Defense: GDI Civil Defense is tasked mainly with protecting GDI civilians, and thus has superior base defenses and urban combat forces.
Advanced Prototyping Division: GDI's Advanced Prototyping Division uses advanced, experimental technologies that are both expensive and prone to failure, but compensate with devastating effectiveness.
Nod
Lands of Nod: The Lands of Nod subfaction uses propaganda, fanaticism, and numbers to compensate for its inferior equipment.
Cult of the Prophet: The Cult of the Prophet subfaction utilizes advanced stealth and Tiberium technology, but suffer from expensive equipment and limited personnel.
Scrin
Sweeper-71: Sweeper-21 uses fast, numerous, but weak ground forces to overwhelm its opponents.
Traveler-11: Traveler-11 uses small groups of expensive, powerful, heavily shielded warships to eliminate centers of enemy resistance.
Great Ideas can anyone code all this in TW?
I was talkin about like The huge list you gave in right below my first post.
Quadhelix
08-29-2008, 02:17 PM
These are some great ideas and as for the EMP shield idea,I think that the shield should also have a weakness like: (a)The shield represents only a small amount of health of the Eradicator, like when that amount of health is gone the shield breaks.(b)The shield has it's own amount of life like only half of a Preds health below the Eradicator's health, when the shield health is down to zero, bam! No more EMP sheilding! Or (c) we could go with you're idea. The entire idea of giving the Eradicator a shield was to put it on even footing with an EMP-equipped Redeemer. The idea is that the shield is really, really strong so that the Redeemer cannot simple shoot down the shield then EMP the Eradicator. At the same time, the Eradicator still has to be able to hold its own against the Redeemer once the shield is brought down by the Redeemer's EMP.
No you don't get it see, YOU said that GDI loses an Epic unit,This basically replaces The Mammoth Armed Reclamation Vehicle(In short,M.A.R.V) Okay, if the Mammoth 29 is to be implemented, that means that GDI would not have any Epic Unit, be it the MARV, Defender MK. II, or something else. Also, you said that the Core Defender Mk. II does not replace the MARV, right after mentioning that it can hold two squads.
In any case, the idea between the Mammoth 29 is that it replaces the Mammoth Tank as GDI's Tier 3 assault unit and the MARV as GDI's Epic Unit. The Mammoth 29 would be produced from the Prototype Assembly Bay, a Tier 3 factory structure that replaces the Reclamation Hub, but the Mammoth 29 would not have a build limit, placing it in the middle ground between Epic Unit and mass production tank.
I was talkin about like The huge list you gave in right below my first post. That list was the result of a good deal of thought and planning. I have, since posting the list, made several modifications, but the Skimmer and Demolisher are the only real new units. Firstly, I am still working on how to make the the Stealth Tank's cloaking system supperior to the Cloaking Field power without making the Stealth Tank overpowered. Also, I am trying to figure out how to include the Mantis without it being rendered redundant by the Stealth Tank's potent anti-air attack, while at the same time preserving the Stealth Tank's ability to defend itself against aircraft.
Anyway, for the moment, here are some ideas for units specific to a subfaction.
GDI Civil Defense Force
UrbSec Team: The $300 UrbSec Team replaces both the Rifleman Squad and the Grenadier Squad for GDI's Civil Defense Forces. UrbSec Teams lack the ability to build bunkers, but are armed with breaching charges that allow them to clear out enemy infantry from garrisoned buildings. UrbSec Teams wear armor that is highly resistant to flame-based weaponry.
Mustang Tank: Replacing the Titan and Guardian IFV for the Civil Defense Force, the $1200 Mustang Tank is fast and heavily armored, and are armed with a single 120mm cannon. Mustang Tanks have a special armor advantage against rockets, can carry a single infantry squad, which must leave the vehicle to attack.
Advanced Prototyping Division
Pulse Shatterer: The $1800 Pulse Shatterer is effectively a normal Shatterer whose main weapon has a secondary EMP effect on all units and structures caught in its area of effect. Feedback from the extra equipment causes Pulse Shatterers to take a mild amount of damage from its own weapon after several successive shots.
Mjolnir Tank: The Mjolinir Tank, which replaces the Mammoth 29 for GDI's Advanced Prototyping Division, is heavily armored and armed with a pair of cannon which use sonic shells to do immense damage over a large area of effect. Mjolnir Tanks have a low rate of fire, cannot attack aircraft, and take damage from EMP weapons in addition to being disabled.
Lands of Nod
Wasp Tank: Designed to be cheap and easily mass produced, the $600 Wasp Tank replaces the Scorpion Tank for the Lands of Nod. Wasp Tanks are armed with a pair of 75mm cannon and have relatively thin armor. A Wasp Tank can be built in four seconds, 2/3 the time its price would indicate.
Vajra Fighter/Bomber: The $1300 Vajra replaces the Viper Scout, Vigilante, Vagrant, Vertigo, and Vampire for the Lands of Nod subfaction. As the only aircraft in use by the Lands, the Vajra is force to perform many roles, and is thus armed with 8 multi-purpose missiles, which do decent damage against vehicles, aircraft, and structures. Vajras benefit from the Vajra ECW Suite upgrade, which allows it to detect stealth opponents.
Cult of the Prophet
Divined: The Divined replace Acolytes for the Cult of the Prophet subfaction and come in $400 squads of four. The Divined are armed with heavy assault rifles, are effectively cloaked when in Tiberium, and heal in Tiberium. Divined benefit from the Vinifera Slugs upgrade, which increases their assault rifles' power, and the Myrmidons upgrade, which adds a soldier armed with a Supercharged Particle Beam to the Divined Squad.
Shadow Raider: The $1300, Tier 2 Shadow Raider is unique to the Cult of the Prophet, for which it replaces both Raider Buggies and Stealth Tanks. The Shadow Raider is armed with missiles similar to the Stealth Tank's. Shadow Raiders benefit from the Advanced Stealth Systems upgrade, which allows them to fire while cloaked, and the EMP Coils upgrade.
Sweeper-71
Prowler: The $600 Prowler replaces the Gun Walker for Sweeper-71. Armed with pulse weapons similar to the Gun Walker, Prowlers sacrifice a significant amount of armor to make room for a hover drive, allowing Prowlers to move rapidly over both land and water.
Storm Hunter: The only aircraft available to Sweeper-71, the $1200 Storm Hunter is a modified Stormrider, sacrificing armor for speed and firepower for cost. Storm Hunters do have the distinction of being able to detect stealth enemies.
Traveler-13
Centurion Warship: The $2800 Centurion Warship replaces the Devastator for Traveler-13. Centurions are equipped with specialized shields that render them almost impervious to most ground attacks, but which fails to provide any protection against air-to-air weaponry.
Planetary Siege Carrier: The $4000 Planetary Siege Carrier replaces the Planetary Assault Carrier for Traveler-13. The Planetary Siege Carrier can carry 20% more Invader-class fighters than a Planetary Assault Carrier and has 10% thicker armor. Furthermore, when generating an Ion Storm, a Planetary Siege Carrier can act as a Storm Column, firing bolts of lightning at enemy forces
GodofDeath
09-10-2008, 10:55 PM
MAKE Steel Talons Epic unit the Mammoth mkII!
add navel units to gdi and nod
WALLS!
how do you open .MIX files???
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