I am installing this game today, even if i playid it a long time ago.Reason i do this is because i want to ask the dev comunity what they think about implementing some new things for units in this game.There are lots of interesting examples in that game that we can look up to,so tell me what you like and what ideas are worth discussing.
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isnt there a special attack plane, which circles around a point, shooting machine gun from its side door to the center of the circling point? this would be nice. (maybe this is from another C&C game than generals, i forgot)
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Of spring games, Micron wars has that, but i don't think such a unit would make sense in ZK. For sustained DPS, we have hovering gunships, like Brawler. A non-hovering gunship plane would just be brawler that is very hard to micro and that wanders into enemy AA without asking. Unsure if "installing game to steal ideas" is a nice idea.
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As cool as the Spectre is, I'm not writing a gadget just to handle its movement/aiming.
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I gues this is the first unit out of many i wanted to talk about. poor @KingRaptor...i admit it can be hard to write the code for this plane we need: New model give it a d gun. When d gun is active it haves 3X speed but it cant fire When d gun is inactive it doesnt have 3X speed but you can aim with it in that area and it goes in circles like you saw in the video(it needs the ability to move normaly like a plane to so you can advance with it while bombing).I suggest to give it the metal cost of 5000 because of the abilities it has, and thus we solve 1 problem to planes in this game, and that of deepbombing. So who agrees with this idea? Remember plane looks like this in case you didnt read the post above:
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quote: So who agrees with this idea? |
Will you model, animate, and code it?
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This is like an airplane with a turret. Can airplane in Spring have turret? can it mount a bertha for example?
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Meh, even though it looks cool. i think people would stay with Krow anyways...
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Area bombers used to have turrets, and technically the fighters have forward-facing turrets. For a long time we've sort of speculated about a ground attack plane that can stay in an area and give planes more power in 1v1 to harass and counter harass, but we've never really felt they've needed it given how strong planes is. Either way you're better off listing ideas than asking us to play an old, inferior RTS. :P
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Well its inferior Rts...i admit Saktoth but i am not asking you to play that game lolz, i just started the thread with that name so we know where the source is.I am just here to discuss different units from Command and conquer generals and what may suit this game. So no chance with the Specter gunship?
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quote: can it mount a bertha for example? |
Sleksa? ~.~
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Haha, reminds me of Berthakrow! Quick, someone find a screenshot!
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A ground-bombardment plane could be useful. Give it a Riot Cannon. Since it's a plane it'll be fast. So it arrives at the scene quickly, but would be stuck circling its target to bombard it. Good vs unprotected hard targets, like when the enemy sends a heavy unit without escort. Call it an "incidence response gunship".
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Cool features I remember from that game: -sniping units, pilots and bunker personnel -AA laser jeep and tanks with anti-missile defence (tac and artillery missiles, not only nuke) -there was a bigger mex (oil derrick?) that started neutral and could be destroyed or captured (this allowed scorched-earth tactics, and a gameplay similar to takeover mode) -Super weapon where easily accesibles, so the game always ended in ~10min if both sides porced hard Of thoses I think the oil derrick is easily implementable by adding a "super mex" as objective in takeover mode. edit: omg I forgot the coolest feature ever! scavenging wrecks to upgrade veichles with GLI. Somewhat similar to puppy mechanics, but instead of a new unit u get MOAR FIREPOWER (morph stlye!).
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I like the supermex takeover idea. Mglwnafh wgahnagl Ivica this thread fhtagn.
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Capturable metal makers without the E cost would be interesting. Something with decent income, but not ODable so as to avoid singuspam.
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quote: Capturable metal makers without the E cost would be interesting. Something with decent income, but not ODable so as to avoid singuspam.
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agree. some maps have some big rocks, which is almost a similar principle (but disapears over time and binds some cons to reclaim) on the other side, maps with NO metal spots with only destructable takeover metalmaking buildings is another intresting mode, which will lead to new ways of playing. with no overdrive, energy must be redefined then, or it gets useless. TESTING: to the professional map makers:an easy way to test this mechanic is to create a new map. give it no (or 1-2 small) mex spots per team, but place some big rocks over the map. lua the rocks to give its metal to reclaim very slow (there is a map out there with a beach/river/hill with beach colors, forgot the name, which has slow reclaim. so this is possible!), and make the metal amount refreshing itself.
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quote: with no overdrive, energy must be redefined then, or it gets useless. |
You still cannot build without energy, and your shields/jammers/cloaks still drain it. quote: maps with NO metal spots with only destructable takeover metalmaking buildings |
Nometal speedmetal takeover metal!
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