CnC Source Forums: New Features you want to see - CnC Source Forums

Jump to content

  • 6 Pages +
  • 1
  • 2
  • 3
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

New Features you want to see brainstorming Rate Topic: -----

#1 User is offline   Assassin 

  • Black Hand Assassin
  • View blog
  • Group: Network Admin
  • Posts: 2,482
  • Joined: 29-December 02

Posted 12 March 2008 - 03:45 PM

Hello guys

With Kanes Wrath on the horizon and well it has been a while since the last redesign of the mod now *I think its important to review the design now and then and ensure it still meets the requirements of its audience*.

Given we've already changed to Tiberium Wars and soon to Kanes Wrath theres of course the must-do feature list I have, but when reviewing the game design alot of things are subject to some sort of change or new additions instead.

So I was wondering what do you the Tiberian Sun fans want from Tiberian Sun Rising in Kanes Wrath? List new features, ideas, new units even if you like, anything YOU want to see. I'm always open to new ideas and time and again and even working within the team on redesigns its still a limited mindset so the more opinions/ideas the better.

Remember Tiberian Sun Rising is a total conversion so the entire gameplay will change, not to mention almost everything in the game will change too. So keep that in mind when posting ideas.

Note*: Try not to think within the limits of the engine, I find the best ideas I or my team come up with are just cool ideas without even considering whats possible in the SAGE engine. Let me worry about making it possible :) thats what I do best.

Thankyou
0

#2 User is offline   ApornasPlanet 

  • Chem Warrior
  • Group: Members
  • Posts: 97
  • Joined: 31-August 07

Posted 13 March 2008 - 12:34 PM

Well, I wrote a lot of my ideas in another thread yesterday.

Laser upgrade for Harpy, so that it doesn't need to return to base and reload. Venoms are fun, the Harpy can be too.

The AT-ATs of Star Wars are troop transporters. Give the MKII the ability to transport units, not a few units but alot. Give it 10 slots. But it ain't gonna work like a garrison, no shoting!

Disc Throwers should be able to place there discs on the ground and leave them there as mines.

Make a lot of upgrades to the cyborgs. Flamethrowers, lasers, canons, faster cybernetic legs(like in KW). When a cyborg reaches the highest rank it shall automaticaly be upgraded in to a Cyborg Commando(CC)(at rank1) as it is said in the manual.

The CC should have the same upgrades. And also a stealth upgrade, but it is only invisible while standing stil like the Nod commando in C&C3.

The CCs plasma rifle have unlimited ammo, the Banshee should have that too. (Trade off is low armor) In the manual it's said that the Banshee uses alien technology. In C&C3 you can see that it's an offspring of the Storm Rider. Give it some of the Storm Riders propertys. Being able too operate during IonStorms and gain strenght from them. Being able to fly off into space. For example, your Banshees are hunted by orcas, what to do? Take off into space ofcourse. This will work like the Firehawk ability in C&C3.

Give the Orca Fighter extra anti-air combat abilities. So that it even can engage Banshees in dog fights.

Give the Orca Bomber some anti-missile defense upgrades. Like shooting out decoys to fool enemy missiles.

Make the Nod laser turret base defense work like the one in C&C3. Three turrets and a hub.

A lot of support powers. GDI should be able to drop crates whit supplies to their troopers. The crates should be able to contain, armor, speed, rank and health upgrades. Nod should be able to call in Subterrainean APCs with veteran troops. The Nod missile silo shouldn't just give Nod the Cluster Missile. They should also get, Tib Vapor Bomb, Tiberium Missile(seeds tib), Cataclyst Missile and Nukes. TD have Nukes, TW have Nukes and in a cut scen in TS Kane fires a nuke at Vegas pyramid, so there is nukes in TS. Ofcourse every missile except the Cluster Missile will cost a lot of cash. By building the Pyramid of Nod, Nod will gain an additional missile, some sort of powerfull tiberium thingie. GDI should have spysat ability, not like in RA2, more like in Starcraft. GDi should also have orbital bombardment and both sides should have artillary bombardment.

Give Nod bunkers for base defense were they can garrison soldiers. GDI should have the lookout tower instead. The lookout tower is garrisonable and provides additional sight radius so that GDI can discover enemy attacks earlier.

A lot of blood, a lot more than in DoW.

Give the Devils Tongue and the subterrainean APC the ability to burrow. Just lying still under ground and waiting for the enemy to pass over them. Both should be able to smash through gates and even walls. The ST APC should be able to use its drill to drill right through buildings. Give the DT firewall ability like the dragon tank in Generals.

Make all infantry invisible while standing amongst trees. While soldiers are hiding in forrests they are invisible from above. This is used to ambush enemy armies or convoys or whatevah. The Rangers in BFME have this ability so it's possible in the Sage engine.

If possible let corpses, weel tracks, craters and husks from destroyed vehicles stay on the battlefield. If fired on, trees should caught flame and burn down and the fire should be able to spread. I think it already works like this in BFME2. This will reult in total devastion of the map. Imagin we are playing in a blue zone forest. everything is green when you start and the tiberium ahvn't transformed the landscape yet. When you have played for a while, every tree is burned down or smashed down. The previously green lawns are full of vehicle tracks, craters, corpses and outburned husks. The tiberium and it's mutations have made the landscape unrecognisable and full of filthy mutants.

Tech buildings:

Civilian Armory - Equips large groups of civilians with guns. (arm the mob)
Tib Spike
Mutant Hovel - were all mutants seen in TS are recruitable.
Mutant War Factory - Buy garrisonable busses enforced with extra steel(Like the busses in Dawn of the Dead) and other scrap vehicles.
Bank - Rob the bank and make profit $
Civilian Tib Silo - Capture it and make profit $
Civilian Tib Harvesting Company - Not only the military harvests tiberium. Capture it and make the company work for the war effort!
Churches - Destroy it and make profit $
Westwood Office - Capture it and gain nerds hacking for your cause.(Seriously, not this one)
Reinforcement bay - Capture it and gain reinforcements.
Tunnels(like in C&C3) - Walk through than and emerge somewere else, maybe use them to ambush the enemy.

That's a few of my ideas.
0

#3 User is offline   Assassin 

  • Black Hand Assassin
  • View blog
  • Group: Network Admin
  • Posts: 2,482
  • Joined: 29-December 02

Posted 13 March 2008 - 06:14 PM

Some nice ideas there, some I agree with others not but I'll take these into consideration in the current redesign process. This wont be affecting graphical progress this will only affect how TSR plays. Which I must admit i'm still not happy with the redesign from ZH to TW so hence back at it to get a great design for KW.

Hehe well I like the destroyed battlefield idea thats kind of the idea with Tiberium, the longer you play the more you use tiberium weapons the more tiberium spreads and evolves. If you play long enough a Blue Zone can literally become a Red Zone :) thats the kind of dynamic battlefield gameplay we will be bringing in with TSR and I'm very excited about this feature in particular.
0

#4 User is offline   Darkened Edge 

  • Minigunner
  • Group: Members
  • Posts: 22
  • Joined: 12-January 08

Posted 17 March 2008 - 11:09 PM

Quote

Mutant War Factory - Buy garrisonable busses enforced with extra steel(Like the busses in Dawn of the Dead) and other scrap vehicles.

Don't forget the Mammoth Tanks!

Quote

Westwood Office - Capture it and gain nerds hacking for your cause.

Produce vast technologies instead, it'd be funny to see units from CNC95 and RA return, or maybe units based on concepts..
0

#5 User is offline   ApornasPlanet 

  • Chem Warrior
  • Group: Members
  • Posts: 97
  • Joined: 31-August 07

Posted 18 March 2008 - 07:06 AM

View PostDarkened Edge, on Mar 18 2008, 07:09 AM, said:

Don't forget the Mammoth Tanks!


I don't believe that some mutants are capable of producing Mammoths, even if they got an old WF. I think that GDI should have the mammoths just like in TSR(TS Retro). The mutants should be a GLA style faction that are more hit'n'run than Nod and they should be able to use the tiberian landscape for their advantage. They should have som beast lord unit that can controle tiberium lifeforms(in practic working like mind controle). They should be able to plant veinholes as defence against heavy vehicles. But to be honest I don't believe some low tech gerilla would stand a chance against GDI.
0

#6 User is offline   Darkened Edge 

  • Minigunner
  • Group: Members
  • Posts: 22
  • Joined: 12-January 08

Posted 19 March 2008 - 07:22 AM

NOD FS mission 3 has mutants that build stuff in the wrong buildings, mostly nod units but with a mammoth tank in there.
However, Mammoths were nerfed than they used to be, couldn't take on my 2 rocket buggies without backup.

This post has been edited by Darkened Edge: 19 March 2008 - 07:24 AM

0

#7 User is offline   Assassin 

  • Black Hand Assassin
  • View blog
  • Group: Network Admin
  • Posts: 2,482
  • Joined: 29-December 02

Posted 21 March 2008 - 03:02 AM

We have our concept of what the Forgotten are based on information in the Making of TS manual, TS storyline and some new areas we have fleshed out so they fit in a bit better to the game world. But its far too early to get into that.
0

#8 User is offline   Darkened Edge 

  • Minigunner
  • Group: Members
  • Posts: 22
  • Joined: 12-January 08

Posted 21 March 2008 - 04:27 PM

I see, didn't know they had that in the manual (lost mine).
0

#9 User is offline   ApornasPlanet 

  • Chem Warrior
  • Group: Members
  • Posts: 97
  • Joined: 31-August 07

Posted 24 March 2008 - 01:07 PM

Cool! Maybe all their buildings will be underground... I see the tunnels return!
0

#10 User is offline   zdflamer 

  • Minigunner
  • Group: Network Mod Staff
  • Posts: 28
  • Joined: 28-June 03

Posted 27 March 2008 - 10:01 AM

havin lightposts give increased range to all defences, sensor arrays do the same

nod turrets pop up and wen the popup turret is destroyed the underground bit remains and can regenerate like a gla hole so that must be destroyed. i personally disliked the 3 way turret system

nod obelisk has 2 modes, one were it channels the energy into a single point (anti vehicle) and one were it cuts like in tiberium wars but is less damagin to individual units (anti infantry)

like trukem said hav sub units be able to remain underground

gdi aircraft remain in the air unless ordered to land on flat ground, most can dog fight

dropship bay acts as second warfactory, can call in mkII (epic unit that gives moral boost to units in the area) or call in groups of different vehicles, these are like weird units that r mostly prototypes like an early steel talons prototype titan 2 or an early tw mammoth tank or even advanced wolverines/zone trooper prototypes. some units are just modified standard gdi units

nods limpet mines are explosive, they can act as stealth mines or leech onto vehicles like in ts but have a detonate ability, either that or drill through and kill the driver

nod can train more than one hacker at the time

with mutant tech buildings wen u train tiberium fiends u train a mutant, the fiend acts like a drone in generals n follows the mutant, wen the mutant is killed the fiend in uncontrollable

all guard towers hav a mounted machine gun so the first infantry that garisoned it automatically uses it, it is a little weaker than vulcan cannons, the rest of the infantry use there weapons but with increased range

nod should get some sort of tunnel network like in generals but wen moving from each it should take a bit of time, im sure ive seen these in a ts fmv with recon bikes moving through

some infantry can be upgraded to wolverines

reinforced pavement (that u place down to stop sub units) uses the tw wall mechanic to be placed down. normal pavement that u find in cities can usually be drilled through

nod harvesters can be upgraded to harvest mutants and tiberium plants

maybe introduce rare purple tiberium (seems more realistic than red) that is very valuable but damages vehicles and is instantly fatal to infantry. is extremely explosive!

instead of minin veins which is painfully annoyin, chemical missiles should require money (or tiberium) to produce, the gases released will cause alot of mutation and will kill infantry inside of vehicles

nod get sumsort of tiberium infusion upgrade that mutants nod infantry, this gives them stronger armor and allows them to heal in tiberium sum infantry from there can be given cybernetic implants.

gdi gets a sniper, he can also be upgraded individually to have a second mode, this mode contains a virus that damages cyborgs (includin reapers) and disables them, it should also spread amongst cyborgs like the catalyst effect from the mothership. this makes it a great counter against waves of cyborgs and encourouges people to keep cyborgs spread out. this ability takes 30 seconds to recharge


both gdi and nod get subfactions aswell as vanilla factions

so gdi:
- ground weaponry (lots of heavy mechs and units)
- air weaponry (more hover units so like wolverine could be replaced by hover unit and more heavy air units, they get orca transports and a heavy and sick & twisted orca bomber aswell as the normal one, also something like the hammerhead)

nod (the vannila faction is like ts nod and the subfactions are like nod in firestorm):
- stealth (sort of nod in firestorm) (lots of stealth units and upgrades, better stealth generator etc, access to subterranean units, some underground buildings for stronger armor, no cyborgs)
- CABAL (lots of cyborg tech, infact all infantry are pretty much cyborgs or have cybernetic parts that give some kind of enhancement, no subterranean technology)

CABAL subfactions infantry are replaced by much stronger cyborgs however they r very vulnerable to emp attacks

CABAL subfaction gets a unit that acts like a mastermind (link to scrin?) which replaces hijacker and engineer

CABAL subfaction gets a new obelisk like one from fs that can be upgraded to shoot air units

CABAL subfaction has CABAL core instead of temple of nod. both this and temple of nod give a slight moral boost to units on the map (or maybe in the area?)

nod get some kind of kane statue or something that increases local moral, it also gives off a red light to make ur base feel like in missions, this light doesnt appear under a stealth gen, CABAL have a tv screen with image of cabal.

buildings either leave ruins or big scorch marks using the rubble scorch marks from worldbuilder overlayed with black scorches
0

Share this topic:


  • 6 Pages +
  • 1
  • 2
  • 3
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users