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Which C&C3 Features do you want in TSR Rate Topic: ***** 1 Votes

#71 User is offline   Mighty BOB! 

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Posted 30 October 2007 - 11:53 AM

I've noticed that the deploy feature is actually one of their "special powers" which means it is linked to the interface button which is like Ctrl+A or something. I hope someone can code it to use the D button in addition to the interface button because it keeps confusing me mid-battle. Annoying.
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#72 User is offline   ApornasPlanet 

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Posted 10 March 2008 - 10:16 AM

Well, while I was out walking my dog earlier I thought about wich features I would like to see in TSR. This is just what I figure, see it as suggestions.

I would prefer sqauds instead of single infantry units, the squads should be much larger than in C&C3, the size of the squads in BFME2. For the realism, infantry needs to die like flies. Five Light Infantry units shouldn't be able to stand against a 25 feet tall Titan like in TS. One blast from a Titan should be enough to take out an infantry man. Larger squads would enable the infantry to stand against canon fire longer. Infantry squads should be handled in the same way as in DoW and not as in C&C3. Infantry squads should have their own menu down at the bottom right were you can upgrade them and purchase additional units. The DoW way of handling infantry is much funnier than the C&C3 way.

Light infantry should come in squads of 24 units like in BFME2. They should have a Sergent uppgrade like in DoW, the sergent would increase squad moral(resulting in more damage or something or maybe instant rank 2 like the flag carrier in BFME). You dosn't purchase the upgrade at the Tech Center(like the confessor upgrade in C&C3), instead you purchase the sergent at the squads menu like in DoW. GDI Light Infantry should also be able to purchase some medics from the same menu. While Nod can purchase rocket infantry. The Light Infantry sqauds should be able to combine themself with all single infantry units, like engineers, cammandos, hijackers etc. This would work like when you combine archers and swordmen in BFME. Or like when you combine heroes with squads in DoW. Combining an Engineer or hijacker with a squad gives it necessary protection.

I think you should give both GDI and Nod snipers. Maybe Light Infantry Squads should be upgradable with snipers or maybe there should simply be sniper squads. Snipers should be able to target distant buildings for Juggernauts and Nod Artillary.

Disc Thrower infantry should also come in great numbers. They should be upgradable with a sergent and medics. They should be able to combine themself with single infantry units and the should be able to clear out buildings. They should also be able to put their discs on the ground resulting in a mine field. If the squad consists of 24 disc throwers it would make a mine field of 24 mines.

Cyborgs should come in a pack of six. They should be upgradable with flamers, canons, web canons(like the Reaper), rocket launchers and maybe a laser.

"Tiberian Sun Manual" said:

Those Cyborgs that perform well are further modified and promoted to the Nod Cyborg Commando ranks

Cyborgs that reach the highest rank(rank3) should be upgraded to Cyborg Commandos. Also replacing the pulse rifle with a plasma rifle. The Cyborgs should have the Cybernetic Legs upgrade like the Tiberium Troopers in Kane's Wrath. This would increase their walking speed. Cyborg squads should also be able to combine with single infantry units.

I don't know if you plan to make the Chameleon Spy recruitable, but I think it should be. It would work like the spy in RA2 when entering enemy buildings.

Give Subterranean APC and the Devils Tongue burrow ability. Enabeling them to just lie stil under the ground and ambushing enemy units passing over. The Devils Tongue should be able to smash through walls and gates like in one of the Animations. Also give the DT a firewall abiltiy like the Dragon Tank in Generals. The DT should be able to clear out enemy garrisons.

Some ideas for tech structures is:
Mutant Hovel(Original huh?)
Civilian Armory, were you can recruite civillian mobs. Working like GLAs rebels.
Hospital
Nuclear Power Plant, gives you a lot of power but if it explodes it takes the whole block with it.

Make the Guard Tower a buildable structure for GDI. Units should be able to garrsion inside them. Nod should have bunkers instead.

Give the Mobile EMP to Nod, combined with Hijackers it can be very usefull.

Give the Limpet Drone to GDI, it's quite good against stealthed bases. Just put it under an enemy harv and you will discover the location of the enemy base.

Juggernauts should auto deploy when standing stil as the one in C&C3, that makes it quicker to use.

It would be cool and usable if Attack Bikes and Hower MRLS could jump short distanses. They should also be faster and fire faster like the Pitbull and Attack Bike in C&C3.

Give both sides an upgrade that gives their aircrafts twice the ammo. Wich enables them to stay longer in the air fighting. Also enable air combat. A laser upgrade for the Harpy would be cool and with that it wouldn't need to reload ammo.

It would be cool if Nods Laser turrets worked like in C&C3, three turrets connected to a hub.

I know there is a lot of "shoulds" in the text and it's just some ideas of mine. :-]
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#73 User is offline   Nubilus 

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Posted 12 March 2008 - 10:14 AM

View PostTrukem, on Mar 10 2008, 07:16 PM, said:

Well, while I was out walking my dog earlier I thought about wich features I would like to see in TSR. This is just what I figure, see it as suggestions.

I would prefer sqauds instead of single infantry units, the squads should be much larger than in C&C3, the size of the squads in BFME2. For the realism, infantry needs to die like flies. Five Light Infantry units shouldn't be able to stand against a 25 feet tall Titan like in TS. One blast from a Titan should be enough to take out an infantry man. Larger squads would enable the infantry to stand against canon fire longer. Infantry squads should be handled in the same way as in DoW and not as in C&C3. Infantry squads should have their own menu down at the bottom right were you can upgrade them and purchase additional units. The DoW way of handling infantry is much funnier than the C&C3 way.

Light infantry should come in squads of 24 units like in BFME2. They should have a Sergent uppgrade like in DoW, the sergent would increase squad moral(resulting in more damage or something or maybe instant rank 2 like the flag carrier in BFME). You dosn't purchase the upgrade at the Tech Center(like the confessor upgrade in C&C3), instead you purchase the sergent at the squads menu like in DoW. GDI Light Infantry should also be able to purchase some medics from the same menu. While Nod can purchase rocket infantry. The Light Infantry sqauds should be able to combine themself with all single infantry units, like engineers, cammandos, hijackers etc. This would work like when you combine archers and swordmen in BFME. Or like when you combine heroes with squads in DoW. Combining an Engineer or hijacker with a squad gives it necessary protection.

I think you should give both GDI and Nod snipers. Maybe Light Infantry Squads should be upgradable with snipers or maybe there should simply be sniper squads. Snipers should be able to target distant buildings for Juggernauts and Nod Artillary.

Disc Thrower infantry should also come in great numbers. They should be upgradable with a sergent and medics. They should be able to combine themself with single infantry units and the should be able to clear out buildings. They should also be able to put their discs on the ground resulting in a mine field. If the squad consists of 24 disc throwers it would make a mine field of 24 mines.

Cyborgs should come in a pack of six. They should be upgradable with flamers, canons, web canons(like the Reaper), rocket launchers and maybe a laser.

Cyborgs that reach the highest rank(rank3) should be upgraded to Cyborg Commandos. Also replacing the pulse rifle with a plasma rifle. The Cyborgs should have the Cybernetic Legs upgrade like the Tiberium Troopers in Kane's Wrath. This would increase their walking speed. Cyborg squads should also be able to combine with single infantry units.

I don't know if you plan to make the Chameleon Spy recruitable, but I think it should be. It would work like the spy in RA2 when entering enemy buildings.

Give Subterranean APC and the Devils Tongue burrow ability. Enabeling them to just lie stil under the ground and ambushing enemy units passing over. The Devils Tongue should be able to smash through walls and gates like in one of the Animations. Also give the DT a firewall abiltiy like the Dragon Tank in Generals. The DT should be able to clear out enemy garrisons.

Some ideas for tech structures is:
Mutant Hovel(Original huh?)
Civilian Armory, were you can recruite civillian mobs. Working like GLAs rebels.
Hospital
Nuclear Power Plant, gives you a lot of power but if it explodes it takes the whole block with it.

Make the Guard Tower a buildable structure for GDI. Units should be able to garrsion inside them. Nod should have bunkers instead.

Give the Mobile EMP to Nod, combined with Hijackers it can be very usefull.

Give the Limpet Drone to GDI, it's quite good against stealthed bases. Just put it under an enemy harv and you will discover the location of the enemy base.

Juggernauts should auto deploy when standing stil as the one in C&C3, that makes it quicker to use.

It would be cool and usable if Attack Bikes and Hower MRLS could jump short distanses. They should also be faster and fire faster like the Pitbull and Attack Bike in C&C3.

Give both sides an upgrade that gives their aircrafts twice the ammo. Wich enables them to stay longer in the air fighting. Also enable air combat. A laser upgrade for the Harpy would be cool and with that it wouldn't need to reload ammo.

It would be cool if Nods Laser turrets worked like in C&C3, three turrets connected to a hub.

I know there is a lot of "shoulds" in the text and it's just some ideas of mine. :-]


No offence to you but I think the squad system is a crap idea, I want singular infantry like it was in TS and not BFME or DOW. The mere mention of it in a C&C game makes me sick.

TS was never about Squads and it wouldn't feel right (to me) to use that system. We also encounter the problem of having huge masses of infantry entering APC's.

Quote

Give the Mobile EMP to Nod, combined with Hijackers it can be very usefull.

That was a GDI unit, hence it belongs to GDI. Nod has the Mobile stealth generator.

Quote

Give both sides an upgrade that gives their aircrafts twice the ammo. Wich enables them to stay longer in the air fighting. Also enable air combat. A laser upgrade for the Harpy would be cool and with that it wouldn't need to reload ammo.

Why the pointless upgrades that add little? Also, I don't know about the laser weapon for the harpy, it should reload it's ammo as usual.

This post has been edited by Nubilus: 12 March 2008 - 10:18 AM

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#74 User is offline   ApornasPlanet 

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Posted 12 March 2008 - 11:29 AM

I thought that the ambition of this mod was to make TS as it should have been, if you look at the screenshots you can see that the scaling is far more realistic than in TS. The infantry units are really small and to be of use against vehicles and buildings and not have a OP feel I believe it's suitable to have the infantry in larger groups. You could achive this by recruiting a lot of single units but the infantry is easier to manage and micro if they are in squads. Remember the clip in TS when an APC hits a beach and lots of infantry emerges? The APC can probably hold up to 20 soldiers or more. Not just five as in TS.

Well maybe the aircraft upgrades wasn't fully thought through but TS lacked real air combat. Venoms and other aircrafts with unlimited ammo are quite usefull. To be honest I think that only bombers should have to reload.
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#75 User is offline   Lone Wolf 

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Posted 17 March 2008 - 01:43 PM

I agree with Bittah the game has turned into a spam fest. Plz take that feature out PLZ. Its no longer about stratagy its about how much can you spam in 5 mins :P. Unit upgrades :D I love fully upgrading my army ^^
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#76 User is offline   Darkened Edge 

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Posted 17 March 2008 - 10:56 PM

It ruins the fun with spamming capabilities like that, (no offence but) keep your squads to BFME where they do work, not to mention the way you set micro-management vs. my spending techniques=wheres my titan I ordered 20 minutes ago.
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#77 User is offline   HANDofKANE_adv 

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Posted 18 April 2008 - 04:30 PM

I hope the build style is classic C&C style and not generals style
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