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.