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Sorry to double post, but that coop mission sounds f'n amazing.
I kinda feel like those yellow plants should uproot and move occasionally (maybe to get closer to the tiberium?) and when units get near they hastily take root again.
Iunno, just spitballing, may be too much.
They'd also probably need some defense mechanism if rooted and you try to kill them with fire. But I know that's not how plants currently work in the TS engine.
Might consider giving upgrade modules an "ammo" slot with the ability to stack infinitely so that they are "consumed" when collected, this would prevent people from exploiting the infinite upgrade glitch.
There's a distinct disadvantage to having long protrusions coming off of your head, typically, this is applied to helmet design, but in this case it'd still be an issue. One could hypothetically grab the end of one of those protrusions and have an easier time of snapping their neck, granted, the attacker would need to move more, but that gives them a major weakness if attacked from behind.
That being said, length of their... spurs? Could indicate combat prowess as a form of combat boast, better warriors wouldn't need to trim them so short, or they could be used to indicate status in some form of social hierarchy.
Mutants? Aliens? Extensive body modification?
That barrier's appearance in the last image need not be 'natural'. It would make more sense if it looked man made considering the surroundings.
I had a heck of a time installing this, booting in safe mode worked though.
Anyways, I started two new games and I noticed when you skip the tutorial you miss out on a landmark worth of points at the very start. Didn't seem to lose out on anything from the combat tutorial, though.
For a start, I think all commodities would be charged at a premium, that being said, ammunition could get smugglers a lot of money or at least be worth their weight in artifacts.
It certainly wouldn't make sense for there to be an ammo shortage in a relative warzone that has a high value to black markets around the world, no. But I don't think it'd be too cheap. Afterall, each bullet could mean one less customer in a semi-closed ecosystem like the zone.
I think you've got the right idea.
I don't think C&C 4 would have been considered so terrible if they had just called it what it was: A C&C themed MOBA designed by fisher price.
Also would have helped if it wasn't made according to a survey sent out to people who just bought Kane's Wrath.
So, Cruentus and Aboreus were present in the TS game files(As in the code, not actual .shps), but never saw the light of day, and this led to a lot of fan speculation on the topic, even whether it would be red or yellow, possibly even orange. As I recall, cruentus itself would have been unharvestable due to a lack of efficient industrial processing.
The sound has certainly progressed, and I like the new direction, although it might be more appropriate to call it a course correction as it maintains that same feel, but sounds better refined.
It was widely considered to exist in the universe as an extreme rarity, it had an appearance in Firestorm as a single recolored blue tiberium formation and was later used in C&C 4 for the research mechanic.
I just feel like it was established that larger formations tend to be more stable, hence the vinifera "trees" that were able to produce more tiberium even when the field had detonated.
Yeah, the only giveaway is where the water meets the shore close to the 'camera'.
You could probably make it even more convincing with some sort of effect. If it's possible, making the water more transparent the closer it is to the shore might do it. And I mean like, REALLY close to the shore, like a couple of feet or a meter out.
It looks awesome, but I don't think you'd be able to give a new and interesting delivery method for a blue tiberium bomb.
I think if blue tiberium was carpet dropped into an area and then detonated, that'd be a neat delivery method, but I don't think it'd generate an explosion like that.
Ride the lightning.
No, but really, a localized ion storm would probably be best for their super weapon.
Stop all the download'n...
Iunno... Cheaty exploits?
Ah, very good.
Wait, if Nod's not the threat at present, why does GDI need a massive weapons platform? Sure they might have designed one, but I don't see why they'd be in mass production. I agree with the sentiment on build limits, but I just don't feel like the idea's been fully developed.
Is there some other sizable adversary we should know about?
How about it starts with one cannon, and then somehow upgrades in the field?
Forgotten are also known to be scavengers, so if these had that sort of mechanic, I think it'd make sense enough not to make that mechanic seem too much like its been done before.
A tribble in the center of a terran dominion emblem?
The expression used to describe this is "holding the product hostage." I don't believe that was intended, but that's what it is.
I'd be very surprised if any enthusiasm spurred by votes lasted for long let alone if this mod finally saw completion because of votes alone.
I never implied a single refinery per field, but I could see why you may have gotten that idea, so here's a few solutions to single refinery anyways.
Remove or slacken up the limit on how many workers/harvesters can "dock" at a time. Maybe treat the 'refinery' as GDI's armory with infantry as harvesters who enter and then exit quickly.
Include a 'lite' version of a growth accelerator as an upgrade.
Base mutant economy on cultivating tiberium rather than consuming it. (Maybe give refineries a passive credit per tic based on quantity of tiberium in a radius)
Bring back the GLA's salvage/scavenge mechanic from generals.
Remember, the mutants briefly had access to information from the tacitus before the start of the firestorm crisis, so conveying that they learned some of its secrets via game mechanic isn't a bad move.
Point being, they'd probably convert it more efficiently not needing to worry about safe transportation or purification.
I don't see why the forgotten would need to harvest tiberium and bring it to a refinery. Would it not be more efficient for them to build a sort of plant directly on the tiberium, not having to worry about toxicity or radiation?
I'd guess these fall under a new tier.
I think this game really needs a foundation structure or terrain sculpting tools.
Maybe adjustable scaled slabs in disk or square shape with convenient locations for stairs to be attached around the edges and are always oriented "up right". I keep running into these problems of finding a moderately decent location to build, but the ground is never as level as I need it to be.
I'd venture to say because it falls more under the category of mapping than modding.
Some items just need a "use" function, it opens up a slew of possibilities, aside from deployables(Quad Damage, anyone?).
I hope an "activate" key makes its way into the inventory system by the time it's out.
For the record, when I said "I took a class for this." I meant that to say something along the lines of "Christ, people can actually pay money to be taught about colors at a college level." Not as an argument from authority.
Taking another look at it, I think the problem, at least that I have, is with the shadow, it makes the unit seem more amorphous than it is because it seems to blend together with it.
Something that comes to mind for Nod in the snow is the old snowmobile chase scene trope with the paramilitary guys in full winter gear with grease guns.
Best example I could find on short notice is from a "newer" Bond flick. (Aren't they all?)
Alternatively, there's an episode of Archer featuring such a scene.
But I digress, something's gotta give. The problem is that dark colors tend to bleed together in a light environment, especially in poor lighting. It's color composition 101, literally, I took a class for this.
More important than color for distinguishing units, however, is the ability to tell the "silhouette" apart. As long as it looks characteristically distinct in profile, you're good.
Nod's snowmobile looks good, but I might recommend brightening the grey portions a bit. IMO, the contrast makes it look very dark compared to the white terrain it's going to be traveling over.
For other changes, consider creating a half-track version of the Nod Buggy/other wheeled vehicles? Bringing the grey more in line with Nod's old style from C&C Gold might be beneficial overall.
Were these models and textures a winter camo would be an easy change to the textures, but I understand voxels are quite different.