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If only there was some way to align those lights...
I have two opinions on this, but mostly apathy.
So, I'll just say this. When I first played Tiberian Sun, my first exposure to C&C, I had a marginal idea of what I was doing. I felt the simple UI left a lot to be explained, and I needed to reference the manual A LOT.
The second GDI mission introduced the MCV and I missed the bit about setting up a base when they delivered an MCV for me to deploy. It wasn't until I quit the mission, started a new game the next day, and read the manual when I was told to deploy it that I understood the feature.
That being said, the deploy icon is available from a hot bar, and mousing over it gives you a tooltip assuming you haven't turned that off, I say go for it. The icon for the drone platform you show here looks to describe the intended action fully.
As for the purifier, it's a prototype of the avatar, so I think you could explain it being slower pretty easily, this also helps infantry keep up with it. The black hand on the other hand is basically made of rage and flamethrowers which I think would make it hard to explain why the flames might be weaker.
I've got to agree with this, unless they were both made uncrushable by tier 1 units and only enlightened were mind control resistant.
I just realized the primary cybernetics facility has an open air surgery.
While I harbor no illusions about CABAL believing in the use of petty humanitarian "Ethics" or "Anesthetics", I suspect atmospheric contamination, or other unwelcome variables, such as stray munitions from pathetic Luddite human resistance may irreparably contaminate cybernetics production.
I really like that logo.
I'unno, kinda reminds me of House Ordos from Dune. They had hover tanks too.
Heh, I was just wondering about this yesterday.
Part of the problem, I think, is that more maps need to be built for level base building when mappers tend to let their creativity get the best of them.
Nod: Shadow Teams, Enlightened, Black Hand(Not tib troopers), Commandos
GDI: Snipers, Zone infantry, Commando
Scrin: Shock Troopers, Cultists, Mastermind, Prodigy
You could add engineers to that, they're typically considered minesweepers in C&C's legacy of mods.
Stealth vehicles should ALWAYS be revealed when running over infantry.
Shouldn't it be "Wings of an Angel"?
Refineries should be set to 2000 again, I can offer some reasons as to why, but I don't think I should need to explain why.
it could probably be easily remedied by only allowing the AI to build them after a certain structure has been made, it should be some structure that marks the end of base expansion.
I don't think setting it to sell structures would be great considering they'd probably start selling vital ones by mistake.
Invisible? No, I see them just fine, they're along the sides of the GDI units.
Dude skipped ahead to now.
For us what was 5 days was one hour for him.
I do believe that cements this as the definitive RA1 remake, now too.
Aiming looks like a real pain in this build. I think you'll need to smooth out the motion so your tank doesn't jolt whenever it hits uneven terrain, and you'll probably need to allow them to alter their pitch.
Looks like he's had a few too many.
Oh, but haven't you heard? It's from a popular horror mod... and skinned in mspaint... To be fair, it's like that in the mod.
Not sure if I interpreted it entirely accurately, and I sometimes use strange diction for an english speaker.
I typed up a bit of a clarification on the description, I like the sound of this, gonna reinstall SC1 and try it out.
I thought that was 6 players, with a larger landmass on either side instead of two islands.
Yeah, naming's hard. Not a bad map, not many original works get posted here.
I very much doubt this is the town in morrowind
"First I was a home, and now I popped up in these woods."
Now all it needs is that crater effect to appear underneath it when it deploys.
IMO, this'd be better with structural grids
He could be really drunk.