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They're also pointless if not an access point for any enterprising bandit looking for a ladder.
And this is just a minor nag, almost infinitesimally so, but unless you plan to have multiple possible models for the gate, using visibly distinct components calls into question the exact rarity of the materials used. I'm of course looking at the struts by which the gate is to be suspended. Mainly because they're bent and look like they were simply salvaged, not constructed with their new role in mind. And let's face it, even a low tech settlement would be able to do some simple degree of smithing.
I can actually think of a couple designs that use the exact same shape as this gate, but I think they'd only be fitting if you got to choose how the gates function, and they got refitted accordingly.
That ought to keep those rabble out.
Well that's a weird thing to neg.
I suppose I should elaborate. A theory states that one method by which cells became complex and attained new organelles was by consuming incompatible bacteria, or being invaded by them. Over time a symbiotic relationship emerged which later became integral. It just seems more in-depth than cells picking and choosing random DNA they 'collect'.
I think a mechanic where one type of NPC bacteria with a particular trait made a habit of invading player made cells, and then the cells had to adapt to not be impacted negatively and incorporate the benefits of the new organelle would be interesting.
You sure seem to expect a lot for something you aren't actually paying for.
I take it this isn't going to use the theory that complex cells evolved through convergent symbiosis between simpler single cell organisms.
I can't wait for this to be complete, I'm not so huge on alphas and betas.
Heh... HAH... I get it, tripod. Good one.
As a time traveling mole-person with a passing interest in alpaca pedigree, possessing both a male and female set of genitals, I can say I am quite thrilled to have stumbled upon this news in my eyeball laser terminal o'news (ELToN). I will travel to this century within more or less a decade of accuracy, download a new computer relative to your timeframe's system specs, and feed it your datafiles.
I like it, most of the titans I see look washed out and amorphous.
A little late to the party just now, but if this is gonna be a unit cameo, I suggest some use of complimentary color, it's gonna be hard to make out the titan from the background in that tiny frame.
I always imagined the vehicles in red alert being made of putty.
OH MY GOD, THANK YOU, FINALLY.
Christ, I am so tired of bunnyhopping and tapdancing, I'm glad this can finally be qualified as a game that favors tactics over twitching.
Yes, I am atheist, yes I just used dat **** in vain, yo.
Typically, when a technology advances, it becomes more cost efficient. If the firestorm were made to render some units or structures invulnerable without requiring some pain in the *** hardware to be installed throughout a base, I think that would be a great move.
Here's how I think it could work:
Activating the firestorm generator would render all of the structures (Possibly units as well) in a set radius around the generator invulnerable, as a trade-off, the structures within the protective zone become underpowered as the energy cost to bring the defense systems online is too high. The generator then has a cooldown of several minutes.
Another thought I had was that two mutually exclusive upgrades could be offered. One extends the maximum range and protects vehicles within the base, the second camouflages the structure somehow and kills enemy units within range when activated.
Alternatively, both abilities could be native but require the commander to choose which to activate when the cooldown completes. Meaning they share the same timer.
The murder pulse would of course be red.
Default morrowind walk anims?
OpenMW, I love you, but you gotta stop doin' that!
Not like the original Red Alert had much of a campaign in the way of triggers and plot.
This seems much more appropriate in that case, I thought that might be the case but didn't want to assume.
Something I forgot to add:
The use of the words "help", "victim", and "lovely" seem opposed to each other. The sentence would really give a better narrative if you chose it to convey that process was to be considered good or bad. If you want it to sound good, replace victim with patient.
If you want it to sound bad, replace help with force or something to that effect, keep victim, and change lovely to ghastly.
Alternatively, you could change it to sound, and I think this is the right choice for anything like CABAL, devious. "The Infector's Web Grenades will 'Compel' (or) 'Encourage' the 'Subject' to consider 'joining our efforts'."
If that's an AI adjutant like CABAL, I don't think it would use these inflections. "Send your infector /in there/" doesn't carry the same gravitas as "Send forth the infector." And "the events of today will haunt the enemy for years", really? How many years, two, maybe three? How about decades, centuries even.
Just plop "to come." after years and it instantly sounds better.
The use of the exclamation mark is misplaced as well. It's not a command, it's a statement, the exclamation mark makes it seem giddy instead of sinister.
Poll needs more options that reflect this.
Yes, quite refreshing that light tanks now stand a better chance when going head to head.
Although, I don't know if two hits is that great, I think the fire rate doesn't allow the tank the opportunity to turn away in time.
This is typically how agree vs disagree systems work. These votes are for a critical standpoint. If "C&C shouldn't have hitboxes" had garnered significant support, the devs would be encouraged to look at it and possibly reevaluate the decision.
I for one think it's a move in the right direction as tank battles will no longer consist solely of two tanks revving back and forth constantly in a futile attempt to not get hit. There's more /strategy/ to a game derived from a strategy franchise. Now I just wish there was something done with infantry so they weren't just bunnyhopping healthbars with different flavored guns.
So first step's been done, now we just need some mods that'll make that game earn its title.
I prefer procedural generation that makes use of handmade set pieces. For instance, Warframe's method. Alternatively, expansive procedural environments such as minecraft's with handmade landmark structures, such as pyramids and villages.
Modular turrets! It's never been utilized in too many games, but I love when it is.
I thought I saw voyager as like a size comparison or something.
Very nice dunes.
Wow, I never knew the plot until now, I just remembered Raiden as "That game with the awesome VTOLs where buildings come to life and try to kill you."
A couple of those bugs sound pretty serious, I think I'll hold off until the next snapshot or even release of the version. Sounds like they're getting close if they're starting to hammer out the existing bugs.
It might be prudent to make a list of known bugs and unimplemented features to help testers discern what qualifies as something deserving a report.