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What's an LUA?
My new suggestions for the upgrades and abilities are going to promote veterancy and commitment to a unit.
Since the upgrade tab is there, why not?
Btw, I wanna suggest a Research Tree Layout for the factions.
I see you closed the abilities thread,was gonna suggest alot of upgrades and ablities.
Hmm, yeah,that is a problem that wasnt there previously in FA.
Experimentals used to be strong enough to crush even a decent defended base, but SC 2 introduced a whole new classification system.Major and Minor that is.
Though, still, these super units shouldn't die that badly fast.This problem was already there since vanilla SC 2.
But yeah, those Proto defenses are just too strong,too cheap and easy to make,
they have like T 3 power,for lesser research costs.
(These were what Upper tier turrets were for.
By the time your opponent manages to get to EXP Tech,you should have had T3 defenses ready and preferably with an army to defend against the enemy experimental.)
I take it that the real release might have an even grander and bigger artwork?
Btw, see my new thread in the suggestions to get what i mean by my 1st suggestion.
Actually, it's half/half for me.
While i do want to see them back,but at the same time, in the spirit of the revamp, i think it would be several times better if.... they were reimagined or even reconceptualised.
Aww crap i would have wanted to see the Ythotha and Yolona Oss though.
I see, that makes sense,these happen to be quite minor things compared to the main aspects.
But,when that time comes,you guys should open a suggestion thread.
K, this might be a pain in the ***,but i honestly wanna ask.......
Do you guys plan on adding to the end game options on Nukes and Artillery? And i mean like adding originals Nuke or Artillery units.
Btw, I mean Tactical Buildings.
The End Game options of Supreme Commander is usually this,
By far, I see Artillery did get revamped a wee bit,but i see the T2 artillery units did not get ported over.
And the Aeon's take on Tactical Missile Building actually can be very interesting,if only it was made "Experimental".
As for Nukes, i was thinking the archetypal Tactical 1 button to wipe off the enemy idea does not really work here,when your enemy's base is heavily defended and happens to be mega sized.
So why not a different kind of Tactical Superweapon Building?
In Universe at War, their Endgame units were comprised of Tactical Superweapon Structures.
Hmm as far as i can see, in theory , the factories unit itself probably cant be modified.
The old Factory models had a design that distinctively showed what tier it was upgraded to.
(It also was pretty interesting to see them upgrade by "expanding" the extra Fabricator component.)
Will Upgradable Structures like the old Mass Extractors ever come back? Frankly,even visually for the factories i think they still can have room for extra fabricator beams.
Why not try basing some naval units of the lobster or crocodile?
As for your Idea,Hmm i think here's how to do the intimidation,yet not scale back on the tech.
Create a bigger transport! A transport,but not entirely one.
Hmm a Mobile Army Assault platform? A Sky Barge?
That's because the Illuminate are the only ones with the anti gravity tech designs to hover during the time of the story?
And half of this game is powered by Rule of Cool?
Except the Aeon should be the one with the mobile omni sensor,since they had the Omni sensing FA XP Eye of Rihanne .
Hmm it's like UAW's Hierarchy faction,how they summon their walker units.Dropship straight to ground.
Nah,just release it when you feel it's ok and alright.
Btw,just a few questions,since i think my previous query wasn't too clear to both of us.
So far,the current patch is still quite vanilla SC 2 in essence of gameplay,other than new units.
1.By bringing back stealth units,you might make the Cybran Cicada redundant.Any changes to it?Will the Ai try using stealth units?
2.Given that you guys inflated the Research Cost,are you making any higher tech research stations? I think it would be a useful new building for a turtler.
3.This might be fixed later in balancing,but currently,some upgrades in the Research tree are quite redundant when you get to upper tier tech,cause they don't apply to them,only t1 units.
4.In the old SC games, Experimentals were able to be built straight from the menu, not needing any buildings to make em.Any plans to bring this feature back?
Cause i was thinking it still should come back as another way to get experimentals to the fields.
Exactly,rather than the old tired "When is it done?,it's more of "Where will we be?"
I'm thinking we should get an update on that.
Wouldn't hurt to let people know what's your vision of the Revamp Expansion Mod.
Hmm, i saw the project began somewhat in 6 sep 2010?
Uh i didt mean in the sense to bug you guys, but just to ask how much you guys intend to make for now?
I don't think we really need release notes,really,as long there's progress visible or not it's fine.Take your time.
So far,as you said it's more than just new units, it's also many new changes to gameplay.
You might want to keep tabs on how many changes you guys intend to really mod in.
Not to restrict,but please do take note.
Although from what you said, it's still in infancy?
(Well, i wouldn't release it yet ether,since even i see it's still missing too much for a "basic".)
Well,I still think it's a good idea to actually start giving people an idea how much you guys are actually going to make in the in final version.
You guys rock compared to other modders, but it's been like 2 years since you made this, and you promised a release this year.
Cause like i just released how much you guys have and are going to add to the game with this mod.
Woah don't rush it, i think it's better to give us a basic idea of how much of a scale "Revamp" you are really doing.
You are saying Units in the mod get new forms when achieving veterancy?
So....just a question.............
Given how you can edit and shrink the research tree, how much more massive do you guys think it will be?
It feels like it's missing the long pointy aspect of the original that is.
EDIT DOUBLE POST.
Except, i feel the gun needs to stand out more, like the old monkeylord.
Except will this be replacing the monkeylord in game?
Anyway, i was wondering when you guys were making new units, do you check how FA and the old supreme commander did it in terms of options?
Cause, balancing starts from the very existence of the unit itself.
Just by having or not having an option could change the power balances between the factions.
Just saying, it would be helpful if you guys had a mini chart here. like is the wiki here.
I don't think so, the cybran mega xp is probably in a class of it's own.
I'm probably hoping for a counterpart for the other factions for it.Too much cybran recently.