An expansion/overhaul mod of epic proportions, with entirely rebalanced gameplay, expanded factions, new gametypes, graphical overhauls, and five new factions; stealth-based Confederate Revolutionaries, tower defense-inspired Atomic Kingdom of China, economy-focused Mediterranean Syndicate, DotA-esque Order of the Talon and spammy Electrical Protectorate.

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Talon Vehicle/ Ship idea- Gradual damage effects (Games : C&C: Red Alert 3 : Mods : Red Alert 3 Paradox : Forum : Suggestions and Questions : Talon Vehicle/ Ship idea- Gradual damage effects) Locked
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Apr 3 2011 Anchor

Vehicles in RA3 slow down in movement speed when almost destroyed, and since the Talon have high amounts of health, I was thinking that this mechanic could be used in more interesting ways for them.

(This is really based on Protroid's idea.)

What if Talon vehicles, instead of being simply destroyed, gradually stopped working as they took damage.

(They would need quite huge health bars for this to really work out.)

First, perhaps around half health, they would gradually lose movement speed like normal units, but the next step would be loss of mobility.

A bit after that, turreted vehicles would have their turrets stuck in their last position, and after that, they would lose weapon fire- becoming useless for anything but sight and cover, but still repair-able.

After that, they would be destroyed- and likely turned into cover-giving husks.

What are your thoughts?

GriffinZ
GriffinZ I like puppies :D
Apr 3 2011 Anchor

I like it, mostly because I hate "critical existense failure".

your/protoids ideas sure make it more interesting and less lame fighting the talon, while not randomizing it like in CoH.

g.a
g.a
Apr 3 2011 Anchor

i like this a lot, taking damage could be considered destroying clockwork.

I have some concerns, though, the talon are already weaker, because their units can be exploited by the enemy easily, (bombers, flankers, support units, artillery, etc.), this might make them too weak.

Apr 3 2011 Anchor

If this went through, they would have to have rediculously huge health bars- to the point where enemies might consider not destroying them completely after a certain point to save time.

By the time the Cleric Track would be immobilized, a normal tank would be dead, possibly two times over.

Also, they are good at field repairs to get their vehicles working again.

Edited by: Galgus

Apr 4 2011 Anchor

The faction's not even out yet and everyone is trying to balance them! The repairable concept sounds interesting though

Protroid
Protroid Head of the Paradox Closed Beta Team
Apr 4 2011 Anchor

IFork wrote: The faction's not even out yet and everyone is trying to balance them! The repairable concept sounds interesting though


I don't see how our idea is balancing. The Order really don't need it due to the amount of units they actually have and hum inflexible they are until veterancy, this is something to add to the tactical depth of the faction.

Not that it matters. Sketch said he liked it for China.

--

Quick its 2am! Do you know where your base is?

Apr 4 2011 Anchor

Someone wrote: By the time the Cleric Track would be immobilized, a normal tank would be dead, possibly two times over.


Three times over. I think that it has been said somewhere that the Cleric tank has three times the health of a normal MBT.

Blood-Russia-Mk2
Blood-Russia-Mk2 Children-Eater
Apr 4 2011 Anchor

crj400 wrote:

Someone wrote: By the time the Cleric Track would be immobilized, a normal tank would be dead, possibly two times over.


Three times over. I think that it has been said somewhere that the Cleric tank has three times the health of a normal MBT.


That's up for balancing to determine exactly. All that we can say for sure is that the cleric is significantly more armoured than other MBT's

--

Yours faithfully,

That guy who does hammy stuff on a regular basis.

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