Revamp Expansion Mod (RVE) A Supreme Commander 2 Complete Overhaul / Total Conversion Mod
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Got Abilities Idea's Post Them Here | Locked | |
Thread Options | 1 2 | |
Aug 9 2011 Anchor | ||
Got any ideas of abilities you mite like to see come to life post them here. -- |
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Aug 9 2011 Anchor | ||
The ability to add every possible gun type to each Experimental,Gets annoying when the big bad Land Exps have no means of AA. |
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Oct 25 2011 Anchor | ||
Over drive on turrets artillery and sheids which means you wont get overwhelmed as easy |
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Oct 25 2011 Anchor | ||
There is a new ability on T3 Shields called Overload which can be used for a short period of time . -- |
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Oct 26 2011 Anchor | ||
I think that it would be nice if revamped Air Superiority fighters would have two types of weapons - standard interceptor missiles and fighterguns based on each faction AA guns (like UEF those autocannons, Cybran those rapid fire pulse lasers and Aeon their weapon). |
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Oct 26 2011 Anchor | ||
Any ideas are welcome when the mod hits beta stage most of these post will be brought to life . -- |
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Jan 5 2012 Anchor | ||
Personally all my suggestions are for mostly Illuminate and some Uef too. I don't really like the cybrans (not because of any in game reasons the just aren't my "style") I am surprised this has not been suggested yet (I assume because it could be feasibly game breaking) but adding a research to the illuminate building tree that allowed Tac Missiles fired from the Tac Silo to be "smart" and track their targets. It should only maybe have a 1 in 5 chance of maybe hitting the tiny base units (anything pre exp state) but should almost be a guaranteed hit against any blob unit (like most experimentals). Maybe also give the missiles some aoe? If the Illuminate faction is going to remain artillery-less (which wouldn't bother me that much if they where as long as they had improvements like these) then they (in my opinion) need stuff like this. I think that the Illuminate acu produced Nanite bots should be stupidly fast so that enemies have a hard time firing on them and be fast and easy to produce (as well as sooner on the research tree. Could be a possible rush deterrent?) Also some ai for them? Plox? Maybe the Illuminate could have a unit or ability added to a unit with "temporal Stasis" basically any enemy unit in the "temporal" effect has their movement speed and firing speed (projectile speed too?) significantly reduced to a near craw like rate, while still allowing friendly units to move and fire though it unaffected. Maybe the Illuminate Acu could have a replacement for the Overdrive cannon and instead be upgraded to the Nanite cannon. A gun that fires a cloud of nanites (functionally it will be similar to the overdrive system but cost significantly more energy for a fair damage boost over the overdrive system? Other ideas will be forthcoming just kinda busy at the moment. -- rave_matter |
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Jan 5 2012 Anchor | ||
Though this isnt an ability i wasnt sure were else to post it How is the reseach tree going to work.. personally i think iit work best it each teir had its own tree and you spent reseach to unlock the next teir. Otherwise the costs for stuff will be all over the place with teir 1 stuff and teir 3 stuff in the same tree. And id like the idea of a nanite overchange gun but instead of increased damage it should just be damage over time... kinda like nano i guess but more effective vs high health targets and less effective vs blobs Edited by: I_AM_THE_SLAW |
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Jan 5 2012 Anchor | ||
Ill see what i can do when we get to balancing thanks for the ideas. -- |
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Jan 6 2012 Anchor | ||
Whoot I may have some how contributed to the mod -- rave_matter |
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Jan 6 2012 Anchor | ||
Mini experimentals, either smaller in size or just smaller. I don't see why every experimental has to be so big? Forward engineer bases. They have a basic defense and can only build engineers. Maybe they automatically build 3 or so engineers and they follow a set path around the forward base? Undestroyable building that build alien units that cannot be built by an other faction apart from when that building is captured. Upgradeable mass and energy buildings instead of the research upgrades. Plane/gunship fuel like in FA. Mini units that can be mass produced for flanking and taking out engineers etc. Underground units that can ambush. A turret/artillery that gets more powerful with more of a certain building you build around it. A unit that can be moved next to an enemy's mass/energy building and can steal the income from the building, and while the income is being stolen, they cannot self destruct the building. Make it so we can use all the units in the campaign. |
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Jan 7 2012 Anchor | ||
I never liked the fuel system... i dont understand how a super advanced race who, can make an entire army in a couple of mins, run out of fuel so quickly for their air force. |
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Jan 19 2012 Anchor | ||
Had an idea for an ACU ability; a shockwave that knocks back (and maybe damages) nearby enemy units. Sort of as a temporary alternative to Hunker to save your ACU. |
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Jan 21 2012 Anchor | ||
Thanks for the ideas guys ill be going over this thread when we are in BETA testing stages. -- |
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Feb 1 2012 Anchor | ||
hey could u make an ability to UEF cruiser to walk in the land (amphiby) same like cybran cruiser but with different design *of course |
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Apr 3 2012 Anchor | ||
I had a idia for the king kriptor, why don't you add 2 more arm cannons on each arm and add 2 more of every other weapon to (barrals i mean!) and make them ALL the same range? |
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Apr 28 2012 Anchor | ||
Illuminate Cybran UEF |
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Jun 19 2012 Anchor | ||
Thanks for the ideas keep them coming ill be looking into them all when i have finished the main codding. -- |
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Jul 25 2012 Anchor | ||
Oh well, if this is open.. First the ACUs.......... Illuminate ACU 1.Phase shift-Allows it to passes thru units but cant fire like above suggested. Cybran ACU UEF ACU Edited by: Rtys8 |
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Jul 25 2012 Anchor | ||
SCFA fan yer ? lol -- |
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Jul 25 2012 Anchor | ||
Yeah. Btw added some more and reformatted the post. Now the ACUs should be more or less equal with each other. |
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Jul 25 2012 Anchor | ||
I had an idea for the Aeon navy, since most of their units are hover, why not make the navy a hover navy, would suit that fact that 70% of their units hover anyway. |
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Jul 27 2012 Anchor | ||
that could work,but the Aeon has no navy atm.But it could be designed to work. Existing Minor Experimentals next. I was thinking when the experimentals are upgraded specifically, their names change. Fatboy II 1.Focus Fire - An activated ability that makes the Fatboy II bombard an area or target with it's weapons for damage. 2.Increased Armor -Increased Health and reduces damage taken. 3.Improved Barrel- Increases Damage of Main Gun. Megalith II 1. Carapace Defense -Activated ability that gives the Megalith II a temporary mobile "Hunker" mode,but disables weapons. 2. Amphibious Operations - Allows the Megalith II to act like a boat upon entering water. 3. Splash Blaster - Gives the Main Gun a small Area of Effect. Urchinow |
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Aug 21 2012 Anchor | ||
Thinking of the Willfindja, why not add a drone recall, that makes all drones land on the willfindja and become long and short ranged weapons. |
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Oct 14 2012 Anchor | ||
If you could exchange the upgrade for detonating units for a similar ability of the Bomb bouncers mega blast might make units a good choice for a suicide attack on enemy forces while avoiding their shields, giving a long recharge to this ability would prevent its abuse inside of an opponents base.. For a type of Cybran mine, the mega blast could be used to create a mega blast emitter instead of a suicide building, with a 30 second recharge to prevent it from completely denying enemy forces, possibly revealing istself during its charge cycle, Allowing Cybran mines to renew itself rather then be killed by poor mine clearing tanks, sent ahead to clear the fields. |
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