Revamp Expansion Mod (RVE) A Supreme Commander 2 Complete Overhaul / Total Conversion Mod

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Got Abilities Idea's Post Them Here (Games : Supreme Commander 2 : Mods : Revamp Expansion Mod (RVE) : Forum : Mod Ideas and Concepts : Got Abilities Idea's Post Them Here) Locked
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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.

Oct 25 2011 Anchor

Over drive on turrets artillery and sheids which means you wont get overwhelmed as easy

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).

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.

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rave_matter

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

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 :D

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rave_matter

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.

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.

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.

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
nb: sorry about my langguage

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?

L0K
L0K
Apr 28 2012 Anchor

Illuminate
-Phase shift: Units can phase shift for ten seconds which makes them invulnerable to all attacks but they cannot attack either.
-United front: Yenzoo tanks can overcharge the weapons of experimental ground units. For every ten Yenzoo, the experimentals attack will be increased by 5%.
-Structure teleport: structures can teleport but it cost energy and takes some time to complete.
-Influence: every ten minutes the commander can use psychic pulse to cause 1 in 20 enemy units to fight for him for 30 seconds. Does not include experimentals or ACUs.

Cybran
-Focus fire: the commander can target an enemy with a focus fire ability which increases the damage that unit receives by 25% for 20 seconds.
-Impede: The protobrain complex will slow all enemy research down by 20%. The protobrain will become visible on the map.
-Structure crawler: All Cybran structures can crawl but they must be upgraded.
-Reinforcements: The commander may call in an airdrop of 25 loyalist every ten minutes. Can be deployed anywhere.

UEF
-EMP: structures and commander can discharge an EMP that slows enemy fire and movement rate.
-Structure lift: Transports can carry structures just like units except one structure at a time.
-Orbital bombardment: The commander may call in one orbital bombardment every ten minutes. He must be within range to target the location or unit.
-King Kriptor meltdown: Self destruct the Kriptor's reactors causing a nuclear detonation.

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.
2.ChronoShock Field- Immobilizes and knocks back enemy units within ACU's radius. High Energy Consumption.
3.Rejuvenation Aura -Grants all units near it HP regeneration bonus buff and increases Health .
4.Refracting Chronotron Amplifier-Increases the damage inflicted by ACU's primary weapon. Adds area-of-effect damage.
5.Chronotron Accelerator-Increases main cannon's rate of fire and range. Also increases range of Overcharge.
6.Advanced Resource Allocation System- Further increases ACU's resource generation
7.Laanse Tactical Missile Launcher- Add a long range tactical missile launcher on it.
8. Sih Energy Rifle - Add a long range Direct fire weapon on the ACU's other arm.

Cybran ACU
1.Microwave Laser Generator- ACU can generate a beam laser that sweeps over enemy units.
2.Microwave Accelerator- Increases main cannon's rate of fire and range. Also increases range of the Molecular Ripper and Overcharge.
3.Personal Cloaking Generator- Cloaks the ACU from optical sensors and increases maximum health. Can be detected by Omni Sensors. Requires Energy to run.
4.Engineering Suite-Increases the ACU's build speed and maximum health.
5.Nano-Repair System-Greatly increases the speed at which the ACU repairs itself.
6.Nanofield-Creates a Temporary Area around the ACU that increases building process of units around it.

UEF ACU
1.Zephyr Amplifier- Increases main cannon's damage output by several factors. Also increases range of main cannon and Overcharge.
2.C-D1 Drones - Engineering Drone acts as a secondary Engineer. Assists the ACU where applicable.

Edited by: Rtys8

Jul 25 2012 Anchor

Rtys8 wrote: 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.2.ChronoShock Field- Immobilizes and knocks back enemy units within ACU's radius. High Energy Consumption.3.Rejuvenation Aura -Grants all units near it HP regeneration bonus buff and increases Health .
4.Refracting Chronotron Amplifier-Increases the damage inflicted by ACU's primary weapon. Adds area-of-effect damage.5.Chronotron Accelerator-Increases main cannon's rate of fire and range. Also increases range of Overcharge.6.Advanced Resource Allocation System- Further increases ACU's resource generation
7.Laanse Tactical Missile Launcher- Add a long range tactical missile launcher on it.

Cybran ACU
1.Microwave Laser Generator- ACU can generate a beam laser that sweeps over enemy units.
2.Microwave Accelerator- Increases main cannon's rate of fire and range. Also increases range of the Molecular Ripper and Overcharge.3.Personal Cloaking Generator- Cloaks the ACU from optical sensors and increases maximum health. Can be detected by Omni Sensors. Requires Energy to run.4.Engineering Suite-Increases the ACU's build speed and maximum health.5.Nano-Repair System-Greatly increases the speed at which the ACU repairs itself.

UEF1.Zephyr Amplifier
- Increases main cannon's damage output by several factors. Also increases range of main cannon and Overcharge.
2.C-D1 Drones - Engineering Drone acts as a secondary Engineer. Assists the ACU where applicable.

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.

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.

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
1. Pricking Bide - An activated ability that makes the Urchinow fire damaging shots all around it
2. Conch Sheilds - Gives the Urchinow a Shield that can deflect projectiles.
3. Increased Fire Rate - Increases Fire Rate of the Main gun

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.

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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