The primary aim of this mod is to get away from the current gameplay which for the most part involves spamming tanks. We are introducing gameplay that requires, scouting and using a variety of units to be successful. Tanks are not the do-all units anymore, instead you need artillery units to take out defenses, tanks to take out artillery units, air units to take out the tanks, and AA units to take out air units. It's basically bringing Rock-Paper-Scissors to the game which we believe makes it more challenging and interesting. We're also making the factions' abilities exclusive. By that we mean only Nod use mines (so no APC mine drops) and they are also the only ones that use cloaking technology. The same applies for GDI who use more EMP now etc. We think this better defines the play styles of the factions so that you aren't just playing each faction more or less the same way.

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supjay
supjay Jan 17 2009, 10:53am says:

looks very good...should give it a try!!!...any new unit additions? i mean new units..not unit modifications

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TalonH4wk Author
TalonH4wk Jan 17 2009, 9:20pm says:

We didn't really feel that we needed to add a whole lot of new units until we fixed the way the current ones played, so we focused more on balancing the game and adding new abilities or moving abilities from one unit to another. However, Nod have a Liquid Tiberium Truck which is fun and the other units that have been altered might just feel like new units with some of the changes we made!

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Traslogan
Traslogan Mar 15 2009, 4:43am says:

Sounds good that you have focused on the units that are already there, but the key to a RTS mod is to have some new units, but dont overdo them with fancy colours, and DONT mod every single unit in the game! i recommend at least 5-10 additional units for each side

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Stoove
Stoove Apr 30 2009, 5:36pm replied:

I did the maths on Sinjal's recommendation there and that would amount to between 34% and 68% of the number of units already in the game (not counting Harvesters, MCVs, Surveyors) added on top of the current units... AT LEAST. =)
Now, even to me that seems a silly amount! The Talon team are perfectly right to take the approach they are. Well done them ^_^
However, if we begin to talk about replacing original units with new ones, then perhaps that's not SUCH a crazy idea =)

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mapayne
mapayne Mar 17 2009, 12:42pm says:

sinjal. How many RTS mods have you made?? A good mod doesn't have to add ANY new units if those in the game as updated, rebalanced and edited. You'll be surprised just how many mods are better this way.

TalonH4wk. As an infantry lover is there any chance you can include some sort of option to install the mod without the usage of super weapons?? It was something that was always good to see in Total Annihilation whereby you could choose units to be disabled for all sides.

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TalonH4wk Author
TalonH4wk Mar 21 2009, 11:29pm replied:

I have to agree with you mapayne, there are plenty of mods out there that throw lots of new units into a mod but the gameplay gets overlooked. We have been a little surprised that people are focused on things like build animations and new units, when what we're trying to bring to the community is a better overall gameplay experience, which in our opinion is much more important.

Right now there are units in the game that are for the most part ineffective and therefore they are ignored by most players. If we give that unit better abilities, it suddenly has a purpose in the game which in effect is like having a new unit, and surely that's better than creating lots of new shiny objects that are cool at first but then people realise that they don't really have a role or counter anything very well. That's when there's a call for even more new units I guess ;)

However, we do understand the appeal of new units, and we are looking at some new ones right now.

On the subject of superweapons; It was good in Generals when you could disable superweapons, but for some reason that option was omitted from CNC3. It's something that would be nice to add but to be honest it will be a while before we get to something like that. I'm keen to see the fog reveal removed when superweapons are deployed so that players have to scout to find supers, but that's something that we're still debating within the mod team as some aren't for the idea.

It can always be done by adding a script to a map if you want a short term solution, but you would have to apply the script to every map you wanted to play that way.

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Stoove
Stoove Apr 29 2009, 11:51am says:

Hi, great vid! =)
This actually got me to download the mod so more of the same, please! ;)

Stoove
PS: What's the music from? Would love to know the name of the song =]

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TalonH4wk Author
TalonH4wk Apr 30 2009, 12:16pm says:

The song is "Requiem for a Dream" by Clint Mansell.

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Stoove
Stoove Apr 30 2009, 3:42pm replied:

I was sure I had heard it before! Yep, the name rings a bell as well =)
Cheers dude!

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TalonH4wk Author
TalonH4wk May 6 2009, 6:34pm says:

The next video will be up in the next few days and I don't think you'll have any problem recognising the tune I used! ;)

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Description

Highlights of some of the features in version 1.

Video Details
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Promotional
Date
Jan 5th, 2009
Length
02:40
Filename
TALOMod1v3_0003.wmv
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