So, after this very succeful 1.3 release I started working on the next version. While 1.3 and ealier editions mainly improved GDI and Nod, the next version will focus on Scrin (and it will contain some changed / new maps), so I am searching for news ideas.
Feel free to post them in the comments. ;)
Current ideas are:
-changed Catalyst missiles (they now only kill the reff/harv in the center of explosion, while reffs further away survie in red condition). The Tiberium explosion is also more dangerous.
-Zone Trooper have more health (hey, they are HEAVY armored infantry!)
-Devourer Tanks are able to load more tibeirum (twice as much), thus doubling the number of Tiberium shells before reloading
-Corrupter will get blue Tibeirum once they are promoted to hero (if you played TWA 1.2, you know what I mean)
-Scrin will either get a shield upgrade for Seeker and other basic vehicles or an upgrade to promote units faster, still not decided (but I tend to the shield)
Furthermore, once again thanks to all who downloaded the mod. :)
will the catalyst missile cost go down?
shields sound good, but they're doing that in KW for a subfaction so I'd go with the quicker promoting used in generals(advanced training).
I think that the GDI rocket troops laserguide should last longer, at least 30 seconds. Also, walls need to be cheaper, or the wall hubs could be free and the wall sections could be $100 each, meaning the length of the wall would affect the cost. Also i don't like the new GDI commando weapon, it doesnt do enough damage against infantry.
The problem with walls is that buildcost and time in TW are connected (of course it coulb be changed, but I want to keep this simple rule of thumb).
That means a 100$ wall would have a buildtime of 1s. I allready tried that in earlier TWA versions where every wall piece was 100$ - walls were so cheap and fast to build that you could build walls around enemy units inside your base withhin seconds, leaving them as fodder for Sonics and other tier3 deffense buildings.
So I changed the whole system, now you build a wallhub for 500$ and get the walls for free :P
However, I may lower the price for walls, 400$ may be a better price.
Oh i see now, also i had a skirmish the other day but the AI didn't attack the walls meaning i could just put my defence behind the wall and they didnt try to attack it other than the splash damage from vertigo's bombs.
oh and i played a game as the scrin and used a corrupter to kill some infantry and they turned to visceroids, the problem is that the visceroids give far too much experience from killing them (veteran kind)
allowing the ai to become heros incredibly fast. i think you should lower the chance of infantry becoming visceroids or lower the xp they give.