OK since I'm beginning to learn how to mod I thought id post my 2 ideas for Unit Mods so i have some sort of goal. I already have the list of unit and structures I want for one and a few very bad sketches of some possible models.
The first Idea is a Faction Mod (yes I know they all fail or are never completed) this would be my latter of the 2. The faction will be based off of another games units so the models will be simpler than starting from scratch but there are a few custom units most are structures which all have a basic draw design.
My second idea is a unit pack which fill a few gaps (what I consider gaps) that some factions have and add a few unique units to each.
Both of these will be based around the Blackops main mod, ACU mod and the special weapons pack
This is the list of what gaps may be filled this also tend to favour Aeon and Seriphim since the have less units for unit mods.(took me about a hour to think of these so there not really thought out)
If the units name are wrong please point them out and any comments are welcome
Land:
UEF
T3 Tank/bot ( equal to Faith bringer/Shadowsplitter)
Cybren
T3 support(equal to Absolver/T3 shield/ BO Rapier)
T3 heavy Tank (equal to BO Wrath/Juggernaut)
Aeon
T2 assault bot
T2 support (equal to fire beetle/Sparky)
T3 Armoured/siege bot (equal to Brick/Percival/Siege tank)
Seraphim
T2 Main tank (doesn't hover equal to rhino/Piller/obsidian
T2 support (equal to fire beetle/Sparky)
T2 tank/bot ( equal to BO Zealot/Scorpion/Flame tank)
T3 heavy Tank (equal to BO Wrath/Juggernaut)
T3 Tank/bot ( equal to Faith bringer/Shadowsplitter)
Naval:
Aeon
T2 support boat (equal to Bulwark/Mermaid/ Future BO lambda boat)
T3 Sub (equal to T3 sub hunter/ BO leviathan/ BO Tactical missile sub)
Seraphim
T3 Frigate (equal All BO frigates)
Air:
these are unique not equal to any thing since the aeon get 2 unique planes (mercy/solence), cybren get 1 (jester), UEF had T3 transport but BO added 1 for all so they have none, and Seraphim none. so i tried to think of 2 for each but only got 1 for each for now
Cybren:
Ether T2/3
Custer bomber
Bombs are like the BO hailfire and split in mid air showering the area
it can also launch a shield disrupter projectile before to bombs to area softening up shields
Seraphim:
T2
Phase bomber
The units is phased while not firing making it difficult to kill
when on a bombing run as it charges it bomb is phase is turned off the bomb is launched, hits and after 2-3 secs its phase comes back on.
The bomb its self can ignore bubble shield (like 4DC predator upgrade) and Phase through (the idea is the bomber transfers it phase field onto the bomb temporally then restores it).
The bomb is fairly weak and is meant to destroy light targets like Intel,shields,T2 mass fab, ect and the bomber being T2 easy to kill with flak since it will have low health due to the phasing.
UEF:
T3
Fighter/Bomber/Gunship or Diversity Fighter
The unit can be toggle between to modes a Fighter/Bomber or Gunship
Gunship
It will have 2-4 Riot guns, a set of napalm Rockets (which fire at roughly half the time it takes a bomber to do a full run) and a Shield like the old BO broadside one (flack still getting though being a good thing).
It will have a similar speed to the broadside but have the HP like that of a ASF
Fighter/Bomber
It will have the same Guns the Riot guns being change to AA Mode disabling half of them but increase velocity. And fire Napalm Rockets like the Cybren Corsair.
it will have a speed faster than a T3 bomber but slower than a ASF and obviously wont be as good as ether of them.
OK last bit
Experimentals
Aeon:
A long range land EXP (since I don't like the BO sniper bot equal Fatboy/megalith)
this ones a maybe
A dread naught ( Equal to BO dreads, since tempest is out matched be them)
Seraphim:A long range land EXP (equal Fatboy/megalith and since they only have 1 land EXP)
A Naval/land/Air Construction unit (equal Tempest/megalith/Atlantis/fatboy/CZAR)
UEF:
NONE!!!!( way too many already)
CYBREN:
NONE (some what to many)
OK Done unless someone want my 6 page word Doc for the Faction mod idea up
any way plz Comment, Question any units gaps and Feed back on the 3 planes since i really like them ideas
And to BO crew and Resin would it be OK for when I do make these which may take a long time to use stuff like Lambda, Phasing, Shield Piercing and other BO and 4Ds abilities
P.S. should i colour Code the list for each faction or just separate it a bit more to make it easier to read
[Edit]
Had a little think about what some of the units that will fill the gaps could do and some could filled 2 gaps with just 1 units but ill post them ideas after I get a little feedback
[Edit]|||[Edit all of it]
This is my faction mod idea all units are from Command and Conquer Tib Wars, Red Alert 2/3, Armoured core
Some buildings and boats have no equal in C&C so ill be making models for them
WALL OF TEXT INCOMING
Military Units and functions
ACU from Armoured core
Upgrades are based of of Blackops ACU mod since im going to make them compatible
Always has a shield but lower health and regen than other ACUs and has better speed and hovers on water.
All upgrades increase HP and shield strength
right weapons
1) default gun Bazooka replace by other weapons
2) Grenade launcher
Level 1 AOE, High damage, low ROF, low accuraccy
Level 2 Increases damage and accuracy
Level 3 Increased Range, AOF, damage
3)Machine gun
Level 1 High ROF, low Damage, low Range, shoots in volleys
Level 2 Increase damage, decrease Volley time
Level 3 Increase ROF, and range, No volley time
4)Rifle
Level 1 Medium damage and ROF. Good range
Level 2 Increase ROF
Level 3 Increase Damage, Range
left weapons
1)RAS Engineering Suite
Level 1 increase shield, hp regen and RAS
Level 2 increase shield, hp regen and RAS
Level 3 increase shield, hp regen and RAS
2)Combat engenering Adds Rifle
Level 1 Medium damage and ROF, Good range, increase sheild and hp regen
Level 2 Increase ROF, increase shield and hp regen
Level 3 Increase Damage, Range, increase shield and hp regen
Back weapons
1)Angelwings (back laser)
Level 1 1 wing (3 lasers) ,toggle on/off when off increase speed 10%
Level 2 2 wings(6 lasers) ,increase speed 20%
Level 3 Increase Range Can target gunships .increase speed 30%
2)enhanced Primal armour (Shields)
Level 1 Increase strength
Level 2 Increase strength Adds radar increase radar range and omni
Level 3 Increase strength Adds assault armour (close range blast emitted from ACU) or increased Speed
3)Missles
Level 1 adds 1 set can only target air, low ROF, volley of 4
Level 2 adds a second set only target ground, low ROF, vertical launch, volley of 4
Level 3 upgrades both to high ROF, Volley of 16 each, Air missles can be toggled to target ground
SACU from Armoured core
4 versions you get a random one when built they all start with a rifle
2 legged-------- all round medium
4 legged-------- Long range, low ROF, lowered health, Fastest speed, high energy cost, slowest build speed
Tank ----------- Short Range, High Damage, low ROF, high health, slow movement, No AA, slow build speed
Reverse Joint --- low health, fast movement, low energy cost, flight capable, Best AA, Fastest build speed
Right weapon
1)Enhanced weapons
Changes weapon to:
Chain gun (normal)
Bazooka (tank)
laser (reverse)
Sniper (quad)
2)R.A.S.
Left weapon
1)enhanced Engineering
2)Adds Rifle
Back weapon
1)enhanced Primal armour (shields)
Increase strength
Increase strength Adds radar increase radar range and omni
2)Weapons systems
Level 1 Plasma Cannon (normal,tank)
or sniper cannon (Quad)
or Vertical missiles (Reverse)
Level 2 Missiles (all but tank)
or Grenade launcher(Tank)
land Units
T1
Attack Bike ------------- Scout /light AA/hit and run
Wolverine --------------- Light Assualt bot
Grizzly/Guardian---------- Light Tank
Rhino/Hammer tank------ Medium Tank
Pit bull/slingshot--------- AA /Hit and run
Beam Cannon------------ Light Beam weapon
T2
Titan--------------- Main Assault bot
Apocolspe tank----- Main Battle tank /AA
Mirage tank--------- Stationary Ambush Tank
V3 (or V4) Rocket--- Mobile missle launcher
Juggernaut---------- Artillery
Mantis-------------- Main AA
Battle Base--------- Mobile PD/AA/repair station
T3
Mammoth Tank------ Main Armored tank /AA
Avatar-------------- Main Assault bot /Cuztomizable: Omni/idle Steath/extra beam/flame weapon
Stealth tank-------- Mobile Ambush Tank /AA
Spectre------------ Mobile Ambush Artillery
Prism Tank--------- Long range beam tank
T4
MARV--------- Heavy Battle Tank Customizable: AA/HP Regen/Railgun/Granade launcher/ Mini guns/Sniper
Redeemer----- Heavy Assault Bot Cuztomisable: AA/HP Regen/Mini gun/Flame Weapon
Air units
T1
Harrier/Apollo------ Fighter
MIG/vindicator ---- Bomber
HammerHead/
Twinblade--------- light Gunship /Transport 1 unit T1 or T2
Ox ---------------- Transport Carrys 4T1 . 2T2
T2
Vertigo----------- Stealth Bomber /AA
Venom----------- Gunship /short omni
Kirov Airship------ Base Bomber /Deapth Charges
CarryAll---------- Transport / stealth Carrys 8.4.2
Sky Wing-------- Radar/Sonar / Transforms
T3
SuperSonicFighter-- Scout/Omni /AA
FireHawk----------- Air superiority Fighter / toggle to no AOE Bomber
Orca--------------- Gunship
Siege Chopper------ Deployable Arty /light gunhip
Armageddon/
century bomber---- Strategic Bomber
Ironside----------- Transport Carrys 16.8.4
Naval units
T1
Stingray------------ Amphibious
Akkula Attack Sub--- Torpedoes/Sonar
Hydrofoil/
Sea Scorpion-------- AA (has flak for scorpion)
T2
Destroyer----------- Sonar/Torpedoes Defence/ Torpedoes
Aegis/Sea wing------ AA/Radar/sonar/TMD (no TMD for sea wing nut transform to Sky wing)
Repair boat---------- custom made
Naganata----------- Torpedoes/ torpedo defence/Sonar
T3
shogun Battleship---- Bombardment
Dreadnaught--------- Long range Missile ship
Aircraft Carrier------- Defence Drones/ Factory
Buildings
T1
Land factory----- Nod War factory
Air factory------- GDI/Allied Air Production
Naval Factory---- Allied Naval yard
PGEN------------ Small Allied power plant
MeX------------- Ore Drill gets bigger at high teir
Hydro PGEN------ Soviet power plant
Mass storage----- Tib Silo V
Energy storage--- Ore Silo ^
Radar------------ Comms center GDI
Sonar------------ Custom made
PD land---------- GDI Gaurdian or NOD infantey defence or laser
PD Air------------ GDI AA
Torpedo---------- Custom made
wall-------------- Allied wall
T2
Pgen------------- Nod power plant
MEX------------- Ore Drill gets bigger at high teir
mass Fab-------- Custom made
PD Land--------- Tesla Tower
PD AA ----------- Russia flak Cannon
Torpedo---------- Custom made
Radar------------ Comms center GDI
Sonar------------ Custom made
Artillery---------- Custom made
TML------------- Custom made
TMD------------- Custom made
Shield------------ Custom made
Air Staging------- Air support platform GDI or NOD
Stealth Generator- Nod stealth Generator from tib sun or Nod Disruption tower from tib wars
T3
Pgen------------ Soviet Nuclear reactor
MEX------------ Ore Drill
Mass fab-------- Industral plant
PD land --------- Obelisk of Nod
PD AA----------- Nod SAM
Artillery--------- Custom made
Nuke------------ Soviet Nuke
SMD ----------- temple of Nod
Gate------------ Redeemer Factory
Omni Radar------ Comms center GDI
Sonar ---------- Custom made
Sheild----------- Custom made
T4
Ion Cannon Control
launches Satellite T4 nuke
Iron curtain
Makes a very strong but temporary shield on small area of units lasting 10-30 secs depending on unit T1 longer T4 shorter
Chronosphere
teleport units from the cronosphere any where but is blocked by anti teleport towers
Notes
All units with multiple abilities will be weaker than other factions counterparts apart from ones with added AA only since this will make up for no T2 mobile flak, that being said they may have a T1 flak Boat which will be weaker than T2 flak but gives them a slight boast early game on navel maps since in T2 they only have a flak AA base Defence. At T3 they will be about Equal or better
Most stealth units will have cloaking as well like the Mirage, stealth tank, stealth generator, Spectre, Vertigo and upgraded avatar but only the Tank, Vertigo and generator have perma both, the specture will have perma stealth always but only cloaks while immobile, and mirage tank and avatar have immobile both and everything else listed as stealth is just stealth no cloaking
Most units customisable upgrades will be there original games tech upgrades
I have written a back story as to why this faction came to be and why there in the supcom universe|||good luck i guess...
Resin|||These ideas sound pretty good.
I agree with you on the BO Sniper Bot EXP, I don't really like it either.
Have you thought about a twin mode EXP for the Aeons, like the Basilisk?
One mode could have a higher walk/move speed and dual Colossus beams at a lower DPS with low armour for quick assaults, maybe with a couple of T2AA for good measure.
A second mode could utilise a single high-powered beam which fires in medium bursts, a couple of extra, short range T3AA's, a much higher armour rating but a much slower move speed.
Maybe a long transform animation so you can't just run it in to the enemy's base and set up an experimental turret.
I've always thought of the Aeons as a short range but high powered team.
Anyway, I can't wait to see what comes of this.
-Surlysheep|||eh, I glanced at some of your units and I noticed that you're basically ruining the Factional Diversity we worked hard to maintain.
Just seems rather counter productive IMO.
Mike|||when I had some of the ideas to fill the gaps I did group all the the units already in game in sets of 4 (1 4 each faction) to see if i could find a counter part for each.
some I group together differently to what other people would, like on the supcom wiki has the 2 armored bots and the 2 sniper bots and i grouped the sniper bots, the spearhead and the BO hailfire and then the armoured bots with the siege tank.
All of them are just possible units that could go in to fill gaps there are only 3 units actually in that list and there unique (so no counter part) and match the factions diversity.
I think you should see my ideas before you say I'm ruining diversity because there probally even worse and most are just suggestions for aeon and seraphim since they don't get much attention by modders since there harder to do.|||Well, sort of on the same line as Mike here. You have lined up such an exhausting list of units for each faction, that they all end up the same sort of. What you here perceive as gaps may in fact just be differences. I think there would be much more merit in thinking about what things are the factions lacking that would enable them to perform even better in their strong areas (better competition), or help counter other factions strengths (counter, not perform the same things).
There are some of those unit types in your list that if thought up well could be beneficial, like I think a land support role unit for Cybran T3. But it would have to be something fitting the Cybran and not a carbon copy of the others. What would they benefit most from? Cloak field would be too powerful... there's something to think about. Same for a land based exp for Seraphim that would work well with their current stuff and not make Ythotha useless.
The plane ideas are interesting, yes. But the Sera one makes me think about whether it may be unstoppable before it makes the first drop, or then too weak to do anything. The UEF multipurpose is a tough one as such jack-of-all-trades are usually too hard to balance right, either ending up useless or overpowered.
I personally don't think the Sera need an actual new main battle tank at T2, as their Ilshavoh is pretty much the iconic T2 workhorse. Of course the hover tank they have could be a bit more useful to give a proper cheaper option in many cases. So maybe a lighter proper T2 land unit would work. UEF I think is good with Percy at T3 backed up with T2 and with BO the Juggernaut.
Just something to think about. I think you would do a lot better with reducing your aimed unit count significantly, and instead pouring a lot more brainwork on the few you would do.|||ok from the feed back and a little testing in game to see which unit can beat another with equal numbers ive reduce the list to the following and an idea for some of what they could be:
Land:
Cybren
T3 support(equal to Absolver/T3 shield/ BO Rapier)
jamming LAB? since cybren use it too (eg,wailer)
Aeon
T2 support (equal to fire beetle/Sparky)
A weak/short range chrono dampener or maelstrom moblie emitter that needs to deploy to activate?
T3 Armoured/siege bot (equal to Brick/Percival/Siege tank)
half health of other armoured bots but a bit more DPS
Seraphim
T2 Main tank (doesn't hover equal to rhino/Piller/obsidian
Does extra damage against personal sheilds due to the fact the only units that can counter the Ilshavoh is the obsidian tank at t2 and makes it usful at t3
T2 support (equal to fire beetle/Sparky)
Area Phase generator needs to deploy. phases units at 30% it self at 60%
or area lambda but that might be too strong?
or slow regen field
T3 Tank/bot ( equal to Faith bringer/Shadowsplitter)
Phase Tank/Bot?
Naval:
Aeon
T2 support boat (equal to Bulwark/Mermaid/ Future BO lambda boat)
T2 land support could hover and fill both roles navel/land support?
T3 Sub (equal to T3 sub hunter/ BO leviathan/ BO Tactical missile sub)
no idea
Seraphim
T3 Frigate (equal All BO frigates)
toggele Lighting weapon like T3 land AA/ shield
Experimental:
Seraphim:
A long range land EXP (equal Fatboy/megalith and since they only have 1 land EXP)
no idea yet
BTW I don't play online much so im not very good at judging balance with abilities or any thing so if they seem to OP or UP that's why
and about the planes:
UEF tend to favour gunships so I thought another gunship would be good even if it is a jack-of-all-trades units but what about if I removed the AA capability so its just a bomber/gunship
Seraphim: so its not OP the bomb needs to charged before the drop so it vulnerable then and after till it hits so a decent amount of flak should kill it and T3 AA missile will hit before the drop so a decoy is need. think of it like a mercy ( with more health) for taking out shield generators but it can be reused if it survives.
Cybren: I didn't get feed back on that one is it OK then?
So no one wants to see the Faction Idea Unit/Structure list with ACU and SCU upgrades all planned out? or should post another topic about it since its fairly long|||just posted the Faction mod idea unit list its in the second post reserve slot so plz comment on that too. and no comments about that it wont work or will never be Finished since I already no it will most likely will fail.|||I would love for someone to pick up the reigns of the Nomads faction mod and finish it.
Its so frustratingly close.
I know starting something is exciting, but finishing it is rewarding.
Please at least take a look at finishing that one off.|||i actually have thought about that and posted in the nomads topic asking but no one replied, so i cant get the files to Finnish it and i don't have permission ether.
also im still learning to model and after that i need to learn how to do every thing else (unless i can get a little team together) so it will be some time (probably months) before i even start ether of these mods.|||I guess no ones interested (apart from 2 guys) about any of the units/mod ideas so should I just not bother or try and come up with a new idea?|||Well as I said before, your ideas for Stock faction units are more about taking away factional diversity rather than adding and improving it.
And to be perfectly frank, I think you're gonna be better off finding the Whole CnC collection available somewhere rather than trying to make a faction that tries to incorperate it all. It'll be far less work as well, considering most mod teams are only one or two people.
Mike|||I like your ideas
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