Monday, April 23, 2012

Interesting Mod Idea -REQUEST-

Hello everyone, after a long time of playing FA and SupCom, as well as having tried many of the most famous mods for these games. But always there were the things which i loved about these mods, and things that i detested.
So, after some consideration, I came up with an idea that will implement some of the ideas that other mods have, in addition to my own creative ones. So , here is the basic idea. A mod which will provide some micromanagment stuff like unit upgrades, and generally an Upgrade system that will affect units/structures etc. So, here are my ideas a little more specified:
The WRDN (Wireless Resource Distribution Network). A Tech 2 building, for all factions, which consists of a main (transmitter) building with high adjustency bonus, (in order for it to work, it has to be in contact with at least one power/mass facility. It has a limited effect radious, and it has the ability to build reciever pilons that when in contact with structures that require power/mass, the amount of power/mass that the transmitter building absorbs by its surrounding plants, is given to the structures surounding the pilons. (Pilons are built independently by drones that the Transmitter facility has -short of like the ones that the Engee stations have-. Each structure can make up to 3 pilons.
UPGRADABLE: Each building can be upgraded to support 4 and then 5 pilons, with extended effect radius.
GENERAL UPGRADE SYSTEM: FOR ALL UNITS AND FACTIONS
Each factory (All 3) has a variety of add-ons and upgrades which will affect the units and abilities that the particular factory has/produces. Basic Add Ons: Shield, Stealth, Tac Defence, and most importantly a Tech lab, which features upgrades for the units produced by the particular factory. The tech lab consists of several Unit upgrades per Tech Level (If your factory is tech 2 and the Lab is tech 1, you have to upgrade it too. NOTE: the lab cannot be upgraded to a higher tech level than the factory it self -so it wont be possible to have a tech 2 factory and a tech 3 Lab.-
RESEARCH LABORATORIES.
A Tech 1 building (can go up to Tech 3) for all factions, which will feature general upgrades that affect units/structure abilities permenantely. By saying general upgrades i mean: Enhanced shields, faster engeneers, Intel building Upgrades, Turret Upgrades and more. Another example might be to give the TECH 3 SAM launchers an abilitie to launch a single anti air Tactical missile, (will need additional time for each one to be constructed and fired) which will hit a single target that the player chooses (Good for big targets) each time.
Units will have independent upgrades of their own, which can be applied to themselves.
Other Buildings might have upgrades that will applie to themselves, and they will be more particular than the general upgrades provided by the Tech Lab.
OTHER CHANGES TO PARTICULAR STRUCTURES:
For example, the way the Nukes damage enemies. Example:
The Cybran nuke (which is an EMP weapon) should have 2 blast radius. One big one, underneath which all units and structures will be turned off for 1 minute, and a smaller one, in which all units and structures will become useless (neutral, like if it was a neurton Bomb) and the only way to make them work again, is to capture them (something which will take a long time).

TECH 4 DEFENSIVE EXPERIMENTAL STRUCTURES/UNITS
I have though that it would be a nice idea for the factions to have an experimental unit that has a slightly different purpose than utter destruction. Examples.
For the UEF:
The A.I.T.M (Advanced Inteligence and Technology Manipulator) "Corrupter"
A building which will provide the player with abilities such as: Fake Nuke launches (which appear as regural nukes, and anti nukes fire at them) (Psychological war), an EMP missile (It will turn structures within its radius off for 30 seconds also disables intel buildings and destroys flying units), Disguised Units (limited number) as enemies, Economy Corruption (steals for 60 seconds the selected enemy's resources and provides player with unlimited resoarces for that ammount of time). Provides anti artillery shield support.
For the Cybran:
A.D.C.F (Advanced Defensive Countermeasure Facility) "The Dodger"
that structure will provide additional Anti Ground and Anti Air support, as well as an Anti Tac missile gun , and a ANti nuke Cannon, which will have a smaller radius compared to the Strategic Defence silo, but it will not require additional resources for its ammunition to be built.
A strong Magnetic field created over a large radius arround the structure, that will not allow units or munitions to enter it. Consumes Power and mass.
Spy Satellite support.
For the AEON: A.Q.D.F (Advanced Quantum Distorsion Facility).
A building that provides the AEON with the following abilities:
Unit Teleportation, (limited radius, and number of units), Anti Teleportation Field -does not allow the enemy to teleport units within its area of effect), Nuke Countermeasure Missile, -A missile which lands in specified area, and acts as a beacon for incoming nukes (it has a limited area of effect, but all missiles within the area are forced to change direction and go towards it. After the First nuke explodes, the beacon is destroyed). General Purpose Shield. An experimental shield extremely powerful.
Seraphim:
Protocol X Facility:
A Facility which will provide the Seraphim with abilities, such as a Stasis Chamber which will apply over a particular area for 30 seconds. It will create an indestructible field (Nukes cannot pass either). Advanced Anti Artillery Defence System. It will be able to intercept T3 and T4 Shells, and intercept them in mid air. Requires resoarces and time to reload. High Yield Air Burst Photon Missile: An expensive missile, that detonates in Mid air, in the high atmosphere layers, that destroys satelites in its area of effect, and it disables any Stealth field, Gap Generator, for 1 minute, and disables Shields for 30 secods.
ADDITIONAL IDEA FOR ONLINE PLAY REGARDING NUKES
I Came up with an idea on how to restrict the nukes while not disable them in an Online match. In the beggining of each match, each player is given a 4 digit random key, that will act as an unlocker to the OTHER team Nukes. So while you will be able to construct the missiles and the Silo, you wont be able to launch the nuke until you get an authentication code by the enemy player. This exchange method will limit the use of nukes.
A similar idea that would also apply in Singleplayer would be a "Strategic Warfare" bar, which will fill as you destroy enemy units. Once the bar fills, the game will provide you with a launch code that will apply for 5 nukes. The Bar then has to refill, to enable you to fire another 5 nukes. As time progresses and more nukes are fired, the bar fills in more slowly.

These are my Current ideas for a Mod. Though, because of the fact that my modding capabilities are really limited, if anyone is interested in Constructing this mod, I would be pleased to help him with more particular information about the updates, buildtimes, energy costs Mass expenditure, and so on.
It would be a pleasure for me if one can make this mod.
Thanks.

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