Little changes in game

Discussion in 'Feedback' started by QMAN, Sep 9, 2010.

  1. QMAN

    QMAN Member

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    I have small ideas to little improve game, and fix few problems.

    Nade spam problem, it should be option to enable on some maps (like district) to block non stop grab it granades from ammo boxes. That block will be do enable colddown 30 sec, to grab it next granades. Granade can be grab it one time in any 30 sec, and always is took to full granade cap. (That still not fixing problem fromg grab it granades from change class).


    Granadier weapons changes:

    seconary weapon to choice:
    m79 granade launcher, 50% ammo capacity 50% longer reload(repleace actual mortar)
    and Mortar 200% dmg, and splash range. But this time mortar should be have little longer range, and especialy should be fire only for 40-90 angle degrace. That will be stop for using mortar to suicide bombing.

    2 mines to choice.
    Old one -> 1 improve: by holding "e" and looking on mine for 5 sec you can "hide" that mine (alpha 50-60 % to harder see it that mine)
    and laser point sticky mine (simmilar to that one in HL 1) 33% vr vechicles, 150% dmg from splash dmg. And on that mine wouldnt be work diffusal skill (finally some mines will be work on maps like escort, but remember it do only 1/3 dmg to vechicles from old one) Especially they good point will be dropt just every where, on wall on roof, even sticky to vechicle,and when he move will be explode, or just that one will be do chain explosion of team mates normal one mines when vechicle pass laser point (in some point we can say "chain reaction back");

    new skill:
    anti tanker -> while infantry +25 dmg from bazooka, mortar, m79 vr any vechicles (only work while infantry vr vechicles)
    homing missile -> bazooka will be recive homing missiles, just lock target down and shot... shot... shot... lock target ~1-3 sec depended of how far is target; (remember rocket of granadier have slow rotation speed so still is possible to avoid that rocket, not like that one on MKII - III Ml's)


    scout changes:
    scout should start with hide skill without lossing point on choice that.

    add simmilar weapon for scout like have BE riflement (that one what have burst fire but with vision scope);

    binoculars fix -> much more easier target many infantry/vechicles and still recive points from killing them (actually is hard to mark infantry and we not recive point for marked them...)

    new skill:
    adv hide -> scout will be still on hide while he shot from sniper rifle (but he lost 2 times more staima from shotting)
    hijack -> scout can hijack to enemy empty vechicles by holding "e", much more HP vechicles had, much more time scout need it to hijack.



    engy changes:
    calculator 3 types:
    standard;
    quick charge calculator: 50% capacity (50 energy) 200% charge rate (2 times faster recharge)
    high capacity calculator: 200% capacity (200 energy) 50% charge rate (2 times slower from standard)

    2 types granade:
    seismic -> no changes
    sticky C4 -> only 1 can engy grab it (with ammo cap 2), do 40% dmg to buildings, need it 10 sec to charge, while c4 charge engy slowed down to walk speed cannot sprint (by holding fire button), and need it be to remote detonate; vr vechicles do same dmg as 2 infantry sticky, bigger splash as explosive granade; one c4 will be destroy fully deployed wall, turret, and most vechicles with plate armor; can be only remote detonate.

    while deployed c4, granadier can diffuse this or enemy engy by using 20 energy points.


    new skills:
    reinforce buildings -> engy can heal up any building and turret to 200% hp of his basic value (that will speak "blue bar" on HP bar that is "reinforced");
    Addictally reinforced building recive 25% less dmg, from any incoming dmg while reinforce (above 100%) is up;


    new barricade type: Anti Tank Barricade -> consume 1 walls capacity; The more faster tank will be hit one that, the more dmg will be take back (light tank with 60 Mph, will be take back like 60 dmg), anti tank barricade should have min 75% protection from any incoming dmg, so that wouldnt be easy to broke by shotting, but still easy to "decompose" by calculator;

    anti tank barricade should be fully builded before can use;


    jeeps changes: they should be "neutral" not just only for faction use;

    addiction research:
    in machines section there where is composite armor:
    reinforced turrets time 60 sec, cost 500 (composite armor must be researched before we can research this);
    turret recive only 50% dmg from vechicles,75% less from nukes/arty shells, and 25% less from infantry;

    Yep 2 times hardes for tanks, 4 times harder to shot down by using ranged cannons etc... arty stuff; From 4 seismic granades now will be need it 5 to use it; 4 granadier rockets , now 5 after research done;




    reflective armor should little much better protect from rockets; Actually 4 reflective plates =~ 6 compo vr rockets; Wasnt much effective i can say just cheapper for same size; That why BE most of time fail on emp_vechicles_training ; homming missiles/guided overpowered any armor and non guided weapons of BE.

    homing salvo missiles dmg drop by 20%;
    create "guided salvo missiles";

    improve plasma dmg 2 times(actually is complitly ussules);
    add plasma ML's for NF use;

    add Bio Shell for artys (splash 3.0, dmg 40+same dmg on time as bio rocket, ammo 4/32)
    maybe "atom shell" for artys after HIT missiles is researched? (splash 5.0, dmg 250, ammo 1/20 reload time 15 sec)
    add Bio Shell for medium/heavy tanks with actual plasma dmg 40 :P + half of bio rocket effect;



    Rockets little change: it should be possible to shot them down by using any mashingun/chaingun or even infantry guns, if incoming rockets will be shotable(even hit missile) , now any chaingun will be have really big value on tanks;


    And last thing:
    Turn it on "turning speed" of tank turrets, actually tanks is really overpowered, they can do 360 in less then 1 sec. They are hard, faster, they have really much more powerfull from infantry. They shouldnt be have that easy way to turned they turrets by 180 in split sec, that decrease really much infantry value, tanks actually need it only targets from com to kill anything around him.


    I think most of ideas wouldnt be like it, but any ways i think few of this ideas you will be like it.
     
    Last edited: Sep 9, 2010
  2. QMAN

    QMAN Member

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    sorry for duplicate topic... plz delete one
     
  3. Fricken Hamster

    Fricken Hamster Mr. Super Serious

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    Part of the reason grenade limits wouldn't work is because with the current iffy physics and the overall weakness and difficulty to hit of the grenade; it is useless in most situations unless spammed.

    The m79 just seems like a weapon with little thought put into it other than changing some values of the current weapon. It will have little impact because it is the same as the mortar.

    Laser trip mines are novelty and will be useless in most of empires' large maps. In CQB situations normal mines serve the same purpose.

    Scout are not riflemen; they do not needs ranged dps weapons.

    All in all this is just a list of generic fps variety distinctions based on randomly changed numerical values or randomly added and removed aspects of skills without any thought on how it would impact gameplay in general. Plus the developers don't have the resources to implement these "little" rather radical changes that in the end, will either make little difference because all the weapons will be the same, or only have one FOTM every patch as they try to balance all the unneeded fluff.
     
  4. Demented

    Demented Member

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    I had a list of changes to this game so importantly sublime that, upon completion of them, 2.26 could be immediately released and everyone would be happy.
    Then I realized nobody would bother implementing them.
    If you want to know what they were, you're going to need time travel.

    Why do you need to know this?
    Because your changes are inconsequential in comparison. In fact, the comparison isn't even necessary. They could be perfectly good changes on their own, but they're still inconsequential.

    Edit: You might think this post is a satire on these being 'little changes'. No, I'm just that stupid.
     
    Last edited: Sep 9, 2010
  5. Trickster

    Trickster Retired Developer

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    Multi-suggestion threads will be rejected. If you can't put enough thought into one aspect of it that you just simply state what will be changed (no pros, no cons etc) then it's no use.

    On top of that, some of the suggestions here are:

    1) Plain bad
    2) Going to require extra models
    3) Going to require extra animations
    4) Going to require extra texturing
    5) Is specific to the current script-set

    So no. I'll leave it up for discussion purposes for a week or so, but it'll end up being moved to rejected.
     

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