Battlezone Universe

Battlezone Universe => Battlezone 2 => Maps and Modding => Topic started by: CivBase on May 19, 2009, 03:27:20 PM

Title: List of things that I want to see in a mod
Post by: CivBase on May 19, 2009, 03:27:20 PM
I can't mod, but I can give some ideas.  Some are already used in mods, and some are better than others, but they can't all be keepers.

New Units:
--Dropship Transport - This could be much like the IDSF dropships seen in the game... but turned into a mobile unit.
--Infantry Squad - This would be a simple squad of five or six infantry, each equipped with rocket launchers.
--Jump-pack Infantry Squad - This is much like the regular Infantry Squad, but has boosters that can be used to get from place to place with more speed.
--Recycler - It's simply a recycler that can be built and moved to a different location for a forward base.
--Combat Constructor - Many of you are probably thinking of the second constructor in the GH mod.  Well, this is not what I have in mind.  The Combat Constructor would be a hover vehicle and much faster than the original.  It would only be able upgrade and construct things like Relay Bunkers, Forward Service Bays, Gun Towers, Rocket Towers, and what ever other defensive structures are available.  It could also build buildings for scrap pools (bellow).  Structures would also have a slight mark-up in price when built with this.
--Mine Layer - The mine layer would be able to roam around and plant mines, but would also be very weak, very expensive, and could only lay a maximum of ten mines at once.
--Vampire - The vampire would be a Scion unit equipped with a weapon that looks much like the "healing beam", but instead of healing the enemy, heals whoever is firing while draining the other unit's health.

New Weapons:
--Repair Beam - This would just be the weapon used by Service Trucks, but available for other units as a special.
--Tracer Round - This would be an infantry weapon that fires into a ship (has to be in the cockpit), but instead of injuring the enemy, it plants a tracer that reveals the enemy base and units on radar and in the relay bunker.
--EMP - This weapon temporarily disables a ship's weapons and thrusters.  It can't move or shoot.  However, it subtracts 50% ammo.
--Virus - This is an infantry weapon.  The only way to activate it is to get within a few feet of the enemy vehicle, but once used, slowly drains the enemy's health until the unit is destroyed.
--Jumper - No, not thumper.  The jumper is a booster for vehicles, much like the booster for infantry, but does not go as high and can be used multiple times.

New Structures:
--Rocket Tower - This is just like in the GH mod.
--Wall - Already there, just not able to be built.
--Forward Service Bay - This is a miniature service bay, like in the GH mod, but can be built anywhere and repairs and resupplies (but much slower than the big service bay).
--Advanced Power Generator - Just like in the GH mod.
--Scout Factory - This is a miniature factory that can be built anywhere, but only builds weaker units (Thunderbolt, Avenger, Jackal, ect).
--EMP Tower - This is a gun tower that is equipped with the EMP weapon from earlier.  It cannot fire at air units.
--Shield - This adds a small, rechargable shield over all buildings.  It could either be an upgrade for all buildings, or a building that only works for a certain range.

Scrap Pool Structures:
--Landing Pad - This structure drops off Sabre tanks (or Warriors) every ten minutes.  An upgrade can be purchased for 120 that doubles it's production speed.  It doesn't necessarily have to be a landing pad, though, as it wouldn't make much sense to put that on a scrap pool.
--Scrap Drill - This structure bring scrap metal up from the ground at twice the speed of an upgrade extractor, but does not collect it.  The only way to collect it is to use scavengers.  It is also very expensive.
--Regenerator - This structure heals and supplies units and structures on the controlled team, but at an extremely slow rate.
--Armored Extractor - This is an upgrade for the advanced extractor.  It pulls up scrap at the same rate, but has a weak gun tower on top to protect it.

To Be Continued...
Title: Re: List of things that I want to see in a mod
Post by: mrtwosheds on May 19, 2009, 03:52:05 PM
Quote--Mine Layer (lays perminant mines)
Bad idea. Imagine a map filled with mines...
Title: Re: List of things that I want to see in a mod
Post by: General BlackDragon on May 19, 2009, 04:18:34 PM
New Units:
--Dropship Transport (flying) - DLL possible
--Infantry Squad (with rockets) - I've done it.
--Jump-pack Infantry Squad (with rockets) - I've done it?
--Recycler - We already have those?
--Combat Constructor (fast, but can only build things for outposts, like gun towers, relay bunkers, and a forward service bay) - Ive done it.
--Mine Layer (lays perminant mines) - Ive done it. But my mines only last like 10 mins.
--

New Weapons:
--Repair Beam-thing - Umm, Flash cannon anyone?
--Tracer Round (view things on radar and relay bunker, only one works at a time) - Taggun anyone?
--Freeze Ray (temporarily freezes) - I've done it.
--

New Structures:
--Rocket Tower - They have this. GH Recy Varient
--Wall - This too. GH varient.
--Forward Service Bay (smaller and slower than orriginal service bay) - I've done it, deployable/undeployable vehicle that turns into service bay.
--Advanced Power Generator - What? We have those. GH recy varient.
--
Title: Re: List of things that I want to see in a mod
Post by: Steeveeo on May 19, 2009, 04:19:38 PM
Quote from: CivBase on May 19, 2009, 03:27:20 PM
--Jump-pack Infantry Squad (with rockets)
--Mine Layer (lays perminant mines)
--Rocket Tower
SRV :P
Title: Re: List of things that I want to see in a mod
Post by: General BlackDragon on May 19, 2009, 04:20:31 PM
then SRV has a bug that can bring any PC down to it's knees. :D
Title: Re: List of things that I want to see in a mod
Post by: Steeveeo on May 19, 2009, 04:21:28 PM
Yeah, I have lights in most of my explosions, but thats not the topic at hand :P
Title: Re: List of things that I want to see in a mod
Post by: TheJamsh on May 19, 2009, 04:49:23 PM
A lot of tis is very simple or its been done. GH variant has a lot of it.

TJRV as a minelayer with two weapons, one is an unlimited-lifespan proximity mine with upped damage, and the other is a 'tank trap' weapon (NOT MITS MINE) that catches and hold tanks, and damages them if they try to escape.

Could always add a freeze ray weapon to the scions, more suiting to them i would think, but they already have EMP lockdown.

All towers are in there, which are upgradeable (at a price) and include a new rocket tower. Utility constructor is also 10 scrap cheaper, but same speed. advanced Pgen is in, and i have something FAR better than a forward service bay :)

The heavier ships have pilots that carry rockets rather than rifles, so you get a little more punch. really bad ships carry shotguns.

The flying transport has kind of been done, i used a modified XSI and ODF to make it a tug class and fly really high. Unfortunately it didn't tug very reliably, still figuring that one out. probably not going in though.

The repair beam is possible. Just fires regularly with ordnance that does negative damage. when AI use it however they will just go around healing their enemies, so it wont work like that.

Tracer round isnt possible unless you have .dll. I see what you mean though. if its any help, the scion overseer array turns into a commandable comm tower from the base panel, so with scions, you get sat uplink wherever you want it.
Title: Re: List of things that I want to see in a mod
Post by: AHadley on May 19, 2009, 05:14:14 PM
Dropship: Check, drops tanks wherever you tell it to just like an APC.
Infantry: Check, variants with all plausible combinations of weapons.
Recycler: Check, pilotable but not deployable.
Combat Cons: Good idea, I might nick that.

Repair Beam: No, but I might make repair mines. In the literal sense.
Tracer round: That was DLL-based, Targeting is the new substitute :P
Freeze Ray: No, but I'm going to use the Subversion ray if I can get permission :evil:

Rocket Tower: No, but it exists in the PAKs and would be easy to include.
Wall: No, I don't like the idea of building walls very much.
Service Depot: Yes. Need some way to make it buildable at outposts.
Advanced Power: Yes, from G66 if I can get it.
Title: Re: List of things that I want to see in a mod
Post by: General BlackDragon on May 19, 2009, 05:15:31 PM
I made not really a freeze ray, but a Time dialation field, wich held things and weaponfire in place, so they appeared to freeze in place within a spherical boundry.

gotta love the ancients :)
Title: Re: List of things that I want to see in a mod
Post by: Axeminister on May 19, 2009, 05:30:09 PM
Talking about the repair beam always makes me wish the service trucks could beam an un-repair beam. Sometimes enemy will take out my pool along with turrets, towers and relay bunker. Then lastly the service truck. Would be nice if he could shoot this beam once he's left alone, or you could tell it to , instead of repair me, un-repair enemy constructor.
Title: Re: List of things that I want to see in a mod
Post by: General BlackDragon on May 19, 2009, 07:37:03 PM
lol

service rate -50? :P
Title: Re: List of things that I want to see in a mod
Post by: technoid on May 19, 2009, 07:41:20 PM
Yeh, those kind of service trucks have Transylvanian technology built in.
Title: Re: List of things that I want to see in a mod
Post by: King Gladiator on May 19, 2009, 08:01:10 PM
or how about the ability to hop onto a friendly vehicle? instead of blowing up and just suiciding in the enemy base you could have a buddy let you hitch a ride back to base?

and also up the emp lockdown time it works for about 2 seconds then you are up and running again i would like some time to get away from the walker what is killing me shoot him and have a little time to get away before he is chewing into your back again
Title: Re: List of things that I want to see in a mod
Post by: General BlackDragon on May 19, 2009, 08:15:18 PM
actually the emp lockdown effect time is like 0.1 seconds. If you're not physically shooting the enemy, it can fire its guns.
Title: Re: List of things that I want to see in a mod
Post by: mrtwosheds on May 19, 2009, 10:24:37 PM
QuoteCombat Cons: Good idea, I might nick that.
Got to be careful here a fast constructor could seriously unbalance things.
I know how to make a special that heals you, can't tell you though or the emperor will do nasty things to me with a sink plunger again...
Title: Re: List of things that I want to see in a mod
Post by: CivBase on May 19, 2009, 10:43:05 PM
Added some new things and explained the others.
Title: Re: List of things that I want to see in a mod
Post by: General BlackDragon on May 19, 2009, 10:52:08 PM
most of that is easily possible. atleast in 1.3
Title: Re: List of things that I want to see in a mod
Post by: Steeveeo on May 19, 2009, 10:56:23 PM
Quote from: CivBase on May 19, 2009, 03:27:20 PM
--Recycler - This is in many mods.  It's simply a recycler that can be built and moved to a different location for a forward base.
No its not. I have only seen it in SRV, nowhere else.
Title: Re: List of things that I want to see in a mod
Post by: CivBase on May 19, 2009, 10:59:02 PM
It is in GH...

Oh, I forgot that was only if your current one dies.  I'll go fix that.
Title: Re: List of things that I want to see in a mod
Post by: General BlackDragon on May 19, 2009, 11:12:15 PM
Yeah and Stock also has undeploying Recy.

GH varient has a buildable recy.

So does my mod.
Title: Re: List of things that I want to see in a mod
Post by: bigbadbogie on May 19, 2009, 11:22:51 PM
Your mod?
Title: Re: List of things that I want to see in a mod
Post by: CivBase on May 19, 2009, 11:27:12 PM
Oh whatever, I'm just going to take that off...

The only mods I've ever really played are FE, GH, and Steeveeo's lol

Too many modders... (http://s101.ucoz.net/sm/1/wacko.gif)
Title: Re: List of things that I want to see in a mod
Post by: General BlackDragon on May 19, 2009, 11:55:20 PM
never really released, FSB. Kinda fun to play, wanna try it?
Title: Re: List of things that I want to see in a mod
Post by: Avatar on May 19, 2009, 11:56:44 PM
Quote from: mrtwosheds on May 19, 2009, 10:24:37 PM
Got to be careful here a fast constructor could seriously unbalance things.

About this:

The BZC Ancients campaign has the Ancient Olympian Armada, which has a "Field Constructor" for, well, Field Emplacements.  It's very fast and while originally a 'fake' hoverer (Cons aren't real walkers, they just need a couple of 'feet' objects) they're true hovering now that 1.3 supports it.  Much better on water maps now...  :)

Fast is NOT a problem as long as they're weak, and build only light versions of what the big, Base building Cons do.  In this case the job is to create things that harrass and slow the enemy, or hold them off while the main base develops.

Finally,  once you have a full base and can field a tank with Sonic the Scions have a VERY fast Constructor.  Given a small hill and the right aim and timing and you can have a Scion Builder across a map and 'skiing' so fast nobody can stop him.  Give him the build order first and shoot him over to the build site and you can get a GS up somewhere crazy like right behind the enemy Recycler, or on top of a hill nothing else can climb.  (can you tell I love that trick?)  :evil:

It's all in how you balance it...   keep the fast stuff light and weak, the slow stuff heavy and strong, and you're pretty much in line with how most games balance things.

-Av-
Title: Re: List of things that I want to see in a mod
Post by: CivBase on May 20, 2009, 12:14:52 AM
Which is why the Sabre rules :lol:
Title: Re: List of things that I want to see in a mod
Post by: Nielk1 on May 20, 2009, 05:32:51 AM
I have a running mini-cons that blows up real pretty (normal cons explosion, lots of kick) but is really week. Send 100 into an enemy base with orders to demolish the rec and the explosions will do more damage.
Title: Re: List of things that I want to see in a mod
Post by: mrtwosheds on May 20, 2009, 07:27:41 PM
Hmm, something I must try in strat, a 4 constructor rush... Build 4 cons tell them to build spires right close to enemy base and then get thugs to sonic 1 in each, at the same time.  :-D