Well, I've been working on 3 player powers recently(1 per faction) and once I get them working as I want them, I'll take a few videos of them.
But I also want some more idea for new player powers. These will be unlocked in a similar fashion as Tiberium Wars and Kane's Wrath powers. But you will only get them from a few buildings. These are Airfields, Tech 2 structures, and Research Facilities. You will get 1 or two per building.
The three powers that I am currently working on are simple. The Allies have a bombing run, Soviets are getting a Vehicle Drop, and the Empire is getting an Offshore Bombardment power.
I'm doing them one at a time right now, but have a basis with which to start the code. The names should be pretty sufficient at describing what they do and are for.
But on to the main point, as I stated before, I'm in need of ideas. Throw whatever you have at me, I'm sure I could put anything to use with my map scripting ability(if only I could map as well as I script maps).
Any ideas are appreciated.
1
Player Powers
Started By R3ven, May 08 2010 16:54
8 replies to this topic
#1
Posted 08 May 2010 - 16:54
#3
Posted 08 May 2010 - 17:09
What about a special overload system for the Soviets : All the units in a selected area lose a lot of armor and gain more firepower for a limited time.
Also, a defense spawner for the Empire, since they're using nanocores to build their defenses, maybe they could just paradrop a defense nanocore in a specified area
As for Allies, I'd see a power similar to the leaftlet drop, but that would just slow down the production speed of affected buildings, and weaken the enemies in the zone for some time...
That's all I can think of atm.
Also, a defense spawner for the Empire, since they're using nanocores to build their defenses, maybe they could just paradrop a defense nanocore in a specified area
As for Allies, I'd see a power similar to the leaftlet drop, but that would just slow down the production speed of affected buildings, and weaken the enemies in the zone for some time...
That's all I can think of atm.
#4
Posted 08 May 2010 - 17:16
paradrop for allies deployed from airfield? I miss them since RA2.
NProject Mod -- Recolonize -- Tidal Wars
#5
Posted 08 May 2010 - 17:24
Thanks I guess for the move Bob
I'm liking that Overload idea a lot and a paradrop is very possible.
Thanks for these suggstions. I'm sure I could make use of them on some map(spawner objects own!)
I'm liking that Overload idea a lot and a paradrop is very possible.
Thanks for these suggstions. I'm sure I could make use of them on some map(spawner objects own!)
#6
Posted 08 May 2010 - 17:53
Glad I could be of a help here
BTW, I was wondering, is there a possibility of creating a tunnel-network or Scrin portal system in RA3? That could be a useful power for the allies, a bit like the Chronosphere, but instead of teleporting the units in a given zone, it could stay as long as it's not destroyed, and can be used by any player.
BTW, I was wondering, is there a possibility of creating a tunnel-network or Scrin portal system in RA3? That could be a useful power for the allies, a bit like the Chronosphere, but instead of teleporting the units in a given zone, it could stay as long as it's not destroyed, and can be used by any player.
#7
Posted 08 May 2010 - 17:56
Yeah, as long as EA didn't break that code like they did squad code. RA3 and TW share a lot of code. Except EA somehow fudged up the RA3 engine with some TW code. Especially squads, which really made me mad that I couldn't use them without that bad work-around I made a few months ago.
#9
Posted 08 May 2010 - 18:02
Yeah, I suppose. I just thought it worked really well in Tiberium Wars
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