Search found 137 matches
- Mon Feb 09, 2015 2:12 am
- Forum: Suggestions and Ideas
- Topic: New unit ideas!
- Replies: 25
- Views: 11012
Re: New unit ideas!
actually the hackers in C&C games tend to perminantly disable buildings, so long as they are hacking them. so kill the hacker and the building comes back, or if the owner of the unit moves it. I tended to abuse this in C&C generals cause I could be able to use hackers to disable a base, then capture...
- Sun Jan 25, 2015 6:15 am
- Forum: Suggestions and Ideas
- Topic: Rebel infantry rework concept
- Replies: 2
- Views: 1832
Re: Rebel infantry rework concept
Yeah a zone would probibly work better, though no clue how that would work. Some random concepts CONCEPT ONE could tie it to lore, have the events of the game happen after the fall of city17, with this would come stash points. stash points would be catches of either combine or rebel tech that have b...
- Sat Jan 24, 2015 4:11 pm
- Forum: Suggestions and Ideas
- Topic: Rebel infantry rework concept
- Replies: 2
- Views: 1832
Rebel infantry rework concept
Ok I think the rebels having pre set units sort of goes against how they are in lore, when you think about it the rebels are a group of well rebels, they scavange gear and change what they are using with the situation unlike hte combine who have soldiers trained for every situation, a good rebel is ...
- Sun Jan 04, 2015 2:55 am
- Forum: Suggestions and Ideas
- Topic: automated defenses concept.
- Replies: 1
- Views: 1505
automated defenses concept.
This is a simple concept for the automated defenses, automatic defenses like the combine turret and probibly a rebel version, would use a sustained income to keep active instead of population. For example combine defenses would have a power drain based on the level of the defense. level one power dr...
- Sat Dec 20, 2014 6:38 am
- Forum: Suggestions and Ideas
- Topic: Vorts [Needs rebalancing]
- Replies: 13
- Views: 4308
Re: Vorts [Needs rebalancing]
barrel trap actually works well against ant lions, that is if the damn thing doesn't blow its self up after the 3rd shot like always.
- Sat Dec 20, 2014 4:15 am
- Forum: Suggestions and Ideas
- Topic: Vorts [Needs rebalancing]
- Replies: 13
- Views: 4308
Re: Vorts [Needs rebalancing]
seeing as the vorts are the rebels answer to the striders, think they should jsut be made more expensive and population intensive. From what I have seen in half life's lore, do to the events of their past it take a hell of a lot of work to get a vort to fight. really look through out half life 2 and...
- Fri Dec 19, 2014 2:39 am
- Forum: Suggestions and Ideas
- Topic: STORY CONCEPT: LEVEL ONE
- Replies: 4
- Views: 2151
Re: STORY CONCEPT: LEVEL ONE
Ok here is level two LEVEL TWO: Highway Primary objective1: protect the APC and radio op (if either dies mission over) Primary Objective2: find a location to set up base Primary objective3: use foot hold to find and destroy the hunter chopper landing pads. intro: this level starts with a convoy cont...
- Thu Dec 18, 2014 5:16 pm
- Forum: Suggestions and Ideas
- Topic: STORY CONCEPT: LEVEL ONE
- Replies: 4
- Views: 2151
Re: STORY CONCEPT: LEVEL ONE
My basic idea for the map is that it would take place on a forested area with large amounts of cliffs and streams through it. there would be one main road which leads up a cliff side to a tunnel (end cut scene would show this)
- Thu Dec 18, 2014 2:40 am
- Forum: Suggestions and Ideas
- Topic: STORY CONCEPT: LEVEL ONE
- Replies: 4
- Views: 2151
STORY CONCEPT: LEVEL ONE
Ok, been a while sense I have made one of these but hell, lets have a crack at it. This is a story concept for the rebel side and is meant for the Level one of a main story. Level name: last ditch INTRO the level starts with an over view of a battle going on in which a rebel defensive line along a s...
- Mon Dec 15, 2014 2:19 am
- Forum: Suggestions and Ideas
- Topic: First Impressions
- Replies: 6
- Views: 2671
Re: First Impressions
2 pulse turret defenses and a barrel trap are enough to stop hunters and elites in my experience though that isn't much as I keep missing the beta tests do to work. Any way, this game has NO DEFENSE, right now, what there is is bare minimum because that isn't the focus you need to work on an army an...
- Sat Dec 13, 2014 4:39 am
- Forum: Suggestions and Ideas
- Topic: Defensive building idea: mortar bunker / suppressor
- Replies: 0
- Views: 2378
Defensive building idea: mortar bunker / suppressor
the mortar bunker and suppressor would be teh long range defensive buildings for the faction, teh buildings them selves would have a range of about 3 and 1/2 rebel HQ's in lenght (don't know units) and would deal heavy damage to ground units in a small area, but would have a slow fire rate and requi...
- Sat Dec 13, 2014 4:37 am
- Forum: Suggestions and Ideas
- Topic: misc ideas
- Replies: 1
- Views: 1462
misc ideas
just some misc ideas. metro defender info: a metro cop with a riot shield and a stun stick (riot shield is an upgrade) health: same as metro cop armor: 100 (with riot shield) how to gain: a upgrade from the standard metro cop (is free unlike the smg1 upgrade) skills and upgrades riot shield (upgrade...
- Sat Dec 13, 2014 4:32 am
- Forum: Suggestions and Ideas
- Topic: defensive ideas
- Replies: 1
- Views: 1371
Re: defensive ideas
More ideas REBEL barrel traps cost: 30 scrap does: is a explosive barrel with some scrap placed around it to protect it from crossfire. abilities Detonate: can be remotely detonated proximity detonation (automatic can be turned off): detonates if a hostile gets to close upgrades(per building) gas ca...
- Sat Dec 13, 2014 4:32 am
- Forum: Suggestions and Ideas
- Topic: mechanic concept: unit ranking
- Replies: 0
- Views: 1868
mechanic concept: unit ranking
info: I know it has been thrown around the idea of unit ranking, so here is another one. My idea is simple the higher the rank a unit is the better the abilities and health it has, though items like combine synths and vehicles will be exempt from this as combat experience doesn't change technical eq...
- Sat Dec 13, 2014 4:31 am
- Forum: Suggestions and Ideas
- Topic: building concept: ammo cache
- Replies: 5
- Views: 2487
Re: building concept: ammo cache
ok, got an extended idea for this, how about these being required to upgrade weapons, first the player builds teh base one (above stats stays teh same) then tehy can upgrade it with a weapon type, once upgraded all the player would have to do is send the unit to this to get the weapon. for example t...