Ok, what I am suggesting here is Tech Levels, like in Empire At War for the Combine and Resistance. This should limit the Units a player can create at the start of the game and later in it. Combine gain Tech like the Galatic Empire, they buy it once they got a Research Facility. Resistance are like the Rebel Alliance, they 'steal' Tech from Combine to gain new stuff. It costs less money to get these blackmarketed troops and goods, but it is longer to do. Each Tech Level takes a bit of time, and the later ones, more. New Units are buildable later as you progress through missions and online multiplayer matches. Also, one special power bonus comes with each Tech Level to prevent the enemy from spamming your base with them in the early game.
Combine Tech:
Tech Level 1: Civil Protection Units, Scanners Type 1, Stalker Synths, Manhacks
Tech Level 2: OverWatch Soldiers, OverWatch Supports (Shotgunners), Scanners Type 2, Dropship Call Super Power
Tech Level 3: OverWatch Elites, Gunship Call Super Power, OverWatch APCs, OverWatch Hunter Choppers
Tech Level 4: OverWatch Snipers, Headcrab Canister Barrage Super Power, Hunter Synths
Tech Level 5: Strider Synths, Combine Super Portal Super Power (5 Min Until MAJOR Combine Reinforcements), Advisors
Resistance Tech:
Tech Level 1: Refugees, Rebel Engineers
Tech Level 2: Rebel Soldiers, Rebel Medics, For Freedom! Super Power (50% Damage Increase For 30 Seconds)
Tech Level 3: Rebel Special Forces, Rebel RPG, Resistance Salvaged APC, The Beginning Of The End Super Power (Spawns A Group Of Rebels To Ambush The Combine), Resistance Vortigaunt
Tech Level 4: Death Of Super Portal Super Power (Rocket That Launches In 2 Min To Kill Super Portal), Resistance Hunter Chopper
Tech Level 5: DOGGY! Super Power (Calls Dog To Wreak Havoc On The Combine), Vortessence Vortigaunt (Unlocks A Special Ability That Unleashes A Vortigaunt's True Power, Making Them Purple As In EP1 And EP2 For 30 Secs)
Technology Levels
Technology Levels
HL2Wars: Revolution 1.0 LATEST/ALL PATCHES:
http://www.megaupload.com/?d=K8WABW4W
HL2Wars: Revolution Thread:
viewtopic.php?f=5&t=766
http://www.megaupload.com/?d=K8WABW4W
HL2Wars: Revolution Thread:
viewtopic.php?f=5&t=766
Re: Technology Levels
Sounds good but people might have a query or two about superweapons as there was a thread arguing their existence at all. The idea about increasing your unit cap to a certain point during the game sounds good because the current mod's unit cap can only support one strider and I don't think anything else.
You might have problems with the rebels build slower techs while combine build faster with you super superpowers listed. Do you see the conflict there? If you have two players for each side working playing at the same speed, then the combine will get their uber destructor ownage weapon before the rebels are able to build the super superpower defence rocket base thing to stop it killing them all. There could definately be a way around this though.
Asides all that, everything seems really really good and 'compatible' with the mod!
PS: Haven't heard anyone mention putting scanners in the game, dropping mines/scouting and stuff. Cool! (they can be spawned but attach to the ground when moving them and don't do anything but take pictures)
You might have problems with the rebels build slower techs while combine build faster with you super superpowers listed. Do you see the conflict there? If you have two players for each side working playing at the same speed, then the combine will get their uber destructor ownage weapon before the rebels are able to build the super superpower defence rocket base thing to stop it killing them all. There could definately be a way around this though.
Asides all that, everything seems really really good and 'compatible' with the mod!



PS: Haven't heard anyone mention putting scanners in the game, dropping mines/scouting and stuff. Cool! (they can be spawned but attach to the ground when moving them and don't do anything but take pictures)
It's ok. You're not a bad person. Horses are bad people.
Re: Technology Levels
SkedarE wrote:Sounds good but people might have a query or two about superweapons as there was a thread arguing their existence at all. The idea about increasing your unit cap to a certain point during the game sounds good because the current mod's unit cap can only support one strider and I don't think anything else.
You might have problems with the rebels build slower techs while combine build faster with you super superpowers listed. Do you see the conflict there? If you have two players for each side working playing at the same speed, then the combine will get their uber destructor ownage weapon before the rebels are able to build the super superpower defence rocket base thing to stop it killing them all. There could definately be a way around this though.
Asides all that, everything seems really really good and 'compatible' with the mod!![]()
![]()
![]()
PS: Haven't heard anyone mention putting scanners in the game, dropping mines/scouting and stuff. Cool! (they can be spawned but attach to the ground when moving them and don't do anything but take pictures)
Yeah, I tried finding more Units and better Super Powers for the Rebels, but I just couldn't find much. They got a very hard list to choose from since there's so actual little Rebel NPC types. We would have to make more and find a nice Super Weapon for them.
The best I could list was a Dog Super Weapon, cause we all know Dog can kick ass through scripted animations. He should have a billion Health to be able to survive a Strider attack and kill one. One blast should take down Half Dog's HP, but Dog can jump on it's back and grapple with it, killing the Strider and partially damaging him. We need to use the scripted animation from EP2 where Dog attacks the Strider, and use that every time they get into combat with each other. The Strider will usually lose, unless Dog was lose on HP to begin with.
Suggest more ideas for this...
HL2Wars: Revolution 1.0 LATEST/ALL PATCHES:
http://www.megaupload.com/?d=K8WABW4W
HL2Wars: Revolution Thread:
viewtopic.php?f=5&t=766
http://www.megaupload.com/?d=K8WABW4W
HL2Wars: Revolution Thread:
viewtopic.php?f=5&t=766
Re: Technology Levels
Those two big superpowers are fine and I like the idea of finding the script for dog in ep2! You just might have to make the combine superportal a little longer to build so the rebels have a chance to build the counter and have a point to bothering building one in the first place if their base will be destroyed by the portal reinforcements before they build anything.
Also, if a strider uses it's secondary fire on dog, then he should technically die before engaging the strider.
Also, if a strider uses it's secondary fire on dog, then he should technically die before engaging the strider.
It's ok. You're not a bad person. Horses are bad people.
Re: Technology Levels
SkedarE wrote:Those two big superpowers are fine and I like the idea of finding the script for dog in ep2! You just might have to make the combine superportal a little longer to build so the rebels have a chance to build the counter and have a point to bothering building one in the first place if their base will be destroyed by the portal reinforcements before they build anything.
Also, if a strider uses it's secondary fire on dog, then he should technically die before engaging the strider.
We need to make it to where the Strider's laser has actually a chance to miss. It should stay in the spot it was told to fire on. That way, at least some things may stand a chance against one.
In HL2, the Rebels were quite effective on building tops against Striders, another theory is making garrisonable buildings with Rebel RPG's to kill the Striders with.
HL2Wars: Revolution 1.0 LATEST/ALL PATCHES:
http://www.megaupload.com/?d=K8WABW4W
HL2Wars: Revolution Thread:
viewtopic.php?f=5&t=766
http://www.megaupload.com/?d=K8WABW4W
HL2Wars: Revolution Thread:
viewtopic.php?f=5&t=766
Re: Technology Levels
Jenks wrote:
We need to make it to where the Strider's laser has actually a chance to miss. It should stay in the spot it was told to fire on. That way, at least some things may stand a chance against one.
In HL2, the Rebels were quite effective on building tops against Striders, another theory is making garrisonable buildings with Rebel RPG's to kill the Striders with.
whoa you where onto something at first but garrisoning makes no sense remember white forrest; if strider so much as sneezes every one in a building will die they are the perfect unit to clear buildings with. I think spreading out units or a fast-enough-to-dodge-vehicle is the answer
Last edited by aceacs123 on Mon Oct 13, 2024 12:09 am, edited 1 time in total.
"And if you see Dr.Breen, tell him I said FU--*CRASH*--OU" ,-Barney
Re: Technology Levels
Jenks wrote:Ok, what I am suggesting here is Tech Levels, like in Empire At War for the Combine and Resistance. This should limit the Units a player can create at the start of the game and later in it. Combine gain Tech like the Galatic Empire, they buy it once they got a Research Facility. Resistance are like the Rebel Alliance, they 'steal' Tech from Combine to gain new stuff. It costs less money to get these blackmarketed troops and goods, but it is longer to do. Each Tech Level takes a bit of time, and the later ones, more. New Units are buildable later as you progress through missions and online multiplayer matches. Also, one special power bonus comes with each Tech Level to prevent the enemy from spamming your base with them in the early game.
your super powers are the first i've seen that i dont hate. but i hate eaw's tech cycle i think its best if we stick to a tech tree i've notice that in most rtss the best super powers are not desigined to eleminate the enemy in-and-of-themselves they are designed to break a stallmate for instance a bomb droped on an enemys base might destroy all of the defensive structures and weaker units but the heavy units might survive as well as the main structures the whole time the farther away from the impact point the less damage is taken just something to consider
"And if you see Dr.Breen, tell him I said FU--*CRASH*--OU" ,-Barney
Re: Technology Levels
aceacs123 wrote:Jenks wrote:
We need to make it to where the Strider's laser has actually a chance to miss. It should stay in the spot it was told to fire on. That way, at least some things may stand a chance against one.
In HL2, the Rebels were quite effective on building tops against Striders, another theory is making garrisonable buildings with Rebel RPG's to kill the Striders with.
whoa you where onto something at first but garrisoning makes no sense remember white forrest; if strider so much as sneezes every one in a building will die they are the perfect unit to clear buildings with. I think spreading out units or a fast-enough-to-dodge-vehicle is the answer
Like I said, garrisoning would help, but Striders should still be able to decimate most structures. One Strider should be good enough to clear 2 buildings garrisoned with Rebel RPG's before falling to it's death.
HL2Wars: Revolution 1.0 LATEST/ALL PATCHES:
http://www.megaupload.com/?d=K8WABW4W
HL2Wars: Revolution Thread:
viewtopic.php?f=5&t=766
http://www.megaupload.com/?d=K8WABW4W
HL2Wars: Revolution Thread:
viewtopic.php?f=5&t=766
Re: Technology Levels
Aircraft are most likely high pop constructable units, not superpowers, and the portal storm would kill everything friend or foe on the map, as well as lever the place, before any units arived, do some research.
In war, theres always one who is not dedicated to one side, but against all.
He is the Angel of Death...
He is the Angel of Death...
Return to “Suggestions and Ideas”
Who is online
Users browsing this forum: No registered users and 2 guests