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Alternate Tech mod idea (simple week job)
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NimoStar
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Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Tue May 15, 2018 3:23 pm    Post subject:  Alternate Tech mod idea (simple week job)
Subject description: ...all weapons changed...
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So, the idea of this mods is just to competely change RA2YR gameplay without much of a hassle, to make a new and exciting RTS while still keeping all the core elements.

You can ask a simple question:
"What if all the types of special weapons were changed to others?"

All of the described effects are usable (including with ares.)

General:
- For balance reasons, all sides use slave miners
- All subfactions combined into a single side with all their special units (But such units are also changed)
-- THis means only three main factions exist: Soviets, Allies, and Yuri, with no subfactions.
- Adjusted prices (and build time) of special weapons and units according to thir new effectiveness
- Changed cameos
- Landing craft are unchanged
OPTIONAL: Change graphics of default structures and units (many premade free ones, or simple recolors)

Aspiration:
- All values multipled x10/x100, for best number accuracy (implemented in OpenRA)
Weapons effects changes contingent:
- MGs and other small arms fire "shot per shot", and have visible trails
- Color of effect changes according to used weapon, more identifiable (use palettes on anims)

ALLIES

General weapons changes:
- Prism beam is white, it decomposes into six color fragments (red, yellow, green, cyan, blue, magenta)
- Heat weapons have a visible particle effect

Resources
- Allied worker infantry is faster, but carries less payload
- Refinery somewhat cheaper than others ($900)
- 5 workers, but efficient ones
- Advanced Refinery: Workers have exo-suits

Tech/Support
- Air control doesn't give radar
- Robot Control gives radar
- Gets a "Mission Command" center with paid support powers:
-- Paratroopers $500, 2:30 (just as "Americans" power, but with another infantry, not buildable)
-- Mercenaries $1000, 1:30 (Paradrops three powerful mercs from a radar-invisible plane, not buildable)
-- Airstrike $800, 1:00 (A fast bomber quickly strafes target area, dealing spread damage good vs. vehicles)

Defense Structures
Pillbox -> Sniperbox
Patriot SAM -> Laser AA
Prism Tower -> Missile Tower
Grand Cannon -> Prism Cannon

Special/superweapon
GAP generator -> Psi Generator (acts as psi-radar)
Satellite Uplink -> (Only changed look and details)
Chronosphere -> Time Machine (Heals allies within effect to max, freezes enemies in place for 10 sec)
Weather Control -> Particle Cannon (similar to Tiberian Sun version, but faster-firing, and auto-firing)

Infantry
GI -> Marine. Cheaper, no longer deploys.
Guardian GI -> Prism GI
Dog -> Warhound. More agressive, longer leap.
Sniper -> Chrono-freezer (Only anti-infantry)
Jumpjet guys -> Now fires small rockets, short range
Chrono-Leggionarie -> Mirage Magus (disguised, uses heat cannon)
Spy -> Saboteur (No disguise, has short-range instakill pistol, demo charges on vehicles, can still infiltrate buildings)
Seal -> S.A.L.T. (Special Assault Leggionarie Team; uses artillery rocket effective vs structures)
Tanya -> Cannon Tanya. Shoots high explosive rounds at fast rate.

Vehicles
- Ifv weapons changed according to new functions
--- Default IFV weapon is AA-capable machinegun
- Grizzly Tank -> Grizzly MRL (Anti-ground rockets)
- Robot tank -> Sniper Drone
- Mirage Tank -> Prism Platform (short-range and disguised)
- Prism Tank -> Heat Tank (uses ex-mirage attack, but long range)
- Tank Destroyer -> Tank Restorer (mobile repairs)
- Battle Fortress -> Beetle Beast (Has huge cannon turret instead of MG, no infantry garrison)

Aircraft
- Helicopter -> Assault Heli, infantry fires from within
- Harrier -> Fire Moth (Fires flame missiles, two ammo)
- Black Eagle -> Dark Vulture, does not appear in enemy's radar, fast bomber

Navy
- Assault Destroyer -> Sub Destroyer (Barrel bolbs against submarines, has MG)
- Aegis -> Laser Frigate (AA). May have a small heli with an anti-ground round.
- Dolphin -> Orca (Melee, specially anti-infantry/anti-squid)
- Carrier -> Battleship (has both guns and anti-ship/anti-ground tomahawk missiles)

SOVIETS

General weapons changes:
- Missiles use tibsun-like trail
- Missiles take time to accelerate to full speed
- Tesla weapons have arcing, they bounce between two/three targets
- Radiation attacks deal damage to vehicles

Resources
- Soviet worker infantry is slow, more HP, but carry more resources.
- 8 workers
- Soviet "war refinery" gather point has MG turret
- "War refinery" at $1200 more expensive than regular one (in mod)
- Advanced Refinery: Uses infantry-converted vehicles.

Tech/Support
- Tech Lab changed to proper model
- Current model is used as "Politbureau", has paid support powers:
-- Heli Strike $400, 1:00 (Helicopters close in and fire and fire rockets at area, then leave)
-- Paratroopers $800, 3:00 (Five special forces team, not buildable)
-- Tank Drop $1200, 4:00 (three light tanks, not buildable)

Defense Structures
- Sentry gun to Flame Turret
- Bunker capacity increased to six, more HP, price $600
- Soviets get a version of Tank Bunker, which requires Warfactory
- Flak Gun -> Red Star SAM
- Tesla Coil -> Desolation Coil (Fires radiation bolt)

Special/Superweapon
- Gets back Clone Barracks (soviet look)
- Has psi tower, can control one enemy from great distance, limit 1
- Iron Curtain -> Doomsday Device, irradiates a large area, instant effect
- Nuclear Missile -> Tesla Storm (Creates a tesla singularity which shoots arcing bolts in all directions for a time, is auto-fire)

Infantry
- Conscript -> Soldier. More expensive. Is deployable.
- Flak Trooper -> Missile Trooper (As Tib Sun NOD one)
- Dog -> Bomb dog. (Non-suicidal) anti-tank unit. Detects disguise.
- Tesla Trooper -> Desolation Trooper. Short-range shoots rad beam.
- Desolator -> Tesla Decimator. Long-ranged chained attack.
- Crazy Ivan -> Crazy Boris. Has laser-pointer which calls a single-mig attack against any target, at short range.
- Terrorist -> Saboteur. Hijacks vehicles. Spies on buildings. Disguises as infantry. Blows up when destroyed.
- Boris -> Ivan. Hero unit. Rapidly auto-attacks enemies with abundant time-bombs, which have a short fuse. Is immune to bomb explosions.
- Volkov and Chitzkoi enabled.
-- Chitzkoi works as beefed up Terror Drone with self-regen.
-- Volkov has a powerful apoc-like cannon.
- Cosmonaut enabled, laser that it shoots is always red

Vehicles
- Rhino Tank -> Elephant Tank. Double-barreled, slower, less agile, more armored, costs $1000.
- Flak Track -> SAM track. Shoots missiles.
- Terror Drone -> Error Drone. Controls parasited unit.
- Demolition Truck -> Ammunition truck. Boosts the ROF of friendly units. Still explodes when destroyed.
- Tesla Tank -> Desolation Tank. Shoots a dual rad gun.
- V3 rocket -> V5 shocker. Missile has a tesla-EMP effect.
- Apocalypse -> Revelation. Shoots a nuke gun.
- Has a soviet "battle fortress" which lets garrisoned soldiers shoot.

Aircraft
- Kirov Airship -> Tesla Airship. Bombs deal little damage but have electricity and EMP.
- Artillery chopper -> Rocket Heli. Can attack air too.
- MIGs buildable from new soviet airstrip, have one-shot short-range rocket attack which is also AA-capable.

Navy
* No longer has Squid (changed to Yuri)
- Has Destroyer, small fast ship with a cannon
- Typhoon Attack Sub -> Missile sub. Anti-ground with a v3-like attack. Double torpedo with lower damage, lower resistance.
- Scorpion -> Rocket Frigate. AA attack is stronger but rockets take time to accelerate. Can also attack ground.
- Dreadnaught -> Helicarrier (five mini-Helicopters which have powerful machineguns)


YURI

General weapons changes:
- Chaos attacks have anim, particle or attacheffects that deal damage over time.

Resources
- Yuri worker infantry has enviro-suit, more resistant to chems and radiation. 6 workers.
- Refinery releases toxic fumes when destroyed. Cost is $1050.
- No longer has machinegun
- Advanced Refinery: Uses android workers. Efficient and armored, but vulnerable to EMP.

Tech/Support
- Has Dire Castle which enables spooky units
- "Space Rocket" reveals entire map, much like Spy Satellite. Allows building of
- Has Command building which calls on support powers:
-- Intimidation Squad: Generates three Brutes on target area. $800, 1:30
-- Chaos Strike: A bombing of chaos rounds over target area, from a fragile craft. $1100, 3:00
-- Tainted Ground: Generates toxic clouds that damage everything. $900, 1:00.


Defense Structures
- Has "Lair", garrisonable by a single disciple to shoot flames
- Gattling Tower -> Railgun Turret
- Psi Tower -> Magnetic tower. Has Magnetron-Like effect.

Special/Superweapons
- Multiple cloning barracks allowed
- "Genetic Mutator" -> Genetic Reshaper. Turns infantry into Yuri clones for the perfect vision of mankind.
- Mind Dominator effect reversed: Captures structure (except Construction Yard) and damages nearby units. Palette of effect switched.

Infantry
- Initiate -> Disciple. Can mind-control a single enemy infantry at short range. Fires mind-wave when garrisoned in buildings.
- Yuri Clone -> Psi Trooper (Only attack is psi wave, kills enemy infantry and EMPs vehicles). Can enter buildings to Spy.
- Virus -> Dementia. Fires Chaos ammo (generates berserker frenzy effect)
- Brute -> Hulking Mass. Has much higher resistance to small arms fire, but less resistance to cannons.
- Cyborg Gunner (AA infantry, missing one)
Yuri Prime -> Yuri Primal. A super-powered Brute.

- Mummy; hero, very resistant, generates plague which damages everything in an area (Requires Castle)
- Werewolf; Fast attack unit, turns others into werewolves (Requires Castle)
- Zombie; Slow spammable units, turns other infantry into zombies. (Requires Castle)

Vehicles
- Lasher Tank -> Minigun Tank (Anti-ground only, inaccurate)
- Chaos Drone -> Mind Drone (Uses mind wave as Psi Trooper; suicide)
- Magnetron -> Magnamind (Mind-controls a single unit, medium range)
- Chaos MRL, fires Chaos missiles at enemies over med-long range
- Gattling Tank -> Railgun Platform
- Mastermind -> Mastermag (Multiple Magnetic beams)

Naval
- Squid is now Yuri
- Has Magnetic Hovercraft (magnetron-type attack, specially useful to bring vehicles and sink them in water)
- Boomer fires railgun to water, Chaos missiles to land.

Aerospace
- Disk -> Saucer. Beam abducts infantry, disables vehicles, damages structures. (Requires Space Rocket)
- Chaos Heli, fires Chaos missiles at enemies.

- Has small craft buildable from Yuri airfields:
-- Fume bombers, use corrosive agents to contaminate an area.
-- Overlord craft, controls a single unit permanently per run but has to fly directly above it.

_______________________________________________________

So, what do you think? Is this doable in one or two weeks?

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sat May 19, 2018 1:52 am    Post subject: Reply with quote  Mark this post and the followings unread

pls pls pls someone pls makes allied and soviet version of slave miners for me I'm begging

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat May 19, 2018 2:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Are you going to make it, or be like Millenium and talk about it? #Tongue

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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Sat Sep 01, 2018 1:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

It is already done, though many things changed from this.

But needs polishing, like some occassional IEs

Actually it has been incorporated on maps, so it can be played online with the default Yuri's Revenge.

And Soviets and Allies have "slave miners refineries".
But these just look normal because I can't put in new graphics (needs to only use regular assets)

Try it here:
https://www.moddb.com/mods/insurrection-alert/downloads/altered-sedona-pass
(Sedona Pass map version of the mod)

In last changes, all MCVs have unique weapons.
Yuri = Psi Attack
Soviet = Flamer
Allied = Missiles

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