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Ideas for TSR
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awrethien
Cyborg Firebomber


Joined: 01 Jan 2003
Location: You dont want to know.... Trust me.

PostPosted: Thu May 15, 2003 7:57 pm    Post subject:  Ideas for TSR Reply with quote  Mark this post and the followings unread

I had a couple of ideas for Retro.

1: I remember there being a Nod "super weapon" where if they got in low power they could use it to get lots of power for a short time. Why nothave a bulding that gives lots of power but has a active animation that deals dammage faster than it can be repaird. It would of corse have high life points but would need to be turnd off in order to repair. (problems: would need new shp and require more micro manigment)

2: I thought it would be cool to get reinforcements thouru a super weapon. Why not have a dummy super weapon that whene fired reinforcements arive at a point on the map. EX. When you captured a armory you get this super weapon, whene fired 5 mutant commandoes exit the armory. I think this can be done though map trigers. (problems: doent know if it can even be done, and if it can be done only on special made maps)

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FinalMoon
Cyborg Cannon


Joined: 21 Apr 2003

PostPosted: Thu May 15, 2003 8:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Correct, it could only be done on special maps, and an even bigger problem is that you'd have to replace one of the superweapons in TS Retro to do it.

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awrethien
Cyborg Firebomber


Joined: 01 Jan 2003
Location: You dont want to know.... Trust me.

PostPosted: Thu May 15, 2003 9:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

I didnt mean to replace one of the super weapons. I mean to make a dummy one with no real weapon. It doesnt realy have to hit anything so even a super weapon that cant be targeted can be used.

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Thu May 15, 2003 9:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Awrethien I like your ideas

We are in the process of making new maps for TS Retro now (actually mainly SeaMan at the moment)
im sure your ideas are quite possible
eg
When building X is captured give Y superweap that when fired triggers reinforcements at Waypoint Z

However for the reinf to be yours you would need to specify Sides
now specifying sides in a Skirmish map is never a good idea

It firstly means that both Nod and GDI HAVE to be in the map, and also im not sure how it would behave with more than one GDI and Nod side (possibly limiting it to a 1v1 map) and there are quite a few other problems involved which i cant remember

However I could do stuff like have a trigger where Allied reinforcements arrived and moved to a certain waypoint (they would be allied to you but u couldnt control them) however this would still involve specifying Nod and GDI and if it where a GDI vs GDI game i dont think the reinfs would do anything for u (i would need to look into this more, thinking about it there has to be a way)

but anyway moving away from the specifying sides thing, there are gunna be plenty of cool triggers and stuff in the maps Wink

I havent myself got into any map triggers and stuff yet, but dont worry when I do ill be letting you all know of what kind of stuff ive included

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awrethien
Cyborg Firebomber


Joined: 01 Jan 2003
Location: You dont want to know.... Trust me.

PostPosted: Thu May 15, 2003 11:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks. I agrea the main problem would be not being able to add sides to the multiplayer maps. Idea Maybe it can be added to the single player camains like I have been thinking of doing with the dropship load out feacher. Question I have been wanting to do this for a while but I find the scrips and task forces a little confusing in FinalSun. Needles to say Im not that good with Triggers eather. (Does any one know how many missions have the dropships or the armories in them?)

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Thu May 15, 2003 11:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

dare I say it

there WILL be a single player campaign in TS:R (no one knew that before)

but certainly not in v1.2

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awrethien
Cyborg Firebomber


Joined: 01 Jan 2003
Location: You dont want to know.... Trust me.

PostPosted: Fri May 16, 2003 12:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Cool Cool! Cool

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Fri May 16, 2003 9:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes i believe the sides problem is what bugs the AI in FS ThemePark. The AI doesn't build any teams on that map...

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