Posted: Sat May 12, 2007 9:21 pm Post subject:
Need some ideas to revamp Nods infantry
Subject description: Has anyone a good idea?
I planing to make a TW mod and i was thinking about remaking the Nod infatry repertory (those Militants are nowhere als cool als the TS Light Infantry ) . So I made a list what units i want to include, but somehow I am not really pleased with it.
Any suggestions what I should change?
Initiates (formerly known as Militants)
Basicly the same units as in TW, but looks more like the TS light infantry.
Special Abbillity: None (still needs one)
Believer (formerly known as Militant Rocket Soldier)
Initiates with an anti tank weapon. Their weapons shoot 2 missilies at once.
Special Abbillity: Laserlock (similar to the one in CnC Generals )
Zealot
Light Infantry armed with a flamethrower. Perfekt for cleaning occupied buildings and killing infantry. Also very usefull against mutations and scrin units.
Special Abbillity: None (still needs one)
Confessor
Elite infantry
Next generation chemical soldier. Immun to Tiberium. Armed with 2 different wepons: Normally they use a chemical sprayer which is very effectiv versus tanks und mutates infantry into visceroids, but they also carry a toxic drug - whoever is affected by this weapon will fight for nod as long as the effect continues (only works against infantry).
Special Abbillity: Can Switch Weapons
Fanatics
Same as in TW.
I am not sure if they will buildable - they are quite usefull, but I dont think they fit in Nods arsenal.
Insurgents
Similar to the CnC Genrals Angry Mob - A group of civilians, armed with different weapons. Useful as support for other units, but very vullerable through bullets and radiation/poison.
Technician
Renamed Saboteur (may also get a different model)
Special Abillity: Booby Traps
Black Hand
Elite infantry
Imagine a group of TW Shadows with a sniper rifle...
Special Abillity: Gliders & Bombs
Commando
Elite infantry
Presumed female, but i dont want a Tanya ripoff like in TW...
Special Abillity: ???
I am also thinking about giving them a horde like abbility like in BFME - if you have 3 or more squads in the same area, they get an damage boost.
So, any idears/suggestions about those units? I know that the Black Hands sounds kinda imbalanced, but I dont like the idea to use elite soldiers as flamethrower... _________________
Personally i think simplicity is the key, instead of having diverse ranges of different infs, what about making them soldiers. The vanilla infs in cnc3 never really appealed to me that much, i mean through out the storyline nod always had a disciplined army why stop at cnc3? But other than that i like these ideas. QUICK_EDIT
I don't like the saboteurs, call them all engineers. Maybe bring back the cyborg ? The cyborg commando (don't know if there's a fit able weapon for him though) ? Leaving them in old way will make the game feel more like C&C! It would be good to give them new selection voices (Extract from TS ? ) Anyhow, good luck QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Mon May 14, 2007 7:16 pm Post subject:
Why bring back Cyborgs?! Oh my God. How the hell are cyborgs going to make it more C&C like? They were in ONE GAME(Unless you play C&Cs in Germany.), and they betrayed Nod. No Cyborgs. Elite Cadre and Black Hand are the real deal. Get over Firestorm people. Its over. _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
Personally i think simplicity is the key, instead of having diverse ranges of different infs, what about making them soldiers. The vanilla infs in cnc3 never really appealed to me that much, i mean through out the storyline nod always had a disciplined army why stop at cnc3? But other than that i like these ideas.
Dont worry about that, the names are only meant to differ between the soldiers and to point out the religios charakter of Nod.
For example, Initiates, Believer and Zealots are intended to have the same model, just with different weapons.
If I ever find enought time to remake the infantry models, they are intended to look the Nod infantry in Renegade / TS.
TW militants really look way to lowtech for a 2047 army...
There are no Mutants or Cyborgs planned... at least not for Nod
For now, there will be a "Cybernetik" upgrade for the infantry which makes them more stronger, immune to Tiberium and allows them so selfheal slowly.
Any ideas what abillitys I could give to the commando? _________________
Oh.. well I imagined certain divisions of Nod utilizing Bioweapons. and such...oh well.
hrm. Well I have not played C&C3.
but pretty much acts as Ghost/Cyber Ninja.... Infiltartion, and sabotage. and hijacking abiltiies. While keeping the supernatural appeal that Nod has.
possibly slight mind control tricks. ....well just to throw in something maybe a Jekyll/Hyde thing where he morphs into a super brute....losses his Ninja powers but can take on heavy armor. etc. a berserker..or were-mutant. _________________ Delirium.. QUICK_EDIT
i'm relatively new to this forum but can i say something? i agree with the idea that you should keep the idea that NOD are a trained extremely disciplined group of rebels.
I don't really like the way they're portrayed in c&c 3, and i prefer the TS view better. I'd say take units from TS and then give them a rename and facelift.
The names you've gave them are very... fanaticism oriented if you know what i mean.
Oh, and just to help you out, maybe you could have an ability for the basic rifleman called "Tiberium Infusion". The way it works would be similar to getting a drug boost, suits the nod image in my opinion. This gets the infantry to move faster & increased attack damage but for a certain time span, their life will decrease.
Think of those dudes from starcraft who could do the same. Their names slip me. QUICK_EDIT
I don't really like the way they're portrayed in c&c 3, and i prefer the TS view better. I'd say take units from TS and then give them a rename and facelift.
I totaly agree, thats the basic idea here
HaMsTeYr wrote:
The names you've gave them are very... fanaticism oriented if you know what i mean.
There is a simple reason for that: I originaly wrote this list in german and a lot of Nod units in CnC1 had special nicknames in the german translation, so i wanted to keep and extend this.
HaMsTeYr wrote:
Oh, and just to help you out, maybe you could have an ability for the basic rifleman called "Tiberium Infusion". The way it works would be similar to getting a drug boost, suits the nod image in my.
I was thinking about adding something like this to the GDI medic, as Nod Light Infantry allready got a special abillity (I changed the List a bit since I made the fist posting), so Flamethrower and Commando are gone, while the TW Shadows will be back. I may post the updated list later if i can find it again on my harddisc >_> _________________
Joined: 30 Dec 2006 Location: Hidden In Tiberium Field
Posted: Fri Jun 15, 2007 8:30 pm Post subject:
Crashking wrote:
I don't like the saboteurs, call them all engineers. Maybe bring back the cyborg ? The cyborg commando (don't know if there's a fit able weapon for him though) ? Leaving them in old way will make the game feel more like C&C! It would be good to give them new selection voices (Extract from TS ? ) Anyhow, good luck
cyborg commando's weapon was based off the bashee:
the alien researched tech,so all ya need to do is take the plasma
projectille from the shock troopers make it a bit more powerfull and bam
u got a cyborg commando(note u may want to make the unit's mesh and textures and a secound mesh for when the cyborg loses its lower body.) _________________
Haha... fair enough. I was wondering whether anyone actually worked on any TS to TW total conversions. I'd Kill to replay TS in a new updated 3d engine... For works sake keep the tiberium the same in TW... the TS tiberium looks like little biscuits with a sugary green/ blue center xDDDD
About your unit naming conventions though, i'm kinda against the fact that some if not most of these names have been used before so yeah, :X but i'm sure that once i play it i might change my mind
I think if you were to add a medic that would be one of the most underpreciated units in the game. I doubt anyone would spend cash to buy a medic >.> infantry as it is are really no match for the brute force of machinery really. At least when i'd play i wouldn't touch the medics. Few soldiers die PFFFT yeah ok sure. lol
Anyway, keep coming up with some ideas. I'm thinking of doing up some concepts myself, though i'd start with concept art haha QUICK_EDIT
For now, my list looks like that (note that most units would be redisined to look more like in TS):
Initiates (or maybe Novice, not sure)
Category: Light Infantry
Special Ability: Flashbangs
Good vs: infantry
Nods basic soldiers. No big gameplay changes from TW, but they can now clear occupied buildings with their grenades (units inside the building wont die, but leave the building, thus making them easy targets)
Zealots
Category: Anti Tank Infantry
Special Ability: EMP Mines
Good vs: vehicles and aircraft
Your basic tank killler soldier. No big changes ecept the scpecial ability: now they can place EMP mines. This should open up some nice ambush tactics (especial with stealth tanks)
Fanatics
Category: Suicide Bomber
Special Ability: -
Good vs: every ground unit
Same as in TW, but i am thinking about removing them (although Nod would need another AT infantry then :/ )
Insurgents (ideas for a better name?)
Category: Leichte Infanterie
Special Ability: -
Good vs: every ground unit
Similiar to the Generals angry mob.
They carry a lot of different weapons, thus making them usefull against most units. On the other hand, their armor is weak and they haffe no AA weapons, so dont rely to much on them.
Best used as support for tanks/Infantry or as simple meat shields.
Technician
Category: Saboteur
Special Ability: Booby Traps
Good vs: -
Renamed Saboteur. Can capture buildings, repair destroyed mechs and place booby traps.
Confessor
Category: Black Hand Toxin Trooper
Special Ability: Can Switch Weapons
Good vs: every ground unit
Immun to Tiberium. Armed with 2 different wepons: Normally they use a chemical sprayer which is very effectiv versus tanks und mutates infantry into visceroids, but they also carry a toxic drug - whoever is affected by this weapon will fight for Nod as long as the effect continues (only works against infantry).
Redeemer
Category: Black Hand Sniper
Special Ability: -
Good vs: infantry
Same as the TW GDI Sniper, but now for Nod. Increases the firing distance of the heavy artilery.
Shadows (need a better name)
Category: Black Hand Kommando
Special Ability: glider & bombs
Good vs: infantry and buildings
Basicly the same as in TW, just with slightly different stats.
As you can see, I removed the flamethrower and changed the elite infantry units, thus resulting in removing the commando, as I want to have more differences betwenn GDI & Nod.
And no, Nod will not get any cyborgs... they are planed for someone (or something?) else....
The medic is planed to be kinda special. Its suposted to heal all infantry units around it (and not just 1 unit like it was in TS), so he schould make a difference in battle (hurray for sniper). He will also have some special abilitys to make him quite usefull.
EDIT: FLashbangs for sniper was a copy/past error _________________ Last edited by Stygs on Sat Jun 16, 2007 6:40 pm; edited 1 time in total QUICK_EDIT
how bout having a medic as a squad upgrade much like how they had confessor upgrades? that way with the upgrade every squad would have them or something... and mind me saying this but... uhm... your ideas sound more like a jumble of all the different C&C games altogether >.<
For starters i don't think Nod troops sound like the kinds to use flashbangs. I would opt for renaming it to Incendiary Grenades (flame grenades) if you had to. It suits the nod image more in my perspective.
Try not to overpower the NOD infantry as well. Giving them things like EMP mines or flashbangs for snipers could severely impair game balancing. I'd say leave snipers to just sniping, don't arm them with anything that would able to take on groups of soldiers, especially those in garrisoned buildings. You still want them vulnerable to infantry.
EMP mines to disable vehicles would also be too cruel to game balancing >.>
But i guess thats what brainstorming is all about i guess... keep thinking of ideas is all i can say since all i'm doing here is providing slight changes and criticism...
Oh, another suggestion, try not to make them just another renamed unit. rename/ modify skills would help. Like for those Nod soldiers, taking that Nod is highly advanced technology wise, why not give them something like missile burst, that launches a flurry of missiles in a certain spot, sort of how the comanche's in generals had their missile barrage. that would be cool haha QUICK_EDIT
You can post new topics in this forum You can reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum