Posted: Tue Mar 02, 2010 10:41 am Post subject:
Concept: Playable Forgotten faction
Subject description: Designing a 3rd faction around this neutral faction
I have been tinkering around with the Forgotten for some time now - some of you may have seen my thread in the Media Hut, with all the Forgotten buildings I have C&P'ed thus far - and am now at the point where I am seriously considering doing a mod (of some kind) where they are added as a multiplayer faction.
I know the Forgotten have been done several times before, but my take on the situation was to get the community involved with regards to ideas on how the faction should operate, and which types of technology/units/weapons/superweapons they should have. My current approach was to dissect the default GDI and Nod factions, splitting their buildings and units into rough equivalents - Tick vs. Titan, Cyborg Commando vs. Ghostalker, etc - and then simply add the Forgotten equivalent on as a third - Tick vs. Titan vs. Bulldog, Cyborg Commando vs. Ghostalker vs. Umagon, etc.
This is the Equivalence Tech Tree - Buildings and - Units I have drawn up thus far. I would really appreciate some feedback on whether you guys think I should be replicating the tech tree this way (I'm doing it to retain a general feeling of familiarity for the new faction, but without making them a copy of GDI or Nod), as well as some ideas to fill in the existing blank spots on my tech tree.
Code:
Ideas - Buildings
Type:
Nod
GDI
Forgotten
Con Yard:
Con Yard*
Con Yard*
[] Con Yard (M)
Power Plant:
(Nod) Power Plant
(GDI) Power Plant
[*] Environ Plant
Barracks:
Hand of Nod
(GDI) Barracks
[*] Mutant Den
Ghost Stalker is a mutant btw, so I reckon he should be the Mutants special infantry. Gun Bunker and Cannon Bunker sounds a bit, hmm. A pillbox / machine gun nest and Turret / Cannon emplacement would sound better. The flora wall you showed us whilst a good idea looked a bit strange, I think mutants should just have a basic wall, how they make flora walls I wouldn't know :S.
What's a prefab constructor? _________________ QUICK_EDIT
I would say Umagon is too weak to be at the same level as Ghost Stalker and Cyborg Commando,who are heavy anti-ground units,while Umagon is anti-infantry.
On the other hand,the dog is more powerful,but may be weaker than the other 2 "heroes" against being outnumbered (because the other 2 have area of effect).
Maybe Umagon at least should be modified to be a good partner for doggy (it could reflect whatever happened to her in FS). QUICK_EDIT
Cannon Bunker = flat 1x1 building with voxel turret, firing a salvo of three visible anti-tank shells. Doesn't have the range of the Obelisk or the RPG, but is lethal to anything that gets close.
Flora Wall -> due to be replaced by something I am working on. Might turn the Flora Wall into the Forgotten equivalent of an energy wall... *ponders*
Prefab Constructor = building that allows the construction of Fake buildings. Since both the Stealth Generator and the Firestorm Generator are
1) passive base defenses
2) massive energy users,
I figured that allowing fake structures would fit in with both 1) and 2) - the fake structures would serve to confuse enemy players targeting your base (hence point 1) and each fake building would draw energy equivalent to 50% of the real building (hence point 2). Building a massive number of fake buildings will then have the same effect on your power grid as running a Stealth/Firestorm Generator.
Umagon = anti-infantry rifle, with an additional CloakStop=yes tag to make her invisible when not moving.
Canus Tiberius = Tiberian Fiend companion for Umagon. Has stronger armor and more health than the regular Fiend, but it's attack is now more focused against armor than infantry. Once Elite, it will also gain CloakStop=yes (if possible - have to check code). Canus Tiberius is also RadarInvisible=yes, making it perfect for scouting out areas later in the game. _________________ Adapt or die QUICK_EDIT
I'm clueless when it comes to AI, but I've been helping SuperJoe out with building art, so... I figure I'd either ask him to help me, or get someone experienced from the community. _________________ Adapt or die QUICK_EDIT
Aye I can help you with the AI side, will put all focus on AI once I can get the 1st version of my mod out. As for the mutant side, I tried to make them as diverse from GDI and Nod as possible, by not giving them some things like heavy base defences or heavy tanks, but in turn give them powerful infantry and make their units really powerful at elite levels. Think GLA works as a good guideline for a mutant faction. Btw the CloakStop key does not work, so you will need a hack for that. QUICK_EDIT
My concept also places more emphasis on infantry, hence the 9 different infantry types compared to the 6 each available to GDI and Nod. Their tactics will revolve around infantry masses backed up by a small number of slow, well-armored vehicles to hold the line. Most of their vehicles will also be able to carry infantry, not just the Infantry Crawler - the Armored Car, Bulldog and Gigant can each carry two infantry units, allowing the slower infantry units like the Pyromaniacs and the Saboteurs to keep up with the group.
Here is some more info on the buildings.
Code:
Mutant Construction Yard:
- identical to regular CY, but MCV looks different
Environ Plant:
- 3x2 foundation, very little power given
- can be upgraded with any two of the following:
- a) Solar Panels - little power, available from start
- b) Salvaged Reactors - medium power, requires Vehicle Plant
- c) Tiberium Extractor - high power, requires Tech Center
Tiberium Refinery:
- identical to NAREFN, but gives Mutant HARV instead
Mutant Den:
- 2x2 barracks
- has much higher Adjacent= value, allowing it to be placed further from base
- slight cheaper than GDI and Nod equivalents
Pillbox:
- 1x1 base defense
- carries single MG versus ground
- carries AA MG dealing light damage and with very short range only - an ORCAB attack will destroy the Pillbox before it reduces the ORCAB's helath by more than 20-25%
Gun Bunker:
- 1x1 base defense
- fires three visible cannon shells versus ground targets, AP warhead
Vehicle Plant:
- 4x3 war factory
- costs slightly more than NAWEAP/GAWEAP equivalent but has better armor and health
Comm Station:
- 2x2 radar structure
- can be upgraded with a plug to give it the HunterSeeker superweapon
- am trying to work out a possible synergy between it and the Radar Scanner vehicle, have not been able to finalise yet
EMP Cannon:
- 3x2 version of NAPULS
- uses slightly more power than regular NAPULS, but could possibly be upgraded with an upgrade that produces power (i.e. reduces the power drain of the weapon itself)
Launch Pad:
- 3x2 building that charges a Chemical Missile, but without the need to gather veinhole material
- possibly also armed with an unguided, surface-to-surface rocket weapon that allows the building to function as a base defense for counter-artillery fire
Tiberium Processor:
- 4x3 refinery, cheaper than NAREFN but with less health
- gives a free Resource Truck unit that can gather tiberium; has 75% of capacity of HARV, less health and weaker armor, but priced at 50% of HARV
Prefab Constructor:
- 3x3 building
- allows construction of fake versions of all base structures except base defense
- fake versions: 50% of cost, power drain and health of original, 0% of functionality
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