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C&C3: Tiberian Twilight
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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Sun Jul 15, 2007 6:50 am    Post subject:  C&C3: Tiberian Twilight
Subject description: Mod for TS
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G'day,
I've been planning a mod for C&C3 and I've recently decided that i should make it in TS to be able to test out some of the ideas and designs while i wait for TW's SDK to come out.

The mod is called C&C3: Tiberium Twilight (working title)
The idea is to turn C&C3 into what C&C fans had invisioned, some people may have seen my posts on PPM/Freedom studios forums. I've been looking at ideas and so far i haven't been happy with what I've come up with, so I've decided to take it with a new approach.

Basic ideas:
All sides -
- Ships will be in, from gunboats to large carriers (however i don't know weather i will have them in skirmish, or only in the campaign mode)
- Perhaps new styles of weapons? (Plasma weapons, Ion weapons that are vehicle based, pulse cannons etc)
- Maybe adding in 'derelict' structures from TD/TS. If captured they allow units from those eras to be made? Would make the game interesting

GDI -
- Is now a very 'space based' force, meaning re-enforcements come in from space stations via the dropship bay (the dropship is now space capable)
- Uses mostly mech's, they have expanded their mech force with new/more powerful mechs. Also updates to the current mech force (eg: Titan mkII, maybe re-armed, MMKII will be updated etc)
- Use carryalls to ferry harvesters to the tiberium and back, like in Dune 2000/Emperor battle for dune. Reason for this is that GDI are based in blue zones, with no tiberium. To get the harvester over the walls and into the tiberium rich areas the easiest way is to carry them accross .
- The hovering ability from the MLRS will be expanded (exactly how tho I havent decided)
- Aircraft are still a major part of GDI.
- The MDP (Mobile Defence Platform) that WW released concept art of will be included (it works very well with GDI's defence strategy)
- The Mobile Sensor vehicle in TS will be back.
- Amphibious vehicles are back.
- EMP weapons back.


Nod -
- Stealth is now expanded in the force, more stealth units, a mobile stealth generator (like in TS) and a stealth gen (not the crappy version thats in TW, i mean a real 1 like in TS), maybe stealth aircraft.
- Subterranean units are back, and will play a bigger parts (units produced underground and come out to fight) Perhaps other ways to exploit this style of game play?
- Laser weaponry will become a more common weapon, but not the only 1.
- Since Nod uses tanks mainly, the heavy tank that is in some of the concept drawings from WW may be used for Nod (it wont be as strong as GDI's mech's, but will give Nod a tank that can do some damage)
- Nod will get 1 mech, not as strong as GDI's top mech, but will be Nod's strongest unit, I'm thinking that the mech should look like the 1 WW released, it looked almost stealth like, and had weapons that appeared to be laser/plasma based, would work with nod well. However wouldn't be too strong.

Other Race-
- Still deciding weather to have Cabal &/or Scrin as the 3rd/4th race/s. Idea's anyone?


Obviously this is a rough outline, I'm putting the ideas out there for the community to throw in some ideas, give feedback, offer designs &/or ways to implement the ideas.

The mod is also looking for members (after all 1 person cant get everything done )

The mod needs:
shp creators
vxl creators
mission makers
map makers
sound creators
movie makers (eventually)

I know how to do all of them except mission making at atleast basic level, so i can help in all areas, but people with more experience/better at it are needed

Thanks for any help i get,

Rico

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k212
Flamethrower


Joined: 20 May 2006
Location: Spain

PostPosted: Sun Jul 15, 2007 9:01 am    Post subject: Reply with quote  Mark this post and the followings unread

i've never seen the MDP (Mobile Defence Platform) concepts you talk about,have any links?

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ChielScape
General


Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Sun Jul 15, 2007 11:26 am    Post subject: Reply with quote  Mark this post and the followings unread

look exactly 1 inch above the "t" in "concepts" in your own post.

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k212
Flamethrower


Joined: 20 May 2006
Location: Spain

PostPosted: Sun Jul 15, 2007 5:11 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Sun Jul 15, 2007 7:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

I dont liek the over-meching idea, especaially since Ishmael himself said that GDI would have mechs toned down in C&C3 under Westwood. And a thirt side in TS is honestly crap, they end up with the Nod eva, they end up with Nod sidebar, and no loadscreens either. =|

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Rattuskid
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Joined: 01 Sep 2003
Location: Jersey,new

PostPosted: Mon Jul 16, 2007 1:46 am    Post subject: Reply with quote  Mark this post and the followings unread



The Rig is everything that was, plus repair capabilities.

Really, TS was a product of WW watching too many animes and still being butthurt about all the stuff they couldn't put into a Bladerunner game. C&C3 under Westwood really wouldn't have been that much better than EA's version.

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Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Mon Jul 16, 2007 2:39 am    Post subject: Reply with quote  Mark this post and the followings unread

I love you, Rattus.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Mon Jul 16, 2007 11:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Laughing trying to finding any of those people to help you especially shp, these type of big mods, need a very good leader or someone with exceptional skills so I Laughing

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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Mon Jul 16, 2007 1:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Carnotaurus wrote:
I dont liek the over-meching idea, especaially since Ishmael himself said that GDI would have mechs toned down in C&C3 under Westwood. And a thirt side in TS is honestly crap, they end up with the Nod eva, they end up with Nod sidebar, and no loadscreens either. =|

ETS fixes the 3rd side problem, atleast those bugs Cool .
As for mechs being toned down, it makes no logical sence, a military force would not abandon a technology that has been the basic principle for atleast 1 major war and return to an obsolite technology (unless needed). Sure there would be tracks (eg: the mobile barracks, or MDP and the Sensor array), but the tanks would be mech based. Also there would be hover units (hover APC maybe?) since the MLRS proved its worth in 2TW. These are just ideas, and im not saying everything will be mech, but they wouldnt 'abandon' the tech like EA did Rolling Eyes


EDIT: Heres an Alpha unit list for GDI/Nod ive done, uploading as txt doco.



TTmod alpha unit list.rar
 Description:
ALPHA unit list

Download
 Filename:  TTmod alpha unit list.rar
 Filesize:  2.01 KB
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Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Mon Jul 16, 2007 5:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Westwood planned for the abandonment of this so-called 'proven technology'(really rubbish) first, and as usual, you're going to blame EA because EA actually did it. Oh well.

nice unit list, however, just a few things, the TD Light is the M2-Bradley with its machine gun replaced with a 75mm cannon, However I think there is too much hover stuff..the harvester shouldn't, or the APC, as both will look retarded ingame when harvesting and dropping dudes off. And, the portopotty is back? Aw. ;_;

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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Tue Jul 17, 2007 6:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Carnotaurus wrote:

nice unit list, however, just a few things, the TD Light is the M2-Bradley with its machine gun replaced with a 75mm cannon, However I think there is too much hover stuff..the harvester shouldn't, or the APC, as both will look retarded ingame when harvesting and dropping dudes off. And, the portopotty is back? Aw. ;_;

M2 Bradley is armed with a coaxel machine gun and its main gun is a 30mm rapid fire cannon. On the turret its got a TOW launcher. In TD movies you see the TOW launcher on the turret, so I couldnt figure why it wasnt armed with it Confused
As for hover, we need more hover units since civilians clearly was planned to have them (concepts show hover police cars, fire trucks, civ cars etc) so the military would use the technology also, and since APC's arnt that heavy it made sence that they would have it (especially since people want an APC that fast and can traverse most terrain easily.) As for the harvester, yer i guess it is abit silly, perhaps a heavy harvester that carries more (since Nod has a 2nd harv thats unique).
Oh yer, what about the limet drone, want it back? Razz
Any ideas how Hover could be used properly? I think the APC fits, but harv would prob be dropped.

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Grievous
Disk Thrower


Joined: 13 Aug 2005
Location: Singapore

PostPosted: Tue Jul 17, 2007 9:02 am    Post subject: Reply with quote  Mark this post and the followings unread

A hover APC is weird, I don't know why, it just is.

Anyway there isn't much terrain variety for there to be a need for more hover units.

5 mechs should be enough, Titan, Wolverine, MMKii, Juggernaut and something new.

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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Tue Jul 17, 2007 9:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Grievous wrote:
A hover APC is weird, I don't know why, it just is.

Anyway there isn't much terrain variety for there to be a need for more hover units.

There are blue zones, yellow zones and red zones.
Blue zones = No tiberium
Yellow Zones = Some tiberium, but habitable, no veins, few tiberium lifeforms
Red Zones= Tiberium infested, tiberium lifeforms everywhere and veinholes are around.
Hover units are immune to veinholes, and can escape tiberium lifeforms easier then amphibious vehicles. it could look good, if done right Cool

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Clarkson
General


Joined: 25 Aug 2004
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PostPosted: Tue Jul 17, 2007 5:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dump the walking portopotty, please....surely there are better recon units, hell, maybe a hover unit, in its place. That thing is awfuly lame looking.

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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Wed Jul 18, 2007 9:22 am    Post subject: Reply with quote  Mark this post and the followings unread

The Wolverine Mk II isnt the same one as in TS, its a mech LKO made, armed with duel MG's and a rocket launcher. However a hover unit might fit in, ill look into it. Cool

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Clarkson
General


Joined: 25 Aug 2004
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PostPosted: Wed Jul 18, 2007 7:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Will Dino Island appear? Razz

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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Tue Jul 31, 2007 11:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Laughing , Dino island? With normal dinos or tiberium mutations Shocked

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Holy_Master
Commander


Joined: 21 Jul 2004
Location: Thailand

PostPosted: Tue Jul 31, 2007 12:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

oh well
i wonder why you need

Quote:

shp creators
vxl creators
movie makers (eventual


this mod doesnt make on cc3?

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Dupl3xxx
Commander


Joined: 22 Aug 2006
Location: somewhere south of the north pole

PostPosted: Tue Jul 31, 2007 12:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Did the following line make you think? "Mod for TS"

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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Tue Jul 31, 2007 2:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Mod for TS

I posted that as the topic description Cool

However once C+C3 gets its SDK and the mod is finished in TS i am thinking of making it in C+C3 as well.

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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Fri Aug 03, 2007 8:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Here are some mod logo's I have come up with (C&C3 but done by Hyper and the rest by me, with some advice from Hyper #Tongue)



TT34.jpg
 Description:
Dark blue version
 Filesize:  286.34 KB
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TT34.jpg



TT33.jpg
 Description:
Green version 2
 Filesize:  294.66 KB
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TT33.jpg



TT32.jpg
 Description:
Green version 1
 Filesize:  294.21 KB
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TT32.jpg



TT31.jpg
 Description:
Light blue version
 Filesize:  300.01 KB
 Viewed:  20140 Time(s)

TT31.jpg



C&C3 logoblack.jpg
 Description:
Gold version, seems to fit in well
 Filesize:  250.71 KB
 Viewed:  20140 Time(s)

C&C3 logoblack.jpg



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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Fri Aug 03, 2007 8:27 am    Post subject: Reply with quote  Mark this post and the followings unread

heh, i still think the last one looks best...

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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Fri Aug 03, 2007 8:46 am    Post subject: Reply with quote  Mark this post and the followings unread

I concur, but im letting others have a say Cool

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Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Fri Aug 03, 2007 5:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

You have flecks of white on the letters. remove those, srsly. Also, maybe ditch the classic effect. Do something new...remember TS had the fire stuff? Do a tiberium effect...

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soader
Rocket Infantry


Joined: 28 Sep 2005

PostPosted: Sat Aug 04, 2007 11:18 am    Post subject: Reply with quote  Mark this post and the followings unread

LAST ONE IS BEST!

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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Sat Aug 04, 2007 4:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Carnotaurus wrote:
...remember TS had the fire stuff? Do a tiberium effect...

That could be a pain Razz , how would a tiberium effect look in letters anyway Question



C&C3tiberium2.jpg
 Description:
After mucking around abit i accidently made this effect, i think it fits well, opinions?
 Filesize:  299.36 KB
 Viewed:  20071 Time(s)

C&C3tiberium2.jpg



C&C3tiberium.jpg
 Description:
Is this the sort of effect you mean? (perhaps abit darker words but the type of effect)
 Filesize:  297.56 KB
 Viewed:  20071 Time(s)

C&C3tiberium.jpg



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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Sat Aug 04, 2007 4:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

yeah do the gold text - that one's the best

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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Sat Aug 04, 2007 4:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

god text? I assume you mean gold Razz



C&C3tiberium3.jpg
 Description:
Not as new but still different
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C&C3tiberium3.jpg



C&C3tiberium4.jpg
 Description:
A newer version
 Filesize:  301.51 KB
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C&C3tiberium4.jpg



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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Aug 04, 2007 5:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

People says:

Gold text FTW

Rico says:

Oh but I like GREEN!

Very Happy

Just make it gold, it's better than the greenish version you've got there.

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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Sat Aug 04, 2007 5:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hyper showed me how to use an image to make the text (without using lesso tool to trace it), ive used EA's tiberium image and come up with this, what ya's think?

And actually i personally prefer the Gold effect myself Cool



C&C3tiberium7.jpg
 Description:
Similar, just the crystal is at a different size
 Filesize:  324.91 KB
 Viewed:  20049 Time(s)

C&C3tiberium7.jpg



C&C3tiberium6.jpg
 Description:
With Crystals
 Filesize:  320 KB
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C&C3tiberium6.jpg



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Clarkson
General


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PostPosted: Sat Aug 04, 2007 5:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes. Now apply that to the rest of the stale gold.

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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Sat Aug 04, 2007 5:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

2 more I have just done, I was looking at concept images of TT and saw an image that looked like it might fit, did this and i think i may have found what I was looking for.



C&C3blue2.jpg
 Description:
Same as below with the white bits replaced with blue
 Filesize:  311.17 KB
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C&C3blue2.jpg



C&C3blue1.jpg
 Description:
Blue TT style
 Filesize:  308.64 KB
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C&C3blue1.jpg



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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Sat Aug 04, 2007 5:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Carnotaurus wrote:
Yes. Now apply that to the rest of the stale gold.

lol, no. Its C&C, that part is ALWAYS gold, and since WW's concept art always has that on it i aint changing that part. Just coz EA wants to butcher the logo doesnt meant I will #evil

Besides, i already tested, it looks..... weird, and more plain then the all gold version Confused

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soader
Rocket Infantry


Joined: 28 Sep 2005

PostPosted: Sat Aug 04, 2007 6:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

That tiberium effect on the text is kickass, maybe have some crystals actually spawning off the text, would be awsome Very Happy good work

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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Sun Aug 12, 2007 12:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Here are some units I've been working on Very Happy

CREDITS
Hover tank, Hover MLRS & Disruptor chasis's (as well as hover tank turret) - SaneDisruption

Mammoth Mk3 Tank - Rebel Moon

Hover MLRS and Disruptor turrets - Chriz


I have retextured the vxls and edited them (in the disruptor's case heavily), sofar I have gotten positive feedback on MSN, so I'm posting it up to see what you guys thing Smile

Units (left to right)

Hover tank (armed with railgun or other such weapon since a cannon would flip a hover unit over/send it flying backwards)
Hover MLRS
IFV (Infantry Fighting Vehicle, an armed APC to replace the amphib APC in TS)
Disruptor
Mammoth Mk3 tank



TTtanks.jpg
 Description:
A few units
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TTtanks.jpg



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Clarkson
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PostPosted: Sun Aug 12, 2007 5:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Srpead the IFV tires back dude. In the pic they look awfuly close....BTW, Railgun equipment, and the power needed to fire one is probably MUCH too big to fit in that puny hover tank.

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Oshog
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Joined: 02 Sep 2005
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PostPosted: Sun Aug 12, 2007 6:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not bad. Smile

Ingames?

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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Sun Aug 12, 2007 7:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Carnotaurus wrote:
Srpead the IFV tires back dude. In the pic they look awfuly close....BTW, Railgun equipment, and the power needed to fire one is probably MUCH too big to fit in that puny hover tank.

Somewhat true, but how does the ghost stalker carry one then Smile

The IFV looks fine to me in vxl viewer, ill get pics ingame asap, gotta do some TAFE work first Embarassed

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Clarkson
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PostPosted: Sun Aug 12, 2007 8:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

His is incredably weak compaired to the Mammoth Mark 2's. Look at the size of that thing to carry an omg rape railgun. IMO its just not worth a tiny railgun platform...railgun Zone Troopers are much better. Or a Railgun Tank...atleast a tank has the space for the equipment. not the hover chassis.

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blubb
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Joined: 31 Jul 2005

PostPosted: Sun Aug 12, 2007 9:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

hvers with railguns ftw, don't listen to carno, he's a blind cnc 3 fanatic and want to turn everything into the design of EAs vision.

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Von Kriplespac
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PostPosted: Sun Aug 12, 2007 10:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Incorrect Blubb, your blind faith into a mod has blinded your way, allow me to fix this by saying, in terms of the fact that a Railgun requires larger then what such a pitiful platform can handle in terms of power, stick to the rockets.

Quote:
Full-scale models have been built and fired, including a very successful 90 mm bore, 9 MJ (6.6 million foot-pounds) kinetic energy gun developed by DARPA, but they all suffer from extreme rail damage and need to be serviced after every shot.


Yes, I quoted Wiki, ohnos

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Tony
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Joined: 02 Apr 2005
Location: United States

PostPosted: Sun Aug 12, 2007 10:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

One Mech at the most would be good enough imo, aslo keep a hover unit..ffs you need it in veins as mentioned.

Tanks>Mechs

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Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Sun Aug 12, 2007 10:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

C&C3 fanatic? C&C3's OK. I prefer my RA2, actually. Razz

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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Sun Aug 12, 2007 10:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Carnotaurus wrote:
Srpead the IFV tires back dude. In the pic they look awfuly close....BTW, Railgun equipment, and the power needed to fire one is probably MUCH too big to fit in that puny hover tank.


Honestly, Dustin, who gives a ztype? It's a game. I like them very much, besides the excessively rounded (kid-safe, of course) track covers and, like you pointed out, the tires on the LAV/IFV/w.e.

Tho, personally, I'd rather it just be a medium tank, firing standard 120mm shells or something, railguns + hover tanks just DOESN'T seem like a good idea to me..

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Alexander C Bukington
Grenadier


Joined: 09 Mar 2007

PostPosted: Sun Aug 12, 2007 11:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
A hover APC is weird, I don't know why, it just is.
I dont think so. Actually I think it would be more practical since hover units have the capability to not only go ovr land and water but can move faster and avoid mines. But I don't think a hovering transport in TS will work. I remember trying that and the infantry couldn't get inside.

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Clarkson
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Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Sun Aug 12, 2007 11:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

No reason it should _not_ work. It works in RA2. Also, dont mines attach to Hover MLRS units? the limpet ones.

Kyler, I give a 'Ztype'. Remember the 3 Squid? Razz

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Von Kriplespac
General


Joined: 01 Sep 2004
Location: Somewhere

PostPosted: Mon Aug 13, 2007 2:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Carnotaurus wrote:
No reason it should _not_ work. It works in RA2. Also, dont mines attach to Hover MLRS units? the limpet ones.

Kyler, I give a 'Ztype'. Remember the 3 Squid? Razz




Can you two ever get along?


Anyway, Hover Railgun MRL is just flat out stupid, unbalanced and degrading for gameplay.

Now then, Hover APC...Fishy Idea, not really agreeing on that as it too is unbalanced as well IMHO.

Kyler, hush, theres nothing you can say that can change the fact that its unbalancing, stupid, and very much not for a MRL to have a damn railgun mounted on it.

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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Mon Aug 13, 2007 2:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Von Kriplespac wrote:
Can you two ever get along?

I'll use what I should have told my VP when she asked if Greg would pay for my calculator: "I think that's a rather stupid question."

Dust/b/in thinks I'm a whiny emo pussy, I just hate Dust/b/in.


Von Kriplespac wrote:
Kyler, hush, theres nothing you can say that can change the fact that its unbalancing, stupid, and very much not for a MRL to have a damn railgun mounted on it.


I'm not saying it's balanced and smart. I'm just saying it's HIS mod, his choice. Yes, I agree, it is very unbalanced to have a mass-producible unit with a RAILGUN.

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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Mon Aug 13, 2007 2:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Nice points made here. Reason I suggested railgun:

Hover units cannot take recoil very well, ive heard of tests with a hovering platform and the cannon flips it or sends it flying backwards into a wall. A railgun on the otherhand uses magnets to fire the projectile, thus it has no recoil for the hovering unit to be effected by. And ofcouse the railgun wouldnt be as powerful as a mammoth tank's, just minorly moreso then a ghost stalker. I'll look into it, maybe a low velocity cannon could be used, but 120mm it way too big, 105mm max could be used.

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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Mon Aug 13, 2007 2:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Ah.

You're talking about a Gauss Gun, not a rail gun.

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