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Idea For Predator Tank
Moderators: Carnius
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Mikeboy
Medic


Joined: 11 Apr 2009

PostPosted: Sat Apr 11, 2009 9:56 pm    Post subject:  Idea For Predator Tank Reply with quote  Mark this post and the followings unread

So after playing 1.3 I had an idea for the use of the Predator tank now you've practically removed it from GDI arsenal. Have it as a mutant vehicle available from the mutant hovel.

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Mikeboy
Medic


Joined: 11 Apr 2009

PostPosted: Sat Apr 11, 2009 9:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

My bad, should have gone in 1.3 feedback. Embarassed

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Valdez
Tiberian Fiend


Joined: 30 Nov 2008

PostPosted: Sun Apr 12, 2009 12:38 pm    Post subject: Re: Idea For Predator Tank Reply with quote  Mark this post and the followings unread

GDI arsenal still has the predator tank as a reinforcement power unit. Hovel entrance cannot accommodate vehicles anyway.

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Carnius
Grenadier


Joined: 23 Apr 2007

PostPosted: Mon Apr 13, 2009 11:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Predator stays where he is now, in support power. But this give me an idea. Mutant hovel can´t accommodate big vehicles, but something small yes, something like pitbull maybe?

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Mon Apr 13, 2009 11:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

How about just making a neutral war factory?

Mutant Armory, Machine Shop, Arms Dealer, etc.

You could use it as a dump for all the units you make obsolete.

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Valdez
Tiberian Fiend


Joined: 30 Nov 2008

PostPosted: Tue Apr 14, 2009 4:10 am    Post subject: Reply with quote  Mark this post and the followings unread

DaFool wrote:
How about just making a neutral war factory?


Two words: Reinforcement Bay.

It can be converted into a neutral war factory, rename it I dunno... Vehicle Depot or something... The current idea of having it dispense vehicles one-shot is kind of boring anyway.

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Mikeboy
Medic


Joined: 11 Apr 2009

PostPosted: Wed Apr 15, 2009 5:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

New idea then. (Completely different)

Have Spectre as an upgrade from the secret shrine that allows the Cobra to stealth.

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Valdez
Tiberian Fiend


Joined: 30 Nov 2008

PostPosted: Wed Apr 15, 2009 5:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can't you just use the cloaking field power? I reckon that's the reason why there's no such upgrade for any unit to achieve stealth (except the Avatar, but that one is only stealth when moving so the cloak field is still better)

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Mikeboy
Medic


Joined: 11 Apr 2009

PostPosted: Wed Apr 15, 2009 5:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well considering this was meant to bring stuff back from Tib Sun, it doesn't make much sense that the stealth is missing from what is effectively the advanced artillery.

Just a note though, the avatar idea was ingenious.

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Valdez
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Joined: 30 Nov 2008

PostPosted: Thu Apr 16, 2009 3:39 am    Post subject: Reply with quote  Mark this post and the followings unread

The Artillery was never stealth in Tib Sun so "bringing it back from TS" would mean no stealth anyway :p


It was an EA idea to give Nod a stealth howitzer (Specter), that being said the Cloaking Field does still fulfils your needs if you want to cloak any vehicle including Artillery. Personally I'd rather the Cobra get firepower upgrades like incendiary ammunition which will make it like a Generals Inferno Cannon.

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Gwandi110
Vehicle Driver


Joined: 04 May 2008

PostPosted: Thu Apr 16, 2009 5:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Carnius wrote:
Predator stays where he is now, in support power. But this give me an idea. Mutant hovel can´t accommodate big vehicles, but something small yes, something like pitbull maybe?


you mean something like a Humvee?


Razz

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Valdez
Tiberian Fiend


Joined: 30 Nov 2008

PostPosted: Thu Apr 16, 2009 5:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

There's no humvee in the game. Carnius'd have to make one for that to apply. I prefer he work on the main stuff though.

Re-allocating Pitbull as a mutant vehicle wouldn't be too much trouble. Quick alteration of texture to beige/light brown and removing the GDI flag ought to do the trick. I still don't think the Hovel entrance can accommodate it though.

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Carnius
Grenadier


Joined: 23 Apr 2007

PostPosted: Thu Apr 16, 2009 6:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Gwandi110 wrote:
Quote:
you mean something like a Humvee?


No, with something like pitbull i mean pitbull Very Happy

Valdes wrote:
Quote:
I prefer he work on the main stuff though.


Me too Wink

Valdes wrote:
Quote:
Re-allocating Pitbull as a mutant vehicle wouldn't be too much trouble. Quick alteration of texture to beige/light brown and removing the GDI flag ought to do the trick. I still don't think the Hovel entrance can accommodate it though.


It fits quite well Smile
But there is a small bug, he perform a strange u-turn at the entrance, dunno why Sad

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Thu Apr 16, 2009 7:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

There's the rubble of a humvee, but thats about it.

how many 'obsolete' vehicles are there?

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0warfighter0
Commander


Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Thu Apr 16, 2009 9:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

DaFool wrote:
There's the rubble of a humvee.

Yeah, I think it looks so good, if that could be used as a base to...

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ilic stefan
Medic


Joined: 01 Oct 2009

PostPosted: Wed Oct 21, 2009 4:08 pm    Post subject: Mutant Weapon Workshop Reply with quote  Mark this post and the followings unread

You could make a neutral warfactory. Just to make commando vehicles. You have ghoststalker, why don't you have for example a tank that is scraped but it is stronger than other and you can build only one. Also you could add on mutant hovel a quardian tower which can attack infantry, tanks and aircraft. Not to be way strong but only to defend the hovel. Now if you want to capture it you should destroy the tower first, but tower after a while reconstructs.

If you accept this idea you could also add a vehicle which is strong against infantry and artilery. The choice is yours.

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White Wolf
Vehicle Drone


Joined: 20 Dec 2008
Location: Front line between GDI and Nod...and EA

PostPosted: Sat Nov 07, 2009 6:03 am    Post subject: Reply with quote  Mark this post and the followings unread

could call the "neutral war factory" a "motor pool," a military acronym for a vehicle storage area.

could make it as a warehouse with its bay door open, oil drums, tires, treads, tools scattered around the outside

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Valdez
Tiberian Fiend


Joined: 30 Nov 2008

PostPosted: Sat Nov 07, 2009 7:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Interestingly I've always imagined the stereotypical "factories" in RTS games being Motor Pools. It'd make more sense for them to be large garages with vehicles parked inside that emerge when you "buy them". In fact UAW had a war factory named a Motor Pool, although granted it still looked like a factory, smokestacks and all...

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Eagle 11
Rocket Infantry


Joined: 21 Oct 2009
Location: Somewhere in the great nothingness

PostPosted: Sat Nov 07, 2009 1:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

there is an neutral structure called "Expansion Point" in the game it does nothing,projects only an aura for base building around itself,think that structure could be remade from ground up as an more functionable thing.

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ilic stefan
Medic


Joined: 01 Oct 2009

PostPosted: Sat Nov 07, 2009 8:34 pm    Post subject: Building Reply with quote  Mark this post and the followings unread

Eagle 11 wrote:
there is an neutral structure called "Expansion Point" in the game it does nothing,projects only an aura for base building around itself,think that structure could be remade from ground up as an more functionable thing.


It could be neutral heliport or something. It reminds of that.

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Eagle 11
Rocket Infantry


Joined: 21 Oct 2009
Location: Somewhere in the great nothingness

PostPosted: Wed Nov 11, 2009 5:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not suggestions just ideas for further time

A:There is an campaign structure belonging to NOD in GDI campaign mission Casabad,structure is named Weapon factory too (or so thing);it could be serve as model for neutral war factory by removing Nod assets from building,and some retexture work.the vehicle will emerge as in regular NOD factory;by the way reminds me of an missile silo too.Could be remade as an neutral structure enabling an missile shot support power(as EMP center does).About the support power:In 2. GDI campaign mission you have an support power,it shoots an rocket(modernised tomahawk i assume) on the marked spot by Snipers as Juggernaut does too.By removing the marker logic it could be enabled as neutral support power.(or at least i assume so)
- - -
B:Give Field repairs power to GDI and Nod too,enabling by Tech center,Scrin haves something like this in TW(or was it in KW,argh).

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Valdez
Tiberian Fiend


Joined: 30 Nov 2008

PostPosted: Wed Nov 11, 2009 6:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Actually I think the reinforcement bay makes the perfect neutral war factory template...

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