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Below The Sun
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Ixonoclast
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Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Mon Jul 13, 2009 9:27 pm    Post subject:  Below The Sun
Subject description: Chaos A.D.
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Below The Sun is finally getting out of the sketch phases.
The flags are concepts, so don't tell me they're rough. That's usually with sketches.

Behold, the factions to command!


Flag concept is NATO flag meets Europe map meets a skull
The European forces are high-tech and are either incredibly strong or incredibly fast.
Expect experimental weapons, biomechanical soldiers and stealth.
Subfactions:
- Blitzkrieg faction (armoured forces)
- Swarm faction (biomechanical creatures)
- Experimental/Terror faction (deceit, mind control, psychological warfare)


Notice the Naval Jack reference and the increase in states

The American forces are heavily armoured and packing heavy weapons.
Expect your troops to survive anything, and turn the battlefield in one big crater, with either conventional weapons, lasers or railguns.
- Stormtroopers faction (Elite guard(DC, Pentagon))
- Defensive faction (Peace Keeper forces, Homeland security(?))
- Fast attack faction (South American forces)



The globe and the stars echo the idea of the now defunct United Nations
The Asian forces don't have the technological edge nor the scientific edge, so they rely on their superior numbers and hardened soldiers.
Your soldiers won't have advanced power armour or special tanks, but their numbers and tactical adaptability make them overcome every obstacle.
You might not have command over exotic weapon systems, but conventional weapons and tactical nuclear weapons do the job just fine.
- Superior numbers faction (Indian forces)
- Elite forces faction (Chinese forces)
- Balanced faction (African forces)

You'll meet other non-player factions too, such as the Deviance Cell, composed out of American and Canadian insurgents operating in the United States, trying to destroy the iron fist of the Pentagon. Or the Church of the Last Days, a violent apocalyptic church in the wastes east of Europe, that supports terrorist activities. And in the Asian badlands you will face off against various warlords and tribal leaders.

However, there is one faction that no one dares to attack. The last remnant of Wallstreet, Globalisation and the World Economy. The United Megacorporations, or just Megacorps. They control many cities and even countries around the world, as neutral terrain where no combat is allowed, on penalty of fines that run into billlions of dollars. Famous Megacorp zones are found in Europe, such as Switzerland and Vatican City.

And the last non-player faction... that's a secret.

Last edited by Ixonoclast on Thu Sep 10, 2009 1:16 am; edited 30 times in total

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inzane krazy
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Joined: 07 Nov 2006
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PostPosted: Tue Jul 14, 2009 4:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Go Go Go! Sounds awesome!

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Ixonoclast
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PostPosted: Thu Jul 16, 2009 8:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Someone give me some country suggestions for the SSC and the Colonial guard...

You can combine, break, shake, stirr or overthrow existing governments.
As long as they make sense as a nation capable of surviving the second Dark Age, sending shit in space and they need to have a decent army fitting the descriptions.

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Thu Jul 16, 2009 8:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

United States of South America: Spanish speaking south America minus like Columbia and Venzuala. Brazil is poweful on its own, then maybe Columbia and Venezuala could combine with Central American countries to form something else. Then you got Mexico, which given enough time to fully industrialize should be formidable, and Ofcourse the US and Canada. the US is the US, and while Canada is quickly growing eco wise, they don't really have enough population, so maybe the US can annex it in order to take advantage of it's natural resources.

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Ixonoclast
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PostPosted: Fri Jul 17, 2009 9:00 am    Post subject: Reply with quote  Mark this post and the followings unread

South/Central America... yes. That's something. Very good. I think I'll be using that...

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Ixonoclast
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PostPosted: Mon Jul 20, 2009 8:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Reworked things a bit, expect more story and some unit concepts any day.

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inzane krazy
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PostPosted: Tue Jul 21, 2009 2:23 am    Post subject: Reply with quote  Mark this post and the followings unread

AWESOME STORY! btw, When do we get to hear about the Machine War? I find that really really interesting, along with what happened to Australia XD

btw, WHAT HAPPENED TO RUSSIA!? D:

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Ixonoclast
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PostPosted: Tue Jul 21, 2009 4:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

It broke... Sad

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inzane krazy
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PostPosted: Tue Jul 21, 2009 4:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Awwwww....I wanna see some russians Sad
And Why the hell am I the only guy interested on this?

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Ixonoclast
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PostPosted: Tue Jul 21, 2009 4:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Because you're not gay. Cool

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inzane krazy
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PostPosted: Tue Jul 21, 2009 4:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

hahaha, right XD

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partyzanPaulZy
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Joined: 03 Nov 2007
Location: laptop? ... otherwise the Czech Republic -> south Moravia Posts: long int Posts;

PostPosted: Tue Jul 21, 2009 6:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Ixonoclast: You know what? I am too lazy to post in every topic I read,

but yours mod has very good story. So now I want to see some progress. Rolling Eyes

- also you can add some babes in those armies (with proper woman walking animations). Wink

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0warfighter0
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Joined: 07 Dec 2007
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PostPosted: Tue Jul 21, 2009 6:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm still intrested in below the sun and I hope to see more done then before. #Tongue

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MT
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Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Tue Jul 21, 2009 6:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

partyzanPaulZy wrote:
@Ixonoclast: You know what? I am too lazy to post in every topic I read,

but yours mod has very good story. So now I want to see some progress. Rolling Eyes

- also you can add some babes in those armies (with proper woman walking animations). Wink


I'd have to agree here. This is like the third thread (iirc) about story and factions, and I see lots of concepts too, but when will there be actual work that can be transferred ingame?

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inzane krazy
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PostPosted: Tue Jul 21, 2009 7:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

probly when he feels like it XD

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Ixonoclast
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PostPosted: Tue Jul 21, 2009 7:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh, the story is far from finished. And I still have to completely redo the tech tree to fit the possibilities of CNC3's version of SAGE.

It'll take a while before you'll see some ingame work.

Remember, this isn't a quick mod that adds 4 tanks and half a dog to Yuri's faction... it's a full-blown TC with a gameplay ideology behind it.

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inzane krazy
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PostPosted: Tue Jul 21, 2009 7:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

LOL, I lol'd so ahrd when you said Half a Dog XD

anyway, Does I get ETA on Story?

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Ixonoclast
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PostPosted: Fri Jul 31, 2009 8:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Story finished, work on concept art has begun, fitting faction personalities into the SAGE engine, brainstorming about the possibilities of "hostile environment" in the toxic tundras of Earth, or the storm-wrecked jungles of Tiamat.

Once I've done enough artwork I'll start working on 3d art and start attracting 3d artists. I'm already learning C&C3 coding, once I can actually do something you guys will know.

As for the rest...

Stuff that might be in Below The Sun
- ESDP and USDC get single units, ASEAN get squads (To show the difference in powered suit technology.)
- "Invisible" garrisons for the Europeans
- Some kind of concrete system together with subterranean travel
- Awesome abilities and powers not used in vanilla C&C3 (exactly WHAT I can do with this... I don't know, haven't really looked at all the possibilities.)
- More realistic and different MCV/Basebuilding system (still very uncertain and controversial.)
- Possibly naval combat in the campaign, perhaps in specially scripted MP maps. (Including insane stuff like floating missile silos for the Americans, or submarine aircraft carriers for the Europeans.)

Stuff that will be in Below The Sun
- Electromagnetic cyclones on the highlands of Tiamat (To stay alive, you need to stay in the safe canyons and valleys.)
- Deadly freezing zones, blizzards, and glacier fissures on Earth.
- The battlefield might become more hostile to you and your enemy, at random
- Biological, chemical, nuclear and nano contaminated areas.
- Hostile "neutral" lifeforms
- BLOOD AND GORE
- Realistic warfare (tanks with multiple weapon systems, infantry with multiple weapons)
- Less ATTACK ATTACK, more emphasis on recon and deceit, the use of traps, killzones and real tactics
- REAL fortifications. Walls, strong base defenses, no more tank drive-by game-overs. When you build a base, it's a base. And it's there to stay. No tank spam or super-superweapon can change that
- Realistic aircraft, or at least more TS-like with added aerial combat
- Useful superweapons, that either fall in the "weak" army-killer variant or the "strong" one-building-killer variant. No silly base wasting superweapons
- Techbuildings. Yes, a LOT more techbuildings. Especially the ones that make money. Some techbuildings will only work for certain factions
- Multiple resources, harvestable nanite, mines, oil platforms and multinational compounds.
- 3 factions with a strong cohesive design and playstyle AND sub-factions
- Buildable commanding officers, needed for advanced and expensive weaponry (They function in the same way as a technology building, giving access to more advanced weapons.)

Last edited by Ixonoclast on Sun Aug 09, 2009 5:20 pm; edited 2 times in total

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ConMan
Tiberian Beast


Joined: 16 Dec 2008
Location: Toronto, Canada

PostPosted: Fri Jul 31, 2009 8:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ixonoclast wrote:

- Less ATTACK ATTACK, more emphasis on recon and deceit, the use of traps, killzones and real tactics
- REAL fortifications. Walls, strong base defenses, no more tank drive-by game-overs. When you build a base, it's a base. And it's there to stay. No tank spam or super-superweapon can change that
- Useful superweapons, that either fall in the "weak" army-killer variant or the "strong" one-building-killer variant. No silly base wasting superweapons
- Techbuildings. Yes, a LOT more techbuildings. Especially the ones that make money. Some techbuildings will only work for certain factions
- Multiple resources, harvestable nanite, mines, oil platforms and multinational compounds.
- 4(3?) factions with a strong cohesive design and playstyle


A new playing style will definitely help Razz

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inzane krazy
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PostPosted: Sat Aug 01, 2009 5:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Omg, hell yea, new game mechanics and big gameplay changes ftw, Sindri, your mod really sounds fun, just hope it actually gets ingame progress

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Ixonoclast
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PostPosted: Mon Aug 03, 2009 9:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'll reveal more light on my basebuilding and engineer plans.

Below The Sun will follow C&C gameplay, but it will be more realistic about certain things.

Units won't be build upon site, except for the Europeans.
Units are either dropped in from orbit on landing platforms, or are dropped off by aircrafts on landing pads.
The Europeans "grow" their units right on the battlefield.

TW allows expanding your base with MCV's, captured buildings and Surveyors/Explorers/Emissary.

Below The Sun will work different. First of all, all your equipment will arrive from space, Dawn of War style in your Construction Yard. Second, it will be transported underground, assembled and "pushed" through the ground.
That means you cannot build next to techbuildings, captured buildings and base expansions.

Another thing is the typical C&C engineer. A guy with a suitcase.
Not very realistic, I mean... how does he defeat the soldiers inside the building? Kill them with his suitcase?
In Below The Sun, engineers will be special combat teams armed with weapons for urban combat, like shotguns, flamethrowers, whatever I feel like... That doesn't mean that you should use them as combat units, they're still engineers.

Another thing is tech compatibility. Despite the differences between GDI and Nod/Allies and Soviets, they all use the EVA control system, making it easy to hack each others facilities.

Below The Sun won't work that way.

First of all, there is the difference between the factions. The Europeans use biomechanical computers, practically unhackable. The American cyberware relies on the approval of CO's, and ASEAN networks are heavily defended with firewalls. On top of that, most units arrive from spaceships in high orbit, so you can't "capture" factories anyway.
This means that you can't build "enemy units", but I'll implement a system not unlike RA2's "secret technology", as you improve your units and your weapons with captured technology.

The last thing I'm thinking about is changing enemy buildings to fit your faction, since C&C3 allows a building to change to another building upon capture.
An example to this is when a non-European player captures a European biomechanical building. The building will lose special abilities like cloaking and selfhealing, but will cost less power to remain operative.
...a more sinister change is the death of the biological components of the building. Certain parts of the building will die, leaving a skeletal structure.

I'm still thinking about changes for the other factions.

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inzane krazy
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PostPosted: Tue Aug 04, 2009 6:09 am    Post subject: Reply with quote  Mark this post and the followings unread

:O sexy, makes me more and more interested Sindri :3

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Salvation
Civilian


Joined: 01 Aug 2009
Location: From The Badlands

PostPosted: Tue Aug 04, 2009 6:27 am    Post subject:   Reply with quote  Mark this post and the followings unread

Ingame Screenshots?

This Thread Is Worthless Without Pictures

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inzane krazy
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PostPosted: Tue Aug 04, 2009 6:32 am    Post subject: Reply with quote  Mark this post and the followings unread

LRN2ENGRISHFAGGOT


BTS doesn't have any ingame work yet you idiot.

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Ixonoclast
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Joined: 11 Aug 2008
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PostPosted: Tue Aug 04, 2009 6:32 am    Post subject: Reply with quote  Mark this post and the followings unread

It'll take a while before I have ingame screenshots of units.

Remember, this is done on the upgraded SAGE engine, not the upgraded RA1 engine...

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need my speed
Cyborg Artillery


Joined: 13 Jan 2007
Location: Netherlands! Banned: 3 times

PostPosted: Tue Aug 04, 2009 6:45 am    Post subject: Reply with quote  Mark this post and the followings unread

iLoo is actually complaining? As if he has a right to complain on such excellent work in the first place after what he has done. I would love this mod.

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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Tue Aug 04, 2009 7:05 am    Post subject: Reply with quote  Mark this post and the followings unread

need my speed wrote:
iLoo is actually complaining? As if he has a right to complain on such excellent work in the first place after what he has done. I would love this mod.


Um,man,sorry to say it,but,for the first time in his life,iloo is correct.

This mod is basically non-existant without in-game models and stuff.

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inzane krazy
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PostPosted: Tue Aug 04, 2009 7:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Deformat wrote:
need my speed wrote:
iLoo is actually complaining? As if he has a right to complain on such excellent work in the first place after what he has done. I would love this mod.


Um,man,sorry to say it,but,for the first time in his life,iloo is correct.

This mod is basically non-existant without in-game models and stuff.


Really now, Alex? It still in the planning stages, and that's the first part of every good mod #Tongue

And it's not like Iloo actually planned his mods beforehand...

EDIT: @NMS: yea, he really has the nerve to complain when he doesn't really do anything >.<

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Last edited by inzane krazy on Tue Aug 04, 2009 7:10 am; edited 2 times in total

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need my speed
Cyborg Artillery


Joined: 13 Jan 2007
Location: Netherlands! Banned: 3 times

PostPosted: Tue Aug 04, 2009 7:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Don't be sorry. He's somewhat right yes (don't forget that Ixonclast works on a new engine for this mod), but I was just baffling myself about the fact that iLoo had the nerve to complain here. #Tongue

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Ixonoclast
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PostPosted: Tue Aug 04, 2009 7:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Deformat wrote:
This mod is basically non-existant without in-game models and stuff.


Planning, a game philosophy and a solid techtree are more important than models and stuff. Going from project to project has taught me that.

need my speed wrote:
Don't be sorry. He's somewhat right yes (don't forget that Ixonclast works on a new engine for this mod), but I was just baffling myself about the fact that iLoo had the nerve to complain here. #Tongue


No new engine. It's for C&C3. Just very modified C&C3.

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Ixonoclast
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PostPosted: Thu Sep 10, 2009 1:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Slowly beginning to update this topic with more up-to-date information.

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Ickus
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PostPosted: Thu Sep 10, 2009 2:08 am    Post subject: Reply with quote  Mark this post and the followings unread

i think you should ditch the real world countries, etc in favor of more fictional factions. because you have this gritty art style that I think would be neat for a mod/game/project/thing/w/e. idk. it just feels tooo constricted by "reality" or something.

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Ixonoclast
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PostPosted: Thu Sep 10, 2009 6:46 am    Post subject: Reply with quote  Mark this post and the followings unread

The concept of Below The Sun is to take far-out future technologies and place them in a realistic world.

There are so many 2000AD-2050AD mods for C&C games, yet no one goes in the 2050AD-2100AD era without restorting to laserguns for basic infantry and hovertanks for everyone.

I'm going to combine the fantastical with the realistic, and no one will notice. Wink

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inzane krazy
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PostPosted: Thu Sep 10, 2009 7:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh my gawd, thats alot of non-player factions o.o

and btw, I hope those sub-faction names are placeholders Laughing

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Bako'Ikaporamee
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Joined: 29 Aug 2007
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PostPosted: Thu Sep 10, 2009 6:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ixonoclast wrote:
The concept of Below The Sun is to take far-out future technologies and place them in a realistic world.

There are so many 2000AD-2050AD mods for C&C games, yet no one goes in the 2050AD-2100AD era without restorting to laserguns for basic infantry and hovertanks for everyone.

I'm going to combine the fantastical with the realistic, and no one will notice. Wink


I completely agree with this. Besides, man-portable laser weaponry with a decent enough power source to make it deadly enough isn't practical nor doable. Unless you plan on burning down 3 guys before your 100 LB power pack fizzled out.

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MT
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PostPosted: Thu Sep 10, 2009 8:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ixonoclast wrote:
There are so many 2000AD-2050AD mods for C&C games, yet no one goes in the 2050AD-2100AD era without restorting to laserguns for basic infantry and hovertanks for everyone.

Sadly, yes.

The Megacorps sounds good too. How about you make them evil, caring more about profit than what they should care for.

...

Laughing

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0warfighter0
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Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Thu Sep 10, 2009 8:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

You've played to much RE the last few days haven't you? Laughing
---
I'm liking this mod so far. I hope you can realize it. Wink

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Thu Sep 10, 2009 8:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well "bad guys" are always more interesting.

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