Posted: Mon Jul 13, 2009 9:27 pm Post subject:
Below The Sun
Subject description: Chaos A.D.
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 QUICK_EDIT
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. QUICK_EDIT
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. _________________ Please, read the signature rules of the forum. QUICK_EDIT
Awwwww....I wanna see some russians
And Why the hell am I the only guy interested on this? _________________ Please, I DON'T read the signature rules of the forum. QUICK_EDIT
@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.
- also you can add some babes in those armies (with proper woman walking animations).
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? QUICK_EDIT
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. QUICK_EDIT
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 QUICK_EDIT
- 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 QUICK_EDIT
Omg, hell yea, new game mechanics and big gameplay changes ftw, Sindri, your mod really sounds fun, just hope it actually gets ingame progress _________________ Please, I DON'T read the signature rules of the forum. QUICK_EDIT
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. QUICK_EDIT
Joined: 13 Jan 2007 Location: Netherlands! Banned: 3 times
Posted: Tue Aug 04, 2009 6:45 am Post subject:
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. _________________ ☭☭☭☭☭☭☭☭☭☭
Become one with your heart's desire:
http://www.moddb.com/mods/command-conquer-red-renegade1
☭☭☭☭☭☭☭☭☭☭ QUICK_EDIT
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. QUICK_EDIT
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
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 >.< _________________ Please, I DON'T read the signature rules of the forum. Last edited by inzane krazy on Tue Aug 04, 2009 7:10 am; edited 2 times in total QUICK_EDIT
Joined: 13 Jan 2007 Location: Netherlands! Banned: 3 times
Posted: Tue Aug 04, 2009 7:08 am Post subject:
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. _________________ ☭☭☭☭☭☭☭☭☭☭
Become one with your heart's desire:
http://www.moddb.com/mods/command-conquer-red-renegade1
☭☭☭☭☭☭☭☭☭☭ QUICK_EDIT
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.
No new engine. It's for C&C3. Just very modified C&C3. QUICK_EDIT
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. _________________ Delirium.. QUICK_EDIT
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. QUICK_EDIT
Joined: 29 Aug 2007 Location: Village of Creston, British Columbia.
Posted: Thu Sep 10, 2009 6:52 pm Post subject:
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.
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. _________________
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.
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