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Amphibious vehicles and other suggestions
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Stew Pid
Vehicle Driver


Joined: 27 Dec 2019

PostPosted: Fri Dec 27, 2019 7:48 am    Post subject:  Amphibious vehicles and other suggestions
Subject description: DTA suggestions
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Since naval transports don't really work well in the TS engine why not substitute them for amphibious APCs like in vanilla TS for GDI that become available once a naval yard is present?
It may not solve the role of vehicle transport but at least you can get infantry across the water with out a heli.

This could be the amphibious APC for the Allies

https://en.wikipedia.org/wiki/LVTP-5#/media/File:LVTP5A1Mobile.JPG

It will be easier to come up with amphib APC counterparts for the other 3 factions

Another suggestion is that how about getting the Soviets a fast yet weak recon vehicle such as this ural motorcycle. It could be weakest HP wise, armed like a Nod buggy and be the fastest land vehicle in the game for $450

https://b-cozz.com/m-72/

Lastly how about another aircraft for Nod? I am thinking it could be limited to just one or three and drop a bomb, either an EMP bomb or tiberium bomb with tib gas residue. The skycrane comes to mind to fit this role and the 1990s theme.

http://blueiskewl.blogspot.com/2014/03/ch-54a-67-18418-big-mother-in-service.html

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Dec 27, 2019 8:17 am    Post subject: Reply with quote  Mark this post and the followings unread

To make ships work in the first place, we had to sacrifice amphibious units and their pathfinding doesn't work well enough anymore.
Apart from that it seems a bit redundant, since infantry doesn't play such a big role in DTA. Thus a naval transport would only clutter up the sidebar with a rarely used unit.


Soviets have the dog for fast scouting which works exactly as your described motorcycle (weak, fast, scout). No need for another vehicle.


The factions are quite well balanced and Nod helis got buffed a while ago and are pretty useful now.
EMP or tiberium bombs don't really fit into the TD era imo. It would be too early for Nod to have those.

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Stew Pid
Vehicle Driver


Joined: 27 Dec 2019

PostPosted: Sat Dec 28, 2019 1:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
To make ships work in the first place, we had to sacrifice amphibious units and their pathfinding doesn't work well enough anymore.
Apart from that it seems a bit redundant, since infantry doesn't play such a big role in DTA. Thus a naval transport would only clutter up the sidebar with a rarely used unit.


Soviets have the dog for fast scouting which works exactly as your described motorcycle (weak, fast, scout). No need for another vehicle.


The factions are quite well balanced and Nod helis got buffed a while ago and are pretty useful now.
EMP or tiberium bombs don't really fit into the TD era imo. It would be too early for Nod to have those.


Darn, naval pathing must be complicated then.

The attack dog was slow when I used it but that was awhile ago, it probably got buffed since then.

While Nods heli does seem pretty tough, I just think that the Allies and Nod could use another aircraft to keep up with GDI and the soviets, even if that aircraft has a non-combative role.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Dec 28, 2019 9:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Stew Pid wrote:
While Nods heli does seem pretty tough, I just think that the Allies and Nod could use another aircraft to keep up with GDI and the soviets, even if that aircraft has a non-combative role.

then you could also argue that Nod has 12 different vehicles while GDI has only 6 and add 6 more GDI units just for the sake to make the amount the same

Adding units only for the sake of adding them is bad. Making each faction the same as well.
It's the difference and diversity that makes a mod interesting.

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SHP Artist of Twisted Insurrection:  Nod buildings

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X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

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Stew Pid
Vehicle Driver


Joined: 27 Dec 2019

PostPosted: Sat Dec 28, 2019 9:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Stew Pid wrote:
While Nods heli does seem pretty tough, I just think that the Allies and Nod could use another aircraft to keep up with GDI and the soviets, even if that aircraft has a non-combative role.

then you could also argue that Nod has 12 different vehicles while GDI has only 6 and add 6 more GDI units just for the sake to make the amount the same

Adding units only for the sake of adding them is bad. Making each faction the same as well.
It's the difference and diversity that makes a mod interesting.


I was thing these units would help diversify the limited roster of aircraft in DTA

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Dec 28, 2019 11:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

nah, each house its specialities, strengths and weaknesses
For Nod the strength isn't the airforce, but the many special and diverse hit and run units.

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SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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