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Logic ideas
Moderators: Carnius
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Aussie Bomber
Rocket Infantry


Joined: 15 Sep 2009
Location: Childers,Qld,AU

PostPosted: Wed Nov 04, 2009 9:59 pm    Post subject:  Logic ideas
Subject description: Please put in 1.4
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I have some logical ideas

>> The corrupter weapon leaves a puddle of Liquid Tiberium
>> The ground catches fire from the black hand/flame tank weapon
>> Nod can scavenge vehicles for junk to make their war machines
>> Scrins refineries are similar to tib Spikes
>> GDI has quicker build times for each Production Structure of a type

Please add them to 1.4 Razz

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Carnius
Grenadier


Joined: 23 Apr 2007

PostPosted: Thu Nov 05, 2009 1:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Well all these ideas is too hard to implement (or even impossible like nod scavenger army) or too hard to balance properly. I have to say no to all for now, sorry.

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ilic stefan
Medic


Joined: 01 Oct 2009

PostPosted: Fri Nov 06, 2009 11:14 pm    Post subject: tib spikes Reply with quote  Mark this post and the followings unread

Carnius wrote:
Well all these ideas is too hard to implement (or even impossible like nod scavenger army) or too hard to balance properly. I have to say no to all for now, sorry.


Well you may add tiberium spikes to be buildable for nod and gdi. Make it deployable in the middle of tiberium field. But limit it only to for example 4 at a time. Scrin has growth accelerator, so why dont they have tib. spikes.

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Valdez
Tiberian Fiend


Joined: 30 Nov 2008

PostPosted: Sat Nov 07, 2009 5:04 am    Post subject: Re: tib spikes Reply with quote  Mark this post and the followings unread

ilic stefan wrote:
Scrin has growth accelerator, so why dont they have tib. spikes.


Faction diversity. Otherwise GDI and Nod would need a flying warship to match the Scrin vessels...

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