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BigPoppaBear

C&C: World War 3

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I tried to balance out the tams as much as possible, but some teams received, say, better anti-tank weaponry but a weak array of tanks on their own. It makes the game more interesting. Thanks for the feedback. :D

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The Serbs Full Construction Options

 

Buildings

Power Plant, Advanced Power Plant, Ore Refinery, Silos, Barracks, Kennels, War Factory, Radar Dome, Technology Centre, Airfields, Heli-pads

New Buildings

Harbour: The naval warfare construction factory. Water-based structure.

Prisons: These structures can be used to hold civilians as hostages. You receive ransom money for every civilian you bring in. Although more difficult, you can also capture enemy infantry and hold them hostage, taking money from the other team. The prison is a prerequisite for the Kidnappers.

 

Defences

Sandbags, Concrete Walls

New Defences

Serb Laser Guard tower: The SLT fries incoming infantry and penetrates through tank armour with a concentrated laser.

Bunkers: Heavily enforced small buildings equipped with a powerful Chaingun for removing infantry and causing light damage to vehicles.

Missile Turrets: Another defensive structure, used for

launching small Stinger missiles in to the air and across a long range.

 

Vehicles

APC, Nod Buggies, Demolition Trucks, Ore Trucks, Armed Ore Trucks, MCVs.

New Vehicles

B-Rockets: When the Russians used to deal with the Serbia military, the Serbs got their hands on a small army of V2-Rocket Launchers. They modified the warheads on the SCUD missiles to hold a biological nerve agent that was released when the missile explodes. Deadly to infantry, it would ordinarily have no affect on vehicles, but the missile still explodes on impact, causing the standard damage of a SCUD missile.

H-Tanks: The “hydrogen tank” bombards the enemy with neutrons from the fusion reactions taking place in the generator of the tank. While this demolecularises infantry, it does not directly harm vehicles. Instead, it weakens the armour, meaning that even a mini-gunner may be able to kill a Mammoth Tank. The armour of the H-Tank is very weak, but the energy produced in the fusion chamber gives the tank both high speed and quick reloading time. One slight problem is that fusion reactions are very unstable, and if the H-Tank is not kept in good repair, it is likely to blow itself up.

Siege Tanks: The best Serb instalment in base defence. Looks like just an ordinary Medium Tank, until deployed. It digs itself into the ground ad changes its weapon to a 6-inch projectile cannon. With its vast range and powerful weaponry, the Siege Tank can easily eliminate columns of incoming enemies. The armour is strong, but it moves extremely slowly with the weight of the second cannon.

 

Aircraft

MiG-29, Chinook

New Aircraft

Flying Fortress: The Serb army holds the key to sky domination with this piece of weaponry known as Armageddon on Wings. This massive beast can carry up to five small vehicles or two large ones, and is armed with enough high-yield conventional bombs to level an entire war zone. It is extremely heavily armoured and even has a missile bay to launch Stinger missiles from at incoming enemy aircraft. Its only drawback is in its irritatingly slow speed, which is to be expected from something that is almost the size of a nuclear silo. Obviously, with so much power, only one can be built at any one time.

 

Infantry

Riflemen, Engineers, Commandos, Flame troops, Dogs.

New Infantry

Petrol Bombers: The Serb army has not lost its edge in guerrilla warfare. These troopers throw their bombs, which land in an explosion of fire due to the scattered petrol. They are lethal to infantry, but only moderately effective against tanks and structures. However, the Petrol Bomber has the ability to set fire to buildings, so that if they stop attacking, the building gradually loses health until the fire is extinguished. These soldiers are able to move across the battlefield quickly due to their lack of large weaponry, and they are effective at close range. However, they are extremely weak due to their high flammability.

Kidnappers: In order to generate more income, the Serbs have teams of highly-trained Kidnappers, who go to villages or onto the battlefield in search of potential hostages. Firing a net that enemy infantry or civilians become trapped in, they escort their prisoners back to the prison, where they are held indefinitely. The team is given additional credits for each prisoner they have every second:

Civilians: $10 a second Enemy Infantry: $50 a second

Enemy Key Characters (Tanya, Commandos, Einstein, etc): $150

Kidnappers are unarmed, and are easy targets for tanks. However, their economical contribution to the team is very useful.

 

Naval Units

Transports

New Naval Units

Stealth Yachts: Stealth Yachts are small boats armed with a single 2-inch cannon that are completely undetected by radar or automatic weaponry. Although not cloaked, they are the fastest naval assault unit in the WWIII. The only drawback is the weak armour; as the Stealth Yacht is so small, it is easily sunk. It holds a small sonar that allows it to find submerged targets, which it can attack using its small Mark-52 torpedoes.

V2 Boats: The naval equivalent of the Soviet V2 Launcher. These missile platforms can launch over long distances from the sea, either to a land or sea-based target. This allows a powerful assault from a safe distance away from the enemy base. The V2 Boat must be guarded with anti-submarine weaponry, as it has no defences of its own.

Armed Transports: Identical to a conventional Transport, the armed model boasts a Chaingun and a small torpedo launcher to ensure its passengers arrive at their destination safely.

 

Special Weapons: Radar Knockout, Airstrike.

Bombs: H-Bomb

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PHOENIX FULL CONSTRUCTION OPTIONS

 

Buildings

Power Plant, Advanced Power Plant, Ore Refinery, Silos, Barracks, Kennels, War Factory, Radar Dome, Technology Centre, Airfields, Heli-pad, Sub Pens.

New Buildings

Advanced Technology Centre: The Phoenix technology and research building. It is a prerequisite for the Anti-Satellite Missile Launch Sites, the ABM Silos, the Space War Factory, the Mobile Missile Sites, the Missile Tanks and the MAD Planes.

Anti-Satellite Missile Launch Sites: A special defence system that will periodically fire a missile into space and destroy enemy satellites such as GPS or the Ion Cannon.

ABM Silos: These silos store a special missile that will intercept an enemy missile as long as it is ready when your opponent launches.

Space War Factory: This building powers up the Phoenix special weapon, the Miniature Homing Vehicle.

 

Defences

Sandbags, Concrete Walls, Turrets

New Defences

Missile Turrets: Similar to the ordinary Turret, the Missile Turrets launch heat-seeking missiles instead of shells, and can target aircraft.

 

Vehicles

APCs, MCVs, Ore Truck, Armed Ore Truck

New Vehicles

Demolition Tanks: These large vehicles are equipped with a huge powerful piston that pounds the target repeatedly at high speed delivering destructive punches that weaken the foundations of buildings and crush tanks and infantry like bugs. Heavily armoured and moderately quick moving, the Demolition Tank is a powerful asset to the Phoenix armed wing.

Mobile Missile Sites: Poorly armoured and highly explosive due to the warheads they carry, the MMLS is nevertheless a valuable instalment in the Phoenix army. It gives the team the tactical advantage with being able to launch a small high yield missile from any position on the map. It has a long range, and the mobility ensures that it will reach its target. However, air defences can shoot down missiles, and the reload time is about 30 seconds.

Missile Tanks: Improvement of the MMLS, the Missile Tank is a stronger tank with the capability to launch Stinger missiles from both of its twin turrets. The lock-on nature of the Stinger allows it to chase aerial units, as well as almost certainly guaranteeing it will hit a land or even sea unit. The range is not as vast as the MMLS, but the reload time, armour, and accuracy of the Missile Tanks are all far superior.

Kamikaze Tanks: These tanks carry around 200 kilos of C4 plastic explosive, and travel quickly towards their target. With no gun to defend itself, its only defences are its speed and the blast radius of the explosives. The tank drives along to its target and detonates, causing huge damage to all structures, vehicles, and infantry in its vicinity.

Black-out Tanks: These special tanks are the pride of the Science & Technology wing of Phoenix. Once close enough to the enemy base, it projects an ionised magnetic field around the base, which shuts down the power and interferes with all radar devices. This then opens the base up for attack. However, it has no other weapon and is extremely fragile, so it must be well protected.

 

Aircraft

Chinooks

New Aircraft

MAD Planes: Essentially, a kamikaze aeroplane controlled by computer systems and robots that direct it towards an oncoming infantry/tank rush, or into the enemy base. It carries a small nuclear payload, around 50kilotons, which is enough to cause severe damage. Effective as this may be, these planes are not masterpieces. They are poorly armoured, relatively slow, and have no on-board weaponry. That said, it actually makes sense, seeing as the planes are not exactly built to last, but they can easily be taken down before they reach their target destination.

 

Infantry

Riflemen, Grenadiers, Rocket Soldiers, Engineers, Dogs

New Infantry

Extermination Troopers: These are the supreme infantrymen. They have two weapons; a Chaingun and a handheld stinger launcher. This makes them deadly to all manner of enemy – infantry, vehicles, and aircraft. They also have the ability to plant C4 charges onto buildings, demolishing them in seconds. Extermination Troopers are heavily armoured, and their use of weaponry gives them a fast reload time and a medium to long range. However, the weight of their weaponry and armour slows them down a great deal.

 

Naval Units

Transports

New Naval Units

ABM Subs: Similar to Soviet Missile Subs, the ABM Sub is a submerged sea-based missile platform. However, the primary weapon is a small nuclear warhead that can be launched over huge distances. For defensive purposes, it also has one torpedo tube and a Stinger launch tube. For use of the primary weapon and the Stinger launcher, the ABM Sub must surface, but otherwise it is undetected while it launches torpedoes. While it is a hugely powerful weapon, it has a number of drawbacks, such as the long reload time for the primary weapon and the incredibly slow speed at which it moves through the water.

 

Bombs: None.

Special weapons: Miniature Homing Vehicle, Nike-zeus Missile.

[/b]

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NATO FULL CONSTRUCTION OPTIONS

 

Buildings

Power Plant, Advanced Power Plant, Ore Refinery, Silos, Barracks, Kennels, War Factory, Radar Dome, Technology Centre, Advanced Radar Dome, Airfields, Sub Pens

New Buildings

Back-up Power Plant: This power plant, in times of crisis or when you have just released the Blackout, will keep your construction yard and manufacturing structures online. It will not power your defences, and will give you no extra power.

Tracking System Station: This building records the movement of vehicles with tracking signals on them and shows where that unit goes. Incredibly handy in a mission with lots of shroud on a huge map. It is a prerequisite for the Tracking Tanks and the Tracking Troopers.

Interceptor Silo: Similar to the Phoenix ABM Silos, the Interceptor Silo will launch a missile to destroy another enemy’s missile and also removes other teams interceptor missiles.

Nuclear Silo: Houses NATO’s Nuclear Bomb.

The Pentagon: This impressive structure, although it has no uses in itself, is a prerequisite for the Tracking System Station, the Blackout Generator, the Nuclear Silo and the Back-up Power Plant.

Blackout Generator: Generates the NATO special weapon, the Blackout.

 

Defences

Sandbags, Concrete Wall, Radiation Posts, Chemical Guard Towers, AA Guns

New Defences

Radiation Posts: The radiation posts constantly contaminate the area around them with radiation. Since they can be built a distance away from your base, they can reduce all incoming infantry rushes to green goo and weaken tanks to the stage where your bases’ main defences can eliminate them easily.

Chemical Guard Towers: These defence structures emit blasts of chemical waves that melt infantry and cause tank armour to corrode.

 

Vehicles

MCVs, APCs, Ore Truck, Armed Ore Truck, Demolition Trucks

New Vehicles

Power-overload Vehicles: These cloaked tactical vehicles, if they can be attached to an enemy power plant, provide the enemy with an increasing amount of power, which eventually becomes more than the power plant can handle and causes all power across the base to be shut down. If contact with the power plant is broken, or the vehicle is damaged, the enemy’s power returns, at the power level 50% more than what is required. However, this is a small risk to take, as the Power-Overload Vehicle is cloaked and impossible to detect.

Warhead Tanks: This tank is so powerful that only one tank may be built at the one time. Heavily encased in a titanium alloy armour 11-inches thick, this huge beast rumbles across the battlefield at a menacingly slow speed. From its huge 24-inch cannon, it fires small nuclear warheads, with a yield of about 10-kilotons per warhead over a large distance. Its only drawbacks are its minimum firing range and its price. However, its massive armoured bulk can withstand a huge pounding, and its long range mean that it could single-handedly take on an enemy base…and win.

Tracking Tanks: These small tracked vehicles move quickly across the terrain to fire a tracking bug on an enemy unit, whose progress is watched on radar. Immensely useful for revealing shroud and finding enemy bases, these units are otherwise fairly useless, having no weapon and light armour.

zero-90 Rockets: Similar to the Iraqi Zero20s, these missile platforms can elevate to 90 degrees, eliminating the minimum range, and also creating the opportunity to hit over passing aircraft.

Hovering People Carriers: These transports have heavy armour to ensure people arrive at their destination, with a mounted Chaingun for their protection. The Hover People Carrier gives NATO an advantage: the ability to transport troops over the water, without having to build a naval factory.

 

Aircraft

Parabombers, Paratroopers

New Aircraft

Vehicle Air Transports: Large transport aircraft that can move one large or two small vehicles to any point on the map. Heavily armoured and durable, they are armed with a Chaingun to help clear the landing zone of minor threats to the landing force. They can move moderately quickly, but rely on their heavy armour to get their load to their destination intact.

Harriers: The Harrier is a high-speed fighter/bomber with the ability to shoot down incoming enemy aircraft or bombard the enemy base from high altitude.

 

Infantry

Riflemen, Grenadiers, Commandos, Engineers, Mechanics, Rocket Soldiers, Dogs, Spies

New Infantry

Tracking troopers: See Tracking Tanks.

 

New Naval Units

Submarine Warhead Launchers: The ultimate sea-based missile platform. Once it gets close to shore, it is able to fire a conventional cluster warhead at the enemy base, causing devastating widespread damage. Fairly speedy, it is able to move from location to location to attack a base from all different angles. Its disadvantages are its relatively short range, its long reload time, and its high instability due to the number of warheads it carries – a couple of hits can damage the warheads, causing them to explode in the holding bays. To fight against this, the Submarine Warhead Launcher is armed with two torpedo tubes. Like all sea-based missile platforms, it must surface to fire its cluster warhead.

Beach Boats: The Beach Boat is the new method of transportation for NATO forces. Capable of carrying 5 passengers and 2 vehicles, Beach Boats travel at a phenomenal speed across the waves towards the shore, beaching itself to allow its crew to get off. Due to its high speed, it is extremely difficult for torpedoes to lock on to and has no need for weaponry. However, to maximise speed, it is very lightly armoured. It is also extremely vulnerable when it has unloaded its crew and is heading back into the water.

 

Bombs: Nuclear

Special Weapons: Blackout, Special Weapons Interceptor, Tracking.

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Bombs, Special Weapons and New Features

 

There are five kinds of bombs available in the game: Nuclear, Biological, Atomic, Thermonuclear, and Hydrogen.

 

Hydrogen: Hydrogen problems are the singularly most powerful bombs in the game. Although the blast range is smaller than that of any other bomb, it is guaranteed to destroy everything in its radius without fail. It takes the longest time to charge up.

 

Nuclear: Nuclear bombs are the second most powerful bombs in the game. They have the widest blast radius, capable of eating the heart out of any base. Walls, buildings and defences will be reduced to ruin. As an added bonus, a wide patch of radiation resides on the battlefield for a period of time after usage, which sustained exposure to can destroy the strongest of vehicles, and instantly kills infantry EXCEPT those wearing protective clothing, i.e., shock troopers, chem-warriors, thermonuclear warriors, etc. Due to its power, it also takes a long time to charge.

 

Atomic: The atomic bomb is similar to the nuclear bomb in terms of radius and strength, but does not scatter radiation. It is slightly weaker than a nuclear bomb, as some re-enforced defensive and key structures can withstand the blast. It has the advantage that it charges quicker than a nuclear bomb.

 

Thermonuclear: Thermonuclear bombs release a large amount of thermonuclear energy into the surrounding area. It causes no blast damage. However all units and buildings are weakened by the huge amount of radiation, and extended exposure will destroy anything. The radiation stays around for a longer period of time than the radiation created by a nuclear bomb, and the charging time is moderate.

 

Biological: Biological bombs are similar to thermonuclear bombs in that they do not cause blast damage. However, the difference is that this bomb scatter virus particles across the blast zone, infecting all infantry with the virus, except those wearing protective clothing. It does not harm buildings or vehicles, but the virus particle hang around for a while, so if strategically placed, a biological bomb can be very effective.

 

The Special Weapons

The Soviets

The Electro-magnetic Pulse: This beautiful device freezes all enemy production and stops tanks, air vehicles and naval units all dead in their tracks, apart from your own.

Invulnerability: This weapon makes a group of up to six vehicles completely invulnerable for a certain period of time.

 

The Allies

Chronoshift: This allows you to move a group of up to six selected vehicles anywhere on the map.

The Ion Cannon: This space-launched weapon fires a laser from a satellite powerful enough to burn through any units and some structures.

Airstrike: As soon as the planes have been loaded and refuelled, you can call upon the 5 bombers to deliver a massive napalm payload over anywhere on the map.

 

The Federation of the Black Sun

The Thunderball: This weapon is the harnessed power of the Chonosphere side affect known as the Vortex. This extremely powerful weapon fires chrono-blasts to structures at such a high velocity, the building or unit is shattered within a few blasts. It lasts for 5minutes, but has to be released from your base. It will attack anything it encounters on its way.

The Cloak: This device allows a group of 6-8 units roam the battle field undetected even where firing. It can also cloak a building for the entire mission/skirmish.

 

The Iraqis

Radioactive Strike: The leftover radiation from the thermonuclear bombs is stored and built up. This radiation can be released at anywhere you want on the map. It corrodes tank armour, decays buildings and melts infantry.

 

The Serbs

Radar Knockout: This effectively blinds all of your enemies by shutting down all radar domes across the map. It has no effect on GPS.

Airstrike: See The Allies.

 

 

Phoenix

Miniature Homing Vehicle: This little machine makes its way from your Space War Factory into space, then fires itself down on the specific target with enough velocity to shatter it to pieces. The beauty is, if during the time it takes to come down from space the target moves, the MHV will follow it and self-destruct on it.

Nike-zeus Missile: This missile is launched from space and separates into a cluster missile once penetrating the atmosphere for widespread damage to the target base.

 

NATO

Blackout: The Blackout takes out all the power across the map. It renders all teams helpless for the entire duration of the blackout. This does includeyour own power supply, so building a Back-up Power Plant is well advised.

Special Weapons Interceptor: This super-missile will destroy an

incoming missile in mid-air or, if launched at the right time, inside the

enemy base, causing it to damage the surrounding units and structures.

Tracking: By use of a Tracking Tank or Trooper, an enemy unit can be “bugged” and tracked to wherever it goes. This reveals on your map where the unit you bug goes. It will remove shroud and if you bug the right unit, lead you to the enemy base. If a unit becomes cloaked, you will be able to track it on radar.

 

 

New Features of C&C:WIII

Terrain

C&C: WWIII is home to four different kinds of terrain, each providing a unique fighting experience.

 

Temperate: The most versatile terrain, Temperate can be long flat fields, rocky mountainsides, forests, or bumpy fields with rural communities. These may contain lakes and rivers, and may often be on a shore. There will be a few country roads and bridges.

Snow: There are two main maps that use Snow terrain – rocky mountain tops and snowfields. Units are generally a little slower on Snow terrain, due to the cold and the depth of the snow. There is likely to be sea nearby.

Desert: Desert terrain is very bumpy and most units need to drive slower than on Temperate terrain (except Desert Buggies). There is no chance for naval warfare here.

Urban: In C&C: WWIII, battle can be fought within cities, on the streets, alleyways and in parks. Civilian buildings can be destroyed to clear way for bases and battlegrounds, adding to the destructive fun of previous C&C titles.

 

Another new feature is that having more than one of any kind of Production buildings (Barracks, Kennels, War Factories, Naval Structures, Airfields, etc EXCEPT CONSTRUCTION YARD) will enable you to train or build two units at the one time, i.e., two War Factories allows construction of two vehicles at the one time.

 

The Service Depot

One new feature of C&C: WWIII is that now vehicles can be sold for a fraction of their original cost. To sell a unit, place it on the Service Depot and use the “Sell Icon”.

 

 

 

So that's lowdown on C&C:WWIII. Let me know what you all think, and I'll soon post the details of the add-on CD; Rise of the Middle Kingdom[/b][/u]

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Oh, so I guess I won't be seeing this in the near to distant future then? :cry:

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Guest rchandra

About the Iraqis, I think that you should change the description, because Iraq nowadays isn’t controlled by Saddam Hussain, he is captured already, isn’t he ?

 

And I advise you to balance all sides, so there will be no “weakest side” and “strongest side”, I don’t know exactly because I haven’t played it, and even you haven’t created it.

I look forward to playing it, your story is very very interesting.

 

About the spies, I propose that it shouldn’t be like spies in RA2 who can steal all money that the enemy has. I laugh at my enemy when I get about 80000 by infiltrating his ore refinery. It quite s**** !

Maybe it is limited to 10000 or something else.

 

About the superweapons, I think they’re good. Many variations, not only 2/3 superweapons like the previous C&C Games.

 

I propose that it should have the campaign, not only the skirmish, in previous page you said that you propose that it should be only in skirmish.

The game will be better with the campaign and the movies, but yeah, it will take seven discs to complete, so many discs, and it can be quite expensive.

But I believe if it’s very exciting, there will be a lot of people buying it.

Even if it is expensive. True gamers never consider about the price, baby.

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Cheers for the input :D

 

Iraq: I actually wrote this "script" originally back in 1998, when Saddam was still in his power. I would be hesitant to remove him from the game as I feel that many consumers would be happy to have the chance to kick Saddam in the ass.

 

In the interests of the balance of power, the power of each team is essentially balanced. Whilst some teams have extremely good tanks, for example, their Airforce, infantry and naval units will be significantly weaker than other teams. Obviously, each case is not as cut and dried as that, but I would like to think that I have made tactical thinking a necessity for a successful skirmish, as brute force alone will not win.

 

Spies: When I first wrote the script (before the release of RA2), I had in mind that spies would hold the same purpose as they did in RA - that is, enabling the player to see what the opposition is building, hence also why I kept Thiefs in the Allies' construction options. However, following the release of RA2, there were a few attributes of spies that appealed to me, such as using disguises (fantastic idea when two teams are allied with one another), sabotaging power and radar, and stealing technology in order to gain new units. The uses of the spy for WWIII are as follows:

 

Power Plant/Advanced Power Plant: Power is cut for 90 seconds

Ore Refinery: Player can view how many credits the opposition has (until the building is sold or destroyed)

Barracks: Player gains ability to build one basic infantry unit that is usually exclusive to the opposition. This unit is selected at random, and can only be used once per opposition team.

War Factory: Player gains ability to build one basic vehicle unit that is usually exclusive to the opposition. This unit is selected at random, and can only be used once per opposition team.

Radar Dome: Shroud is reset.

Tech Centre: Player gains ability to build one advacned infantry/vehicle unit that is usually exclusive to the opposition. This unit is selected at random, and can only be used once per opposition team.

Airfield/Helipad: The aircraft on that particular Helipad/Airfield is sabotaged, and will crash the next time it takes off.

Superweapon/Bomb Silo: The timer for the weapon is reset.

 

Campaigns: My main reason for not including campaigns was, as stated, that in order to meet C&C standards, each mission would need a fabulous intro and debriefing FMV. There's no way you could get that many discs and sell them. Also because I am lazy, I wouldn't have been able to come up with a varied mission structure for each and every team. There is a possibilty, for a five-mission campaign for each team in Rise Of The Middle Kingdom.

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Guest rchandra

For the balance, i think that you should try the game so often to make sure that it is well-balanced. It will be quite difficult, yeah, that's is the risk of making many sides.

 

For the spy, i think that your idea is brilliant !

How if you include the function of the spy in :

Service depot : will destroy vehicle which will be repaired.

Construction yard : will make the construction slower for a few minutes.

 

How about the thieves ?

How much cash do they steal from enemy's ore refinery ? 1/2 half of enemy's or all enemy money ?

 

For the campaigns, it's okay if you don't want to make it all. Yeah because it is difficult, and can be boring.

 

Oh ya, is there any spy satellite in WW 3 ? It will be nice, but the function of the spy in radar dome will be useless.

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The spy in the Construction Yard never occurred to me - maybe halted production for a set amount of time?

 

Thieves would steal half of the other player's money. I don't wanna make this too easy for people.

 

As for the Spy Satellite, the Allies have GPS, which fulfilled the functions of the Spy Satellite without the need for a seperate building. It can, however, be destroyed through the use of the Phoenix Anti-sat Missile. Advanced Radar Domes/Centres also reveal the entire map.

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Guest callum

You have to becoma a member to get there and I don't like that. :?

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Guest rchandra
The spy in the Construction Yard never occurred to me - maybe halted production for a set amount of time?

 

Thieves would steal half of the other player's money. I don't wanna make this too easy for people.

 

As for the Spy Satellite, the Allies have GPS, which fulfilled the functions of the Spy Satellite without the need for a seperate building. It can, however, be destroyed through the use of the Phoenix Anti-sat Missile. Advanced Radar Domes/Centres also reveal the entire map.

 

Yes.

 

Will the thives have the ability to disguise like the spy in RA 2 ?

 

After destroyed by Phoenix Anti-sat Missile, can the Allies build the GPS again ? And the Allies won't have anything to reveal the entire map if the satellite is always destroyed by the Phoenix Anti-Sat.

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I remember Thieves not having that ability in RA, and it annoyed the hell out of me - how were you meant to use them effectively if they can't get anywhere? Just as in Spies, Thieves can disguise themselves, but will be recognised by dogs.

Phoenix - One missile per satellite, GPS charges much faster than the Anti-sat missile, which can also target the Ion Cannon satellite.

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Guest rchandra

Oh yeah, I forget about Ion Cannon.

As I remember, Ion Cannon can nearly destory key structures such as Construction yard ( only 1 block left ) and it can destroy another structures.

if the sides who have Ion Cannon sat have another superweapon, they will be so deadly, more than the other sides.

 

How about FireStorm Generator ? It is cool, man.

It can prevent missiles from attacking your base.

 

Will there be subterranean units ? such as in TS ?

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The FireStorm Generator and Subterrain vehicles were in Tiberium Sun, which when I first wrote this script had yet to be released. I would probably not include them now, as the firestorm kinda pissed me off and the Devil's Tongue, for example, was never in my mind a specimen of a fine unit. While I loved the strategic implications of being able to tunnel, it came across as somewhat disappointing.

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Seems to me as though the setting has potential.... though I admit that I don't have time to read the whole text it looks like the begginings of a great game!

 

Now, with things as they are I wouldn't be to sure that EA are going to even want to accept new ideas for a C&C based game - though you never know - and you should try and submit it into them.

 

Another option may be to try and tap in to the community as is... I mean, check out the amazing design ans graphics power of some of the guys out in the modding community. By teaming up with some of them you could either create a total remod of, say, Generals - or to take things further, create a whole new "fan" game based on the series... There are enough talented people with time on their hands out there - you just have to find them...

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I did send an e-mail through the official site - this generated no return.

Well, you heard Nachmore - I have no skills whatsoever in remodding games, but I can learn fast, and I can give some basic artwork on my design ideas. Anyone who knows better wanna get set on this? Write me:

[email protected]

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Would anyone be interested in reading the script for the add-on pack for WWIII? You reckon it's worth posting? Also cheers to El Julz (real name or other alias unknown) for his recommendations and advise. Thanks mate :D

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The devils tongue is a great unit in numbers, and the fsw is also very affective as anti-air. :(

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