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Appearance, Proposals to change how things look
White Cat
post 10 Mar 2010, 15:12
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Starting with buildings...
All command centers are marked based on who onws them. Air Generals command center as an icon (a plane picture) depicting that this is indeed the air force generals command center... So why does not all war factories, barracks and airfields follow the same pattern? All Chinese war factories display the Chinese icon near the exit. Chinese airfields display the Chineese red star.

Building units aren't marked. Why not label dosers and workers based on who owns them. It gets confusing on which doser belongs to who after a while. When you hover on the unit it should depict who it belongs to such as "Laser generals doser". Also even a better fix is painting that generals logo on the unit itself. This may be difficult to do with workers but with creativity I can see even that not being a problem (like chemical generals workers wearing a scarf on their faces).

Various vehicles like tomahawk launchers and scud launchers have large missiles that just appear. Animating this would work better. Like the missile is constructed on the spot. It would still of course fire at the same rate, do the same damage but look better.

Star Lifter seems like a frankesteined cargo plane - which honestly is fine but the wings color and the body color don't quite match/ Also the windows are a bit too large and white. It doesn't feel right.

Cargo planes that drop cash (or other goodies) should fly a bit higher. As is they fly through other air units and it looks bad unnecessarily. Take the height of the cargo plane (I don't know how many pixels that is) multiply it by two and add that distance to the regular height of cargo planes.
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Shiro
post 10 Mar 2010, 15:34
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No idea if the devs accept that, but ideas for the workers:
Chemical: Anthrax Barrels like the normal troopers have.
Demo: Suicide Backpacks.
Stealth: Camouflage clothes.
Salvage: a tank mine maybe?
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Alias
post 10 Mar 2010, 15:39
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Too much effort for very minor issues.


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Destiny
post 10 Mar 2010, 15:57
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QUOTE (Alias @ 10 Mar 2010, 19:39) *
Too much effort for very minor issues.

As Alias said, this is one of the golden rules.


QUOTE
Various vehicles like tomahawk launchers and scud launchers have large missiles that just appear. Animating this would work better. Like the missile is constructed on the spot. It would still of course fire at the same rate, do the same damage but look better.

So buildings that pop out from nowhere, unlimited ammunition, superheavy tanks with two barrels and infantry taller than tanks should be changed too?


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White Cat
post 10 Mar 2010, 16:18
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QUOTE (Destiny @ 10 Mar 2010, 11:57) *
As Alias said, this is one of the golden rules.



So buildings that pop out from nowhere, unlimited ammunition, superheavy tanks with two barrels and infantry taller than tanks should be changed too?


No but tomahawk missiles can grow out from the hull of the launcher. It isn't that difficult of an animation since it is using existing models. If it is too much work, I am sure the actual devs would say so. Scud storms have something similar.
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Destiny
post 10 Mar 2010, 16:22
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The devs have said it, quite a long, long time ago. And because the Soyuz missile is built from scratch (...orly.) that's why it has it's own 'grow out of the bottom' animation.


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Pickysaurus
post 10 Mar 2010, 16:30
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I like the idea about marking builder units. At least a mouse-over would be handy.
It's probably been considered that the Airforce General uses only the builder chopper. But it'd look a bit silly and be very vulnerable.


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White Cat
post 11 Mar 2010, 0:31
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QUOTE (Pickysaurus @ 10 Mar 2010, 13:30) *
I like the idea about marking builder units. At least a mouse-over would be handy.
It's probably been considered that the Airforce General uses only the builder chopper. But it'd look a bit silly and be very vulnerable.


Well the dozer could have an inspector gadget like rotor smile.gif Jokes aside you can build Skycranes after building the helipad. I am inclined to agree that perhaps the sky crane should be buildable at the command center. Could still require the presence of a heli-pad or airfield but it feels kind of wrong for the air force general command center lacking a functioning helipad.
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Shock
post 11 Mar 2010, 1:35
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Some things like the appearance of large ammunition isn't just something you can change in the engine. It would be very time consuming to try and make a build animation while that would either only slow the unit down or be very superficial if it keeps its fire rate at the same pace.

There are many ideas and things that could personalize the generals and redoing the command centers to better fit the other stuff was on the to-do list once, but currently with ROTR requiring all attention such aesthetics are in the background.


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White Cat
post 11 Mar 2010, 2:03
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QUOTE (Shock @ 10 Mar 2010, 22:35) *
Some things like the appearance of large ammunition isn't just something you can change in the engine. It would be very time consuming to try and make a build animation while that would either only slow the unit down or be very superficial if it keeps its fire rate at the same pace.

There are many ideas and things that could personalize the generals and redoing the command centers to better fit the other stuff was on the to-do list once, but currently with ROTR requiring all attention such aesthetics are in the background.


I suppose I too can focus my attention on rise of the reds. smile.gif
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Zeke
post 11 Mar 2010, 5:35
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QUOTE (Destiny @ 10 Mar 2010, 20:22) *
The devs have said it, quite a long, long time ago. And because the Soyuz missile is built from scratch (...orly.) that's why it has it's own 'grow out of the bottom' animation.


he's talking about the scud storm not the soyuz missile

the VZH scud storm has reload animations, some doors open and the empty missile racks goes inside then comes out again shortly with a new missile

making something like this to vehicles though would be too much effort...


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