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WEA Feature overload? And some tipps, could help., Or why it seems the WEA have way to much faction traits
Die Hindenburg
post 31 Oct 2014, 19:55
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Ok, i dont want to critize you or asking for changes, but i feel the WEA somehow has way too many inbuilt features,

what i mean, is that they have the following:

A recycle system, that also is a secondary economy
A lot of Drones
Almost any unit has individual upgrades
EMP Damage included for several of their units
Mobile Powerplants
Two types of powerplants (and even a mobile one, making them three actually)
Versitale infantry
Versitale Aircraft
A versitale heavy tank (notice the pattern here?)

Basically they have the best shit from all ZH/Whatever ZH-Mod's faction, and seem to have none real weakness.

And how gonna the other factions look like, i mean when you then begin on we say the AC, you would either let that faction with fewer features as the WEA to spare them for the last four, the ADF and the GLF, or you would add things that will seem out of place.

Ok to explain, if you contiue to ramp up the WEA, will they literally have anything while the other factions get only some shit, like the fcking abrams (seriously, what happened to the old AC designs, like the arbiter?)
Explaining it with the subfactions is not a explaination, even then the feature blownout is too noticble.


To show how you should contiue read this:

These units were well executed, both in idea and design as well as their planned function (remember these when designing new units:
http://www.moddb.com/mods/deep-impact/imag...arient#imagebox
http://www.moddb.com/mods/deep-impact/imag...e-mass#imagebox
http://www.moddb.com/mods/deep-impact/imag...bomber#imagebox
http://www.moddb.com/mods/deep-impact/imag...stator#imagebox
http://www.moddb.com/mods/deep-impact/imag...trider#imagebox
http://www.moddb.com/mods/deep-impact/imag...-atlas#imagebox
http://www.moddb.com/mods/deep-impact/imag...tinel1#imagebox
http://www.moddb.com/mods/deep-impact/imag...hemoth#imagebox
MORE OF THESE! tongue.gif


These were not good, in design, also in their planned function seemed to lack, with explanations and suggestions if you ever try redoing these concepts again:
http://www.moddb.com/mods/deep-impact/imag...-cobra#imagebox This one looked to much like a raped sioux. And it did not looked as strong as it actually was. As idea, you should add a huge ass cannon turret like the one of the real life havoc, that and add a second cannon to it, make not the cannons come out from its body.
http://www.moddb.com/mods/deep-impact/images/uan-v5#imagebox basically a prettier nuke-scud, nice design but it sucked hard in the beta. If you redo it: Make it stronger and more difficult to get! Such a thing is like a lightsaber, to awesome to use casually.
http://www.moddb.com/mods/deep-impact/imag...imitar#imagebox while the design had some nice features, it was a overrated tank destroyer, and the complete green skin looked adwark. Less green and a bit more frightening in looks should help.
http://www.moddb.com/mods/deep-impact/imag...sioux1#imagebox Badass looking, but the cannons looked way to out of place, make it like for the blackhawk's minigun and spectre gunship's howitzer, from the SIDE!!! That would be FUCKING BADASS, you would not even need to worry about looking strange, because a sidedoor cannon would beat the shit out of other designs (do it that way, it will really look badass) to compensate, it would be a ability, either switching or a reloading special attack with the howitzer.
http://www.moddb.com/mods/deep-impact/imag...n-tank#imagebox as if we did not have enough railguns already. Take clues from the wave force cannon and the pandora or basilisk and other long sized (not tall, but long) artillery. It will work much better, trust me.
http://www.moddb.com/mods/deep-impact/imag...ire-aa#imagebox the design was nice, but i would do an incendiary based anti air for the ADF, it perhaps just firing incendiary rounds instead of contras fireball launcher...
http://www.moddb.com/mods/deep-impact/imag...igator#imagebox the glasses looked really akward and strange, woudl have fitted the WEA more. Perhaps a straight flush typ of radar, or even better, a mobile radar dome will be fucking badass
http://www.moddb.com/mods/deep-impact/imag...knight#imagebox nice design but it the wheels, it should have been a halftrack like the arbiter for design consistencly... or a tripple cannon? tongue.gif

But hey, you did not even started on the AC, so dont take it so seriously, but just dont overload one faction with all the nice shit and leave the other factions underdeveloped.

This post has been edited by Die Hindenburg: 31 Oct 2014, 19:58
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Die Hindenburg
post 1 Nov 2014, 14:32
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I am very very thankful for the reply, Anubis. cool.gif Oh and of course, reading all the details, i am calmed down finally! biggrin.gif I really look forward how it will now develop! C:


When i designed factions my self, i had myself so much more concerns about my own ability, when i look back, most of them where hopelessly overpowered, or lame our outright cosmetically changed copies in design. It wasnt over 5 to 10 years later, today that i really now think about any design for any unit more than quadrouble. Its more of a gameplay thing, i cant draw or model units myself, i more think of changing their function completly to fit more the mods i design. If i could mod actually with coding and like, i would rather imported nice models from other mods, and changed their function, as it would make it for me easier for me (i am a lazy guy, very lazy, when it comes to creating new models)

One example was a tiberium wars mod, with a CABAL and Forgotten faction added to them.

CABAL had really weird weapon types, like he had a own weapon for every for his units (all of them marked of kane cyborgs, some vehicles from other games, some of them either Ceph vehicles from Crysis, and Geth from mass effect) like hist normal cyborg (the awakened) had his machinegun arm firing explosive flechets and hist EMP beam being a swappable weapon so he was a primary anti-infantry unit with an anti vehicle stun ability. The Enlightened cyborg in the other hand fired kinetic rockets, working more like anti-tank rifles, and flash rockets to stun infantry, making him a AT-unit with secondary infantry stun. And that are the normal infantry. His most crazy one was his commando, which fired holographic cyberspace fields that literally deleted units (sorta like a chrono legionarie, but the enemy could not notice that the were dissappearing, because no alarm would be caused) and the Reaper (that four legged cyborg) armed with nanite guns which fired a stream of bullets, affecting a huge area with low damage, but they slowed down ground unitsand when using his primary, anti air mode, he fired freaking nano nets against aircraft. IF i had designed CABAL years before i made them that way, the Awakened, Enlightened and the Reaper would have been carbon copies of their respective originals.

That shows that i had a really long way to even think about my designs, so i am actually happy to see it happing far much faster these days with designers like you Anubis, Zeke and the ROTR team. C:

This post has been edited by Die Hindenburg: 1 Nov 2014, 14:56
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