Ideas for mod-maps
Posted: Thu Mar 16, 2017 12:01 pm
1. MRLS as Artillery counterpart for Soviets, V2 to become an TD era SSM equivelant
As for it's looks think GDI MRLS's turret mounted on back chassis of Mobile Gap Generator. The Katyusha would be weaker and cheaper than V2 but probably could function better due to its weapon being an barrage fire of rockets.
V2 would move up in Techtier, preq. Tech Center + Radar, upped in cost and build time, would fire chemical warheads that deal acceptable damage to vehicles, annihilate infantry in blast radius, itself explodes in fireball on death(current weapon like), at elite level exp weapon leaves behind cloud kill at impact zone(TS veinhole monster's wandering gas clouds).
2. Technology Tab and Researches
Like in C&C3
Tech Center would research those. Also buildlimit:1 for tech center.
3. Flakpanzer for Allies
Costs like 900, is strictly AA, cant do anything to ground, has same speed as APC, sight-radius lower than weapon max. radius.
weapon is an +RoF -damage per hit trade-off of the stationary Flak.
Alternately, it can be deployed like an Ticktank to fire at ground targets only becoming stationary and gaining little bonus armor.
Can recycle GDI apc with that grenade launcher turret for it's looks.
4. Seperation of Rocketguy into 2 parts: Anti-Ground and Anti-Air
Everyone spams those guys, they are such of an powerhouse, no wonder most mods of modern era c&c's seperate them into 2.
Alternately id say make their AA capability prequisite veterancy level 1, so they first have to kill some tanks before becoming able of firing to air.
5. Missile Sub becoming not turreted, firing upwards to buff capability
Missile Sub should able to fire right at the moment of emergence from waters. It should not bother with turning around to face its target.
6. Assault Transport for Soviets replacing Transport Ship
The soviets have insufficient AA capabilities at sea. Giving them an Hovercraft that has weaker SAM mounted on top could help with the issue. As for its looks think of the Hovercraft in the RA2 intro, or basically: Stealth Tank mounted over the Hovercraft(or perhaps Stealth Tank mounted over the RA1 Transport Ship with Phase Transport's turret).
7. Extended Runway and Maintenance Hangar upgrades for Airfield.
Those upgrades have to be built upon the Airfield.
Extended Runway expands the structure downwards by 2 cells and allows an second aircraft to land on that 2. runway,
Maintenance Hangar allows(or boosts?)auto-repair of the Aircraft in the Runway during it's rearming(or perhaps not tied to rearming, so an full ammo aircraft would still get repaired)
8. Oil Refinery to boost derrick income
Its like an Ore Purifier working for Oil instead. Could either be an neutral building or playerbuilt with limit:1 and only allowed on maps that have sufficient amount of Derricks.
Also the Ore Purifier and Industrial Plant of RA2 could work as neutral capturables.
9. Buildable Gates for Concrete walls
3 cell wide, comes in Vertical and Horizontal versions(but no diagonals).
10. Full set of support powers.
Like in Gen:ZH or C&C3.
As for it's looks think GDI MRLS's turret mounted on back chassis of Mobile Gap Generator. The Katyusha would be weaker and cheaper than V2 but probably could function better due to its weapon being an barrage fire of rockets.
V2 would move up in Techtier, preq. Tech Center + Radar, upped in cost and build time, would fire chemical warheads that deal acceptable damage to vehicles, annihilate infantry in blast radius, itself explodes in fireball on death(current weapon like), at elite level exp weapon leaves behind cloud kill at impact zone(TS veinhole monster's wandering gas clouds).
2. Technology Tab and Researches
Like in C&C3
Tech Center would research those. Also buildlimit:1 for tech center.
3. Flakpanzer for Allies
Costs like 900, is strictly AA, cant do anything to ground, has same speed as APC, sight-radius lower than weapon max. radius.
weapon is an +RoF -damage per hit trade-off of the stationary Flak.
Alternately, it can be deployed like an Ticktank to fire at ground targets only becoming stationary and gaining little bonus armor.
Can recycle GDI apc with that grenade launcher turret for it's looks.
4. Seperation of Rocketguy into 2 parts: Anti-Ground and Anti-Air
Everyone spams those guys, they are such of an powerhouse, no wonder most mods of modern era c&c's seperate them into 2.
Alternately id say make their AA capability prequisite veterancy level 1, so they first have to kill some tanks before becoming able of firing to air.
5. Missile Sub becoming not turreted, firing upwards to buff capability
Missile Sub should able to fire right at the moment of emergence from waters. It should not bother with turning around to face its target.
6. Assault Transport for Soviets replacing Transport Ship
The soviets have insufficient AA capabilities at sea. Giving them an Hovercraft that has weaker SAM mounted on top could help with the issue. As for its looks think of the Hovercraft in the RA2 intro, or basically: Stealth Tank mounted over the Hovercraft(or perhaps Stealth Tank mounted over the RA1 Transport Ship with Phase Transport's turret).
7. Extended Runway and Maintenance Hangar upgrades for Airfield.
Those upgrades have to be built upon the Airfield.
Extended Runway expands the structure downwards by 2 cells and allows an second aircraft to land on that 2. runway,
Maintenance Hangar allows(or boosts?)auto-repair of the Aircraft in the Runway during it's rearming(or perhaps not tied to rearming, so an full ammo aircraft would still get repaired)
8. Oil Refinery to boost derrick income
Its like an Ore Purifier working for Oil instead. Could either be an neutral building or playerbuilt with limit:1 and only allowed on maps that have sufficient amount of Derricks.
Also the Ore Purifier and Industrial Plant of RA2 could work as neutral capturables.
9. Buildable Gates for Concrete walls
3 cell wide, comes in Vertical and Horizontal versions(but no diagonals).
10. Full set of support powers.
Like in Gen:ZH or C&C3.