Proposed balance changes for Tiberian Sun. (WiP)
Posted: Sun May 25, 2014 5:32 pm
I want to take lead on the balance of Tiberian Sun whenever the heck its actually finished. So I'm working on what will be changed in response to the new mechanics in the openRA engine.
General:
- Aircraft will stay in the air and not land except at helipads or a service depot or told specifically to land. (Need to be able to land Nod can repair theirs.)
- Aircraft can move into shroud and reveal quite a bit of terrain, Harpy and Orca Fighter revealing the most.
- Subterranean units can "wait" underground and pop up when told to deploy, APC will dump infantry and return underground.
- Destroyable cliffs have health and require quite a beating to come down, C4 brings them down instantly.
- Remove or rework hunter seeker.
- Include the TS Terrain Expansion.
Infantry:
Shared:
Light Infantry
Engineer - Captures from the outside Generals style. Carries a tactical C4 to bring down unstable cliffs and bridges. (Force-fire to set a single C4 per engineer, deploy engineer to detonate C4?)
GDI:
Disc Thrower - Will start throwing discs at approaching enemies if they are in range for the disc to bounce to them. (As if they had been told to force fire at the ground.)
Medic
Jumpjet Infantry - Always flying unless told to land, improve weapon against light armor.
Ghost Stalker - Automatically targets the last unit to enter firing range as to hopefully hit multiple enemies at once.
Umigon - Made buildable as a sniper unit. (Limit 1)
Mutant Soldiers
Nod:
Rocket Infantry
Mutant Hijacker
Cyborg
Cyborg Commando
Elite Cadre
Vehicles:
Shared:
Harvester
Mobile Sensor Array
Limpet Drone - Can deploy into different types of mine, explosive(should be pretty deadly considering what it takes to set one up), EMP(same as if a mobile EMP had gone off, but destroys drone), or attach to enemy unit.
Mobile EMP
Mobile Construction Vehicle
Mobile War Factory/Fist of Nod - Give you a completely independent build tab for making two vehicles at once. (Limit 1)
GDI:
Wolverine
Titan
Armored Personnel Carrier - Carry 10 infantry at a time. (Because Orca Transport kinda makes it obsolete otherwise)
Hover Mobile Rocket Launcher - Can hover off the side of cliffs, just not back up them. (Although there could be spots it might get stuck in?)
Juggernaut
Disruptor
Mammoth Mark II
Nod:
Attack Cycle
Buggy
Tick Tank
Devils Tongue - Can shoot over slopes.
Stealth Tank
Subterranean APC
Artillery - Increase damage to pre-patched TS levels, cannot hit a moving target.
Cyborg Reaper - Trapped infantry can be harvested to gain health.
Mobile Stealth Generator
Mobile Repair Vehicle
Aircraft:
Shared:
N/A
GDI:
Orca Fighter - No more shuffling around its target, Unloads its entire payload quickly and then retreats.
Orca Bomber
Carryall
Orca Transport - Made buildable, can carry 6 infantry. Speed increased.
Dropship
Nod:
Harpy - Better damage VS infantry, no shuffling.
Banshee - Has to keep moving, but can still land on a single cell if it has the room to descend while moving forward.
Buildings: (WiP)
Tech:
Hospital - Capture and infantry will auto-heal.
Civilian Array - Gives a reveal area ability. (USA side in Generals)
Civilian Armory - Gives the ability to build mutant soldiers.
Old Construction Yard, Old Refinery, etc... - Allows GDI players to build Mammoth Tanks, Nod players to build ????
Civilian:
Shared:
Light Tower - Base defenses have increased range against units that are in the spotlight.
GDI:
Power Plant: You purchase additional turbines at the power plant itself instead of building them with your construction yard. ("Deploy" power plant to be charged $100 and wait 4 seconds till turbine appears?)
Component Towers/Upgades: They are built with the tower instead of separately. (Cost of tower added to price)
Upgradeable Radar - Use this in place of the standard radar, allow Drop Pods to be built earlier.
Nod:
Laser Fence - If two fence posts are place 3 cells apart, they become a laser gate opening and closing instantly and silently. Will turn on and destroy enemy units attempting to pass through even if a friendly unit will be destroyed.
General:
- Aircraft will stay in the air and not land except at helipads or a service depot or told specifically to land. (Need to be able to land Nod can repair theirs.)
- Aircraft can move into shroud and reveal quite a bit of terrain, Harpy and Orca Fighter revealing the most.
- Subterranean units can "wait" underground and pop up when told to deploy, APC will dump infantry and return underground.
- Destroyable cliffs have health and require quite a beating to come down, C4 brings them down instantly.
- Remove or rework hunter seeker.
- Include the TS Terrain Expansion.
Infantry:
Shared:
Light Infantry
Engineer - Captures from the outside Generals style. Carries a tactical C4 to bring down unstable cliffs and bridges. (Force-fire to set a single C4 per engineer, deploy engineer to detonate C4?)
GDI:
Disc Thrower - Will start throwing discs at approaching enemies if they are in range for the disc to bounce to them. (As if they had been told to force fire at the ground.)
Medic
Jumpjet Infantry - Always flying unless told to land, improve weapon against light armor.
Ghost Stalker - Automatically targets the last unit to enter firing range as to hopefully hit multiple enemies at once.
Umigon - Made buildable as a sniper unit. (Limit 1)
Mutant Soldiers
Nod:
Rocket Infantry
Mutant Hijacker
Cyborg
Cyborg Commando
Elite Cadre
Vehicles:
Shared:
Harvester
Mobile Sensor Array
Limpet Drone - Can deploy into different types of mine, explosive(should be pretty deadly considering what it takes to set one up), EMP(same as if a mobile EMP had gone off, but destroys drone), or attach to enemy unit.
Mobile EMP
Mobile Construction Vehicle
Mobile War Factory/Fist of Nod - Give you a completely independent build tab for making two vehicles at once. (Limit 1)
GDI:
Wolverine
Titan
Armored Personnel Carrier - Carry 10 infantry at a time. (Because Orca Transport kinda makes it obsolete otherwise)
Hover Mobile Rocket Launcher - Can hover off the side of cliffs, just not back up them. (Although there could be spots it might get stuck in?)
Juggernaut
Disruptor
Mammoth Mark II
Nod:
Attack Cycle
Buggy
Tick Tank
Devils Tongue - Can shoot over slopes.
Stealth Tank
Subterranean APC
Artillery - Increase damage to pre-patched TS levels, cannot hit a moving target.
Cyborg Reaper - Trapped infantry can be harvested to gain health.
Mobile Stealth Generator
Mobile Repair Vehicle
Aircraft:
Shared:
N/A
GDI:
Orca Fighter - No more shuffling around its target, Unloads its entire payload quickly and then retreats.
Orca Bomber
Carryall
Orca Transport - Made buildable, can carry 6 infantry. Speed increased.
Dropship
Nod:
Harpy - Better damage VS infantry, no shuffling.
Banshee - Has to keep moving, but can still land on a single cell if it has the room to descend while moving forward.
Buildings: (WiP)
Tech:
Hospital - Capture and infantry will auto-heal.
Civilian Array - Gives a reveal area ability. (USA side in Generals)
Civilian Armory - Gives the ability to build mutant soldiers.
Old Construction Yard, Old Refinery, etc... - Allows GDI players to build Mammoth Tanks, Nod players to build ????
Civilian:
Shared:
Light Tower - Base defenses have increased range against units that are in the spotlight.
GDI:
Power Plant: You purchase additional turbines at the power plant itself instead of building them with your construction yard. ("Deploy" power plant to be charged $100 and wait 4 seconds till turbine appears?)
Component Towers/Upgades: They are built with the tower instead of separately. (Cost of tower added to price)
Upgradeable Radar - Use this in place of the standard radar, allow Drop Pods to be built earlier.
Nod:
Laser Fence - If two fence posts are place 3 cells apart, they become a laser gate opening and closing instantly and silently. Will turn on and destroy enemy units attempting to pass through even if a friendly unit will be destroyed.