OpenRA : Renegade
OpenRA : Renegade
Hey all,
just informing you that I'm currently working on a 'conversion' of the basic Renegade gameplay to a OpenRA mode.
My 'incomplete' roadmap => http://geckosoft.wikidot.com/openrg:roadmap
Ideas? Commens? Post them @ this topic
just informing you that I'm currently working on a 'conversion' of the basic Renegade gameplay to a OpenRA mode.
My 'incomplete' roadmap => http://geckosoft.wikidot.com/openrg:roadmap
Ideas? Commens? Post them @ this topic
Some very laggy (I recored / played it on my netbook ;p ) video showing:
Me 'spawning', buying an APC, switching to Rocket Soldier, entering the APC, attacking the enemy base, getting killed & respawned again!
http://www.youtube.com/watch?v=BOJTFcBhvAw
Me 'spawning', buying an APC, switching to Rocket Soldier, entering the APC, attacking the enemy base, getting killed & respawned again!
http://www.youtube.com/watch?v=BOJTFcBhvAw
In your roadmap I see:
I think this' some excellent stuff . I played Renegade for many years.
Does this mean credits are going to work the same way as Renegade? Or is it a shared pool now?Shared resources (you share 1 global income with your allies)
* Use the 'parent' player (GDI/NOD) their 'money' to show to the player
* When a player kills someone, make sure that their 'parent' player gets the money
I think this' some excellent stuff . I played Renegade for many years.
Renegade did it as:
Everyone gets 500 credits on harvester dump and 2 credits per second as long as the refinery and PP are online.
If the Power Plant is destroyed, you get 1 credit per second. (And everything costs double)
Next to that, you also get credits for damaging enemy units (the amount of credits is the same as the amount of points you get), this also includes destroying them.
Everyone gets 500 credits on harvester dump and 2 credits per second as long as the refinery and PP are online.
If the Power Plant is destroyed, you get 1 credit per second. (And everything costs double)
Next to that, you also get credits for damaging enemy units (the amount of credits is the same as the amount of points you get), this also includes destroying them.
some things that I'd like to see in there soon..
vehicles:
GDI Medium Tank, Nod Light Tank (should make balancing easier)
then, GDI Mammoth Tank, Nod Flame Tank
infantry:
Considering an implementation of engineers (and/or the hotwire/technician units). They were pretty major in renegade
- ability to heal own vehicle (similar how a medic can basically heal an infantry)
- ability to heal buildings? (from the outside it must happen?)
- weak-ass ability to heal infantry? (alternative: could have a medic unit? didn't exist in ren, but could here)
- obvious implementation to disarm (destroy) beacon objects when they exist
Some cool things to maybe consider in the future:
A mine layer vehicle (note: in REN, hotwires and technicians contained proximity mines, however I have no idea how that'd work in this game) -- you'd wanna find a way to limit the amount of mines on a map too
I'll note that service depots made their appearances in some fan-made rene maps. Would be awesome (didn't cost $ in renegade to repair)
About all I can think up now