Posted: Tue Aug 02, 2005 1:22 am Post subject:
Goals for the mod
Just thought I'd share my aims with you all.
*A core tech tree for each side with unique buildings, units, and superweapons for each sub-side. *does quick math* let's see... 2 paradrop, one weatherstorm, one chrono, one iron curtain, one forcefield, one nucke, one mutator, and one dominator. That's... 9, correct? Just enough for one unique superweapon for all.
*A unique naval force for all sides.
*two factions, eight unique sides.
*To finish the mod, of course!
Another thing I'll post here is the basics of the sides.
LSD:
Russia:Strong base defenses, slow units, strong firepower, high cost. A tank once it gets rolling.
Spain:Weak base defenses, fast units, weak firepower, moderate cost, high defenses for units. This requires some skill to work, but can be powerfull if used effectively.
China:Moderate base defenses, moderate speed, above-average firepower and cost, below-average defense. High emphasis on fire units. For a superweapon, can you say, Napalm Airstrike?
M.E.U.Weak base defenses, fastest units in the game, weak firepower, below-average defenses, low cost. Use these guys to swarm your enemy and overrun them.
UDG:
America:Average everything. The basis by which everything else is set. Doesn't excel in anything, but doesn't suck either.
Canada:Average except lowest speeds in the game and highest defense in the game. A lumbering dinosaur, but it gets the job done.
E.U.Varies. Has quite a few unique units, like snipers, a grand cannon-like defense, and a Tank Buster. (a stronger tank destroyer) Attacks from afar, then moves in for the kill.
Australia:Above-average everything, except the highest costs in the game. The best side, if can afford to fuel the war machine.
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