Quote:Townes Missile Defense:
Good point... Maybe it just provides targeting assistance to other units like the Avenger does to ground units and wouldn't do anything against missiles... Would that work?
Dunno. I'd have to see how this works before I actually say I like the idea, but don't let that stop you from implementing it into your mod.
Quote:Tech and Assault Troop:
Cool idea, actually. only problem is that I don't think I can change their speed through an upgrade, so I'd have to go with one or the other.
Maybe I'll make the Assault Troop Crawler stay the same speed and have better armor and increase the speed of the Attack Outpost but leave its armor weak, perhaps that'd work?
Quote:You can change a unit's speed with an upgrade. Take a look at the Nuclear Tanks upgrade.
With that said, I still support the idea that it should have a +armor -speed upgrade for people who prefer it.
Quote:
Prince Kassad:
He's already overkill? Well, not quite from my point of view. To be honest I wish the dev's would have lust let us use the GC_Slth version of him in that one mission for Skirmish and challenge, 'cause THAT looks more like an extremely sneaky/stealth based dude to me then the guy we get in Skirmish and Challenge. I dunno....
Anyway, the 4 shot per magazine idea actually sounds like it would work very well. And, heck, all I'd have to do is add one or two lines to the existing Quad Sniper weapon and BOOM! It works! Might also balance out the Elite Sniper I have for Fai that uses that weapon (yep, fully-automatic Sniper Rifle for a ground unit. With your idea I can tone that down a bit better!).
There's actually "commented-out" code that would otherwise allow 5 Jarmen Kells for Kassad... AND, he GC_Slth Jarmen Kell also has a bonus weapon that lets him snipe garrisoned infantry (a nice thing, I must say).
I don't know, I see your point regarding balance but I still kind of want to play with the idea of Kassad having more sniping stuff then just one Jarmen Kell... Maybe just Pathfinder clones and 5 JK's and no Quad Snipers whatsoever would keep that from being overpowered against infantry, I don't know...
Well, to be fair, as far as I know, there's already a mod out that has everything including the "commented-out" code. It's called...Shockwave? Something like that? So maybe looking at that before you actually implement it would be a good idea.
Quote:
Red Guard Bots and building spawning stuff:
Well, the version of the Bots spawned when the building blows up wouldn't normally self-destruct or anything... It'd still leave the flames behind, but I think that would still work somewhat well at least.
Sounds good to me. You'd just have to remember to make 2 different types of Red Guard Bots. One that explodes, one that doesnt.
Quote:Pilots:
Yeah, you're right... That's something better suited to Kwai...
Oooo! Give Kwai's vehicles Pilots, too! That'd be cool!
Sounds okay, I suppose.
Quote:What about if I gave Fai the USA Rangers? Sure it might not make a lot of sense at first, but what if he had stolen tech and stuff from other factions to augment his infantry with? If I gave him Rangers, I could logically make his buildings spawn Rangers when they blow up.
What about a Toxin Rebel while we're at it? And a Terrorist?
Not sure about this. Fai already has the strongest infantry, so what would be the point in having other factions infantry?