Originally Posted by: slird I understand what youre saying. Ive limited the players options on purpose for two reasons: 1. To give it more of a "war time" RPG aspect in the respect that semi-covert missions are not a "build and smash" type game. and 2. I am eccentric and my idea of fun is different than everyone elses, lol. My idea for the map was to have it focused on survival instead of cash, that was the only reason for limiting the players income. But I was thinking about upping the Cash Bounty, but maybe only to two, lol.
I get what you're going for, but imo I think it is done a bit wrong here. To me at least, it just seems like there are far too many highly artificial limitations put on the player for the mission that simply just make you scratch your head and take away from the fun.
I think if you want to create a semi-covert mission, you should look at how the devs did it. Best examples to my memory is one of the missions in the original generals where you need to get Black Lotus to a train bridge to blow it up (I can't remember the exact name) and the other mission where you need to destroy several Stinger Sites to allow an airstrike to come in and destroy a Chemical Factory, and finally USA mission 3 in Zero Hour with Colonel Burton having to blow up a secret lab via an avalanche. All of those are excellent missions that are not the standard form of "build and smash", especially USA 3. I think your mission should be modeled more after the first two examples, because both in your mission and those two there still is an element of "build and smash" in the sense that you still have to build up a decent force of units to be able to accomplish almost anything.
I think Cash Bounty level 3 would be the best. The kills even at that level take awhile to add up into decent cash flow.
I believe survival and cash can actually go hand-and-hand. Give the player a good flow of cash, you allow them to be able to actually build enough to be able to survive. :D
Quote:Scudding the base: I knew somebody was going to steal the GLA buildings so I was looking for a way to prevent that. The evil scuds made me laugh so I kept them, and besides, the GLA dont like thier building being stolen, lol. Again, it goes back to my survival idea. Encountering hardship and being able to survive with the bare minimum.
Quote:Hackers: They do transfer. If you read the intro it stated that Black Lotus must rescue them. Which means that she must go into the cage herself and get them. It may seem boorish but it offers a fail safe in that they wont be left alone and surrounded by hordes of GLA with no place to run.
But you just gave me another idea for that...thankyou!
Oh. Maybe you should specify that detail in the intro, because I didn't realize she needed to actually physically move into the camp to count as rescuing them.
Quote:Generals Promotions: The Artillery, mines and EMP are are awarded. Beng did the same thing in Superheroes, I liked the idea and ran with it.
When are they awarded, then? Just wondering because they definitely would have helped in surviving against GLA East.
Quote:Lotus Cash Hack: Again, this goes back to my limited resource idea.
In my opinion, removing the Cash Hack kind of ruins an aspect of the survival and just artificially ruins the player's fun too much.
Quote:And the combat cycles that attack from behind actually serve a purpose...they do not hunt, which means easy kills which means easy income. Again, its that eccentric thing, lol.
Oh. Well maybe make them at least stop a little further away from the Barracks so that I don't have to deal with micromanaging my troops every time they show up to avoid the splash damage of their rockets to keep my barracks up.
Quote:And the other thing I failed to mention is that I havent play tested much after defeating GLA West, so I have no idea what goes on in GLA East as of yet, lol.
It is defintely not your typical map, and not for everybody. I love RPGs and was attempting to give this map that type of feel. If it was a money map, I would done it differently. But again the map is still in its early testing stages, so there is alot of room for change.
Thanks for your input. I will look it over in the map and see if I can make it fit without straying too far from my original idea.
Haha lol.
I like your idea here, but I feel like RPG-style games are a very difficult gameplay style to pull off in Generals.
np, glad to help.
Couple more things I think should be changed:
-The Nuclear Reactor shouldn't be withheld until after defeating GLA West imo. To me it was quite illogical that I couldn't have taken it beforehand due to the fact that it was right next to my starting position. The positioning of the reactor also means the enemy with Rocket Buggies and RPG Troopers can attack it from a position that makes it very difficult to counter because of the bridge garrison you put.
-I would recommend adding a few GC_Slth Workers (they are always stealthed by default) and, if you want, removing all of their abilities except for building Demo Traps and possibly Tunnel Networks (plus removing enemy mines). It would provide a way to repair the buildings as well as with the case of Demo Traps and Tunnel Networks, give the player more use for the money and assist in defense.
-I'm not if this is what you intended, but I was under the impression that Colonel Burton was mission-critical because of the intro saying he needed to (somehow) dismantle the missile by planting explosives on it (which, to me, is kind of funny since explosives don't exactly dismantle in a very safe way XD). He died several times in my attempts at playing and I didn't get a mission failed message like I expected.
-Not critical, but I would suggest perhaps replacing the Dragon Tank at the start with the Boss General version, which can use the Composite Armor upgrade (which I noticed you gave). Maybe also replace the War Factory with the Boss General version, which can produce stuff like Gattling Tanks with Composite armor, Rocket Buggies, and Avengers. The Avengers and Buggies might seriously help against the enemy's Rocket Buggies, which basically annihilated my entire force way too easily.
-Possibly also move the sniper at the bridge back, if not removing him entirely. He ends up sniping half the infantry I send over to defend the War Factory after defeating GLA West.