Posted by: CommieDog - Tuesday, June 29, 2004 8:02:49 AM
After tinkering for a bit, I got an on-demand Reinforcement Pad to work. This would be a lot like the Aistrip from TD, so I was wondering: should we have the Airstrip instead of a War Factory? I know it's possible (I just tested it [smile]) but there are two slight issues with it:[list=1] [*]The vehicles, though they can land at the Airstrip, land on each other. They don't crush each other, but it looks silly for a bit before they move. [*]They cannot use proper rally points. The way it works, units would be dropped at the set rally point, even if that point was in the enemy's base! I can toggle the rally point feature with upgrades, though, so that might actually be a strength. You could, when upgraded, use the Airstrip to order paid paradrops whenever and wherever you want. [/list][b]Poll Question:[/b] Should CnC All-Stars use the Airstrip or a War Factory?

Posted by: incia - Tuesday, June 29, 2004 8:29:28 AM
First of all the WAR FACTORY in TD was called WEAPONS FACTORY. And the AIRSTRIP would have hell alot more HP than the other War Factories. It would be cool, but I have not decided my answer yet.

Posted by: XrRydr - Tuesday, June 29, 2004 8:43:37 AM
I said airstrip and here is the way I see it: To me the fact that the vehicles wil land on each other isn't an issue. It may look a little silly, but it is present in other places already like the tunnel network, and you easily just move vehicles when the next one comes. The advantage is that now the tibs can have their tanks come out anywhere on the map, but possibly cost money if not next to the airstip. As long as it is priced in a way where they wouldn't abuse it, it wouldn't be too overpowering and it would give tiberia a unique advantage. The disadvantage that I see is that they won't get vehicles as soon as they are made. This usually won't be a problem, but when there are enemies in your base and you need a tank asap, then they will be at a disadvantage. I remember always trying to place the airstrip as close to the lower right corner in Tib dawn lol. So, in looking at it was just be a cool way to give tiberia something different, and if things look a little overpowered then you can just give the other teams some other unique advantage. But why would the airstrip need to have a lot more hp than the war factories?

Posted by: incia - Tuesday, June 29, 2004 8:49:45 AM
It had Extreme HP on TD.

Posted by: Lion - Tuesday, June 29, 2004 8:53:01 AM
The airstrip would be a cool feature but on demand reinforcements anywhere in the map would surely bring in issues related mostly to rushing, dropping units in impossible locations etc, doesnt sound impossible to balance though!

Posted by: XrRydr - Tuesday, June 29, 2004 8:57:08 AM
But remember Incia, just remember that just because the airstrip had lots of hp in dawn doesn't mean that it needs to in this mod. If something WAS unbalanced doesn't mean that we can't fix it. But anyway I remember 5 rocket soldiers took down an aistrip very quickly. Also, a good balancer would be to give the reds a "carryall" type air unit that had about the same specs or better as the plane carrying the tanks for tiberia. This wouldn't be needed for the gens because they already have chinook that can carry two tanks, just make sure that it can compete with the other two transporters in terms of speed and durability. That way they would have to do the reinforcements a little more manually, but they could do more at a time. Or, they could give the reds a chrono warp thing where they could warp tanks anywhere a little less often as the tibs could send tanks just because with warping you don't need to worry about the plane being shot down. But, I think that a clone of the chronoshpere is impossible, a possible way to somewhat replicate is to have "chrono gates". If you go into one chrono gate, you can appear at any other chrono gate, and a general power would be to place a chrono gate anywhere... sound familiar?

Posted by: incia - Tuesday, June 29, 2004 8:57:53 AM
Can't you do that the Airplane comes and lands on the Airstrip and then the units will come out of the building?

Posted by: Blbpaws - Tuesday, June 29, 2004 10:04:57 AM
[quote=Incia] Can't you do that the Airplane comes and lands on the Airstrip and then the units will come out of the building? [/quote] I think that's what he tried to do except he ran into some problems with waypoints. My question is this: Can you make it so that it's like the reinforcement pad, where the units are always dropped off at one place, but then you can set waypoints from the pad to have the vehicle drive to it's rally point?

Posted by: Lion - Tuesday, June 29, 2004 10:06:40 AM
[quote=XrRydr] But, I think that a clone of the chronoshpere is impossible, a possible way to somewhat replicate is to have "chrono gates". If you go into one chrono gate, you can appear at any other chrono gate, and a general power would be to place a chrono gate anywhere... sound familiar? [/quote] cant we streamline this a bit by using the power as follows(either side, tibs or reds): -get units into chronosphere u-se gen power to place tunnel network kinda thing (invisible) -by using either scripting or some sort of bunker buster weapon on it so that it kicks out all the units and possibly kill the infantry (like the real chronosphere did) -destroy the invisible tunnel network entity add some eye candy and sounds and tada you just chronoshifted your army!

Posted by: Firion Corodix - Tuesday, June 29, 2004 12:37:36 PM
now i have an idea, why not mix the 2 buildings up, you could have the air strip behind the war fac delivering the tanks in crates and then the doors of the war fac open and the tanks come out, it would just be a normal war fac only more tanks at one time come out and it looks like the plane dropped them, then i think there wont be any waypoint problems. chronoshifting is possible, they are doing it in the crimson dawn mod thing. they got burrowing units too in that mod.

Posted by: Blbpaws - Tuesday, June 29, 2004 1:17:28 PM
[quote=cdlord] now i have an idea, why not mix the 2 buildings up, you could have the air strip behind the war fac delivering the tanks in crates and then the doors of the war fac open and the tanks come out, it would just be a normal war fac only more tanks at one time come out and it looks like the plane dropped them, then i think there wont be any waypoint problems. [/quote] What? Seems a bit complicated.

Posted by: Firion Corodix - Tuesday, June 29, 2004 1:26:20 PM
nah, not that complicated, you got the air thing dropping crates by parashute, then or they dissapear or a truck transports them into the war fac and then the war fac doors open and the tanks come rolling out.

Posted by: CommieDog - Tuesday, June 29, 2004 4:34:25 PM
[quote=Blbpaws]My question is this: Can you make it so that it's like the reinforcement pad, where the units are always dropped off at one place, but then you can set waypoints from the pad to have the vehicle drive to it's rally point? [/quote] No. My method of making the Airstrip involves using a dummy unit to call the reinforcement plane. Allowing the Airstrip itself to have rally points would determine where the dummy unit, not the vehicle itself, goes. There is no way to pass rally point information between objects so they can share it. [quote=cdlord]now i have an idea, why not mix the 2 buildings up, you could have the air strip behind the war fac delivering the tanks in crates and then the doors of the war fac open and the tanks come out, it would just be a normal war fac only more tanks at one time come out and it looks like the plane dropped them, then i think there wont be any waypoint problems. [/quote] But then you would have animation problems; either the aircraft delivering vehicles would not be attacked or any attacks against it would damage the airfield. I'm not sure which.

Posted by: aConcernedCitizen17 - Tuesday, June 29, 2004 9:23:52 PM
I say we just go with your previous idea of having costly upgrades to change where the drops are made. :)

Posted by: Firion Corodix - Tuesday, June 29, 2004 10:33:00 PM
but that would make the tibs too strong early on because they could rush the enemy.

Posted by: Blbpaws - Wednesday, June 30, 2004 5:02:57 AM
ok, then, how bout this; "You set the rally point once and the player has no way to move it. Thus vehicles only go to the one rally point.

Posted by: Mr Titch - Wednesday, June 30, 2004 5:03:42 AM
i think an airstrip would give the game a different edge to it than that of gens. An airstrip for the tibs would giv the side a unique difference to it instead of all sides havin a war factory or WEAPONS factory for the sake of incia lol

Posted by: Firion Corodix - Wednesday, June 30, 2004 5:18:02 AM
and then the tibs should get the fist of nod too, for the onces who dont know what that is, it´s a mobile war fac, a unit that can move around and deploy into a war fac, very nice if you want to have a war fac in the back of the enemy´s base or close to it´s defenses so you can keep hammering at them.

Posted by: Blbpaws - Wednesday, June 30, 2004 6:07:03 AM
[quote=cdlord] and then the tibs should get the fist of nod too, for the onces who dont know what that is, it´s a mobile war fac, a unit that can move around and deploy into a war fac, very nice if you want to have a war fac in the back of the enemy´s base or close to it´s defenses so you can keep hammering at them. [/quote] We'll see.

Posted by: XrRydr - Wednesday, June 30, 2004 6:23:12 AM
wait... how would it make sense to give the tibs the fist of nod when the aistrip can already have units come down anywhere? That's like giving them another unit of the same ability just because you feel like it... similar to the desolator/toxin tractor thing in the units page.

Posted by: Blbpaws - Wednesday, June 30, 2004 6:37:26 AM
unless we could fix the airstrip.

Posted by: aConcernedCitizen17 - Wednesday, June 30, 2004 8:18:02 AM
Perhaps we make Airstrip drop point unable to be modified. And then still give tibs the ability of getting units almost anywhere on the feild by giving them the Fist of Nod. That would be movement of Tanks or other vehicles in this order..Tibs:Land"Fist of Nod", Gens:Air"Chinook", Reds:Sea\Land"Hovercraft from RA2". That'd be pretty sweet. Perhaps we could even do something like make the reds hovercraft be able to float right over mines etc. That's be a sweet strategy. :) Any ideas?

Posted by: Blbpaws - Wednesday, June 30, 2004 9:11:45 AM
If that is possible that's what I'd like.

Posted by: CommieDog - Wednesday, June 30, 2004 11:27:13 AM
[quote=cdlord]but that would make the tibs too strong early on because they could rush the enemy. [/quote] Then we would have to make the upgrade unavailable early on in the game. [quote=aConcernedCitizen17]Perhaps we make Airstrip drop point unable to be modified. And then still give tibs the ability of getting units almost anywhere on the feild by giving them the Fist of Nod. That would be movement of Tanks or other vehicles in this order..Tibs:Land"Fist of Nod", Gens:Air"Chinook", Reds:Sea\Land"Hovercraft from RA2". That'd be pretty sweet. [/quote] That's still a bit of redundancy. Remember, the Fist of Nod is a moblie production center, not a transport. It makes little sense to make a transport slower than the units you are transporting, except to pass unpassable terrain.

Posted by: Blbpaws - Wednesday, June 30, 2004 5:28:25 PM
so it's basically one or the other.

Posted by: aConcernedCitizen17 - Wednesday, June 30, 2004 6:16:32 PM
Perhaps we just change it a little and make the fist of nod a transport for like 4 tanks or something? Perhaps the tanks could fire out of the Fist or something. It'd be kinda close to original, while balancing out the game a little. Any ideas?

Posted by: Mr Titch - Thursday, July 1, 2004 12:25:13 AM
i would like to see how u get a deploying vehicle into gens. Correct me if im wrong, but there are no deploying vehicles in gens or zh. (except the nuke cannon, but u cant click on it and mak it deploy so tht doesnt count [stuck_out_tongue])

Posted by: Firion Corodix - Thursday, July 1, 2004 2:07:33 AM
aCC have you ever seen the fist? it´s nothing near a transport, it´s a unit like the mcv only instead of making buildings it makes tanks when deployed, i think we could have both if we make it so that the air strip thing can only let it´s units be dropped close to it, and the fist of nod would be vulnerable in the field so it wont be used that much.

Posted by: Blbpaws - Thursday, July 1, 2004 4:41:20 AM
[quote=cdlord] aCC have you ever seen the fist? it´s nothing near a transport, it´s a unit like the mcv only instead of making buildings it makes tanks when deployed, i think we could have both if we make it so that the air strip thing can only let it´s units be dropped close to it, and the fist of nod would be vulnerable in the field so it wont be used that much. [/quote] I think we've established we can't have both.

Posted by: Firion Corodix - Thursday, July 1, 2004 5:43:50 AM
sure we can have both, but you guys are thinking that the fist of nod would become a normal war fac so there would be no need for that air strip, but you are forgetting that the fist of nod is a unit that deploy´s. it will need a tech center thing and because it´s a deploying unit thing it will be way easier to destroy then a normal war fac, 2 raptors and bang. and if we add the nod mobile stealth generator then it would add even more strategy, we can do both of them because they have different purposes, the fist is more suited for outposts that aren´t so important because you can move the fist back to your base when the outposts is threathend to much while the pad thing is more of a normal war fac thing, only different, i just think we shouldn´t do that thing where you can chose where your units land because then there would be no use to do the other thing, just make the units land at the pad itself, why else would it have a pad? to waste space?

Posted by: Blbpaws - Thursday, July 1, 2004 6:28:13 AM
OK, cd. Here's what I'll do. Next time Commie is online I'll try to get all the details about the Airstrip and what is and is not possible with it. I will also ask him if the Mobile Stealth Generator is possible, but I personally find it doubtful to be so.

Posted by: Firion Corodix - Thursday, July 1, 2004 6:44:19 AM
it would be cool, being able to hide buildings and defenses with it or hiding an entire outpost or an ambush by using 3 generators and moving the one in the back to the front so he will never see your (slow) moving tank force coming.

Posted by: Blbpaws - Thursday, July 1, 2004 8:27:02 AM
I didn't say it wouldn't be cool, I said it wouldn't be possible.

Posted by: XrRydr - Thursday, July 1, 2004 1:34:46 PM
"but you guys are thinking that the fist of nod would become a normal war fac so there would be no need for that air strip, but you are forgetting that the fist of nod is a unit that deploy´s. it will need a tech center thing and because it´s a deploying unit thing it will be way easier to destroy then a normal war fac, 2 raptors and bang." But thing is a mobile war factory is just that. A mobile [b] war factory [/b], the only difference that I can see a possible lower health, but it is still a building that produces tanks, and can do so at any location where it can deploy. "and if we add the nod mobile stealth generator then it would add even more strategy, we can do both of them because they have different purposes, the fist is more suited for outposts that aren´t so important because you can move the fist back to your base when the outposts is threathend to much while the pad thing is more of a normal war fac thing, only different," There no plans to have a (mobile) stealth generator that I know of. True that would let you produce tanks anywhere undedected, more stealthy than a plane, but I don't think that a stealth denerator should be added just to make the fist more useful. In an outpost I would rather have an airfield plane be dropping tanks for me than a fragile, slow fist. "i just think we shouldn´t do that thing where you can chose where your units land because then there would be no use to do the other thing, just make the units land at the pad itself, why else would it have a pad? to waste space?" I really don't know wat you mean by "other thing" and by pad I assume airfield. Right now we don't know if an airfield is possible without being able to choose where they land. All this is said assuming that you can choose where the tanks land. I am saying that having both that choice and a mobile tank producer appears redundant and useless to me.

Posted by: CommieDog - Thursday, July 1, 2004 9:22:46 PM
[quote=Blbpaws]I will also ask him if the Mobile Stealth Generator is possible, but I personally find it doubtful to be so. [/quote] Correct. It is impossible to set stealth temporarily. [quote=cdlord]i just think we shouldn´t do that thing where you can chose where your units land because then there would be no use to do the other thing, just make the units land at the pad itself, why else would it have a pad? to waste space? [/quote] Presumibly to relay logistics to the paradrop aircraft.

Posted by: Firion Corodix - Thursday, July 1, 2004 11:15:25 PM
too bad that mobile stealth generator is impossible (it deploys and then makes stuff stealth, is it really not possible with some scripting and such? and i guess a stealth generator buildings wont be possible either then.

Posted by: Blbpaws - Friday, July 2, 2004 12:07:51 PM
No. Like he said, SAGE does not allw for temp stealth.

Posted by: General Leang - Saturday, July 3, 2004 2:31:13 PM
okay, here's a simple but effective idea: how about gen powers? do we have them in the allstars mod? if so then it could be a 5 star gen power to be able to change where drops are made for the airstrip

Posted by: Blbpaws - Saturday, July 3, 2004 3:15:14 PM
It's an idea. 5-star is a bit high though.

Posted by: General Leang - Sunday, July 4, 2004 3:45:01 AM
well, if it was 3 star then we will just repeat the issues of that side rushing their enemies too early on. it seems as if we'll have to come to a compromise if we could have 4 star it would be better

Posted by: Firion Corodix - Sunday, July 4, 2004 4:52:39 AM
if we just drop the idea of being able to change the place where it drops then all problems are gone...

Posted by: CommieDog - Sunday, July 4, 2004 9:19:12 PM
[quote=cdlord]if we just drop the idea of being able to change the place where it drops then all problems are gone... [/quote] Except that the Tibs would be at a significant disadvantage.

Posted by: Blbpaws - Monday, July 5, 2004 5:29:04 AM
What's the significant disadvantage? Loss of waypoints? That doesn't seem that bad.

Posted by: CommieDog - Monday, July 5, 2004 5:31:22 PM
No, they would have to wait longer for their vehicles.

Posted by: XrRydr - Monday, July 5, 2004 8:07:59 PM
So now it's either have the tibs wait long for vehicles with no plus side, or have them be able to somehow drop tanks anywhere? It would be very easy to just drop the airstrip and go with a war factory. Almost too easy..... So one idea to compensate for the tibs wait time would be to make the airplane 4 times as fast as an aurora so that it can't be shot down and so that the vehicles would get there quickly. Or, you could make the build time for the vehicles really low so that with the shipment time added in it will end being a normal wait time. The one problem with that is what would happen if you finished building a tank while the airplane was coming? Would another one come as well? Or would you need to wait until the other one left?

Posted by: Firion Corodix - Monday, July 5, 2004 11:41:14 PM
waiting long for vehicles while in most games you got 2 war facs with 5 tanks being build in each, that long waiting would be a very big disadvantage for the tibs, but with the fist included it will be reduced by some.

Posted by: Blbpaws - Tuesday, July 6, 2004 5:07:26 AM
[quote=XrRydr] So one idea to compensate for the tibs wait time would be to make the airplane 4 times as fast as an aurora so that it can't be shot down and so that the vehicles would get there quickly. Or, you could make the build time for the vehicles really low so that with the shipment time added in it will end being a normal wait time. The one problem with that is what would happen if you finished building a tank while the airplane was coming? Would another one come as well? Or would you need to wait until the other one left? [/quote] I like the first idea more, because if I understand this correctly, then if we tried to generalize and compensate by reducing build time then depending on the strip's placement on the map we would have to change the build time on the fly (which is not possible -- unless CommieDog is ready to do some unbelieveable coding and rewrite the engine). If we do the speed airplane idea would could figure that no matter where in the map it was placed the plane could get there in less then a second or two. Thus, we shave a second off the build time of the Tibs vehicles from the start and we can generalize that way. While it may not be perfect, if the player builds corectly it should work.

Posted by: Firion Corodix - Tuesday, July 6, 2004 5:44:48 AM
a fast aircraft isn't a good idea, it would look very.. stupid. it would be on the screen for a short time, and how can you drop tanks if you are flying fast? the tanks would be pulled with the airplane off screen.

Posted by: CommieDog - Tuesday, July 6, 2004 6:50:34 AM
[quote=XrRydr]So now it's either have the tibs wait long for vehicles with no plus side, or have them be able to somehow drop tanks anywhere? It would be very easy to just drop the airstrip and go with a war factory. Almost too easy..... [/quote] Hey, I just wanted a little variety. It would be easiest of all to just make every unit a clone of another. [quote=XrRydr]you could make the build time for the vehicles really low so that with the shipment time added in it will end being a normal wait time. [/quote] Heh, I never thought of that. [quote=XrRydr]The one problem with that is what would happen if you finished building a tank while the airplane was coming? Would another one come as well? Or would you need to wait until the other one left? [/quote] Another plane would come.

Posted by: Firion Corodix - Tuesday, July 6, 2004 6:53:17 AM
and if you do low building time and another plane will come every time then you got a new problem, planes coming in too fast. you could do it so that most units when build take long to build but come in with 2 units instead of 1 (higher build cost too) and then in the fist of nod they got normal build time and just one comes out.

Posted by: Blbpaws - Tuesday, July 6, 2004 8:08:32 AM
Commie could you please address my concerns with the lower build time idea? If there are none, then I like that one.

Posted by: CommieDog - Wednesday, July 7, 2004 6:55:29 PM
Well, it's possible to force the aircraft to start at a low speed and accelerate, but that might look ugly if the plane entered the viewable portion of the map coming in too slow.

Posted by: Firion Corodix - Wednesday, July 7, 2004 10:01:01 PM
is it possible to make the airstrip like the starport in dune? that you order 10 units and that they are dropped in 10-20 seconds? if thats possible then we could always make the airstrip require the tech center and use a normal war fac for early on.

Posted by: Blbpaws - Thursday, July 8, 2004 7:30:55 AM
then why would you build the airstrip? to drop units around the map. I propose this: Use the Airstrip and make it so you can't choose waypoints. Find a way (we've discussed a bunch) to make the build times work out. Forget the Fist and move on.

Posted by: Firion Corodix - Thursday, July 8, 2004 8:39:32 AM
we could do that but i still think we could implent the fist, you cant choose waypoints for the airstrip anymore like how you say so we could use the fist so you can get units build on other places in the map because building big airstrips all over the place would take too much space (airstrip can't be as small as a war fac, that would look dumb, should be around the size of an airfield) we can just make the fist require the tech center and making it cost more then the airstrip so ppl will still use airstrips.

Posted by: CommieDog - Thursday, July 8, 2004 7:22:13 PM
[quote=cdlord](airstrip can't be as small as a war fac, that would look dumb, should be around the size of an airfield) [/quote] The Airstrip in TD was about that same size as the Weapons Factory.

Posted by: Blbpaws - Friday, July 9, 2004 4:57:13 AM
It was a little bit bigger but the idea of the fist is mobility, not space-saving. OK, I'm setting a deadline for this. You can all post comments until Sunday and on Sunday we make our decision. After the decision has been made there will be no whining. All clear?

Posted by: incia - Saturday, July 10, 2004 9:38:10 AM
I think we should dumpe the Fist and rum it up our *** and take the airstrip to work.

Posted by: Firion Corodix - Saturday, July 10, 2004 10:48:18 AM
[quote=CommieDog] [quote=cdlord](airstrip can't be as small as a war fac, that would look dumb, should be around the size of an airfield) [/quote] The Airstrip in TD was about that same size as the Weapons Factory. [/quote] td is different because air units almost had thesame size as tanks sometimes and it was all way smaller but we can talk about size later then. i think the fist would be fun because it adds some new strategy's in the game, and somebody give some good reasons why not to take it, i've not seen any good reasons at all.

Posted by: Blbpaws - Saturday, July 10, 2004 4:14:27 PM
Like I said, argue away. I'm (we're) deciding tomorrow.

Posted by: CommieDog - Saturday, July 10, 2004 5:01:43 PM
[quote=cdlord]td is different because air units almost had thesame size as tanks sometimes and it was all way smaller but we can talk about size later then. [/quote] Actually, since the paradrop aircraft never tries to actually land, a short airstrip like the one in TD would work. Of course, I think could make it land if we wanted it to do so. [quote=cdlord]i think the fist would be fun because it adds some new strategy's in the game, and somebody give some good reasons why not to take it, i've not seen any good reasons at all. [/quote] The probelm isn't with the Fist of Nod itself; merely, space for units is at a premium in the mod. We have to squeeze 4 sides (2 from each game) into the Tibs. We just can't afford to have a unit that is a mobile version of a structure.

Posted by: Blbpaws - Saturday, July 10, 2004 6:24:03 PM
I think Commie makes a good point against it. Are we sure it's possible?

Posted by: XrRydr - Saturday, July 10, 2004 8:58:19 PM
"Good news, cdlord. It looks like the Fist of Nod is indeed possible, with a few issues: Whenever the Fist of Nod deploys or undeploys, it is magically healed to full strength. The Fist of Nod will not demand any room beyond the dimensions of the undeployed model before deploying. Fortunately, any units 'squished' by the deployed Fist of Nod can move out from under it. The deploy command needs to wait for its turn in the queue before it can be processed. A radar map event will be generated every time the Fist of Nod deploys or undeploys."

Posted by: Firion Corodix - Sunday, July 11, 2004 1:48:40 AM
that healing thing shouldn´t be a problem, you could just say engineers repair it all before undeploying or deploying because that can´t be done otherwise, so undeploying or deploying should take about 5-10 seconds then because of that. then that problem is solved if you put that about the engineers in the discription or manual. (would be fun to have a manual) and that part where tanks can just move out when it´s deploying and the tanks not taking damage, that aint that bad, if i can remember that has happend to my nuke cannons plenty of times too and if you make a building where tanks are then they can just move out too, so i dont see a problem with this.

Posted by: Blbpaws - Sunday, July 11, 2004 5:34:52 PM
what about the radar stuff?

Posted by: MelTraX - Sunday, July 11, 2004 8:15:53 PM
I don't really like the idea of the fist of Nod. A big difference between Generals and all C&Cs before is that in Generals you have Construction Vehicles and because of that you can build whereever you want if you're able to bring a Dozer/Worker to that place. The purpose of the fist of Nod (and the MCV) was to establish a base somewhere you couldn't build before which is kinda superfluos in Generals because of the Dozers. So I would say: Try to balance the airstrip in terms of build time and people can build whereever they want to. The airstrip itself - in my opinion - is a great structure to implement because it's the only tank construction vehicle that is not a "* Factory".. Perhaps the build time should be slightly lower than in the other factions. Then the first tank would be built slower because of the delay of the plane but the mass production would be faster.

Posted by: Firion Corodix - Monday, July 12, 2004 12:53:46 AM
meltrax that is not 100% true, you would place the fist at a place where you couldn´t build but you couldn´t build around the fist as far as i remember because it wasn´t a real building. and the idea of the fist is that you can have a small outpost which you can move to another place quickly when it falls under attack so you wont lose too much. you can save the fist instead of selling everything you got there. blb what is this radar event? do you just get a beeb on your own radar or do your opponents get that too? well i guess that question is hard to answer because even commie couldn´t have tested it by letting an opponent build it.

Posted by: Blbpaws - Monday, July 12, 2004 3:01:17 PM
Just yourself.

Posted by: CommieDog - Monday, July 12, 2004 7:53:10 PM
[quote=cdlord]blb what is this radar event? do you just get a beeb on your own radar or do your opponents get that too? well i guess that question is hard to answer because even commie couldn´t have tested it by letting an opponent build it. [/quote] I've seen an opponent build upgrades without generating an event on my radar screen before.

Posted by: Blbpaws - Tuesday, July 13, 2004 6:31:08 AM
lol. If it's on your own radar I don't mind. What I don't want is a "Fist of Nod deployed" EVA.

Posted by: Firion Corodix - Tuesday, July 13, 2004 6:51:36 AM
lol, well it's not possible to hear that unless you put a sound file into the mod which has that line in it...

Posted by: incia - Tuesday, July 13, 2004 9:30:41 AM
Maybe "Warning, the enemy is using the Fist of NOD". That would rule.

Posted by: Firion Corodix - Tuesday, July 13, 2004 9:34:21 AM
maybe, warning the enemy build a dozer. warning the enemy build a powerplant warning the enemy build a .... and so on. lol that would be so annoying.

Posted by: Blbpaws - Tuesday, July 13, 2004 10:10:46 AM
lol. I was exaggerating a bit.

Posted by: XrRydr - Thursday, July 15, 2004 1:00:39 PM
so what did we decide about all this? Are we using the airstrip? How will it work? And will we use the fist?

Posted by: Firion Corodix - Thursday, July 15, 2004 1:27:00 PM
i guess we could use the fist and in our first internal beta we could then see if it´s any good and if it aint then we can always remove it.

Posted by: Blbpaws - Thursday, July 15, 2004 2:09:11 PM
Airstrip. Period. End. No Comments from CD.

Posted by: XrRydr - Thursday, July 15, 2004 3:49:35 PM
So we will just use the idea of smaller build time and remove the waypoint ability? That sounds good to me. That just means more mircroing units telling theem where you want them to go but it's not a big deal.

Posted by: Blbpaws - Thursday, July 15, 2004 4:58:57 PM
That's what we'll do.