Posted by: incia - Saturday, June 12, 2004 5:46:01 PM
Hi I'll give you guys a list of upgrades for TS and RA armies someday. So long you other folks can give your suggestions and comments for any possible upgrade for TS and RA armies.

Posted by: CommieDog - Saturday, June 12, 2004 5:58:24 PM
But we need them now!

Posted by: incia - Saturday, June 12, 2004 6:55:14 PM
btw (lol) fun fight, Mammoth tank vs Apocalypse Assault tank vs Overlod [grin] Tiberian Sun & Dawn Upgrades: 1. Maybe ghost stalker could be upgraded with c4 2. Mounted gun to APC (like sentry drone gun) 3. Missile barrage upgrade for Mammoth tank 4. Bigger pay-load for Orca bomber 5. Black Napalm 6. Self-healing reactors for some tanks 7. Stealth for tank & units??? 8. HI-explosives for Minigunner (grenadiers) Red Alert Upgrades: (where are all the flak units?) 1. maybe Apache Longbow could be like Comanchee 2. tesla suicide (tesla able to do suicide) 3. ammo box for conscripts 4. kirov able to transport units 5. Chain-gun 6. longer range and tracking missiles for V3 7. spy able to hijack? or knife attack? 8. GAT of flame attack for Apocalypse tank

Posted by: Blbpaws - Sunday, June 13, 2004 6:01:10 AM
some of those are interesting.

Posted by: incia - Sunday, June 13, 2004 6:43:34 AM
Which ones of them? And maybe if the Generals armys don't have red guards, maybe RA army can have the nationalism upgrade?

Posted by: Blbpaws - Sunday, June 13, 2004 9:46:32 AM
good idea. It's possible.

Posted by: incia - Wednesday, June 16, 2004 6:28:44 PM
Will you use any of those?

Posted by: Luckie - Wednesday, June 16, 2004 8:09:21 PM
tesla suicide (tesla able to do suicide). This might be a decent idea. But instead call it "Static Discharge". spy able to hijack? or knife attack?. Interesting idea, but spy's werent very James Bond. They were more, get in, get out. Well, minus the out.

Posted by: XrRydr - Thursday, June 17, 2004 7:28:24 AM
Well here are some ideas for upgrades. Transferred from the units page "Well of course all of the barracks will have the capture upgrade for their basic unit. I think it would be cool to give the minigunner a shotgun upgrade which would be powerful at short range (there was a shotgun trooper in renegade). Yes, a c4 upgrade would probably be good for ghoststalker. Well I suppose 4 infantry it okay, but if you can more would be good. I think some sort of upgrade for a vehicle like a hum-vee or a tank should let it shoot in the air because I can't see any tiberia vehicles that shoot in the air right now, unless the mrls can. An upgrade to increase speed of treaded vehicles would be good. The charge cannon for the orca would really have no relation to C&C but it would still be good for hit and run tactics. It would function somewhat like the yamato gun on the battlecruiser from starcraft if you ever played that game, making a good upgrade.You could also add an upgrade to let the bomber carry to extra bombs. And as far as the weed refinery goes I think it would be good to have this be the ghostalker building. Maybe you wouldn't need this to build him, but could hold the c4 upgrade, and some other things like where ever he walks he spreads tiberium (toxin). Then maybe another upgrade that lets bombers add tiberium to their bombs." "Why not give each side a heavy tank, then offer each one a special upgrade that will give it a special advantage. Make each heavy tank have very little effect on other heavy tanks, that way it adds more special tactics to the game play. Suggestions would be like: Defensive: Apocalypse Tank: Bullet Proof Armour (50% reduction in damage by bullets, built at side's upgrade center thing) Mammoth Tank: Bullet Proof Armour (50% reduction in damage by bullets, built at side's upgrade center thing) Overlord Tank: Super Metal (heals self very slighty after each shot, built at side's upgrade center thing) Offensive: Apocalypse Tank: Auto Loading (Increased firing speed by XX%, built at side's upgrade center thing) Mammoth Tank: Mined Shots (Alternative Fire Mode for a target area, must be purchased at the upgrade center. Shoots 3 mines at a time) Overlord Tank: Turret Gun (same as in generals) "Grenade as an upgrade for Tiberiun first infantry. Would be like flash-bangs but hurt both infantries and tanks, not able to clear out garrisoned buildings." "Nationalism upgrade for RA. Generals if they are so high-tech they should have AP bullets & rockets. Tiberian can maybe have the advanced training upgrade." "I'm pretty much decided that the Overlord will be the only tank with built on upgrades though a long winded essay might change my mind. I like the Bomb truck having both upgrades. Plus I'm scared that Dr. Thrax might come and kill me. :)" "Advanced Communication Center -- Blbpaws never said where the Ion Cannon would be launched. But it would be a long time to wait for radar, don't you think? (unless we made the Ion Cannon an upgrade...)" "Advanced Guard Tower -- We were planning to implement this as an upgrade to the Guard Tower." "Grenade Upgrade -- I liked the shotgun idea better for the Minigunner. But it might be worth giving to the Reds' rocket soldier. Or maybe we could just ditch him for the Flak Trooper and Grenadier." "Nationalism -- We're playing around with that idea. AP Upgrades -- The Generals Elite doesn't have enough rocket weapons to make the AP Rocket upgrade worthwhile, but AP Bullets would be good. Advanced Trainig -- Why shouldn't the Generals ELITE have it?" And here are some ideas of my own for red alert and generals. Well a good idea for the rocket soldier (if it is not replaced by a flak trooper and/or grenidier) it could have a mode where it could deploy like how the guardian G.I. did, possible making it uncrushable. And I think that there should be an upgrade for tanya to be able to place C4 quicker. In the old C&C games they destroyed he buiildings almost instantly. Now it takes a long time and they can easily be detected. I suppose that difference is that the heroes are cloaked until they start to plant. I'm exactly sure how to balance this, but there could be some sort of upgrade where the whole C4 process is a little closer to how it was in the older games. I think that for the V3 there shoudl be an upgrade where the rockets that it shoots are stronger, as one of the weaknesses of the past is that thewy could defend agianst the rockets themselves. Also, there could possible be an upgrade for the rhino to have a second barrel, so that it could be closer to the heavy tank in RA1, but that might make it too powerful. For the apc there could be an upgrade where soldiers put inside the apc slowly heal. For the harrier there could be an upgrade where can have a machine gun to attack infantry with so that it wouldn't need to waste a missle, but this can only be used agianst infantry. And at the supply purifier there could be an upgrade that would act like the inustrial plany and take 10% off all units. Generals Elite: Really I can't say much here because they already have upgrades from the orignal game, and the only thing to say is that I think that $2000 is a lot for something that si only anti-air (avenger). If you are still using that, please lower the price or give an upgrade where it can attack something else like infantry.

Posted by: Blbpaws - Thursday, June 17, 2004 11:55:15 AM
the "deploy" feature isn't in Generals or ZH. I don't know about the C4 idea. I kind of like it how it is. The Avenger is a reallly good AA defense so maybe it should stay at 2000. I like your Supply Purifer upgrade idea.

Posted by: CommieDog - Thursday, June 17, 2004 2:47:22 PM
We need more upgrades that affect multiple units.

Posted by: Blbpaws - Thursday, June 17, 2004 2:50:31 PM
I agree. We should be looking for some almost all inclusive upgrades such as Black Napalm or AP Bullets. Does anyone have any ideas?

Posted by: incia - Friday, June 18, 2004 6:03:39 AM
1. Composite armour 2. Oiled wheels (well what are they called, the wheels tanks have?) 3. Chem-suits (able to walk on tiberium) 4. nuclear impact (shells or rockets blow much stronger when destroied) 5. Static discharge (tesla tower or units able to blow themselves up) 6. Tiberium bullets (almost like toxin shells, except on bullets) 7. Electric jam (all tesla or high-tech units jam the enemy radar) 8. Black flak (stronger flak) 9. Stealth field (maybe Radar van could camouflage surrounding units, or some other unit) 10. Marine training (or some other training)(makes infantry run and shoot faster)

Posted by: XrRydr - Friday, June 18, 2004 8:23:52 AM
I don't think that they are using tiberium and that supply piles are still being used. But i'll think of some ideas for all inclusive Tiberia: For Kane! - nationilism, but only works with nod units Tiberium shells - Tank shells and (rockets as well maybe?) leave a little bit of toxic tiberium when shot. Medic training - (if the actual unit is not included) after this upgraded is purchased all infantry can now auto-heal Aircraft armor - aircraft get 25% better armor Reds: The grinder: all vehicles can be sold when near the war factory (if that isn't possible then I suppose you have them be sold anywhere but that might be a little unfair as you could sell a vehicle if you think that there is no hope for it to retreat in time so that you get money and they don't get experience) Chrono warp - the apocolypse and whatever the MBT will be has a one-time use of chrono warping the pilot of a vehicle to another dimension. I think that if it could be used agian like jarmen kel then it would be too powerful Fight for the motherland! - vehicles get a 15% increase in firepower Elites: AP Bullets - this one would have to be included as they like bullets Junk repair: somewhere in this forum I read that the elites try to give out the most damage while taking the least.. so this fits Advanced training: just look at the name lol

Posted by: Firion Corodix - Friday, June 18, 2004 11:26:19 AM
my ideas tib side: increased hover power: makes all hovering units 30% faster better missiles: makes all missiles 10% more powerful and all units that use missiles will be 10% cheaper tiberium powerd flamers: flame units switch from black napalm to napalm that works on tiberium, power increases with 50% (black napalm is such a lame upgrade for tibs side so i made another idea for flame upgrade, could be green flames) mechs leg plating: increases armour of all mechs by 20% improved stealth system: for stealth tank only (if put it) stealth tank can shoot and while shooting it remains cloacked. maybe ill come with more ideas later, for now no ideas for the other sides.

Posted by: incia - Friday, June 18, 2004 12:53:34 PM
My oppinion about cdlords ideas are bad. Maybe Improved mech legs: increases the movement speed for mech units. Better missiles??? what a lame name for an upgrade. Change the name. And wouldn't that be the same as AP rockets?

Posted by: CommieDog - Friday, June 18, 2004 12:55:33 PM
Tibs:[list] [*]Osmium Slugs (increases railgun damage by 25%) [*]Stealth Generators (all Nod vehicles become cloaked when stationary) [*]Automatics (all bullet-based weapons receive a 20% ROF cut) [makes them fire 25% faster] [*]Aero Turbines (all aircraft receive a 25% speed boost) [*]Rangefinders (all shell and missile weapons receive 20% range boost) [*]Black Napalm (Same as in Generlas) [/list]Reds:[list] [*]Targeting Sensors (all tanks receive a 20% damage boost) [*]Psychic Sensors (all infantry detect stealth) [*]Limpet Mines (Spy can place limpet mines that latch onto enemy vehicles and reveal terrain) [*]Body Armor (all infantry receive a 25% health boost) [*]Shrapnel Mines (increases mine damage by 25%) [*]Bulletproof Armor (Harrier and Longbow take 25% less damage from bullet-based weapons) [*]Laser-Guided Missiles (Same as in Generals) [*]Radar Ping (reveals the location of enemy aircraft for 1 minute every 4 minutes) [/list]

Posted by: Firion Corodix - Friday, June 18, 2004 1:29:08 PM
i think upgrades which are in generals shouldn´t be put in for the other sides, thats just lame and well bad. that better missiles upgrade i had still needed a better name. and it wasn´t like ap rockets because the units that use the missiles become 10% cheaper to produce. i think the stealth generators upgrade would be way to powerful, every nod unit stealth would be very very powerful, one or 2 stealthed units would be good but all is a little bit much though not stealthed while moving it´s still very powerful as a defence, maybe too powerful because the tibs side got a strong defense building already. the other upgrades commiedog posted where good. some upgrade ideas for reds side: improved aa missiles: missiles become 15% more powerful against air units. decreased tesla tower power usage: tesla tower needs 1 less power increased tesla power: all tesla weapons do 25% more damage and the tesla tower requires 1 more power, all tesla upgrades for tanks have their price increased by 10% because of the need for a better reactor for the tank. gat cannon advanced targeting system: increases the range of the gat tank with 10%. increased base defenses armor: tank bunker gets 50% more armor and tesla tower gets 10% more. (any other defense gets 15% more) increased tesla generator output: upgrade done in tech lab building thing. makes it possible to upgrade tesla reactors to produce 50% more power and buying this upgrade reduces the price of all tesla weapons for tanks by 5%

Posted by: incia - Friday, June 18, 2004 2:13:23 PM
I think it is bad and overpowered that you have upgrades that reduce the price.... VERY bad.

Posted by: Firion Corodix - Friday, June 18, 2004 9:04:36 PM
it´s not overpowerd at all if you give the upgrades the right price and dont let stuff become too much cheaper.

Posted by: CommieDog - Saturday, June 19, 2004 12:13:07 AM
Unfortunately, the code that reduces prices from upgrades only affects classes of units (such as infanty or vehicles). There is one unused class (I can't create any more), so only one upgrade that reduces unit prices would be feasible.

Posted by: MicScoTho - Saturday, June 19, 2004 4:28:57 AM
I like your ideas for upgrades, CommieDog. And I think something like cdlord's Tesla Tower firepower upgrade would be good - it reminds me of the increased shock that would occur if you placed a few Storm Troopers next to a Tesla Tower.

Posted by: Blbpaws - Saturday, June 19, 2004 5:24:21 AM
I don't that's possible in Generals.

Posted by: Firion Corodix - Saturday, June 19, 2004 8:14:10 AM
the troopers next to a building aint possible, but upgrading a buildings firepower is, just look at the gat cannon for an example. and the cost lowering things could be for ra side thing only because soviets had that special building in ra2. you could put all kinds of upgrades in there which make a tank cheaper to build, but the upgrades would cost some money, like 2k for one upgrade and that would lower the price of one kind of tank by 10% or of some tanks by 10%. thisway in the short run you wont win any cash, but if you are going to mass on one kind of tank then this will help alot, it will help too if you plan on making the big tanks. another upgrade idea for ra2 side: nuclear bombs: kirov gets nuclear bombs which are more powerful then it´s normal bombs tesla bombs: kirov gets tesla bombs which disable all buildings and tanks in the area where it hits and it damages them too. kirov can only get one of these 2 upgrades (kinda like the bomb truck) upgrade for gens side: if they get the normal patriot then an upgrade in the strat center which costs 2500 could turn every patriot into emp patriots and then they will require 1 more power each, so 4 instead of 3.

Posted by: incia - Saturday, June 19, 2004 8:24:33 AM
Maybe one other possible upgrade or strategy would be this: You can either chose to build a unit very fast with more cash OR You can build a unit slower but cheaper. And I think a Kirov should be able to transport units...

Posted by: Firion Corodix - Saturday, June 19, 2004 8:37:08 AM
kirov would be very slow at landing units on the ground, those things dont land fast so it might be able to do that thing that chinook does with rangers, but it's really to slow to land units.

Posted by: incia - Saturday, June 19, 2004 8:43:47 AM
Yeah, maybe an Combat Drop from a Kirov [grin]

Posted by: Firion Corodix - Saturday, June 19, 2004 9:28:42 AM
with parashutes or whatever they are called.

Posted by: incia - Saturday, June 19, 2004 11:02:57 AM
Paratroopers can get parachuted from the kirov.

Posted by: Firion Corodix - Saturday, June 19, 2004 11:10:56 AM
yeah, thats what i mean, and you chose your own units to put in and to be parachuted, so missile dudes and shooting dudes can be put down, great to put down conscripts so that they can capture buildings while kirov blows away some buildings and while missile dudes blow away some tanks.

Posted by: incia - Saturday, June 19, 2004 11:17:09 AM
OR maybe you could have like 5-10 missile dudes on the Kirov and they all could shoot out, making him more powerfull and maybe remove the bombs. So you can chose to have a Bunker, Bombs or GAT.

Posted by: Firion Corodix - Saturday, June 19, 2004 11:21:34 AM
not the gat, that would kinda make it too much like helix, also the bunker is strange because the kirov comes with normal bombs stuff i dont think it should have bunker, the paradrop is good though, and the kirov would be slower then a helix so it wont do that much with a bunker because its only good against buildings, units can just walk/drive away.

Posted by: XrRydr - Saturday, June 19, 2004 12:42:18 PM
I don't that all of this kirov upgrade stuff like bunker parachute combat drop and all that aother stuff is really a good idea. The only think that it is supposed to be used for is bombing structures. It can't do anything else well at all even if it had the ability. It is just way too slow for anything else. If you wanted to make it faster, it would become to powerful because it could get to the base and blow it up before they knew what hit them. The nuke and tesla bombs are interesting, but the bombs were already very powerful in RA2, I don't think that they need in any more power. The tesla bomb might work, but usually when the kirov is in position to drop bombs, the building won't last that much longer anyway. But whatever interesting indeas.

Posted by: Firion Corodix - Saturday, June 19, 2004 1:14:52 PM
the idea for the tesla bomb came from the type of bomb that the kirov drops when it has the highest rank it can get.

Posted by: incia - Saturday, June 19, 2004 1:17:29 PM
Yeah, it got better movement speed also, and auto-healing ability. Highest ranked Kirov was unbeat able.

Posted by: Firion Corodix - Saturday, June 19, 2004 1:26:22 PM
now we are getting a bit off topic back on topic plz upgrade ideas for tib side: dual shot: gdi artillery mech unit fires 2 shots out of each barrel instead of 1 (6 instead of 3, in firestorm it already fires 6) laser cannons: wolverine gets laser gat cannons instead of normal gat cannons, these are 50% more powerful but the extra energy need results in the unit becoming 25% more expensive

Posted by: CommieDog - Saturday, June 19, 2004 1:55:15 PM
[quote=cdlord]and the cost lowering things could be for ra side thing only because soviets had that special building in ra2. you could put all kinds of upgrades in there which make a tank cheaper to build, but the upgrades would cost some money, like 2k for one upgrade and that would lower the price of one kind of tank by 10% or of some tanks by 10%. thisway in the short run you wont win any cash, but if you are going to mass on one kind of tank then this will help alot, it will help too if you plan on making the big tanks. [/quote] You can't have multiple cost-changing upgrades. You can only have one, regardless of what it affects.

Posted by: incia - Saturday, June 19, 2004 2:09:41 PM
Like effecting to all units or so?

Posted by: Blbpaws - Saturday, June 19, 2004 6:22:41 PM
I think he means you can only have one cost changer per side.

Posted by: CommieDog - Saturday, June 19, 2004 8:15:01 PM
No, in the entire mod.

Posted by: Firion Corodix - Saturday, June 19, 2004 10:31:00 PM
only one in the entire mod? lol, why is it like that, is there no way to get multiple? like maybe that if you get a cost changing upgrade that the older unit goes away from the build bar and that the cheaper one comes up there.

Posted by: CommieDog - Sunday, June 20, 2004 3:21:19 AM
It's like that because EAP didn't have the foresight to allow me to create KindOf bits. If I made a cheaper clone, then the new unit will be different from the old unit, breaking the select type function.

Posted by: Firion Corodix - Sunday, June 20, 2004 4:21:25 AM
but then couldn´t you place in a script which will replace all the old version with the new versions when you get the upgrade and that those new versions have thesame amount of hp left as their older versions?

Posted by: Blbpaws - Sunday, June 20, 2004 5:05:31 AM
apparently not. I'll take his word for it.

Posted by: Firion Corodix - Sunday, June 20, 2004 5:29:25 AM
maybe he just doesn't know how to do it....

Posted by: Blbpaws - Sunday, June 20, 2004 5:30:56 AM
it's learnable.

Posted by: CommieDog - Sunday, June 20, 2004 10:41:57 PM
[quote=cdlord] but then couldn´t you place in a script which will replace all the old version with the new versions when you get the upgrade and that those new versions have thesame amount of hp left as their older versions? [/quote] There is code to do that, but the object being replaced must be still when the upgrade takes effect; moving objects will crash the game. There would also be a one-time boost to the health of the replaced units, possibly enough to change the tide of a big battle.

Posted by: Firion Corodix - Monday, June 21, 2004 12:30:53 AM
so it's not possible to make the new units have thesame health as the first units? then we could do it so that the tank itself has the upgrade to get more power and that that upgrade costs ..% of the price of the tank, then it's still thesame upgrade only now it's like the upgrades for overlord. doesn't that solve the problem? maybe the upgrade in the battle lab will enable the upgrade for the tanks so you can then upgrade each tank if you want.

Posted by: CommieDog - Monday, June 21, 2004 2:36:44 AM
[quote=cdlord]so it's not possible to make the new units have thesame health as the first units? [/quote] You can set the cheaper tank to have the same maximum health as the original, but there is no way to set the initial health to vary with the upgraded units health. [quote=cdlord]then we could do it so that the tank itself has the upgrade to get more power and that that upgrade costs ..% of the price of the tank, then it's still thesame upgrade only now it's like the upgrades for overlord. doesn't that solve the problem? [/quote] You can have as many upgrades as you want (within reason) to increase the [i]power consumption/production[/i] of an object; the aforementioned restriction only applies to upgrades that change [i]cost[/i].

Posted by: Firion Corodix - Monday, June 21, 2004 5:50:23 AM
well then the problem is solved, because if you make a unit 15% more costly and increase it's power by 20% then you can just give every unit a seperate upgrade that makes them 20% more powerful and the upgrade costs 15% of the total cost of the unit, then it's thesame only you need to do it for each unit you build. then you can have another upgrade which enables these upgrades.

Posted by: ukrockhit - Monday, July 12, 2004 5:25:46 AM
hi all, I think for upgrades that ra harriers could have upgrade for speed of maybe 5%, What do you think?

Posted by: Blbpaws - Monday, July 12, 2004 2:52:20 PM
It's possible. I'm not sure of why it's a big change though.