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RA2 Mod- Allied Vehicles by Harry-the-Fox RA2 Mod- Allied Vehicles by Harry-the-Fox
UPDATE- DOH! Ignore the bit about the raptor- I accidentally switched the labels- I'm aware in real life Raptors are specialized AA fighters- the exact opposite of the description (they are to be a special USA unit)

The final part of the unit showcase for my RA2 mod stuff!
(except naval and structures down the track).
This is intended for a mod (most likely Zero Hour).

This version depicts a slightly more dystopian allied side than normal, with some meaner units than the protagonists in past CNC games.

A rundown of the units (note * designates a national unit- that is, in multiplayer the player can pick one of many Allied nations and get one of these special overpowered bonus units).

LAND

Flamebot- small half-tonne robot buggy that sports a miniature flamethrower- kills masses of infantry (including those garrisoned) if it gets close enough, as well as frying most structures. Cannot be mind-controlled or detected by either radar or psi detection.
(this unit is basically a replacement to the Robot Tank, with a more distinct purpose than a light tank substitute).

Supply Truck- replaces Miners as resource collecters- more like Generals style resource collectors.

Wildcat IFV- basically the IFV from RA2- only bigger and sturdier (but more expensive). Still extremely fast and highly functional depending on what infantry unit is riding in the back.

Kodiak Tank- Basically a RA2 Grizzly Tank with better armour, a powerful anti-tank gun, and a co-axial machinegun. With these weapons in has difficulty hitting infantry but fares better than the old Grizzly- but costs twice as much. Against the new Soviet Hammer Tank the Kodiak is at a disadvantage against the sustained fire- luckily the Kodiak is cheaper.

MARS Missile Tank: a front-line MRLS- fires a salvo of missiles to carpet an area, doing fair damage to any and all targets at longer ranges. Slow movement, a very slow rate of fire and lighter armour are its weaknesses. Added to give the Allies some non-precision support fire.

Sonic Tank- Uses a similar Sonic weapon from the counterpart in the old Westwood Emperor-Battle for Dune game- only it does not harm friendly units. It releases a rolling wave of sound that bowls over infantry and vehicles alike; however, it is lightly armored, has a slow rate of fire and its attack can actually be dodged by faster units.

Prism Tank*
Fires a prism beam that splits between targets, good for hard to reach places.
Modifying the RA2 one in many ways- firstly, at non-veterean levels its attack still covers a wide area. Secondly, its fragmentary beams do lighter damage, while its main beam does more. It can now fire at air units. All this comes at a higher price tag, national-only status, light armor and a slow rate of fire.

Chrono-Realy*
An entirely and thoroughly new unit!
A vehicle that can teleport an explosive mine anywhere on the map within your line of sight! Upon warping in this bomb quickly ticks down to detonation (workplace safety reasons)- erasing all units nearby.
The only drawbacks with this attack are based on two issues. The bomb can actually be shot apart by enemy units before detonating- averting a detonation. The second is the same drawback for the Chrono-Legionairre; the further the bomb is sent from the Relay vehicle, the longer it takes to warp in (due to an unavoidable physics reason about conservation of mass over time and space or something).
This means that the further you place the vehicle from its target, the longer it takes to warp in and the lower the chance it won't be blasted before detonation. Of course, it still makes a perfect distraction- or ambush (or to put it another way, has some similar applications as the V3/4/5 missile- only on a much larger scale).
This machine moves at moderately slow speeds.

Battle Fortress*
Beefed up version of the Yuri's Revenge version; now uses a flamethrower instead of a machinegun, and can hold 8 soldiers who may shoot out from inside, and can now rip into structures with its treads. Gives the allies a distinct offensive unit.

AIRFORCE

Raptor Strike Fighter
Generals-inspired. A strike fighter armed with a single precision missile salvo to use against structures, ships and vehicles- and a machinegun to use against infantry. Holds superior bombing and anti-tank capabilities to the Mig (capable of firing its bombs from further away with 100% precision)- but inferior anti-infantry and dog-fighting capacity (machineguns have a shorter range).

Blackhawk chopper
Same as the old one, only it uses a small flamethrower while on the ground to clear way for a landing. Does not appear on enemy Radar. Possibly considering giving this thing a more controlled "deploy function" toggle between aerial>grounded>eject infantry (if any)> aerial.

Nightwing Prism Gunship.
A large aircraft gunship that flies around its targets, shooting multiple prism beams at short range that split off to multiple targets- either ground or air- returning to base only when it has reached its destination or destroyed its designated targets.

Auroroa Hypersonic Bomber*
Generals Aurora bomber capable of flying to target at speeds too great for AA to target- with a single change- instead of dropping a bomb, it unleashes a sonic bomb identical to the Sonic tank (only wider and stronger) that rips up ground targets. After attacking it must refuel at slower speeds, leaving it vulnerable. Unlike other strike craft, the Aurora will only take off when a target has been designated.

The purpose of this combination is to fill in every strong capability gap while leaning towards a more evasive play style than the Soviets, with a stronger emphasis on using specialized units to exploit weaknesses than ammassing concentrated firepower. Also I aim to make all tanks much more expensive to encourage more diverse combinations of attacks.

Hope you like it!

PS- Allied Infantry HERE
fav.me/d3a4cdg
Add a Comment:
 
:iconsotf:
SOTF Featured By Owner Dec 12, 2015  Hobbyist Writer
The Allies using a flamethrower of all weapons? That's a surprise!
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:iconharry-the-fox:
Harry-the-Fox Featured By Owner Dec 12, 2015  Professional Digital Artist
Yep, that's the idea- all is not quite well with the RAZ Allies ;)
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:iconsotf:
SOTF Featured By Owner Dec 13, 2015  Hobbyist Writer
Is it because the Axis technically still exists, with Nazi Germany at the helm just without the leadership of Adolf Hitler himself? I heard you mention they still existed - the Third Reich existing under the command of someone more competent like Heinrich Himmler would actually be more notorious.
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:iconharry-the-fox:
Harry-the-Fox Featured By Owner Dec 13, 2015  Professional Digital Artist
Exactly! The reich still rose up (because the Paris treaty still existed, but Stalin did not). Prior to Yuri's Soviet Union posing an existential threat, three powerful and very hostile factions existed.
Plus, some extra sinister influences.... have decided to throw their lot in with the Allies too ;)
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:iconsos101:
SOS101 Featured By Owner Aug 30, 2014  Hobbyist Interface Designer
where is the tank destroyer?
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:iconharry-the-fox:
Harry-the-Fox Featured By Owner Aug 31, 2014  Professional Digital Artist
Right here!
harry-the-fox.deviantart.com/a…

Check out my other stuff too- they're way better than this work- this was just a rough draft ;)
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:iconsos101:
SOS101 Featured By Owner Aug 31, 2014  Hobbyist Interface Designer
ok thanks~
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:iconspectralwolf23:
SpectralWolf23 Featured By Owner Nov 26, 2013
I remembered that Raptors are stealth fighters. Which means they are invisible. Also in the real F-22 Raptor the jet have a neat feature called vector thrusting where the nozzle for the exhaust can be angled so the jet can pull a sharp dive or climb when both nozzles are pointed either up or down and twist when they are pointing in a different direction which make the jet very maneuverable compared to regular jets. Not only that but with its super engines it can go supersonic without dumping fuel into the exhaust called afterburner that most conventional jets needed to go supersonic. So the real raptor is fast, stealthy, and nimble in the air all the requirements for a dogfighter. The drawback is that the weapons are stored internally to keep it invisible to radar so there is limited space only enough for 2 bombs, 4 AA missiles, and a 50 cal machine gun as a back-up weapon. The Aurora bears a resemblance to the USA faction's Aurora bomber in C&C Generals (I can't believe they canceled C&C generals 2 (>:( ) ). So for whatever reason you made an awesome jet to a regular, I don't know, but I am quoting this from the guy who was interviewed in a documentary about future air combat on youtube(not 100% correct) "We don't fight fair." and he is right make the fight a bit more unfair to the losing side to make it more realistic and find ways to counter those weapon systems.
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:iconharry-the-fox:
Harry-the-Fox Featured By Owner Nov 27, 2013  Professional Digital Artist
Yeah, I actually decided to switch the Raptor for something more conventional, and make it a USA-only super AA defensive fighter rather than try to shoehorn it into the normal arsenal, as it makes too little sense for it to try to fit the role and remain balanced ;)

And tell me about it!!! Generals 2 looked like it was going to be WAYYYYYY better than CNC4, and EA kills the whole thing just because of bad feedback to an easily fixable limitated customization approach!!!

I really hope that team gets back together and has another go at it. This is probably the biggest sad point in gaming history IMO.
Reply
:iconspecter5productions:
Specter5Productions Featured By Owner Nov 25, 2013  Student General Artist
95ACgrfs1228 here. Just realized, the "Aurora" kinda reminds me more of the LORAL Northrop F-19 concept.... It doesn't look exactly the same, but it does remind me of it.

Not sure if it was intentional but even if it isn't, that's pretty neat :D

And again, my favorites so far, are the Kodiak Tank, the Black Hawk and of course, the F-22A Raptor.
Reply
:iconharry-the-fox:
Harry-the-Fox Featured By Owner Nov 26, 2013  Professional Digital Artist
Cheers man- I actually did some major updates on a few of these units if you haven't checked them out :)
Reply
:iconspectralwolf23:
SpectralWolf23 Featured By Owner Oct 23, 2013
The sonic tank look... weird to me. I'm more of a 3rd Tib War Sonic Emitter and Shatterer type of guy.
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:iconharry-the-fox:
Harry-the-Fox Featured By Owner Nov 26, 2013  Professional Digital Artist
Yeah, it was a simple desire to make it more reminiscent of the Emperor Sonic tank over the TibSun version (so players expect a slow-moving shockwave rather than a fast beam).
.... then CNC3 introduced the prior sonic tech anyway >:/
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:icontruephazonianforce:
TruePhazonianForce Featured By Owner Jun 24, 2013
Nice dude
Reply
:icon95acgrfs1228:
95ACgrfs1228 Featured By Owner Mar 5, 2013  Student General Artist
Whoa holy crap, first the Comanche, now the F-22 and Black Hawk?! THIS IS AWESOME :D
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:iconharry-the-fox:
Harry-the-Fox Featured By Owner Mar 5, 2013  Professional Digital Artist
Cheers!
Reply
:icon95acgrfs1228:
95ACgrfs1228 Featured By Owner Mar 5, 2013  Student General Artist
Also, I hope you don't mind a little fanart I made of this mod concept:
[link]
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:icon95acgrfs1228:
95ACgrfs1228 Featured By Owner Mar 5, 2013  Student General Artist
I'd wish the F-22's a better dogfighter though, since in reality, it's more of an air superiority fighter...
Reply
:iconharry-the-fox:
Harry-the-Fox Featured By Owner Mar 6, 2013  Professional Digital Artist
Lol! Yeah I found out later that it was an air-superiority fighter- had no idea before. Feeling pretty silly, I'm planning to replace it with a (hopefully similar) fighter more geared for bombings.
Gameplay-wise, the idea is that Allies get the better hit-and-run capabilities, but both sides get a fighter/bomber (makes sense). Thus, the result is Soviets get something more specialized for dogfighting (thus defense) and the Allies get something better geared for bombing runs.
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:icon95acgrfs1228:
95ACgrfs1228 Featured By Owner Mar 6, 2013  Student General Artist
Well there is the FB-22 Strike Raptor...
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:iconharry-the-fox:
Harry-the-Fox Featured By Owner Mar 6, 2013  Professional Digital Artist
Lol! Too easy! Thanks!
(really need to brush up on modern fighters- luckily I knew enough about the MiG being an advanced acrobatic fighter- which contributed to leaning it towards a dogfighter)!
Reply
:icon95acgrfs1228:
95ACgrfs1228 Featured By Owner Mar 6, 2013  Student General Artist
The FB-22 wasn't really... built, so to speak, but it was a concept involving a tailess Raptor built for multirole combat.
Reply
:iconharry-the-fox:
Harry-the-Fox Featured By Owner Mar 6, 2013  Professional Digital Artist
Hehe- believe me that isn't a problem at all (or else the Comanche would be in big trouble!)
That aside I could simply replace it with a plain Strike Fighter (being that is more accurate to its function)!
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(1 Reply)
:iconheniutas:
HeniutaS Featured By Owner Nov 28, 2012
Nice designs...
I like espacially Sonic Tank - good old times when i was wasting a lot of time with Dune II nice touch to bring this up here.
Reply
:iconharry-the-fox:
Harry-the-Fox Featured By Owner Nov 28, 2012  Professional Digital Artist
Yep- these were one of my favorite units in Emperor- and IMO the most well-rounded 'super unit' in a Dune or CNC game!
Reply
:iconjarreltheluckyone:
Jarreltheluckyone Featured By Owner Sep 4, 2012
I don't understand very well what's are about all those vehicules. A pc game? A boardgame? Something else? I don't know, but theire design is very nice.
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:iconharry-the-fox:
Harry-the-Fox Featured By Owner Sep 4, 2012  Professional Digital Artist
Thankyou!
These are for a mod I'm planning to make for the PC game "Red Alert 3"
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:iconcatornocat:
catornocat Featured By Owner Jun 15, 2011
second thoughts, a robot tank with an anti armor gun
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:iconharry-the-fox:
Harry-the-Fox Featured By Owner Jun 15, 2011  Professional Digital Artist
I actually thought about it earlier and I decided to equip it with a flamethrower instead for gameplay reasons;

I wanted to fit the RA2 Robot Tank in somehow (to balance the Soviets getting a light attack robot);
But I also wanted to give it a different attack to the regular tank to give it a more distinguished role in regular combat situations (in the absence of psychic units)- and thought with a flamethrower it could act as an aggressive-tactic charge-and-heavy-damage almost decoy unit; after all, the Allies otherwise didn't have very many short-range high-damage area-effect attacks, but plenty of accurate skirmishing attacks; so it worked out quite well!

Plus, it helps add a darker side to the Allied arsenal.
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:iconcatornocat:
catornocat Featured By Owner Jun 15, 2011
yes, kinda worried about something that lightly armored and little hp being effective with such a short ranged weapon
Reply
:iconharry-the-fox:
Harry-the-Fox Featured By Owner Jun 15, 2011  Professional Digital Artist
Not to fear! It's actually filling a similar niche as the terror drone.
Essentially, a fast, cheap, almost suicide-function sneak-attack unit that is simply intended to race in and close the gap to the enemy faster than they can destroy it in some cases (doing a fair bit of damage before it's destroyed)- and against better-massed units it acts as an excellent high-profile decoy (somewhat like the V3 missile was- beseiged players were forced to concentrate fire on the missiles at the expense of taking out enemy kirovs closing into the base).

It trades a high likelyhood of gradually killing a single tank and possibly a second before being destroyed- for the chance of clearing out a few solders or a garrisoned building.
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:iconcatornocat:
catornocat Featured By Owner Jun 16, 2011
understood
Reply
:iconcatornocat:
catornocat Featured By Owner May 23, 2011
cool , but you don't have a link to the infantry
Reply
:iconharry-the-fox:
Harry-the-Fox Featured By Owner May 24, 2011  Professional Digital Artist
I do now!
(link at bottom of page)
Thanks!
Reply
:iconcatornocat:
catornocat Featured By Owner May 24, 2011
good
Reply
:iconknightofspades:
KnightofSpades Featured By Owner Apr 25, 2011
This made my day!
Awesome once again!
Reply
:iconharry-the-fox:
Harry-the-Fox Featured By Owner Apr 26, 2011  Professional Digital Artist
Cheers!
Reply
:iconvmetalic:
VMetalic Featured By Owner Apr 13, 2011
They are really great!! I like them all! Thought I expected Grizzly will remain, but with this design and especially with name "Kodiak" you really made me happy :D I must say you, your mod so far looks like that I cant choose which faction I like more, because they are both awesome :D And now to the units.

Wildcat works like previous IFVs, that when I send one infantry inside Wildcat's weapon will change? To this I have so far to say only one thing, and that engineers cant make the vehicle (of this type) repair friendly units, as I remember. You will probably have to order them, and to make it easier that the repair crane will project a beam of some sort. This is one of the things I must ask the coders.

The Sonic Tank, it basically damages anything in its path?

About Prism reflection I must ask, and I know who. About Prism Tank's abiltiy to target air targets I pressume its projector can rotate up and down, right?

Chrono-Relay... overall chronotechnology in ZH is very tricky. There are various ways how to make it, but in this case I think it will not be so hard. It will basically spams a bomb on designated area, but I cant garantee that the cooldown, or better said, "un-freezing" thing. It must have a set time whenever it teleports the thing ten meters ahead or on the other corner of the map. When it cant teleport itself, it is much better :) But in case of Chrono Legionaire, I must ask.

That flamethrower on Battle Fortress is that gun on the front, right? :P And it is that sloped or it is only the drawing?

Overall Air Force... aircrafts arent my speciallity, but I will try my best. (that reminds me one thing about Siege Hopper)

Raptor has both missiles, bombs and machine gun? The machine gun is against air targets. The missiles can destroy tanks, but cna they also destroy MiGs?

Blackhawk... making the flamethrower operational only when the infantry inside disembarcks wont be a problem (but making it attack when infantry loads would be possibly), but where the flamethrower actually is? :D

Nightwing... the same thing like with Prism Tank's Prism reflection. But am I right that it has 7 Prism beamers? Two on the nose, two on sides, two on back and one on roof? Or does it have only on the back too? And it can attack into all directions (each Prism can attack only in limited angles), but not too far(like artillery)?

These are the questions which I have, maybe only that how the backs of the units looks like (of all), but it is not that big problem which cant be solved later :D I will be watching for the ships and buildings. (walls are also very tricky in ZH, the only option is that you will have different sizes for it to be worth of building). The ships will be also a problematic, as ZH havent tried much about using ships (its actually the only one where they arent, except Tiberian Dawn and Renegade, which dont counts), but I know about a mod where they are implementing naval ships... in fact, I am a member of this mod :D I made for them US battleship, aircraft carrier and Chinese nuke sub. I will post the questions and wait for the replies. I can start making the models when I will finish my other assignments (2 variants of one my model and 3 of another, wont take much long). It will be really a pleasure for me to make them (only infantry will be very hard for me, thats the only thing where I sucks (when I dont count animals) :'( But I will ask for help elsewhere... :) Good luck with ships
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:iconharry-the-fox:
Harry-the-Fox Featured By Owner Apr 14, 2011  Professional Digital Artist
Thanks for the kind words! (and for the fav!)

Well to answer your questions;

Kodiak- thought you'd like it! I wanted to keep fairly close to RA2 themewise and functionwise, but show a clear evolution of the previous units. And seeing as the Kodiak is the next size up in the bear kingdom (and an awesome CNC homage) I thought it only appropriate!
The full idea of this tank is that it's an awesome hit-and-run tank; every shot does considerable damage; By keeping its range equal- or slightly less- than the Soviet Hammer ensures that it remains slightly inferior in direct combat (it usually loses but leaves the Hammer rather low on health. Actually based on an interesting experiment in a RA2 mod (interesting story).

Wildcat- correct! Basically an IFV that isn't fragile as butter (but costs more). Infantry units that go inside change its weapon or function. What you say about the Engineer/repair is a slight snag- but I think it may be a good option to simply give it a self-repair aura like the Generals Chinese Propaganda Turret (only, hopefully, it only heals vehicles).

Sonic Tank- correct! Essentially it shoots a very slow-moving projectile that damages everything it passes through (infantry are insta-killed, vehicles and structures simply take a gigantic amount of damage).

Prism Tank: Yes- I'm certain the Gattling tank/tower in Generals angled towards its targets, if so I'd apply that to the Prism Tank- if not, I'll just have it facing forward and hope nobody notices. So long as this unit's beam attack causes the unit hit to shoot out additional (weak) beams at nearby enemy units, it should be good!

Hmmm- for Chronoportation (distance = time for phase-in) I might have some ideas.
If we can't simply impose a condition on the unit that makes it calculate its own travel distance and put itself into warp for a matching duration, I have a simple cheat:
What if, when the unit it told to move, it does three things:
1- go into indefinite phase mode/EMP shutdown,
2- instantly move to the location
3- shoot an invisible object to its new location- this object moves really really fast, and when it collides with the unit's new location, it reactivates him?
In the case of the Relay, it simply spawns a bomb in shutdown-mode, and shoots the object at it.

Battle Fortress- yes, that's the flamethrower (although I originally planned it to be a short-range cannon and changed my mind just before publishing- something that reinforces the 'flame' theme but also reinforces the Battle Fortress as a front-on assault unit. All the slopes on the vehicle are there on purpose, but if the gun seems to be sloping- erm, that's just an accident I guess :/

Raptor has a single payload of bombardment missile-guided bombs to use against any non-infantry ground target. Against infantry and enemy air it does strafing runs with its machinegun (basically like the Raptor/Mig in Generals, more or less). It also uses its machinegun against all other targets once its missile-bombs have been fired, if you continue to instruct it to attack- but after hitting its first target with its bomb its first order is to return home, reload and wait for orders.
I've differentiated it from the Mig in a few ways:
1- The mig's bomb attack requires it flying almost directly overhead and actually dropping the bomb (it falls like a Kirov's does, only faster). The Raptor shoots a guided missile at long range and can instantly turn around and go home while the missile does the rest.
2- The mig's machinegun is much longer-ranged, giving it a big advantage against other air units, as well as ground infantry.

Hmm- hopefully we can get around the infantry preventing the flamethrower shooting (although having it shoot once they're gone is still pretty good). And to answer your question.... um- I don't quite know- I was thinking either port-side (like most transport helicopters or mounted underneath/forward-facing frame-mounted; couldn't decide so I decided to leave it out and get back to it- and forgot.
But I think in retrospect I would simply have a nozzle sticking out directly from below the nose of the chopper, facing forward.

The Nightwing- Yes, yes and Yes! It has a total of 8 Prism Ports (in the art- whether or not I'd use the lot may come down to gameplay reasons). It attacks like a shorter-ranged version of the Prism Tank (the bounce beams don't travel as far either). But it shoots multiple beams at different targets, and can shoot aircraft and/or ground targets, so long as they're in range (and I think to make it interesting, it prioritizes air).

WALLS- I thought that would be a tricky one: We'll have to think about that one (even if the end result is to to make a very large, long singular 'wall' object whose angle corresponds to the command center (so if you build 'north' or 'south' of the CC's position, the wall's face is north/south, and so on).)

You make an interesting point about the behind-view; I'll try to illustrate some of the trickier ones. Note I have an (in my opinion even better) alt-appearance for the Prism Tank and MARS Tank- but if you think these look fine as they are I'll leave them;

Nice to hear some of the stuff you are working on! Be nice to see what ships you've done! (and also looking forward to what you make of these units of course!)
And you are perfectly welcome to take your time finishing your existing projects- as I'll be keeping my head down finishing up some pretty heavy assignments over the next month myself!

Battleships AND structures I've roughly conceptualized already too- Though illustrating these may take a while.

What I HAVE got ready to go (almost) is a visual-effect chart for some of the special attacks, I'll put them up soon!
Reply
:iconvmetalic:
VMetalic Featured By Owner Apr 14, 2011
Haha! :D You really made a great job here :D

Wildcat: I think that this is exactly the problem I meant about Engineer Wildcat. During my time in EC there were a plans for helicopter which served similar to IFV. That you will send an infantry inside and the weapon will change, and I remember that Engineer/repairing in this way wasnt possible. It is more than 2 years, so I dont remember much, but I know that it was dropped. And it was like it had an healing aura around. The only oúption which seems to me possible is that when the Engineer enters Wildcat, it will totally change Wildcat into another unit, which can repair. And when you evacuates, it swaps back. I am not sure if it is possible, but I guess it is. I posted the question, now waiting for the reply.

Prism Tank: Yes, you are right, Gatlings can rotate upwards, I was just not totally sure if Prism Tank can do that too, but you answered me it :D Otherwise there are no problems, only the prism reflection. I am waiting for the replies.

Chrono-Relay: Maybe. One option utilized by SWR Shockwave mod is that the unit creates a... "chrono bubble", which can storage the unit, than you send it where you want, it will quickly drive there and when it stops, it will release the unit or you must. I dont like this way, because when you send the unit into the bubble, but dont moves with it, the bubble will dissappear (thats normal, it has a limited lifespan), but also you lose the unit. The other option (in EC, not sure if they changed or scrap it) was that the Chronosphere (as building) creates a portal, where you send your units, and which you can evacuate from another one (being it in enemy base or on the other bank of the river). It worked in the same way like GLA Tunnel Networks in Generals, onyl that it dissappeared. And the last option (about which I know) is that your unit will dissappear and in the place where you selected it to teeport will appear its clone, with all stats the same. (didnt I said this here before? doesnt matter) To make a Chronosphere (as structure) works like this... I dont know how it could works.

Battle Fortress: No, I mean that when the passengers are inside, it seems that they will not stay on plain desk, but it will be a little sloped :) I dont mean the armor at all, but the insides, because it seems like it :)

Raptor: So Raptor has missiles against ground and air targets, and machine gun against air and infantry :) You know that you can give units a limited ammunition, even for machine guns :D But I understand it.

Blackhawk: We will see.

Nightwing: Will see.

Walls: The option is that you will have... 4 sets of walls. First being a... node, which connects two walls (hope you understand it). The second will be a 1 segment of the wall, third being... 3-5 segmentsm and forth being 7 segments. Somehow like this.

As every modeller says "the more, the better" :D If you have other appearences of one unit, you can show them so modeler can have a choice which one to choose. I like both Prism Tank and Mars, they really look great, but I will always be keen to see another :D

Ok, will see :D Cant wait to see more! :D :D Just a question, did you thinked about General powers and upgrades?
Reply
:iconharry-the-fox:
Harry-the-Fox Featured By Owner Apr 14, 2011  Professional Digital Artist
Cheers!

Hmm- I would have thought it would have been possible to apply the Overlord's component towers to the IFV (that it only has a healing aura when a Prop-Speaker system is installed)... Have to look into it- also I forgot to illustrate the differences between the modes (essentially, it's exactly the difference between the regular Humvee, TOW humvee and Avenger models- in which:
-Plain mode is the avenger (with AA missile pods)
-Engineer mode is avenger (with a large claw)
-All other units make regular hatchback Humvee mode- with the infantry units sticking their heads, shoulders and weapons out the top.
As a crazier idea, a dog would stick its head out the top, and upon approaching an enemy infantry unit would automaticaly leap from the vehicle onto them, essentially exiting the vehicle in attack.

Cool for the Prism Tank- hopefully the beam issue can be worked on.

Relay- I'd still see if it's possible for this unit to actually build its mines like a Generals builder unit does:
It designates the position of the building and creates a 'construction site' (can be killed by nearby units of course)
It then sends out a builder unit- with the properties that it flies very fast, is invisible, and builds up its structure instantly.
In programming wise- it is nothing but an ordinary build function by a flying building unit- but to gamers it would mimic the distance=warp-delay mechanic, as the further the mine is built, the longer it takes for the flying builder to reach it.

Ah yes- that's accidental: The Fortress' ground clearance is the same front-to-back and all horizontal edges are indeed, well, horizontal.
However, the sides do indeed slope inwards from the center, and the blue thing on the main gun port does indeed slope downwards. But those blue boxes and the top carriage should be roughly level.
(that was actually an older drawing when my eye's geometry skills weren't quite up to speed).

Blackhawk- awesome
Nightwing- awesome

Walls- yep, I think I do indeed understand the basics; The nodes are the 'edges' of the walls on which the further walls (face-segments and further nodes on each length) would need to be built from, and possibly designate the axis/positioning of the wall and if, it were in fact two connected points to stop access to ground units. I think I get the next part- at least two concepts: would it be that we would need a few wall objects to capture varying lengths of walls between nodes, or would we actually be creating an illusionary effect where what appears to be a wall that is four segments (5 nodes) long is in fact one singular object?

Cool- I'll see what I can do (though these might only show the nitty-gritty geometry and rough coloring)

And also cool- as for Generals Powers and Upgrades- actually yes!

Special abilities so far are more generic stuff like healing, promoting units, scanner sweeps/spy plane runs, summoning reinforcements, and laying mines or forcefields.

Upgrades are also on the list- though my primary source of implementation would be individual units reaching elite level and getting an extra feature- depending on if that feature is more appropriate earned by good survival or by extra investment:
-the most notable one would be that the Kodiak and Hammer gain a roof-gunner at elite level who aims independent of the turret (like the Overlord Gattling gun I think)- that is, while the regular turrets will be prioritizing vehicles for its main cannon, and using its weak coax machinegun on infantry- the roof gunner will instantly be prioritizing infantry- and ulike the coax- his gun rather hurts!
-And of course I was thinking of stuff like adding the Apoc's AA missile pods as an upgraded extra than a default feature the unit starts with.
-Major ships might gain additional weaponry too.
-Possibly, on the most extreme end, is upgrading Tesla Coils and Prism towers to be able to shoot air, and Flak/Patriots to be able to carpet-bomb ground targets.
Stuff like that.
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:iconvmetalic:
VMetalic Featured By Owner Apr 15, 2011
Will see :)Wildcat is otherwise no problem, when the Engineer issue was solved :) Only the dog would be a problem... I guess that it could have some sort of a "advanced smell device", which helps the dog inside to smell outside, to find Soviet spies. It will be a stealth detector :) But jumping from the vehicle is also good idea... Overall I think that adding a guys inside would give it a turret, like a rotary/Browning machine gun of the Centurion Trooper, GI's will be only one weak machine gun, Guardian Gi will add it another pair of rockets (like Avenger, only with 4 rocket launchers istead of 2). Possibly also a Soviet weapons, but with Allied colors :)

Hmm... will see, but this should works, when the unit will be undetectable, cant reveal area, indestructible and unselectable, it should works like this.

Yes, yu understood the edges/ndes :) About segments, I mean it that 1 segment will be short piece of wall (one object), and 3 segments will be also one object, but will be long as 3 1-segment pieces. the segments are actually a unit of the length of the wall :) Also, maybe Coviests can have an option to install on the nodes/edges some sort of defenses, like machine gun nest, watch tower (to reveal sspies and stealthed units). No Tesla Coils, they are too large to be installed (and will be kind of overpower)

I see... the "heroic upgrades" are definitly a good ideaa! :D As for General powers, some sort of supportive aerial strikes would be good too :) Something like this :D I get it all... just a question, will Soviets have a Industrial Plant? :P
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:iconharry-the-fox:
Harry-the-Fox Featured By Owner Apr 15, 2011  Professional Digital Artist
Yes- those are exactly what I had in mind! The regular infantry man a generic roof-mounted machinegun, the Centurion mounts his heavier piece, Guardian mounts some kind of ultra-heavy TOW launcher of some sort. Dog idea aint bad either ;).
Meanwhile:
-Scout keeps the vehicle cloaked at longer ranges and has his full sight range (both require the unit to actually deploy to use);
-Black Ops becomes a sniper car
-Legionaire uses his special gun
-Mirage Commando turns it into a Mirage Tank
-Spy might simply disguise the vehicle as an enemy vehicle??
-Soviet units would function more alike their regular attack.

Funny you mentioned the watch tower for walls, because I was thinking of using that as the mechanic for building them. Instead of using a builder to go out and build every individual wall, they only build a watch tower (that either detects units or helps other defenses concentrate fire)- and of course can store some garrisoned troops).
But generally, you build the watch tower like any other structure, and command IT to build walls from itself (it builds a segment with a node adjacent to itself, and that wall segment builds another adjacent to ITSELF. The tower can only allow building from the four corners of itself, or a wall node- be a bit tricky to program tho.

An airstrike may be a good idea also, I'll keep it in mind.

As for the industrial plant, I'm actually leaning towards no- as they already have better vehicles AND the cloning vats, I was actually leaning towards giving it to the Allies to even them out.
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:iconvmetalic:
VMetalic Featured By Owner Apr 15, 2011
I meant that the owner will not be actually visible :P

As for these, they are pretty goo. Spies were mostly in IFV serving as a snipers, but when Allies have Black Ops... and disquising as another vehicle... dont know, maybe it could have a flamethrower or something like this, or laser designator, like RA3 Guardian Tank has, if you know :) Soviets are pretty easy. Will ahve the same like they have normally (Ivan will have mortar or grenade launcher)

Yes, i have an image of how this could works, I thinked more about something like in Tiberian Sun, or more like in Empire Earth, where you build a wall and its nodes can be upgraded to become towers. But your idea is also good :)

Allies can have more precise airstrike using a ground attack plane (something like A-10 Thudnerbolt II), whiel Soviets can have more area-covering bombardment (carpet bombing).

I see... something like German "Weapons Plant" :D
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:iconharry-the-fox:
Harry-the-Fox Featured By Owner Apr 15, 2011  Professional Digital Artist
Would that be the infantry in the IFV not being visible? I was actually thinking of making the IFV from the GLA bike.

A laser designator could be a good idea- either way the spy will be a tricky one.
And an Ivan mortar was pretty much what I had in mind (the psychics would of course just use their Psi Blast- being that mind-control from a unit inside a unit would get rather messy).

Thanks- I wanted towers to feature some way in a base, but not too much; and figured getting moderately expensive towers as base for walls to extend from would help ensure that people are more inclined to build corner towers as a part of the wall (instead of being tempted to stick them behind)- I guess making them a little more focal gameplay-wise.

Those airstrike ideas would be perfect! You've definitely got the right ideas!
I also realized that I could probably fit some bonus units that simply make no sense in the regular arsenals or national-only (like Comanches (stealth gunship) and Hinds (gunship/transport)- each with missiles of varying uses, and chainguns.

Further ideas could be harassing attacks- like causing power spikes in a base (Soviet Tesla-themed), Chrono-shifting some money out of an enemy base (Allied), stealth screens, EMPs etc.

And Ja- that would be a good idea for a Weapons plant!
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