20.07.2010, 20:07:38
Fight 1
Issue 1: Personally, I'd like to see more reimplementation of features from old games, so this definitely gets my vote. While you can over do the fire damage (eh rm... TI), it is a neat feature to have when it finds balance. Plus, in RA2, when you pay attention, it looks odd when you shoot a tree with a flamethrower or even a cannon and it just disappears.
Issue 2: I see how this could be used to balance units but come on, there is a reason why mods remove the robot control center's limitation on robot tanks, or moves it to a structure not likely to be destroyed as easily. I foresee this being a nuisance, at best, to players. You build units to break free of base limitations, not to replicate them.
Support: [0001020] Re-Implementing TreeFires?
Kill: [0000347] Include a "Power=" tag on units.
Fight 2
Issue 1: Personally, this seems like a building parasite, just a one time damage dealing one. We already have restored spy effects, while it would be nice to see some more of those, I could care less for this effect. Just make a cloaked or disguised terrorist, that will replicate this effect enough.
Issue 2: AI Fire Bases, groups of defense buildings not those artillery emplacements of Zero Hour, seem as more worth in my opinion than a saboteur effect. The AI doesn't defend its important structures with anything that mere walls, and doesn't defend its tech structures at all.
Support: [0000212] Ai Building Firebases next to structures
Kill: [0000919] Custom infiltration-style weapons
Issue 1: Personally, I'd like to see more reimplementation of features from old games, so this definitely gets my vote. While you can over do the fire damage (eh rm... TI), it is a neat feature to have when it finds balance. Plus, in RA2, when you pay attention, it looks odd when you shoot a tree with a flamethrower or even a cannon and it just disappears.
Issue 2: I see how this could be used to balance units but come on, there is a reason why mods remove the robot control center's limitation on robot tanks, or moves it to a structure not likely to be destroyed as easily. I foresee this being a nuisance, at best, to players. You build units to break free of base limitations, not to replicate them.
Support: [0001020] Re-Implementing TreeFires?
Kill: [0000347] Include a "Power=" tag on units.
Fight 2
Issue 1: Personally, this seems like a building parasite, just a one time damage dealing one. We already have restored spy effects, while it would be nice to see some more of those, I could care less for this effect. Just make a cloaked or disguised terrorist, that will replicate this effect enough.
Issue 2: AI Fire Bases, groups of defense buildings not those artillery emplacements of Zero Hour, seem as more worth in my opinion than a saboteur effect. The AI doesn't defend its important structures with anything that mere walls, and doesn't defend its tech structures at all.
Support: [0000212] Ai Building Firebases next to structures
Kill: [0000919] Custom infiltration-style weapons