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Author Topic: To Any RGD Coders  (Read 5812 times)
0 Members and 2 Guests are viewing this topic.
Grundwaffe Offline
EIR Veteran
Posts: 1128



« Reply #20 on: January 08, 2011, 09:48:50 am »

Haha, theese comments make me lol with everyone thinking its for eir.
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SublimeHauken - Back from the dead - Since 2007'
Tymathee Offline
Donator
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Posts: 9741



« Reply #21 on: January 08, 2011, 01:19:52 pm »

cool, thats awesome
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"I want proof!"
"I have proof!"
"Whatever, I'm still right"

Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #22 on: January 08, 2011, 01:55:32 pm »

Anyway, Luci hit the nail on the head about movement. Look at the vCoH overdrive ability(or flank speed) to see how they made it eat fuel when being used, then just make the ability the same way we have EiRR abilities affecting incoming accuracy while moving.

As for fire - unless you want to make everything fire the same way howitzers do you'll probably have to go for the "enable fire for n time" solution - though looking into vCoH fallschirmjager ambush where the bonuses apply for a certain ammount of shots(not a certain ammount of time) could prove to be somewhat useful.

costs munis tbh
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1. New tactics? it's like JAWS, first one in the water dies

RCA-land where shells fall like raindrops and the Captain is an invincible god
8thRifleRegiment Offline
EIR Veteran
Posts: 2210



« Reply #23 on: January 08, 2011, 08:45:45 pm »

you could also... increase the amount it costs having each unit on the field. and make it apply to all three recource types. For example if you make 55 fuel a minute and you make a tiger, then fuel rate per minute goes down to 30, and the more upgrades you buy the less muni you make, and more men you have the less MP you generate. (coh already has that, Upkeep) but you could increase it
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I will never forget the rage we enduced together

Ohh Good, AmPm can pay in Doubloons.
Grundwaffe Offline
EIR Veteran
Posts: 1128



« Reply #24 on: January 08, 2011, 09:26:04 pm »

Know what i always pictured? *realism speaking*

Buying a Supply depot and move example Volks near it, click on volks, the tab where you upgrade vet at PE, is replaced with different weapons.

K98 / 30 mp
Mp44 / 75 mp
e.t.c.

So youll produce un armed soldiers, and maybe some big buildings you can cap such as, Fuel depot to have a place to fill your vehicles and stuff. ^^

And blow up enemy fuel depots or ammonition depots would weaken the income.
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Tymathee Offline
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Posts: 9741



« Reply #25 on: January 08, 2011, 11:23:05 pm »

how about instead of making squads, you have reinforcements. You start off with 5 squads and all you can buy is infantry and as you level up, you can get support team reinforcements, then vehicle, then anti-vehicle weapons, then tanks, then artillery, then heavy tanks but you always have a certain amount of pop you can have on the field, let's say 50 is the max, so if you want to have 10 5 pop infantry so be it, or hmm 5 tanks or mix it up, it'd be EIRish but it wouldn't be out of control.
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