《命令与征服™:重制版》

《命令与征服™:重制版》

CFE Patch Redux for RA
your evil twin 2021 年 8 月 23 日 下午 4:47
Chronoshifting APC passengers as a mod setting rather than APC veterancy bonus
Awesome work on the latest version of the mod, both this and the TD version!

It occurs to me that the rank 3 veteran upgrade for the APC - passengers survive chronoshifting - is an extremely situational upgrade that most players will never get to use.

Every other unit's rank 3 special bonus is always useful, in singleplayer or multiplayer/skirmish. But the APC's bonus is useless in 90% of singleplayer missions, as you don't get the chronosphere until the final mission (and a couple of the Aftermath missions).

And on the rare occasion when a player does manage to get an APC to veterancy rank 3 in a multiplayer or skirmish game, there's a high likelihood the player won't have built a chronosphere - many games end without any superweapons being built.

Also, many players won't realise that the APC has gained this new ability, as there will be no on-screen indication, it's not something obvious like shooting twice or chain lightning etc. The only way the player can know is if they've read your detailed veterancy notes on github.

Maybe instead the APC's elite ability could be healing infantry inside it, like you did for the Tiberian Dawn APC. Or perhaps it could gain the medic's healing weapon as a secondary weapon.

Or maybe it gets a rocket launcher secondary weapon, allowing the APC to defend the troops it carries from vehicles and aircraft, like the IFV in RA2 or the APC in C&C3. (I guess that would also make it a bit like the phase transport, but without the cloaking.)

As for the ability to chronoshift an APC full of infantry... well, I've always felt that "ChronoKillCargo" should have been set to "no" anyway, as it never made sense for passengers to die during chronoshifting, either from a lore or gameplay point of view.

In fact I made Chronoshift APC Passengers mod (a simple rules.ini file mod with an absurdly long description) for that reason, and many people liked that mod and agreed with its justification.

Westwood mistakenly thought that the ability to teleport an APC full of engineers or Tanyas - or to transport a naval transport full of 5 tanks - would be "too powerful". By the time they did Red Alert 2 Westwood realised their mistake and had a big change of heart, RA2 lets players chronoshift IFVs or amphibious transports full of infantry. (In fact the final Allied mission ends with a scripted sequence where Tanya is chronoshifted next to the Kremlin in an IFV.)

So in the same way that CFE Patch Redux lets superweapons be like OpenRA or Red Alert 2 and work on multiple vehicles, similarly it would be nice if the mod set ChronoKillCargo to no so that the Chronosphere can work RA2-style and teleport APCs full of troops, or naval transports full of tanks.

Even with both OpenRA Wide Supers enabled and ChronoKillCargo=no, the Chronosphere would still be inferior to Einstein's fancy improved Red Alert 2 version, as the RA2 version can do 9 vehicles rather than 5 and doesn't have a chance of causing chrono disasters.
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RezidentMeme 2023 年 6 月 8 日 上午 11:00 
I agree. I just came here to recommend this. Being able to transport troops in the APC with Chronosphere should at least be an option, if not a default behavior. Not being able to do much with the Chrono ability zaps some of the fun out of C&C 1 and 2. Allowing APCs to heal troops is a damn good idea as well.
最后由 RezidentMeme 编辑于; 2023 年 6 月 8 日 上午 11:01
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