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Ixith
post Mar 27 2008, 04:28 PM
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This thread will be used for suggestions that you may have!

I am going to guess that most of the suggestions that show up here will be ideas for new missions. Of course any kind of suggestion is welcomed! smile.gif

So let me hear them!


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Ixith
post Mar 28 2008, 02:37 AM
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Cyborg Reaper
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Thanks for the ideas guys! I will probably use them, though it may be awhile before you see those pop-up into the Mutant Hideout section. Although I may actually draw up some concept layouts just for the hell of it. XD

Keep the suggestions coming guys! The more suggestions the better!


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Lin Kuei Ominae
post Mar 29 2008, 02:26 AM
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idea a: similar to the firestorm cabal mission where you used intoxicated civilians to attack a gdi base with mutants following them, my idea is, to have in this mission a mutant animal trainer that collects Visceroids, Jellyfishes and Tiberian Fiends which are wandering around. With these you have to attack and take over a small Nod base. From there you start your final attack to a bigger Nod base.

idea b: a bridge bombing mission where you have to destroy bridges before the enemy can bring in reinforcements over them. Maybe even triggered in a way, so that the bridges don't explode until the enemy is on them (just some more eye candy).

idea c: you start with 5 stealthed Mutant Hijackern next to a big battle taking place between Nod and GDI. During this battle you have to take over some of the units (also an mcv that just lands by a dropship and has the GDI base as its goal) and build up a base in a hidden area. Both GDI and Nod are hostile towards the player, but the mission goal is to destroy Nod before the whole GDI base is destroyed. (so you have to protect GDI, even if they probably attack you)
Maybe you can add some trigger, that make GDI more and more allied to the player, dependent on the amount of Nod units and buildings destroyed.
1. your units attack GDI
2. your units avoid attacking GDI
3. GDI doesn't attacks the player anymore
4. GDI is a complete ally
However, GDI can also become hostile again, if too much buildings are destroyed.
Nod should get in this mission a much bigger base than GDI.
-the difficulty is to get the gdi mcv before it can reach the gdi base. But if it gets there it deploys and rebuilds/enhances the slightly damaged base. The player has to find then an alternative for the gdi mcv (maybe a well hidden nod mcv). But on the other side the gdi base gets much stronger with the mcv. So the player has to decide if he wants a strong gdi base and a hard to get mcv, or a weak gdi and an easy to get mcv.
-the 4th stage of the alliance part can only be achieved, if the gdi mcv hasn't been stolen.

This post has been edited by Lin Kuei Ominae: Mar 29 2008, 02:32 AM


--------------------
Co-Leader of Twisted Insurrection
my public units for you
Nod units:____________________________GDI units:
Nod Scorpion__________________________GDI 3A Kodiak
Nod Tachyon Tank______________________GDI Medusa (Triple Cannon Mech)
Nod Goliath___________________________GDI Behemoth (medium size Mech)
Nod Cobra (fast medium mech)__________GDI Battleship Aurora
Nod Siegebot (light MG-Mech)__________GDI Fortress Tower (Heavy Base Defense)
Nod Redeemer (4 legged heavy Cyborg)__GDI Triton (Titan support Mech)
Nod/Scrin WotW Tripod_________________GDI Exciter
______________________________________GDI Ion Charge Collector
Misc and Fun units:
X-Mech Calendar 28 SHP Units
Star Wars Mechs ATAT/ATST
Cyborg Barrack on PPM_________________Mech Factory
Mutant Tiberium Flyer
yt1300 (Millenium Falcon + BIG version)

if you use my units in your mod, please credit me.if you want to use my units on your website please ask me before.
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Ixith
post Mar 29 2008, 06:34 PM
Post #4


Cyborg Reaper
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Member No.: 27
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Favorite game: Tiberian Sun



Some great suggestions guys!

QUOTE (Lin Kuei Ominae @ Mar 28 2008, 10:26 PM) *
idea a: similar to the firestorm cabal mission where you used intoxicated civilians to attack a gdi base with mutants following them, my idea is, to have in this mission a mutant animal trainer that collects Visceroids, Jellyfishes and Tiberian Fiends which are wandering around. With these you have to attack and take over a small Nod base. From there you start your final attack to a bigger Nod base.


Ok this should be fairly easy to do actually. You start out with a small group of Mutants from a mutant village. One of which is the trainer guy. You go around finding tib. creatures and bring them back to the village's pin or something. Then once you have found all of the tib. creatures you can start the attack on the small Nod base. From there I might add in something else...not sure. Find help from another mutant village somewhere else on the map.

QUOTE
idea b: a bridge bombing mission where you have to destroy bridges before the enemy can bring in reinforcements over them. Maybe even triggered in a way, so that the bridges don't explode until the enemy is on them (just some more eye candy).


Hmm a great idea. Though are you thinking this to be a GDI, Nod, or Forgotten mission? As my idea on how to implement this mission changes with each side. GDI=OrcaBombers to take out bridges. Nod=Cargo trucks loaded with explosives. Forgotten=Ghost Stalker and C4 (and would be the best way to set up having the bridges blow up while the enemies are on them)

QUOTE
idea c: you start with 5 stealthed Mutant Hijackern next to a big battle taking place between Nod and GDI. During this battle you have to take over some of the units (also an mcv that just lands by a dropship and has the GDI base as its goal) and build up a base in a hidden area. Both GDI and Nod are hostile towards the player, but the mission goal is to destroy Nod before the whole GDI base is destroyed. (so you have to protect GDI, even if they probably attack you)
Maybe you can add some trigger, that make GDI more and more allied to the player, dependent on the amount of Nod units and buildings destroyed.
1. your units attack GDI
2. your units avoid attacking GDI
3. GDI doesn't attacks the player anymore
4. GDI is a complete ally
However, GDI can also become hostile again, if too much buildings are destroyed.
Nod should get in this mission a much bigger base than GDI.
-the difficulty is to get the gdi mcv before it can reach the gdi base. But if it gets there it deploys and rebuilds/enhances the slightly damaged base. The player has to find then an alternative for the gdi mcv (maybe a well hidden nod mcv). But on the other side the gdi base gets much stronger with the mcv. So the player has to decide if he wants a strong gdi base and a hard to get mcv, or a weak gdi and an easy to get mcv.
-the 4th stage of the alliance part can only be achieved, if the gdi mcv hasn't been stolen.


Love the idea. Possibly hard to pull off though. But I love it and will try it. I see the easiest way to do the thing with GDI is by using a set of locals. I have a fairly good idea on what I want this map to look like kinda to. smile.gif (though layout is the easy part)

As for BlackieChan's suggestion. I like it. A lot of reading but I like it. My only hopes is that the event "12 Credits exceed..." actually works...I don't know yet as I have never used it. But if it works then this mission is a go. As for the convoy trucks. I'm thinking 2 trucks per thing. And a total of 8 convoys. Money crates will hold 1000 therefore you need to get 10 of the 16 trucks. This being because you need to evacuate before the next day and they only have 8 convoys per day. smile.gif I think I would use option 1 about the bridge thingie. I just like the Ghost Stalker. Also. I think each convoy should get harder and harder to get. As I mean...Nod would start to suspect something is up if their convoys didn't make it all the way. I have an idea on how to make each convoy get more protected after each time you attack them. smile.gif

Anyways thanks again guys for the suggestions. If you have anymore let me know!


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Lin Kuei Ominae
post Mar 29 2008, 11:58 PM
Post #5


Stealth Tank
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Favorite game: Tiberian Sun



QUOTE (Ixith @ Mar 29 2008, 07:34 PM) *
Hmm a great idea. Though are you thinking this to be a GDI, Nod, or Forgotten mission?
this is up to you. It's just a small idea that i thought you could put in any mission that still lacks something special. You could also make it so, that you have to destroy a dam that causes the destruction of all bridges along the river.

Some other small ideas you can put in any map.
1. a capturable Dam to give a base or civil radar array enough power for the further mission goals.
2. a massive gdi air invasion on one of 2 Nod bases using many dropships, carryalls and orca transports as well as bombers to take out the base defense. Something really colossal if you know what i mean.

a mission where you have a quite big GDI base but no access to a tiberium field. You have only few credits left (ca 1500) and most of the buildings are already damaged. The base has 1 big and 2-3 small entrances. In front of each entrance, Nod placed several ticktanks, cyborgs and other units, so you can't get out. Your goal is to bring an engineer to a civil radar array, because your radar has been destroyed. Once you established a connection to the GDI network with the radar array, you get in a certain interval support via orca transports and dropships.
However these troops aren't enough to break the blockade from Nod, so you have to find a way to come to credits.
One way could be to take over a mutant outpost having its own refinery, but then the mutants attack you too. The other way is to help the mutants by sending 5 medics to a hospital where many ill mutants and civilists wait for help. The problem is that Nod uses the hospital for tiberium experiments, so it is well defended by many Cyborgs a laser fence and even an obelisk. In addition do every certain interval new Cyborgs spawn next to the hospital.

a Nod assimilation mission, where you start with 2 reaper and 3 cyborgs. With these you have to capture (use the reaper web) civilians. Then you have to place your cyborgs next to the webbed civilians and they change into new cyborgs. (similar to the cyborg facility destruction mission from FS where huey caused reaper and cyborgs to change the side after they are hit by a weapon)
To make this work you could make a special side for the cyborgs that is allied with the civilians, so they don't shoot at them.

This post has been edited by Lin Kuei Ominae: Mar 30 2008, 12:14 AM


--------------------
Co-Leader of Twisted Insurrection
my public units for you
Nod units:____________________________GDI units:
Nod Scorpion__________________________GDI 3A Kodiak
Nod Tachyon Tank______________________GDI Medusa (Triple Cannon Mech)
Nod Goliath___________________________GDI Behemoth (medium size Mech)
Nod Cobra (fast medium mech)__________GDI Battleship Aurora
Nod Siegebot (light MG-Mech)__________GDI Fortress Tower (Heavy Base Defense)
Nod Redeemer (4 legged heavy Cyborg)__GDI Triton (Titan support Mech)
Nod/Scrin WotW Tripod_________________GDI Exciter
______________________________________GDI Ion Charge Collector
Misc and Fun units:
X-Mech Calendar 28 SHP Units
Star Wars Mechs ATAT/ATST
Cyborg Barrack on PPM_________________Mech Factory
Mutant Tiberium Flyer
yt1300 (Millenium Falcon + BIG version)

if you use my units in your mod, please credit me.if you want to use my units on your website please ask me before.
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Ixith
post Mar 31 2008, 02:14 AM
Post #6


Cyborg Reaper
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From: Ohio
Member No.: 27
Alliance: Nod
Favorite game: Tiberian Sun



QUOTE (Lin Kuei Ominae @ Mar 29 2008, 07:58 PM) *
this is up to you. It's just a small idea that i thought you could put in any mission that still lacks something special. You could also make it so, that you have to destroy a dam that causes the destruction of all bridges along the river.


Well I might have a mission for each that has some kind of objective for destroying the bridge. I also like that dam idea. My only regret with using it though is that the water level won't actually look like it's rising. But other than that I like the idea behind it especially for low bridges.

QUOTE
Some other small ideas you can put in any map.
1. a capturable Dam to give a base or civil radar array enough power for the further mission goals.
2. a massive gdi air invasion on one of 2 Nod bases using many dropships, carryalls and orca transports as well as bombers to take out the base defense. Something really colossal if you know what i mean.


Again nice little snippet ideas. I have thought about doing a capturable dam or at least a base which has a dam that powers it. However, a massive air invasion by GDI would be a neat little thing to implement on a map...though a lot of triggering would be done lol.

QUOTE
a mission where you have a quite big GDI base but no access to a tiberium field. You have only few credits left (ca 1500) and most of the buildings are already damaged. The base has 1 big and 2-3 small entrances. In front of each entrance, Nod placed several ticktanks, cyborgs and other units, so you can't get out. Your goal is to bring an engineer to a civil radar array, because your radar has been destroyed. Once you established a connection to the GDI network with the radar array, you get in a certain interval support via orca transports and dropships.
However these troops aren't enough to break the blockade from Nod, so you have to find a way to come to credits.
One way could be to take over a mutant outpost having its own refinery, but then the mutants attack you too. The other way is to help the mutants by sending 5 medics to a hospital where many ill mutants and civilists wait for help. The problem is that Nod uses the hospital for tiberium experiments, so it is well defended by many Cyborgs a laser fence and even an obelisk. In addition do every certain interval new Cyborgs spawn next to the hospital.


This mission reminds me of the one TD: Covert Ops. mission in which GDI has Nod pinned and there are 3 entrances to the Nod base. GDI would keep using an Air strike and an ion cannon strike until your base was destroyed unless you pushed through one side and managed to go harvest the tiberium in the south. But to push through was no easy matter from what I remember. Provided...once you knew what you were doing it was an easy mission lol.

A definite add to the list of to do maps though.

QUOTE
a Nod assimilation mission, where you start with 2 reaper and 3 cyborgs. With these you have to capture (use the reaper web) civilians. Then you have to place your cyborgs next to the webbed civilians and they change into new cyborgs. (similar to the cyborg facility destruction mission from FS where huey caused reaper and cyborgs to change the side after they are hit by a weapon)
To make this work you could make a special side for the cyborgs that is allied with the civilians, so they don't shoot at them.


Hmm an interesting idea. Though...I am not sure exactly how I will have to go about the changing from civilian to cyborg trigger wise yet. I guess I will have to look at that mission your referred to.

Perhaps I should also include some CABAL missions?

Again...thanks for all the ideas. lol


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Lin Kuei Ominae
post Mar 31 2008, 10:02 AM
Post #7


Stealth Tank
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From: Germany
Member No.: 281
Alliance: CABAL
Favorite game: Tiberian Sun



QUOTE (Ixith @ Mar 31 2008, 02:14 AM) *
Hmm an interesting idea. Though...I am not sure exactly how I will have to go about the changing from civilian to cyborg trigger wise yet. I guess I will have to look at that mission your referred to.

or you give the player an assimilation plant and send everytime a subapc to the webbed civilians (subapc is not under playercontrol). Then you let the civilians enter the apc, that brings them to the assimilation plant where new cyborgs spawn for the player.
(maybe it helps if you look at the toxin mission with the mutants, where the civilians changed the side after they got hit by the toxin soldier)

btw, you could name this mission then "We are Borg" biggrin.gif

QUOTE (Ixith @ Mar 31 2008, 02:14 AM) *
Perhaps I should also include some CABAL missions?

that depends on your global story. If Cabal is a separate side or still works together with Nod.
Imo, GDI, Nod and some Forgotten missions are enough for now.

This post has been edited by Lin Kuei Ominae: Mar 31 2008, 10:22 AM


--------------------
Co-Leader of Twisted Insurrection
my public units for you
Nod units:____________________________GDI units:
Nod Scorpion__________________________GDI 3A Kodiak
Nod Tachyon Tank______________________GDI Medusa (Triple Cannon Mech)
Nod Goliath___________________________GDI Behemoth (medium size Mech)
Nod Cobra (fast medium mech)__________GDI Battleship Aurora
Nod Siegebot (light MG-Mech)__________GDI Fortress Tower (Heavy Base Defense)
Nod Redeemer (4 legged heavy Cyborg)__GDI Triton (Titan support Mech)
Nod/Scrin WotW Tripod_________________GDI Exciter
______________________________________GDI Ion Charge Collector
Misc and Fun units:
X-Mech Calendar 28 SHP Units
Star Wars Mechs ATAT/ATST
Cyborg Barrack on PPM_________________Mech Factory
Mutant Tiberium Flyer
yt1300 (Millenium Falcon + BIG version)

if you use my units in your mod, please credit me.if you want to use my units on your website please ask me before.
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Posts in this topic
- Ixith   Suggestions   Mar 27 2008, 04:28 PM
- - Scorch   I saw you didn't have any of the Forgotten mis...   Mar 27 2008, 05:46 PM
- - ShDwBoRn   The forgotten could stage a quick in and out assau...   Mar 27 2008, 06:22 PM
- - BlackieChan   My idea: You are the commander of the mutant commu...   Mar 29 2008, 03:07 AM
- - Scorch   I don't know, but I thought maybe you'd li...   Apr 1 2008, 11:10 PM
|- - Ixith   QUOTE (Scorch @ Apr 1 2008, 07:10 PM) I d...   Apr 2 2008, 03:01 AM
- - Scorch   Yeah, sweet thanks. And you're welcome?   Apr 2 2008, 09:05 PM
|- - Lin Kuei Ominae   I've a new idea. How about recreating FMV...   Apr 4 2008, 02:11 PM
- - Ixith   Hmm...I'll look into that LKO. If the movies c...   Apr 4 2008, 07:51 PM
- - BlackieChan   I have a new idea, and it can work for both GDI or...   Apr 25 2008, 12:25 AM
- - Ixith   hmm I like basic screwed from the get go idea. I a...   Apr 26 2008, 01:24 AM
- - BlackieChan   I've got patience, I'm just glad you haven...   Apr 26 2008, 01:36 AM
|- - Lin Kuei Ominae   treasure run player side: mutant a huge map, maybe...   May 13 2008, 10:41 PM
- - CrashKing   No offence to your idea, but I think making a 200x...   May 18 2008, 10:25 AM
- - Ixith   I like your newer mission idea there LKO. Though I...   May 22 2008, 10:28 PM


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