What kind of neutral buildings should generals 2 have?
What kind of neutral buildings should generals 2 have?
All of them.
Or to be more specific, Oils, Hospitals, Repair facilities, and reinforcements pads. I might be forgetting something, though...
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And Borreh for being featured in aspammer'svaluable member's signature.
As the moderator in chief I am obligated to remind you that if you use reddit subscribe to /r/commandandconquer
Tech Veteran Academies from RA3, you capture three and you build heroic units.
Tech Merc Training Fact's, like the CnC3 Mutant Hovel, though expanded to build a good amount of Merc units, such as Vehicles, Infantry, and maybe some Aircraft if you want(my little mod has those).
Tech Satellite Bays, from one of the TW mods, take it and you see the whole map.
Tech Upgrade Bay's, from another TW mod, take it and you can use it to upgrade firepower, armor, or speed of teh units you have.
Tech Airfield, provides paradrop and other air based support powers exclusive to this building.
Tech Fortress , load a bunch of troops inside, can have weapon of different types depending on the upgrade, like a big gun, a big AA rocket launcher, or whatever .
And theres more where that came from, we can have like over 20 different types of tech buildings this time around if EA is willing...
Last edited by Commander32; 06-15-2012 at 03:02 AM.
My quote:
'Meh, I don't really care anymore about the new games direction, with many loads of hours(make that years actually) on Tib Sun, YR, Generals, CnC3, and RA3, plus all the mods they come with, another game with the same old formula is rather redundant IMO. '
Whatever they are, I hope they aren't permanently destroyable. I like the idea of having more areas of the map to fight over other than resources.
Agreed, we can make em rebuild after being destroyed, once rebuilt, you need to capture it again.
My quote:
'Meh, I don't really care anymore about the new games direction, with many loads of hours(make that years actually) on Tib Sun, YR, Generals, CnC3, and RA3, plus all the mods they come with, another game with the same old formula is rather redundant IMO. '
Anything or everything from previous C&C games: Oil Derrick, Oil Refinery, Repair Pad, Outpost, Tech Unit building and Hospitals not to mention Tech Defenses.
Don't forget what I suggested as well, the more the better!!!
My quote:
'Meh, I don't really care anymore about the new games direction, with many loads of hours(make that years actually) on Tib Sun, YR, Generals, CnC3, and RA3, plus all the mods they come with, another game with the same old formula is rather redundant IMO. '
I would like Tech buildings to return but would merge some, for example:
Oil Platform - Reduces vehicle costs by 10%, in addition to giving the player %200 per minute. This would be great to fight over and would possibly make people think twice about destroying it. If it does get destroyed, a violent explosion ensues and it cannot respawn. (This does NOT give a one time bonus capture)
Military Hospital - All infantry start as Veterans (if you have a veteran type power which makes your infantry Veteran, a small cost reduction to your infantry will happen instead.) plus heal over time.
Reinforcement Pad - Unchanged.
Repair Pad - Scrap it, most useless tech structure ever.
Repair Bay - Slowly repairs buildings in addition to vehicles.
Spy Station - Usually in corner of maps, when captured this will grant a power similar to the USA's spy ability.
Oil Derrick - Unchanged.
Tech Defences - What it says on the tin.
Banks - Only in city type maps, when captured it will function like a Black Market but instead give $50 per several seconds.
Also known as Kichō
~Three Kingdoms fan~