[WIP]Tech Gap

Discussion in 'Work-In-Progress Mods' started by somdudewillson, March 18, 2015.

  1. somdudewillson

    somdudewillson Member

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    This mod greatly increases the gap between T1 and T2. T2 is changed into a bunch of highly specialized superunits.

    [Now on PAMM!]
    Last edited: March 18, 2015
  2. Bagol

    Bagol New Member

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    How do you build t2 factories?
  3. somdudewillson

    somdudewillson Member

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    Combat fabbers.
  4. Bagol

    Bagol New Member

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    Thanks
  5. somdudewillson

    somdudewillson Member

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    No problem. Enjoying the mod?
  6. bsergent

    bsergent Active Member

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  7. somdudewillson

    somdudewillson Member

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    Bluehawks are walking Macross Missile Massacres, but very squishy. (Look it up.)
    Kestrels are anti-dox units, with a high rate of fire and a large spread.
    Vanguards are indestructible (9 million health), but lack a weapon.
    Gil-E's deal more damage and fire slower.
    Levelers are just boosted overall.
    Same overall boost for the mortar vehicles.
    Slammers fire faster and have a LONG range torp (bit buggy with the range though).
    Orbital solar panels are structures to prepare for the addition of a boosted orbital transport, and also have a much higher energy production.
    Slightly bolstered Anchors.
    Unit Cannons hold 25 units now.
    Orbital SSX's weapon is equal in power to a nuke.
    Phoenix is faster.
    Advanced bomber is boosted overall.
    All naval units have overall boosted stats.
    bsergent likes this.
  8. somdudewillson

    somdudewillson Member

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    Does that answer your question?
  9. bsergent

    bsergent Active Member

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  10. somdudewillson

    somdudewillson Member

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    Whaddya think?
  11. bsergent

    bsergent Active Member

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    Basically it sounds cool, but it's not my bag :)

    Sounds like a buff mod. I have no problem with that, but it's not how I play. As you know from my real world logical changes mod I kind of enjoy feeling like all the ramifications have been allowed to ripple.

    If the factions had this kind of technology the entire character of their war machine would be different.

    A collection of buffs, while fun, also for me makes the game feel more arbitrary and detracts from verisimilitude :)

    Perhaps you could expand the original post to better describe the mod? Like what are the cost changes to these super units?
  12. somdudewillson

    somdudewillson Member

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    Massive metal cost boosts. Like the Vanguard costs 15 thousand metal, and the SSX costs 60 thousand metal. The idea of this mod is to make it so that T2 units are less just slightly more specialized and bolstered versions of T1 units and more like another level of unit altogether. An analogy would be T1 vs T2 in SupCom is how it is now, and T1 vs T3/Experimental is how this mod makes it.
  13. bsergent

    bsergent Active Member

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  14. somdudewillson

    somdudewillson Member

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    Naw, it's multiplayer-only ATM. You just have to shift it to a client mod to work with GW though, right? If so I can whip that up in a few moments. The AI won't know what to do with it though, so...
  15. stuart98

    stuart98 Post Master General

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    Disabled yet another pre-titans unit mod.

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