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Drop-pods?
Moderators: Aro, Crimsonum, ErastusMercy, Lin Kuei Ominae, ^Rampastein
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TigerACE09
Civilian


Joined: 02 Oct 2012

PostPosted: Mon May 26, 2014 5:28 pm    Post subject:  Drop-pods? Reply with quote  Mark this post and the followings unread

I just want to know, will the drop-pods be coming back into the game? Or have they been removed completely with no plans to bring them back?

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ErastusMercy
Energy Commando


Joined: 13 Nov 2007
Location: United Kingdom

PostPosted: Mon May 26, 2014 10:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Currently drop pods don't fit with the storyline. Since GDI lost Tiberian Dawn they didn't have the resources or opportunity to build a massive space station to launch them from.

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Tue May 27, 2014 12:25 am    Post subject: Reply with quote  Mark this post and the followings unread

they are useless anyway #Tongue

unless you put all special units init #Tongue
even then DP's can't be controlled well

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue May 27, 2014 12:34 am    Post subject: Reply with quote  Mark this post and the followings unread

I was going to make Drop Pods something else like "Marauder Squad" or something similar.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Tue May 27, 2014 8:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Exley wrote:
they are useless anyway #Tongue

Actually, when TI still had them, they were rather OP. With TI's strong bonuses for elite units, those grenadiers killed everything.

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Tue May 27, 2014 12:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

They might do well as EMP mine drop (or ordinary mines?) for GDI delivered via invisible drop pod delivery every 10 mins or more and the radius of EMP be rather low unlike actual EMP Cannon etc and not as long duration either.

Plus I think could enhance EMP by adding damage via [EMP_FX01]
so affected units suffer some low electrical damage as it keeps going on than just be disabled as I think this is a bit unrealistic as it is now.

Hmm they would appear as elite mines probably no matter what tho :/

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Tue May 27, 2014 2:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

^Rampastein wrote:
Exley wrote:
they are useless anyway #Tongue

Actually, when TI still had them, they were rather OP. With TI's strong bonuses for elite units, those grenadiers killed everything.


as I said, they only worth if you stuff special units in pods
but SW by itself is useless

in fact the only good use it is (dunno which mod it was in)
when some people made people to turn into visceroids

and maybe convert it to meteor storm if one like overpowered weapons (and that one won't always shoot if it hits occupied cell)

but you can't deliver any vehicles with it
you can't reveal map with it since its speed is too fast even if changed and changing angle of descent don't help much
you can't do pretty much anything with it

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this place is horrible ...

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue May 27, 2014 3:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Exley wrote:
but you can't deliver any vehicles with it
you can't reveal map with it since its speed is too fast even if changed and changing angle of descent don't help much
you can't do pretty much anything with it

i have to disagree. DropPodSpecial is one of the most versatile modifiable SWs at all.

DropPods give you the chance to do anything with the Infantry, Weapon and Animation they deliver. All other SWs do if anything only one of these.

-you can reveal map (just use a dummy infantry with Sight=10, Strength=1 and then let the infantry die by the DropPod landing anim). You can make it reveal only a single 10 cell circle or multiple areas, according to amount of droppods.
You can also change the DropPodAngle so each droppod reveals shroud 2 times. One time when they enter atmosphere and another time when they hit the ground.
-you can change DropPods into an ordinary weapon. Set instant killed dummy infantry and then change DropGun to any weapon you want.
-DTA showed how to use them as Visceroid SW in older DTA versions. Dummy infantry inside the DropPods, which are killed/mutated by an invisible Gas ParticleSystem when they hit the ground.
-Since DropPods also leave a decaying anim, you can also create any fancy animation stuff with them, like creating a fully working blossom tree, instant tiberium spawner, huge area explosion, meteor etc etc
You can even use 3 animations: The one in midair when they enter atmosphere (AtmosphereEntry), the one when they hit the ground (DropPodPuff) and the decaying anim ([AudioVisual] DropPod). Thus DropPodSpecial is the only SW that allows to play 3 different anims at the same time with one shot.

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TigerACE09
Civilian


Joined: 02 Oct 2012

PostPosted: Tue May 27, 2014 8:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, thanks for the info. I was just concerned because I was having a moment where I was playing all of the old CnC games, and I just wanted to at least know if there was a reason that the drop pods aren't in this mod anymore. I had so much fun with them in Firestorm.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue May 27, 2014 8:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

since this topic started it already, we could use it as an idea collection, how the SW could be used.

Though note a few things when creating ideas.
-the AI uses it, but only in it's own base. Never as an attack on an enemy player. So it would be bad to use the SW as a weapon system, except we prevent the AI from getting it so it doesn't destroys itself.
-since TI has already a good balancing, a new SW can throw things off.

My idea would be:
-give it to Globotech. GT has already lots of fancy logics that didn't fit GDI or Nod, so they could get this too. e.g. a special capturable GT tech building

Functionality
As described in previous post, basically everything works with this SW:
-Weapon: simple or area damage/repair, using particle systems (e.g. long lasting tiberium slime crawling on ground), EMP might work too but needs to be tested
-Reinforcements: some infantry, or Visceroids, an infantry that works like a mine
-Animation (almost everything works): doing (area) damage, creating some kind of temporary tiberium tree, weather storm, earthquake, local ion storm, nuke strike, simple tiberium spawner, spawning some other overlay like impassable rocks

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X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Tue May 27, 2014 9:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

i wanted to use it as nuke
but its too fast falling so useless there

as for tiberium seed, doubt it can be made to seed big crystals

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Quote:

how did we end up here ?

this place is horrible ...

smells like balls ...


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue May 27, 2014 10:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Exley wrote:
i wanted to use it as nuke
but its too fast falling so useless there

Make the DropPod itself invisible! Only because you see a falling droppod doesn't mean you have to use this for other falling things.
On the DropPod you have 3 animations where you can put a falling nuke in them. More than enough to do anything you want.

Create a falling nuke animation and you can let it fall as slow/fast as you want. (use Rate key on the falling nuke animation in art.ini)
See how the Nod Nuke is done. It all starts with a single animation on the warhead that Spawns, Trailer's and Next's other animations. It's all just animation magic.

Exley wrote:
as for tiberium seed, doubt it can be made to seed big crystals

big crystals which work like blossom trees can't be spawned, as they are TerrainTypes. But you can create an overlay which looks like a big crystal and which spawns tiberium via CellAnim (basically how vanilla TS has the big crystals as 4th tiberium).
However a resource/blossom tree that never goes away anymore would imbalance things. Though the Overlay can get Wall logic to be destroyable and have multiple damage stages.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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